No good deed goes unpunished! Freeing the world from Brother Eye was only the beginning-with Neo-Gotham now standing as the only stable society in the known world, thousands of refugees have fled their war-torn cities to come knocking at the gates. But when the mayor of Neo-Gotham claims his city can't support the whole world, the fate of these people will rest on Batman's shoulders.
A lot has changed in Neo-Gotham over the last year. Now balancing college, family, and crime fighting, Terry McGinnis still dons the red and black suit as Batman. Bruce Wayne is no longer chirping in his ear, however, replaced by the former Nightwing himself, Dick Grayson. One thing that never changes, though, is someone’s always looking to bring the city to its knees. Called in to investigate the death of Mayor Davis, Batman and his allies sense foul play. When someone frees the inmates held in Davis’ pet project, the new Arkham Institute, those suspicions become dangerous reality. But the menace behind these attacks is someone Batman has never faced before, an unknown quantity. Calling himself Rewire, this electrically charged villain has plans for Neo-Gotham -- starting with the end of Batman! It’s a new era for Batman Beyond as writer KYLE HIGGINS (NIGHTWING, DEATHSTROKE) and artist THONY SILAS (Venom) plug you into BATMAN BEYOND 2.0: REWIRED (collects stories from BATMAN BEYOND UNIVERSE #1-8)!
The dedication of a new building commemorating a special Wayne family event--the 100th birthday of Thomas Wayne brings out all of Neo-Gotham's familar faces, including one who was definitely not on the guest list. The Joker makes his long-awaited return to Neo-Gotham, and no one is safe! Will he strike at Batman, Robin, Commissionar Barbara Gordon or the original Caped Crusader himself, Bruce Wayne? Decades after his last fight with the Dark Knight, the Clown Prince of Crime returns home to take his city back once and for all. Terry McGinnis's battle to keep Gotham safe continues in Batman Beyond Vol. 5! Collects Batman Beyond #25-29.
A new graphic novel inspired by the fan-favorite animated TV series Batman Beyond! Terry McGinnis--the Batman of the future--and an elderly Bruce Wayne--the original Batman--are the sworn protectors of Neo-Gotham. But when someonetargets The Dark Knight's old foes, the new Batman must begin a case that reaches back into Bruce Wayne's past and puts Terry's future directly in danger.
The Batman of the future is back. Emerging from the rubble of the cataclysm that nearly destroyed the Earth, Terry McGinnis has returned to Gotham City and reclaimed the mantle of the Bat. He’s fended off some of his deadliest foes to do it. But he’s about to face an unexpected enemy—an opponent more patient, and more powerful, than any he’s ever known. When the League of Assassins launches an all-out assault on Gotham, Terry must travel to Tibet in his experimental Batsuit. There, he’ll stop at nothing to rescue his captured mentor Bruce Wayne and take the fight to their leader—Ra’s al Ghul himself. But when he finally gets his audience with the Demon’s Head, he’s in for the shock of a lifetime. Can Terry defeat this shadowy figure and free Bruce Wayne from his nemesis? Or will this all-out war—and the twisted technology of his biomechanical Batsuit—drive him into a darkness he can never escape? Discover the answer in BATMAN BEYOND VOL. 2: RISE OF THE DEMON, from the creative team of Dan Jurgens and Bernard Chang. It’s BATMAN BEYOND and Ra’s al Ghul as you’ve never seen them before! Collects BATMAN BEYOND #6-12!
Explore over eighty years of Batman history in this updated official edition featuring a wealth of new content, including a new chapter on acclaimed feature film The Batman. Filled with exclusive insert items that further deepen the reading experience, this updated edition of Batman: The Definitive History of the Dark Knight in Comics, Film, and Beyond is the ultimate exploration of a true legend whose impact on our culture has no limits.
Covering genres from adventure and fantasy to horror, science fiction, and superheroes, this guide maps the vast terrain of graphic novels, describing and organizing titles to help librarians balance their graphic novel collections and direct patrons to read-alikes. New subgenres, new authors, new artists, and new titles appear daily in the comic book and manga world, joining thousands of existing titles—some of which are very popular and well-known to the enthusiastic readers of books in this genre. How do you determine which graphic novels to purchase, and which to recommend to teen and adult readers? This updated guide is intended to help you start, update, or maintain a graphic novel collection and advise readers about the genre. Containing mostly new information as compared to the previous edition, the book covers iconic super-hero comics and other classic and contemporary crime fighter-based comics; action and adventure comics, including prehistoric, heroic, explorer, and Far East adventure as well as Western adventure; science fiction titles that encompass space opera/fantasy, aliens, post-apocalyptic themes, and comics with storylines revolving around computers, robots, and artificial intelligence. There are also chapters dedicated to fantasy titles; horror titles, such as comics about vampires, werewolves, monsters, ghosts, and the occult; crime and mystery titles regarding detectives, police officers, junior sleuths, and true crime; comics on contemporary life, covering romance, coming-of-age stories, sports, and social and political issues; humorous titles; and various nonfiction graphic novels.
A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.
This collection examines LEGO from an array of critical and cultural studies approaches, foregrounding the world-renowned brand's ideological power and influence. Given LEGO’s status as the world’s largest toy manufacturer and a transnational multimedia conglomerate, Cultural Studies of Lego: More Than Just Bricks considers LEGO media's cultural messages; creativity with and within LEGO artifacts; and diversity within the franchise, including gender and race representation. The chapters’ in-depth analyses of topics including LEGO films, marketing tactics, play sets, novelizations, and fans offer compelling insights relevant to those interested in the LEGO brand and broader trends in the children’s popular culture market alike.