The iconic character Judge Dredd finally received the graphic novel platform he deserved in the Case Files editions. Since 1977, one man has dominated the British comic scene. He is judge, jury and executioner; a merciless far-future lawman delivering justice with an iron fist on the mean streets of Mega-City One. He is Judge Dredd! US readers can discover the roots of this legendary character in this vast a thrill-packed series of graphic novels, which collect together all of Dredd's adventures in chronological order.
Case Files 43 continues with Judge Dredd uncovering the House of Pain and thwarting a new threat from Orlok, and the reveal of the Judges' rise to power in John Wagner and Carlos Ezquerra's Origins.
When the newly promoted Judge Kraken, under the influence of the mysterious and evil Sisters of Death (from the 'Deadworld' dimension which was the original home of Judge Death and the other Dark Judges), kidnaps Psi-Judge Agee, all hell breaks loose in Mega-City One! The sisters use Agee's powerful psi abilities to free the Dark Judges from dimensional limbo (where they were exiled by Judge Anderson). Now its up to Dredd, Anderson, and all the other Judges in Mega-City One to stop these extraordinarily powerful beings - before they can completely lay waste to the city, and go on to kill all the inhabitants of Dredd's future Earth!
The streets don't come much meaner than those found in Mega-City One. Only the Judges - empowered to dispense law and order - keep the city from falling into total anarchy. Toughest of them all is Judge Dredd - he is the law and these are his stories. In this 24th volume of the bestselling Case Files series, Dredd is faced with one of his hardest challenges yet - dispensing justice in the 'Big Meg's' worst sector known as 'The Pit'! Also, the ultimate lawman faces a legendary war robot, when Judge Dredd squares off against the ABC Warrior Hammerstein! Backlist Opportunities: - Judge Dredd Case Files 21 - 9781781081754 - Judge Dredd Case Files 22 - 9781781082270 - Judge Dredd Case Files 23 - 9781781082522
The bestselling series continues For almost thirty years, Judge Dredd has dominated the British comic scene. Now you can re-discover the roots of this legendary character in this vast and Thrill-packed series of graphic novels collecting together all of Dredd's adventures in chronological order, complete and uncut.
Utopia and Dystopia in the Age of Trump:Images from Literature and Visual Arts treats literature, film, television series, and comic books dealing with utopian and dystopian worlds reflecting on or anticipating our current age. From Henry James’s dreamlike utopia of “The Great Good Place” to the psychotic world of Brett Easton Ellis’s American Psycho, from science fiction and recent horror films, television adaptations of books such as Margaret Atwood’s The Handmaid’s Tale, and new series such as Black Mirror to the repressive Hitlerian dystopia of Katherine Burdekin’s Swastika Night, the contributors examine the development of scenarios that either prefigure the rise of individuals such as Donald J. Trump or suggest alternatives to them. Ultimately, one might say of the worlds presented here, viewed from different social and political perspectives: one person’s utopia is another’s dystopia. This is the fifth in a series of books edited by Barbara Brodman and James E. Doan, and published by Rowman & Littlefield with Fairleigh Dickinson University Press. The Universal Vampire: Origins and Evolution of a Legend and Images of the Modern Vampire: The Hip and the Atavistic (both in 2013) focused on the vampire legend in traditional and modern thought. The Supernatural Revamped: From Timeworn Legends to Twenty-First-Century Chic (2016) examined a range of supernatural beings in literature, film, and other forms of popular culture. Apocalyptic Chic: Visions of the Apocalypse and Post-Apocalypse in Literature and Visual Arts (2017) dealt with legends and images of the apocalypse and post-apocalypse in film and graphic arts, literature and lore from early to modern times, and from peoples and cultures around the world.
The intersections of law and contemporary culture are vital for comprehending the meaning and significance of law in today’s world. Far from being unsophisticated mass entertainment, comics and graphic fiction both imbue our contemporary culture, and are themselves imbued, with the concerns of law and justice. Accordingly, and spanning a wide variety of approaches and topics from an international array of contributors, Graphic Justice draws comics and graphic fiction into the range of critical resources available to the academic study of law. The first book to do this, Graphic Justice broadens our understanding of law and justice as part of our human world—a world that is inhabited not simply by legal concepts and institutions alone, but also by narratives, stories, fantasies, images, and other cultural articulations of human meaning. Engaging with key legal issues (including copyright, education, legal ethics, biomedical regulation, and legal personhood) and exploring critical issues in criminal justice and perspectives on international rights, law and justice—all through engagement with comics and graphic fiction—the collection showcases the vast breadth of potential that the medium holds. Graphic Justice will be of interest to academics and postgraduate students in: cultural legal studies; law and the image; law, narrative and literature; law and popular culture; cultural criminology; as well as cultural and comics studies more generally.
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.
Contributions by Carl Abbott, Jacob Babb, Marleen S. Barr, Michael Fuchs, John Glover, Stephen Joyce, Sarah Lahm, James McAdams, Cynthia J. Miller, Fernando Gabriel Pagnoni Berns, Chris Pak, María Isabel Pérez Ramos, Stefan Rabitsch, J. Jesse Ramírez, A. Bowdoin Van Riper, Andrew Wasserman, Jeffrey Andrew Weinstock, and Robert Yeates Metropolis, Gotham City, Mega-City One, Panem’s Capitol, the Sprawl, Caprica City—American (and Americanized) urban environments have always been a part of the fantastic imagination. Fantastic Cities: American Urban Spaces in Science Fiction, Fantasy, and Horror focuses on the American city as a fantastic geography constrained neither by media nor rigid genre boundaries. Fantastic Cities builds on a mix of theoretical and methodological tools that are drawn from criticism of the fantastic, media studies, cultural studies, American studies, and urban studies. Contributors explore cultural media across many platforms such as Christopher Nolan’s Dark Knight Trilogy, the Arkham Asylum video games, the 1935 movie serial The Phantom Empire, Kim Stanley Robinson’s fiction, Colson Whitehead’s novel Zone One, the vampire films Only Lovers Left Alive and A Girl Walks Home Alone at Night, Paolo Bacigalupi’s novel The Water Knife, some of Kenny Scharf’s videos, and Samuel Delany’s classic Dhalgren. Together, the contributions in Fantastic Cities demonstrate that the fantastic is able to “real-ize” that which is normally confined to the abstract, metaphorical, and/or subjective. Consequently, both utopian aspirations for and dystopian anxieties about the American city become literalized in the fantastic city.