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.
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.
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 birth of Judge Dredd's world is revealed. How America became a wasteland with two enormous Mega-Cities on each seaboard. How Judge Dredd himself came to be, and his first taste of dealing justice on the streets. Secrets will be revealed. The future will be forged. Justice will be served. An unusual delivery is made to the Grand Hall of Justice, a package that will force Dredd to lead a mission into the Cursed Earth and into the darkest recesses of the history of the Judges and Mega-City One... Now in this much-anticipated Dredd epic, history is written by Dredd co-creators John Wagner (A History of Violence) and Carlos Ezquerra (Strontium Dog) with a special introductory tale featuring the art of Kev Walker (ABC Warriors: Khronicles of Khaos).
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.
Coping with the Future has been written in response to widespread international awareness that the future is not predictable. In political and economic terms, we are in unknown territory, with daily developments around Brexit and the Trump Presidency, and "Kodak moments" in business. On the other hand, business leaders demand certainty, which is not available. This book redefines the nature of modern business. In contrast to recent trends, it has a focus on human-centred manufacturing and on decision-making which goes beyond a focus on short-term profit. The liberal capitalism of the USA and the UK is not the only current variety of capitalism. Business is not just about managers, but requires participation and engagement by workers. Since the financial crash of 2008, there has been much talk about the need for fresh approaches to business, but little has changed. This book pulls together current research and practice and poses new questions based on case studies. There is no one simple best way, but an uncertain future can be addressed, drawing on diverse past experience and cases. The book addresses an intended audience in business and universities, including business schools, around the world. The debate takes a broader approach, involving research in the social sciences and approaches from philosophy. The world has always been unpredictable, but we have allowed ourselves to be comforted by convenient myths. It is time to wake up.
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.
The Superhero Multiverse focuses on the evolving meanings of the superhero icon in 21st-century film and popular media, with an emphasis on re-adapting, re-imagining, and re-making. With its focus on multimedia and transmedia transformations, The Superhero Multiverse pivots on two important points: firstly, it reflects on the core concerns of the superhero narrative—including the relationship between ‘superhero comics’ and ‘superhero films’, the comics roots of superhero media, matters of canon and hybridity, and issues of recycling and stereotyping in superhero films and media texts. Secondly, it considers how these intersecting textual and cultural preoccupations are intrinsic to the process of remaking and re-adapting superheroes, and brings attention to multiple ways of materializing these iconic figures in our contemporary context.