The Flash races out of BLACKEST NIGHT and into the first graphic novel collection of his new monthly title written by comics hottest writer Geoff Johns (BLACKEST NIGHT, GREEN LANTERN). The all-new adventures of the Fastest Man Alive start with "Case One: The Dastardly Death of the Rogues!" Barry Allen, The Flash, runs back to his life in Central City, but when one of the Rogues turns up murdered under mysterious circumstances, it's up to The Fastest Man Alive to not only solve this bizarre crime, but protect those that are still targeted by the elusive killer. This storyline ties directly into BRIGHTEST DAY, the direct follow-up to the biggest comics event of 2009, BLACKEST NIGHT. Collects THE FLASH #1-6 and THE FLASH SECRET FILES 2010!
Written by John Broome Art by Carmine Infantino, Murphy Anderson and others Cover by Ethan Van Sciver These seminal tales from the 1960s, torn from the pages of SHOWCASE #8, THE FLASH #105, 106, 110, 113, 117, 122, 140 and 155, introduced the Scarlet Speedster's Rogues Gallery, including Captain Cold, Mirror Master, Gorilla Grodd, the Weather Wizard, Captain Boomerang and Heat Wave - all prominently featured in FINAL CRISIS: ROGUES' REVENGE. Advance-solicited; on sale November 25 o 144 pg, FC, $14.99 US
The Flash races out of BLACKEST NIGHT and into the first graphic novel collection of his new monthly title written bycomics hottest writer Geoff Johns (BLACKEST NIGHT, GREEN LANTERN). The all-new adventures of The Fastest ManAlive start with "Case One: The Dastardly Death of the Rogues!" Barry Allen, The Flash, runs back to his life in Central City, but when one of the Rogues turns up murdered under mysterious circumstances, it's up to The Fastest Man Alive to not onlysolve this bizarre crime, but protect those that are still targeted by the elusive killer. This storyline ties directly into BRIGHTEST DAY, the direct follow-up to the biggest comics event of 2009, BLACKEST NIGHT.
When one of the Rogues is found dead in the future, the Renegades travel back in time to arrest Barry Allen, the Flash, for a murder that hasn't occured yet.
This book offers ideas that secondary teachers, university content faculty, and teacher educators can use to challenge traditional literacy practices and demonstrate creative, innovative ways of incorporating new literacies into the classroom, all within a strong theoretical framework. Teachers are trying to catch up to the new challenges of the twenty-first century. It is a superheroic feat that must be achieved if education is to stay relevant and viable. There is a lot of zip, bam, whap, and wow in the fast-paced, social networking, technological world, but not so much in the often laboriously slow-paced educational world. Where is the balance? How do teachers and students learn together, since one group has seasoned wisdom with limited technological know-how and the other uses all the cool new tools, but not in the service of learning? These are some important issues to consider in finding the balance in an unstable, fast-moving, ever-changing world. This book is practical and useful to literacy teachers, teacher educators, and university faculty by bringing together the expertise of composition/rhetoric researchers and writers, literacy specialists, technology specialists, and teachers who are on the cutting edge of new literacies.
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.
Conventional wisdom holds that comic books of the post-World War II era are poorly drawn and poorly written publications, notable only for the furor they raised. Contributors to this thoughtful collection, however, demonstrate that these comics constitute complex cultural documents that create a dialogue between mainstream values and alternative beliefs that question or complicate the grand narratives of the era. Close analysis of individual titles, including EC comics, Superman, romance comics, and other, more obscure works, reveals the ways Cold War culture--from atomic anxieties and the nuclear family to communist hysteria and social inequalities--manifests itself in the comic books of the era. By illuminating the complexities of mid-century graphic novels, this study demonstrates that postwar popular culture was far from monolithic in its representation of American values and beliefs.
Sure, you can root for Sherlock Holmes or Charlie Chan or Hugh Drummond. But I'll take a good old-fashioned rogue over the lot of 'em any day. Boston Blackie, A.J. Raffles, the Lone Wolf, Thubway Tham, Mr. Clackworthy, Arsene Lupin -- they all hold a curious fascination, dabbling as they do in crime and punishment! So take a walk on the seamy side of the Victorian era. (And yes, we are cheating with the dates a little bit. But we wanted to include a few latter-day rogues whose adventures are in the spirit of their Victorian compatriots.) All told, it's more than 1,900 pages of great reading! Included are: The Adventures of Colonel Clay, by Grant Allen THE EPISODE OF THE MEXICAN SEER THE EPISODE OF THE DIAMOND LINKS THE EPISODE OF THE OLD MASTER THE EPISODE OF THE TYROLEAN CASTLE THE EPISODE OF THE DRAWN GAME THE EPISODE OF THE GERMAN PROFESSOR THE EPISODE OF THE ARREST OF THE COLONEL THE EPISODE OF THE SELDON GOLD-MINE THE EPISODE OF THE JAPANNED DISPATCH-BOX THE EPISODE OF THE GAME OF POKER THE EPISODE OF THE BERTILLON METHOD THE EPISODE OF THE OLD BAILEY THE COUNT'S CHAUFFEUR, by William Le Queux BOSTON BLACKIE, by Jack Boyle THE CHAIR OF PHILANTHROMATHEMATICS, by O. Henry THUBWAY THAM, by Johnston McCulley THE EXTRAORDINARY ADVENTURES OF ARSÈNE LUPIN, GENTLEMAN-BURGLAR, by Maurice Leblanc THE LONE WOLF, by Louis Joseph Vance ALIAS THE LONE WOLF, by Louis Joseph Vance A ROGUE'S LIFE, by Wilkie Collins THE ADVENTURE OF THE SECOND SWAG, by Robert Barr JEFF PETERS AS A PERSONAL MAGNET, by O. Henry THE ASSASSINS' CLUB, by Gelett Burgess MR. CLACKWORTHY TELLS THE TRUTH, by Christopher B. Booth THE CLUE OF THE SILVER SPOONS, by Robert Barr JEM BINNEY AND THE SAFE AT LOCKWOOD HALL, by William Hope Hodgson A COSTUME PIECE, by E.W. Hornung CONSTANCE DUNLAP, by Arthur B. Reeve If you enjoy this book, search your favorite ebook store for "Wildside Press Megapack" to see the 170+ entries in the MEGAPACKTM series, covering science fiction, fantasy, horror, mysteries, westerns, classics, adventure stories, and much, much more!