The entire Green Arrow run of New York Times best-selling author Jeff Lemire is now collected in its entirety in this all-new Essential Edition trade paperback graphic novel! Oliver Queen thought he had it all figured out. As the heroic archer Green Arrow, he'd finally found a sense of purpose, friends to aid him, even a place on the Justice League of America. But now he's not even sure where he came from... or whom he came from. As Green Arrow discovers that his stranding on a desert island was more than just an accident, there seem to be more sinister forces at work behind all these sudden revelations. The Queen family is embroiled in a war generations old. A war of clans. A war of outsiders. Acclaimed creative team Jeff Lemire (Animal Man) and Andrea Sorrentino (I, Vampire) take Green Arrow on his most challenging adventure yet. Collects Green Arrow #17-34, Green Arrow Futures End #1 and Green Arrow Secret Origins. The DC Essential Edition series of graphic novels highlights the best standalone stories the medium has to offer featuring comics' greatest characters. These trade paperback editions focus on the easiest entry points DC has in its vast library, with seminal, groundbreaking tales that transcend the printed page. Start with the Essentials.
Oliver Queen thought he had it all figured out. As the heroic archer Green Arrow, he'd finally found a sense of purpose, friends to aid him, even a place on the Justice League of America. But now, he's not even sure where he came from…or who he came from. As Green Arrow discovers that his stranding on a desert island was more than just an accident, there seem to be more sinister forces at work behind all these sudden revelations. The Queen family is embroiled in a war, generations old. A war of clans. A war of outsiders. Acclaimed creative team Jeff Lemire (ANIMAL MAN) and Andrea Sorrentino (I, VAMPIRE) take Green Arrow on his most challenging adventure yet. Collects issues #25-31.
Billionaire philanthropist John King is succeeding where the Queen Foundation failed, bringing healing and hope to cities across the country. Except he’s not saving these cities-he’s conquering them. Green Arrow must overthrow this mad modern-day monarch, but he can’t do it alone. He’ll need the help of a brash and brilliant hacker Felicity Smoak; speedy street kid Mia Dearden; and an army of superhero allies, including Arsenal, Katana, Green Lantern, Batman-and Lex Luthor. And if you come at the King, you’d best not miss. Andrew Kreisberg and Ben Sokolowski-two of the minds behind TV’s Arrow and The Flash-take aim at the comics world in GREEN ARROW: KINGDOM, featuring action-packed art by Daniel Sampere! Collects issues #35-40.
In these 1990s tales, Oliver Queen takes a break from the role of Green Arrow--and his crime-fighting mission is taken up by his son, Connor Hawke. Spinning out of the events of the 1990s miniseries known as Zero Hour, Oliver Queen goes on a retreat from his role as Green Arrow -- and meets his previously unknown son, Connor Hawke, who becomes the new Green Arrow. But while Oliver learns that a secret government agency has him in its sights, Connor learns that being a superhero is harder than it looks. Collects Green Arrow #0 and #91-101.
This fascinating book is the first volume in a projected cultural history of the United States, from the earliest English settlements to our own time. It is a history of American folkways as they have changed through time, and it argues a thesis about the importance for the United States of having been British in its cultural origins. While most people in the United States today have no British ancestors, they have assimilated regional cultures which were created by British colonists, even while preserving ethnic identities at the same time. In this sense, nearly all Americans are "Albion's Seed," no matter what their ethnicity may be. The concluding section of this remarkable book explores the ways that regional cultures have continued to dominate national politics from 1789 to 1988, and still help to shape attitudes toward education, government, gender, and violence, on which differences between American regions are greater than between European nations.
In his first work of nonfiction, bestselling novelist James Webb tells the epic story of the Scots-Irish, a people whose lives and worldview were dictated by resistance, conflict, and struggle, and who, in turn, profoundly influenced the social, political, and cultural landscape of America from its beginnings through the present day. More than 27 million Americans today can trace their lineage to the Scots, whose bloodline was stained by centuries of continuous warfare along the border between England and Scotland, and later in the bitter settlements of England’s Ulster Plantation in Northern Ireland. Between 250,000 and 400,000 Scots-Irish migrated to America in the eighteenth century, traveling in groups of families and bringing with them not only long experience as rebels and outcasts but also unparalleled skills as frontiersmen and guerrilla fighters. Their cultural identity reflected acute individualism, dislike of aristocracy and a military tradition, and, over time, the Scots-Irish defined the attitudes and values of the military, of working class America, and even of the peculiarly populist form of American democracy itself. Born Fighting is the first book to chronicle the full journey of this remarkable cultural group, and the profound, but unrecognized, role it has played in the shaping of America. Written with the storytelling verve that has earned his works such acclaim as “captivating . . . unforgettable” (the Wall Street Journal on Lost Soliders), Scots-Irishman James Webb, Vietnam combat veteran and former Naval Secretary, traces the history of his people, beginning nearly two thousand years ago at Hadrian’s Wall, when the nation of Scotland was formed north of the Wall through armed conflict in contrast to England’s formation to the south through commerce and trade. Webb recounts the Scots’ odyssey—their clashes with the English in Scotland and then in Ulster, their retreat from one war-ravaged land to another. Through engrossing chronicles of the challenges the Scots-Irish faced, Webb vividly portrays how they developed the qualities that helped settle the American frontier and define the American character. Born Fighting shows that the Scots-Irish were 40 percent of the Revolutionary War army; they included the pioneers Daniel Boone, Lewis and Clark, Davy Crockett, and Sam Houston; they were the writers Edgar Allan Poe and Mark Twain; and they have given America numerous great military leaders, including Stonewall Jackson, Ulysses S. Grant, Audie Murphy, and George S. Patton, as well as most of the soldiers of the Confederacy (only 5 percent of whom owned slaves, and who fought against what they viewed as an invading army). It illustrates how the Scots-Irish redefined American politics, creating the populist movement and giving the country a dozen presidents, including Andrew Jackson, Teddy Roosevelt, Woodrow Wilson, Ronald Reagan, and Bill Clinton. And it explores how the Scots-Irish culture of isolation, hard luck, stubbornness, and mistrust of the nation’s elite formed and still dominates blue-collar America, the military services, the Bible Belt, and country music. Both a distinguished work of cultural history and a human drama that speaks straight to the heart of contemporary America, Born Fighting reintroduces America to its most powerful, patriotic, and individualistic cultural group—one too often ignored or taken for granted.
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Green Arrow is losing everything: his fortune, his company Q-Corps and maybe most important, his valuable arsenal. Even as Oliver Queen's grip loosens and what's left of his personal, professional and superhero lives, the hits keep on coming. Thevillainous Harrow threatens the Seattle waterfront, running guns into the city and threatening lives. As Ollie flails into a downward spiral, can he still protect his town? Also included is the tie-in to HAWKMAN: WANTED. Green Arrow helps an uneasyally in the Savage Hawkman, as he evades a chasing Thanagarian cops. But is Hawkman a framed hero? Or a villain? Collects GREEN ARROW #0, 14-16, THE SAVAGE HAWKMAN#14 and JUSTICE LEAGUE #7.
The stress of running a multibillion-dollar corporation and being the guardian of Star City has frayed Oliver Queen's last nerve. When he encounters the genetically modified triplets known as 'Skylark' during a mission, Queen, entranced by their beauty and the new techonology they give him, agrees to meet their 'father' King Leer. King Leer's fortress, buried deep within a frozen moutainside, hides the true nature of his work, genetically modifying animals of all species--including humans--in order to take over the world. His work is funded by the gold mine he has seized and rules the native people through starvation by polluting the environment. Can Oliver Queen stop King Leer before he releases his creations upon the world, or will he end up as one of Leer's experiments?