On an unnamed, uncharted Pacific island, members of the U.S. Armed Forces find themselves armed only with standard issue weapons against the deadliest predators ever to roam the Earth, dinosaurs.
Written by Bruce Jones Art by Al Barrionuevo, Jimmy Palmiotti, Scott Kolins and Graham Nolan Cover by Justiniano In this concluding volume, featuring issues #7-12 of the miniseries, a USAF pilot, about to warn his superiors of the attack on Pearl Harbor, crashes on a mysterious island populated by prehistoric creatures and soldiers of wars of the past, present and future. Advance-solicited; on sale September 9 - 144 pg, FC, $17.99 US
No other guide on the market covers the volume of comic book listings and range of eras as Comic Book Checklist & Price Guide does, in an easy-to-use checklist format. Readers can access listings for 130,000 comics, issued since 1961, complete with names, cover date, creator information and near-mint pricing. With super-hero art on the cover and collecting details from the experts as America's longest-running magazine about comics in this book, there is nothing that compares.
Fictional war narratives often employ haunted battlefields, super-soldiers, time travel, the undead and other imaginative elements of science fiction and fantasy. This encyclopedia catalogs appearances of the strange and the supernatural found in the war stories of film, television, novels, short stories, pulp fiction, comic books and video and role-playing games. Categories explore themes of mythology, science fiction, alternative history, superheroes and "Weird War."
Over centuries, discoveries of fossil bones spawned legends of monsters such as giants and dragons. As the field of earth sciences matured during the 19th century, early fossilists gained understanding of prehistoric creatures such as Tyrannosaurus, Triceratops and Stegosaurus. This historical study examines how these genuine beasts morphed in the public imagination into mythical, powerful engines of destruction and harbingers of cataclysm, taking their place in popular culture, film, and literature as symbols of "lost worlds" where time stands still.
On Caprona, a continent lost from the map of Earth, where Time had stopped and all the primeval creatures of long-gone ages still prowled, Bowen Tyler was lost. To find Tyler, Thomas Billings travelled across the world to Caprona, where even stranger mysteries awaited him, and a barbaric civilization hid, trapped between the impassable jungle on one side and an unknown menace on the other...
From the Golden Age of the 1940s, through the Silver Age of the '60s, up until the early '80s--the end of the Bronze Age. Included are the earliest series, like American Comics Group's Adventures into the Unknown and Prize Comics' Frankenstein, and the controversial and gory comics of the '40s, such as EC's infamous and influential Tales from the Crypt. The resurgence of monster-horror titles during the '60s is explored, along with the return of horror anthologies like Dell Comics' Ghost Stories and Charlton's Ghostly Tales from the Haunted House. The explosion of horror titles following the relaxation of the comics code in the '70s is fully documented with chapters on Marvel's prodigious output--The Tomb of Dracula, Werewolf by Night and others--DC's anthologies--Witching Hour and Ghosts--and titles such as Swamp Thing, as well as the notable contributions of firms like Gold Key and Atlas. This book examines how horror comics exploited everyday terrors, and often reflected societal attitudes toward women and people who were different.
Illustration has been an integral part of human history. Particularly before the advent of media such as photography, film, television, and now the Internet, illustrations in all their variety had been the primary visual way to convey history. The comic book, which emerged in its modern form in the 1930s, was another form of visual entertainment that gave readers, especially children, a form of escape. As World War II began, however, comic books became a part of propaganda as well, providing information and education for both children and adults. This book looks at how specific comic books of the war genre have been used to display patriotism, adventure through war stories, and eventually to tell of the horrors of combat—from World War II through the current conflicts in Iraq and Afghanistan in the first decade of the twenty-first century. This book also examines how war-and patriotically-themed comics evolved from soldier-drawn reflections of society, eventually developing along with the broader comic book medium into a mirror of American society during times of conflict. These comic books generally reflected patriotic fervor, but sometimes they advanced a specific cause. As war comic books evolved along with American society, many also served as a form of protest against United States foreign and military policy. During the country’s most recent wars, however, patriotism has made a comeback, at the same time that the grim realities of combat are depicted more realistically than ever before. The focus of the book is not only on the development of the comic book medium, but also as a bell-weather of society at the same time. How did they approach the news of the war? Were people in favor or against the fighting? Did the writers of comics promote a perception of combat or did they try to convey the horrors of war? All of these questions were important to the research, and serve as a focal point for what has been researched only in limited form previously. The conclusions of the book show that comic books are more than mere forms of entertainment. Comic books were also a way of political protest against war, or what the writers felt were wider examples of governmental abuse. In the post 9/11 era, the comic books have returned to their propagandistic/patriotic roots.
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.
The first in the famous fantasy series writer Edgar Rice Burroughs's Caspak trilogy, 'The Land That Time Forgot' was first published in Blue Book Magazine in 1918. Starting out as a harrowing wartime sea adventure, Burroughs’s story ultimately develops into a lost world story reminiscent. Burroughs adds his own twist by postulating a unique biological system for his lost world, in which the slow progress of evolution in the world outside is recapitulated as a matter of individual metamorphosis. This system is only hinted at in The Land That Time Forgot; presented as a mystery whose explication is gradually worked out over the course of the next two novels, it forms a thematic element serving to unite three otherwise rather loosely linked stories.