Superman: The Man of Steel Vol. 5

Superman: The Man of Steel Vol. 5
Title Superman: The Man of Steel Vol. 5 PDF eBook
Author John Byrne
Publisher DC Comics
Pages 210
Release 2006-11-28
Genre Comics & Graphic Novels
ISBN 1401243568

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The fifth collection of Superman tales from the 1980s, featuring ADVENTURES OF SUPERMAN #432-435, ACTION COMICS #592-593 and SUPERMAN #9-10! Superman encounters the new hero Gangbuster, faces the menace of the Joker, teams up with Mister Miracle and Big Barda, and inadvertently becomes Metropolis's greatest menace!

Green Arrow (1987-1998) #100

Green Arrow (1987-1998) #100
Title Green Arrow (1987-1998) #100 PDF eBook
Author Chuck Dixon
Publisher DC Comics
Pages 42
Release 1995-07-05
Genre Comics & Graphic Novels
ISBN

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The extra-sized conclusion of 'Where Angels Fear to Tread.' In a plane high above Metropolis, Green Arrow and a band of eco-terrorists intend to unleash a devastating viral weapon, and Superman is forced to choose between the destruction of his city and the maiming of a friend.

Superman: The Man of Steel Vol. 1

Superman: The Man of Steel Vol. 1
Title Superman: The Man of Steel Vol. 1 PDF eBook
Author John Byrne
Publisher DC Comics
Pages 488
Release 2020-08-25
Genre Comics & Graphic Novels
ISBN 1779504926

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Following Crisis on Infinite Earths, comic book superstar John Byrne reimagined Superman for a new era in bold tales presented in this new collection! Starting with the six-issue Man of Steel miniseries, Byrne fundamentally changed Superman’s origins and propelled him into the present, including iconic encounters with Lex Luthor, Metallo, and Darkseid! This title collects The Man of Steel #1-6, Superman #1-4, Adventures of Superman #424-428, and Action Comics #584-587.

America on Film

America on Film
Title America on Film PDF eBook
Author Harry M. Benshoff
Publisher John Wiley & Sons
Pages 448
Release 2021-04-06
Genre Performing Arts
ISBN 1118743695

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A comprehensive and insightful examination of the representation of diverse viewpoints and perspectives in American cinema throughout the 20th and 21st centuries America on Film: Representing Race, Class, Gender and Sexuality at the Movies, now in its third edition, is an authoritative and lively examination of diversity issues within American cinema. Celebrated authors and academics Harry M. Benshoff and Sean Griffin provide readers with a comprehensive discussion and overview of the industrial, socio-cultural, and aesthetic factors that contribute to cinematic representations of race, class, gender, sexuality, and ability. The book incorporates several different theoretical perspectives, including film genre, auteurism, cultural studies, Orientalism, the "male gaze," feminism, and queer theory. The authors examine each selected subject via representative films, figures, and movements. Each chapter also includes an in-depth analysis of a single film to illuminate and inform its discussion of the chosen topic. America on Film fearlessly approaches and tackles several controversial areas of representation in film, including the portrayal of both masculinity and femininity in film and African- and Asian-Americans in film. It devotes the entirety of Part V to an analysis of the depiction of sex and sexuality in American film, with a particular emphasis on the portrayal of homosexuality. Topics covered include: The structure and history of American filmmaking, including a discussion of the evolution of the business of Hollywood cinema African Americans and American film, with a discussion of BlacKkKlansman informing its examination of broader issues Asian, Latin/x, and Native Americans on film Classical Hollywood cinema and class, with an in-depth examination of The Florida Project Women in classical Hollywood filmmaking, including a discussion of the 1955 film, All that Heaven Allows Perfect for undergraduate and graduate students in film, media, and diversity-related courses, the book also belongs on the shelves of anyone interested in diversity issues in the context of American studies, communications, history, or gender studies. Lastly, it's ideal for use within corporate diversity training curricula and human relations training within the entertainment industry.

Comics for Film, Games, and Animation

Comics for Film, Games, and Animation
Title Comics for Film, Games, and Animation PDF eBook
Author Tyler Weaver
Publisher Taylor & Francis
Pages 290
Release 2013-05-07
Genre Computers
ISBN 1136145737

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In recent years, a new market of convergence culture has developed. In this new market, one story, idea, concept, or product can be produced, distributed, appreciated, and understood by customers in a variety of different media. We are at the tipping point of this new convergence culture, and comics is a key area affected by this emerging model. In Comics for Film, Games, and Animation Tyler Weaver teaches you how to integrate comics storytelling into your own work by exploring their past, present, and future. You will explore the creation of the unique mythologies that have endured for more than seventy years, and dig into the nitty gritty of their creation, from pacing and scripting issues to collaboration. Finally, you'll gain a love and appreciation of the medium of comics, so much so that you won't be able to wait to bring that medium into your story toolbox.

Becoming Batman

Becoming Batman
Title Becoming Batman PDF eBook
Author E. Paul Zehr
Publisher JHU Press
Pages 322
Release 2008-11-28
Genre Sports & Recreation
ISBN 0801896215

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Battling bad guys. High-tech hideouts. The gratitude of the masses. Who at some point in their life hasn't dreamed of being a superhero? Impossible, right? Or is it? Possessing no supernatural powers, Batman is the most realistic of all the superheroes. His feats are achieved through rigorous training and mental discipline, and with the aid of fantastic gadgets. Drawing on his training as a neuroscientist, kinesiologist, and martial artist, E. Paul Zehr explores the question: Could a mortal ever become Batman? Zehr discusses the physical training necessary to maintain bad-guy-fighting readiness while relating the science underlying this process, from strength conditioning to the cognitive changes a person would endure in undertaking such a regimen. In probing what a real-life Batman could achieve, Zehr considers the level of punishment a consummately fit and trained person could handle, how hard and fast such a person could punch and kick, and the number of adversaries that individual could dispatch. He also tells us what it would be like to fight while wearing a batsuit and the amount of food we'd need to consume each day to maintain vigilance as Gotham City's guardian. A fun foray of escapism grounded in sound science, Becoming Batman provides the background for attaining the realizable—though extreme—level of human performance that would allow you to be a superhero.

Vertigo Comics

Vertigo Comics
Title Vertigo Comics PDF eBook
Author Isabelle Licari-Guillaume
Publisher Taylor & Francis
Pages 165
Release 2022-08-30
Genre Literary Criticism
ISBN 100064085X

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This book explores the so-called "British Invasion" of DC Comics’ Vertigo imprint, which played an important role in redefining the mainstream comics industry in the US during the early 1990s. Focusing on British creators within Vertigo, this study traces the evolution of the line from its creation in 1993 to its demise in 2019. Through an approach grounded in cultural history, the book disentangles the imprint’s complex roots, showing how editors channelled the potential of its British writers at a time of deep-seated economic and cultural change within the comics industry, and promoted a sense of cohesion across titles that defied categories. The author also delves into lesser-known aspects of the Invasion, exploring less-canonical periods and creators that are often eclipsed by Vertigo’s early star writers. An innovative contribution on a key element of comic book history, this volume will appeal both to researchers of Vertigo scholarship and to fans of the imprint. It will also be an essential read for those interested in transatlantic collaborations and exchanges in the entertainment industry, processes of cultural legitimation and cultural hierarchies, and to anyone working on the representation of national and social identities.