Comic Art Propaganda: A Graphic History
Fredrik Strömberg - 2010
World War II comic book propaganda-with Superman, Batman, and Captain America raising war bonds, and bashing cartoon Japanese and Germans-was so ubiquitous that there was barely a US comic untainted by the war effort. The sub-textual sequential art continued well into the Ciold War, with both sides producing comics extolling themselves and defaming the enemy. This book is a fascinating visual history of some of the most outrageous, and unbelievable and politically charged comics ever published.
Alice in Sunderland
Bryan Talbot - 2007
In the time of Lewis Carroll it was the greatest shipbuilding port in the world. To this city that gave the world the electric light bulb, the stars and stripes, the millennium, the Liberty Ships and the greatest British dragon legend came Carroll in the years preceding his most famous book, Alice in Wonderland, and here are buried the roots of his surreal masterpiece. Enter the famous Edwardian palace of varieties, The Sunderland Empire, for a unique experience: an entertaining and epic meditation on myth, history and storytelling and decide for yourself - does Sunderland really exist?
Displacement: A Travelogue
Lucy Knisley - 2015
In the next installment of her graphic travelogue series, Displacement, Knisley volunteers to watch over her ailing grandparents on a cruise. (The book s watercolors evoke the ocean that surrounds them.) In a book that is part graphic memoir, part travelogue, and part family history, Knisley not only tries to connect with her grandparents, but to reconcile their younger and older selves. She is aided in her quest by her grandfather s WWII memoir, which is excerpted. Readers will identify with Knisley s frustration, her fears, her compassion, and her attempts to come to terms with mortality, as she copes with the stress of travel complicated by her grandparents frailty."
Supergods: What Masked Vigilantes, Miraculous Mutants, and a Sun God from Smallville Can Teach Us About Being Human
Grant Morrison - 2011
1 in 1938, introduced the world to something both unprecedented and timeless: Superman, a caped god for the modern age. In a matter of years, the skies of the imaginary world were filled with strange mutants, aliens, and vigilantes: Batman, Wonder Woman, the Fantastic Four, Iron Man, and the X-Men—the list of names as familiar as our own. In less than a century, they’ve gone from not existing at all to being everywhere we look: on our movie and television screens, in our videogames and dreams. But what are they trying to tell us?For Grant Morrison, arguably the greatest of contemporary chroniclers of the “superworld,” these heroes are powerful archetypes whose ongoing, decades-spanning story arcs reflect and predict the course of human existence: Through them we tell the story of ourselves, our troubled history, and our starry aspirations. In this exhilarating work of a lifetime, Morrison draws on art, science, mythology, and his own astonishing journeys through this shadow universe to provide the first true history of the superhero—why they matter, why they will always be with us, and what they tell us about who we are . . . and what we may yet become.
Rise of the Dungeon Master: Gary Gygax and the Creation of D&D
David Kushner - 2017
Like the game itself, the narrative casts the reader into the adventure from a first person point of view, taking on the roles of the different characters in the story. Gygax was the son of immigrants who grew up in Lake Geneva, WI, in the 1950s. An imaginative misfit, he escaped into a virtual world based on science fiction novels, military history and strategic games like chess. In the mid-1970s, he co-created the wildly popular Dungeons & Dragons game. Starting out in the basement of his home, he was soon struggling to keep up with the demand. Gygax was a purist, in the sense that he was adamant that players use their imaginations and that the rules of the game remain flexible. A creative mind with no real knowledge of business, he made some strategic errors and had a falling out with the game's co-creator, his close friend and partner, David Arneson. By the late 1970s the game had become so popular among kids that parents started to worry -- so much so that a mom's group was formed to alert parents to the dangers of role play and fantasy. The backlash only fueled the fires of the young fans who continued to play the game, escaping into imaginary worlds. Before long, D&D conventions were set up around the country and the game inspired everything from movies to the first video games. With D&D, Gygax created the kind of role playing fantasy that would fuel the multibillion dollar video game industry, and become a foundation of contemporary geek culture.
My Dirty Dumb Eyes
Lisa Hanawalt - 2013
Her world vision is intricately rendered in a full spectrum of color, unapologetically gorgeous and intensely bizarre. With movie reviews, tips for her readers, laugh-out-loud lists and short pieces such as “Rumors I’ve Heard About Anna Wintour,” and “The Secret Lives of Chefs,” Hanawalt’s comedy shines, making the quotidian silly and surreal, flatulent and facetious.
The Gigantic Beard That Was Evil
Stephen Collins - 2013
By which we mean: orderly, neat, contained and, moreover, beardless.Or at least it is until one famous day, when Dave, bald but for a single hair, finds himself assailed by a terrifying, unstoppable... monster*!Where did it come from? How should the islanders deal with it? And what, most importantly, are they going to do with Dave?The first book from a new leading light of UK comics, The Gigantic Beard That Was Evil is an off-beat fable worthy of Roald Dahl. It is about life, death and the meaning of beards.(*We mean a gigantic beard, basically.)
The Secret Loves of Geek Girls
Hope NicholsonSarah Winifred Searle - 2015
Featuring work by Margaret Atwood (The Heart Goes Last), Mariko Tamaki (This One Summer), Trina Robbins (Wonder Woman), Marguerite Bennett (Marvel's A-Force), Noelle Stevenson (Nimona), Marjorie Liu (Monstress), Carla Speed McNeil (Finder), and over fifty more creators. It's a compilation of tales told from both sides of the tables: from the fans who love video games, comics, and sci-fi to those that work behind the scenes: creators and industry insiders.
The Book of Bunny Suicides
Andy Riley - 2003
We'll never quite know why, but sometimes they decide they've just had enough of this world- and that's when they start getting inventive. The Book of Bunny Suicides follows over one hundred bunnies as they find ever more outlandish ways to do themselves in. From an encounter with the business end of Darth Vader's lightsaber, to supergluing themselves to a diving submarine, to hanging around underneath a loose stalactite, these bunnies are serious about suicide. Illustrated in a stark and simple style, The Book of Bunny Suicides is a collection of hilarious and outrageous cartoons that will appeal to anyone in touch with their evil side.
Art Out of Time: Unknown Comics Visionaries, 1900-1969
Dan Nadel - 2006
These artists, including Harry Grant Dart, Milt Gross, Charles M. Payne, Harry Hershfield and Charles Forbell, foreshadowed and influenced the comics medium of today.
Super Chill: A Year of Living Anxiously
Adam Ellis - 2018
With a bright, positive outlook and a sense of humor, Super Chill tells a story that is both highly relatable and intensely personal.
The Ten-Cent Plague: The Great Comic-Book Scare and How it Changed America
David Hajdu - 2008
No sooner had this new culture emerged than it was beaten down by church groups, community bluestockings, and a McCarthyish Congress--only to resurface with a crooked smile on its face in "Mad "magazine. The story of the rise and fall of those comic books has never been fully told--until "The Ten-Cent Plague." David Hajdu's remarkable new book vividly opens up the lost world of comic books, its creativity, irreverence, and suspicion of authority. When we picture the 1950s, we hear the sound of early rock and roll. "The Ten-Cent Plague "shows how--years before music--comics brought on a clash between children and their parents, between prewar and postwar standards. Created by outsiders from the tenements, garish, shameless, and often shocking, comics spoke to young people and provided the guardians of mainstream culture with a big target. Parents, teachers, and complicit kids burned comics in public bonfires. Cities passed laws to outlaw comics. Congress took action with televised hearings that nearly destroyed the careers of hundreds of artists and writers.
The Infinite Wait and Other Stories
Julia Wertz - 2012
1 and 2 (Atomic Books, 2007 and 2009) and Drinking at the Movies (Random House, 2010). In contrast to her last book, which was a full-length graphic memoir, The Infinite Wait is not a sustained narrative, but rather a collection of three short stories or graphic novellas. The stories in this collection contain Wertz’s signature acerbic wit, ribald humour and keen eye for the everyday, but they also find the cartoonist delving into the personal. “Industry” catalogues 25 years of alternately terrible and terrific jobs, from selling golf balls, feeding and failing to feed animals, waitressing, and finally to cartooning and the publication of her first book. “A Strange and Curious Place” is a love letter to Wertz’s hometown library; its mysteries and revelations, and its ability foster growth, rebellion and even artistic affirmation. The most sustained narrative in the collection, the eponymous “The Infinite Wait,” chronicles Wertz’s move from her small hometown to San Francisco, her diagnosis with an incurable, auto-immune disease and her subsequent discovery of comics and comic making.The collection’s title, The Infinite Wait and Other Stories, intentionally and ironically recalls the vacuous and pretentious book titles of the literary elite, but these stories are the polar opposite of pretension. They are comics born out of illness, but not defined by it, and they are filled with the sometimes messy, heartbreaking and hilarious moments that make up a life.
Unshelved
Bill Barnes - 2004
Some of the stories are made up, some of them are based on real life, and some are absolutely true stories sent to us from our readers. And the stranger the story, the more likely it is to be true.
Filmish: A Graphic Journey Through Film
Edward Ross - 2015
In Filmish, Ross's cartoon alter-ego guides readers through the annals of cinematic history, introducing us to some of the strange and fascinating concepts at work in the movies. Each chapter focuses on a particular theme - the body, architecture, language - and explores an eclectic mix of cinematic triumphs, from A Trip to the Moon to Aliens. Sitting within the tradition of bestselling non-fiction graphic novels like Scott McClouds Understanding Comics and the Introducing...series, Filmish tackles serious issues - sexuality, race, censorship, propaganda - with authority and wit, throwing new light on some of the greatest films ever made.