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It’s a cold town of metal, greed, intrigue, and of course lust. Hal Weber, a handsome, downtrodden newspaperman has come to Copper City at the behest of his former lover Rust Masson. Now the widow of the towns political power house Rust intends to seize all power in this mining town. She’s greedy, heartless, and calculating. She knows what she wanted and is ready to use cold-blooded violence and to sacrifice anything to get. In this adult-oriented film noir and pulp fiction inspired romance of a potboiler, bubbling over with greed, sex, and political corruption can Hal expose Rust and her machinations.
It Rhymes with Lust by Matt Baker,Arnold Drake,Leslie Waller,Ray Osrin Pdf
Arnold Drake (Deadman, Doom Patrol, and Guardians of the Galaxy) and Leslie Waller created, in 1950, the first and original american Graphic Novel and to develop this new concept they invited Matt Baker (the master of Good Girl Art) and Ray Osrin. In this noir and pulp fiction story, filled with greed, sex, and political corruption. Hal Weber, a onetime crusading journalist, is summoned to Copper City by his old flame Rust after the death of her husband, mining magnate and political heavyweight Arthur "Buck" Masson. As editor of The Express, a newspaper with an anti-Masson stance secretly owned by Rust, Hal is drawn back to her even as he falls for her stepdaughter Audrey. The situation in Copper City soon literally becomes explosive, with Hal having to choose between Rust and Audrey, the bottle and his conscience, safety and the truth. Tacet Comics remasters comics books from the Golden Age of Comic Books. Optimize them for reading on modern devices. Check our collection for more awesome, page-turning, and amazing comic books!ng comic books!
Hal Weber, onetime crusading journalist, is summoned to Copper City by his old flame Rust after the death of her husband, mining magnate and political heavyweight Arthur "Buck" Masson. As editor of The Express, a newspaper with an anti-Masson stance secretly owned by Rust, Hal is drawn back to her even as he falls for her stepdaughter Audrey. The situation in Copper City soon literally becomes explosive, with Hal having to choose between Rust and Audrey, the bottle and his conscience, safety and the truth.
2023 Ray and Pat Browne Best Single Work by One or More Authors in Popular and American Culture, Popular and American Culture Association (PACA) / Popular Culture Association (PCA) 2023 Ray and Pat Browne Best Edited Reference/Primary Source Work in Popular Culture Award (Honorable Mention), Popular and American Culture Association (PACA) / Popular Culture Association (PCA) 2023 Peter C. Rollins Book Award, Southwest Texas Popular Culture and American Culture Associations (SWPACA) A revisionist history of women's pivotal roles as creators of and characters in comic books. The history of comics has centered almost exclusively on men. Comics historians largely describe the medium as one built by men telling tales about male protagonists, neglecting the many ways in which women fought for legitimacy on the page and in publishers’ studios. Despite this male-dominated focus, women played vital roles in the early history of comics. The story of how comic books were born and how they evolved changes dramatically when women like June Tarpé Mills and Lily Renée are placed at the center rather than at the margins of this history, and when characters such as the Black Cat, Patsy Walker, and Señorita Rio are analyzed. Comic Book Women offers a feminist history of the golden age of comics, revising our understanding of how numerous genres emerged and upending narratives of how male auteurs built their careers. Considering issues of race, gender, and sexuality, the authors examine crime, horror, jungle, romance, science fiction, superhero, and Western comics to unpack the cultural and industrial consequences of how women were represented across a wide range of titles by publishers like DC, Timely, Fiction House, and others. This revisionist history reclaims the forgotten work done by women in the comics industry and reinserts female creators and characters into the canon of comics history.
Blankets is the story of a young man coming of age and finding the confidence to express his creative voice. Craig Thompson's poignant graphic memoir plays out against the backdrop of a Midwestern winterscape: finely-hewn linework draws together a portrait of small town life, a rigorously fundamentalist Christian childhood, and a lonely, emotionally mixed-up adolescence. Under an engulfing blanket of snow, Craig and Raina fall in love at winter church camp, revealing to one another their struggles with faith and their dreams of escape. Over time though, their personal demons resurface and their relationship falls apart. It's a universal story, and Thompson's vibrant brushstrokes and unique page designs make the familiar heartbreaking all over again. This groundbreaking graphic novel, winner of two Eisner and three Harvey Awards, is an eloquent portrait of adolescent yearning; first love (and first heartache); faith in crisis; and the process of moving beyond all of that. Beautifully rendered in pen and ink, Thompson has created a love story that lasts.
The Cambridge Companion to the American Graphic Novel by Jan Baetens,Hugo Frey,Fabrice Leroy Pdf
The Cambridge Companion to the American Graphic Novel explores the important role of the graphic novel in reflecting American society and in the shaping of the American imagination. Using key examples, this volume reviews the historical development of various subgenres within the graphic novel tradition and examines how graphic novelists have created multiple and different accounts of the American experience, including that of African American, Asian American, Jewish, Latinx, and LGBTQ+ communities. Reading the American graphic novel opens a debate on how major works have changed the idea of America from that once found in the quintessential action or superhero comics to show new, different, intimate accounts of historical change as well as social and individual, personal experience. It guides readers through the theoretical text-image scholarship to explain the meaning of the complex borderlines between graphic novels, comics, newspaper strips, caricature, literature, and art.
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. In the years between World War II and the emergence of television as a mass medium, American popular culture as we know it was first created—in the pulpy, boldly illustrated pages of comic books. 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. 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 Ten-Cent Plague radically revises common notions of popular culture, the generation gap, and the divide between "high" and "low" art. As he did with the lives of Billy Strayhorn and Duke Ellington (in Lush Life) and Bob Dylan and his circle (in Positively 4th Street), Hajdu brings a place, a time, and a milieu unforgettably back to life.
The appearance of Margaret Atwood's first major collection of poetry marked the beginning of a truly outstanding career in Canadian and international letters. The voice in these poems is as witty, vulnerable, direct, and incisive as we've come to know in later works, such as Power Politics, Bodily Harm, and Alias Grace. Atwood writes compassionately about the risks of love in a technological age, and the quest for identity in a universe that cannot quite be trusted. Containing many of Atwood's best and most famous poems, The Circle Game won the 1966 Governor General's Award for Poetry and rapidly attained an international reputation as a classic of modern poetry.
A noted comics artist himself, Santiago García follows the history of the graphic novel from early nineteenth-century European sequential art, through the development of newspaper strips in the United States, to the development of the twentieth-century comic book and its subsequent crisis. He considers the aesthetic and entrepreneurial innovations that established the conditions for the rise of the graphic novel all over the world. García not only treats the formal components of the art, but also examines the cultural position of comics in various formats as a popular medium. Typically associated with children, often viewed as unedifying and even at times as a threat to moral character, comics art has come a long way. With such examples from around the world as Spain, France, Germany, and Japan, García illustrates how the graphic novel, with its increasingly global and aesthetically sophisticated profile, represents a new model for graphic narrative production that empowers authors and challenges longstanding social prejudices against comics and what they can achieve.
Comics Studies Here and Now by Frederick Luis Aldama Pdf
Comics Studies Here and Now marks the arrival of comics studies scholarship that no longer feels the need to justify itself within or against other fields of study. The essays herein move us forward, some in their re-diggings into comics history and others by analyzing comics—and all its transmedial and fan-fictional offshoots—on its own terms. Comics Studies stakes the flag of our arrival—the arrival of comics studies as a full-fledged discipline that today and tomorrow excavates, examines, discusses, and analyzes all aspects that make up the resplendent planetary republic of comics. This collection of scholarly essays is a testament to the fact that comic book studies have come into their own as an academic discipline; simply and powerfully moving comic studies forward with their critical excavations and theoretical formulas based on the common sense understanding that comics add to the world as unique, transformative cultural phenomena.
Graphic Novels as Philosophy by Jeff McLaughlin Pdf
Contributions by Eric Bain-Selbo, Jeremy Barris, Maria Botero, Manuel "Mandel" Cabrera Jr., David J. Leichter, Ian MacRae, Alfonso Munoz-Corcuera, Corry Shores, and Jarkko S. Tuusvuori In a follow-up to Comics as Philosophy, international contributors address two questions: Which philosophical insights, concepts, and tools can shed light on the graphic novel? And how can the graphic novel cast light on the concerns of philosophy? Each contributor ponders a well-known graphic novel to illuminate ways in which philosophy can untangle particular combinations of image and written word for deeper understanding. Jeff McLaughlin collects a range of essays to examine notable graphic novels within the framework posited by these two questions. One essay discusses how a philosopher discovered that the panels in Jeff Lemire's Essex County do not just replicate a philosophical argument, but they actually give evidence to an argument that could not have existed otherwise. Another essay reveals how Chris Ware's manipulation of the medium demonstrates an important sense of time and experience. Still another describes why Maus tends to be more profound than later works that address the Holocaust because of, not in spite of, the fact that the characters are cartoon animals rather than human. Other works contemplated include Will Eisner's A Contract with God, Alan Moore and David Lloyd's V for Vendetta, Alison Bechdel's Fun Home, and Joe Sacco's Footnotes in Gaza. Mainly, each essay, contributor, graphic novelist, and artist are all doing the same thing: trying to tell us how the world is--at least from their point of view.
It Rhymes with Lust (B&W) by Kari Therrian,John Publishing Pdf
It Rhymes With Lust (b&w)Life in a steel town starring a manipulative woman named Rust!She was greedy, heartless and calculating. She knew what she wanted and was ready to sacrifice anything to get it. Now you can re-live (or, enjoy for the first time) these great adventures from generations past, with Golden Age Reprints line of comic reprints. The comic reprints from Golden Age Reprints and UP History and Hobby are reproduced from actual classic comics, and sometimes reflect the imperfection of books that are decades old. These books are constantly updated with the best version available - if you are EVER unhappy with the experience or quality of a book, return the book to us to exchange for another title or the upgrade as new files become available.
Understanding Superhero Comic Books by Alex Grand Pdf
This work dissects the origin and growth of superhero comic books, their major influences, and the creators behind them. It demonstrates how Batman, Wonder Woman, Captain America and many more stand as time capsules of their eras, rising and falling with societal changes, and reflecting an amalgam of influences. The book covers in detail the iconic superhero comic book creators and their unique contributions in their quest for realism, including Julius Schwartz and the science-fiction origins of superheroes; the collaborative design of the Marvel Universe by Jack Kirby, Stan Lee, and Steve Ditko; Jim Starlin's incorporation of the death of superheroes in comic books; John Byrne and the revitalization of superheroes in the modern age; and Alan Moore's deconstruction of superheroes.