Who is Negan? Since his debut in THE WALKING DEAD #100, the charismatic psychopath has antagonized Rick Grimes, murdered his friend with a baseball bat wrapped in barb wire (which he calls "Lucille"), and led the Saviors into war against Alexandria and the neighboring communities. But who was he before society broke down? That question will be answered here, collecting the ñHEREÍS NEGAN!î story originally serialized in IMAGE+ magazine
Rick Grimes is not prepared for this. A couple months ago he was a small town cop who had never fired a shot and only ever saw one dead body. Separated from his family he must now sort through the death and confusion to try and find his wife and son. Collects issues #1-6.
Release on 2011-10-11 | by Robert Kirkman,Jay Bonansinga
Author: Robert Kirkman,Jay Bonansinga
Winner of the 2011 Diamond Gem Award for Trade Book of the Year In the Walking Dead universe, there is no greater villain than The Governor. The despot who runs the walled-off town of Woodbury, he has his own sick sense of justice: whether it's forcing prisoners to battle zombies in an arena for the townspeople's amusement, or chopping off the appendages of those who cross him. The Governor was voted "Villain of the Year" by Wizard magazine the year he debuted, and his story arc was the most controversial in the history of the Walking Dead comic book series. Now, for the first time, fans of The Walking Dead will discover how The Governor became the man he is, and what drove him to such extremes.
It always comes down to this: At any moment, a zombie could leap out of the shadows and end your life. At last, it seems like there is a cause that unites mankind to end all our petty squabbles. But no. It's never that simple. Now Rick has a gun to his head.
When humankind faces what it perceives as a threat to its very existence, a macabre thing happens in art, literature, and culture: corpses begin to stand up and walk around. The dead walked in the fourteenth century, when the Black Death and other catastrophes roiled Europe. They walked in images from World War I, when a generation died horribly in the trenches. They walked in art inspired by the Holocaust and by the atomic attacks on Japan. Now, in the early twenty-first century, the dead walk in stories of the zombie apocalypse, some of the most ubiquitous narratives of post-9/11 Western culture. Zombies appear in popular movies and television shows, comics and graphic novels, fiction, games, art, and in material culture including pinball machines, zombie runs, and lottery tickets. The zombie apocalypse, Greg Garrett shows us, has become an archetypal narrative for the contemporary world, in part because zombies can stand in for any of a variety of global threats, from terrorism to Ebola, from economic uncertainty to ecological destruction. But this zombie narrative also brings us emotional and spiritual comfort. These apocalyptic stories, in which the world has been turned upside down and protagonists face the prospect of an imminent and grisly death, can also offer us wisdom about living in a community, present us with real-world ethical solutions, and invite us into conversation about the value and costs of survival. We may indeed be living with the living dead these days, but through the stories we consume and the games we play, we are paradoxically learning what it means to be fully alive.
Release on 2018-03-15 | by Sherri L. Brown,Carol Senf,Ellen J. Stockstill
Print and Electronic Sources
Author: Sherri L. Brown,Carol Senf,Ellen J. Stockstill
Pubpsher: Rowman & Littlefield
Category: Literary Criticism
The Gothic began as a designation for barbarian tribes, was associated with the cathedrals of the High Middle Ages, was used to describe a marginalized literature in the late eighteenth century, and continues today in a variety of forms (literature, film, graphic novel, video games, and other narrative and artistic forms). Unlike other recent books in the field that focus on certain aspects of the Gothic, this work directs researchers to seminal and significant resources on all of its aspects. Annotations will help researchers determine what materials best suit their needs. A Research Guide to Gothic Literature in English covers Gothic cultural artifacts such as literature, film, graphic novels, and videogames. This authoritative guide equips researchers with valuable recent information about noteworthy resources that they can use to study the Gothic effectively and thoroughly.