- Bolger, Dermot
- Schulze, Ingo
- 16th to 18th Centuries
- Software Design, Testing & Engineering
- Judaism
- Jacobson, Howard
- Biological Sciences
- Gideon, John
- Thomas the Tank Engine
- Collins, Jackie
- Burks, Arthur J.
- Retirement Planning
- Wagner, Karl
- Berlitz
- Post-Impressionism
- General AAS
- Board Books
- Waste Management
- Intaglio Processes
- Zweig, Arnold
- Clements, Mark A.
- Access
- Antiques
- Engineering Economics
- Parliamentary Practice
- Ethereal & Snort
- Contraception & Family Planning
- Cherryh, C.J.
- Miller, Harland
- General
- Some of our other sites:
- Books
- Clothing, Shoes and Accessories
- Baby Clothes and Accessories
- Cosmetics, Beauty Products and Fragrances
- Cellphones, Call Plans and Accessories
- Video Games
- DVDs
- Electronics, Gadgets and Computers
- Health and Personal Care
- Home and Garden
- Home DIY
- Jewelry
- Magazines and Newspapers
- Music Downloads
- Musical Instruments
- Office Equipment and Supplies
- Software and Games
- Sporting Goods
- Toys and Games
- Watches
- UK Books
- UK Video Games
- UK Home and Garden
- UK Electronics, Gadgets and Computers
- UK Baby Clothes and Accessories
- UK Software and Games
- UK Sporting Goods
- UK Toys and Games
Books : Comics & Graphic Novels : Characters & Series
-
-
If any comic has a claim to have truly reinvigorated the genre then The Dark Knight Returns by Frank Miller--known recently for his excellent Sin City series and, previously, for his superb rendering of the blind superhero Daredevil--is probably the supreme contender. Batman represented all that was wrong in comics and Miller set himself a tough task taking on the camp crusader and turning this laughable, innocuous children's cartoon character into a hero for our times. In his introduction the great Alan Moore (V for Vendetta, Swamp Thing, the arguably peerless Watchmen) argues that only someone of Miller's stature could have done this. Batman is a character known well beyond the confines of the comic world (as are his retinue) and so reinventing him, while keeping his limiting core essentials intact, was a huge task.
Miller went far beyond the call of duty. The Dark Knight is a success on every level. Firstly it does keep the core elements of the Batman myth intact, with Robin, Alfred the butler, Commissioner Gordon and the old roster of villains, present yet brilliantly subverted. Secondly the artwork is fantastic--detailed, sometimes claustrophobic, psychotic. Lastly it's a great story: Gotham City is a hell on earth, streetgangs roam but there are no heroes. Decay is ubiquitous. Where is a hero to save Gotham? It is 10 years since the last recorded sighting of the Batman. And things have got worse than ever. Bruce Wayne is close to being a broken man but something is keeping him sane: the need to see change and the belief that he can orchestrate some of that change. Batman is back. The Dark Knight has returned. Awesome. --Mark Thwaite
-
-
-
-
-
-
-
-
-
-
Frank Miller's Sin City is visually quite astonishing. A brutal adult noir set in the fictional Basin City, Miller's black and white artwork realises the atmosphere of some weird Depression-era-style future superbly well. Our principal character, Marv, is a giant, as large as he is ugly, who has found some peace, some kindness, some shelter in the arms of a prostitute called Goldie. Goldie, running from someone, scared as hell, needs protection as much as Marv needs a little human kindness. Hauling himself out of the depths of a huge hangover Marv wakes to find Goldie murdered. And revenge is one of the things Marv does best. While the artwork is undeniably fine the story is rather thin in places, and the sound effects come a little too thick and fast. Although not a great comic it is a very good one and, as the first part of the classic Sin City series, the beginning chapter in what has become an essential addition to the adult graphic novel collector's list. --Mark Thwaite
-
-
As all good card-carrying comic-book fans know, their sheer passion will never overcome narrow-minded critics and their baying cries of derision. There is far more to this perpetually underrated medium than a mix of art and prose. With this indispensable, spellbinding tome, writer/artist Scott McCloud rises to the challenge of dissecting what remains the most enigmatic of art forms. After all, says McCloud, "No other art form gives so much to its audience while asking so much from them as well". Over the course of 215 impeccably formed pages, McCloud joyously exposes and deconstructs a hidden world of icons in a most literate and valid manner. His charming guidance finds a place where Time and Space is effortlessly malleable and the reader is both a willing accomplice and necessary vessel for comics' singular magic. Cunningly presented in comic form, McCloud (or his comic equivalent) conducts a journey that spans thousands of years, taking in art from Prehistoric Man to the Egyptians to Van Gogh to Jack Kirby. Never has psychological and cultural analysis been so understandably clear, beautifully aided by clever visuals and his truly infectious love for the medium. By the end of this funny, charming, rare and exciting book, you'll not doubt the notion that a comic book "...is a vacuum into which our identity and awareness are pulled ... an empty shell that we inhabit which enables us to travel to another realm". A fine exchange for a little faith and a world of imagination. --Danny Graydon
-
-
-
-
-
-





















