Dream-team creators Joss Whedon (TV's Buffy the Vampire Slayer) and John Cassaday (Planetary, Captain America) present the explosive flagship X-Men series - marking a return to classic greatness and the beginning of a brand-new era for the X-Men!
Cyclops and Emma Frost re-form the X-Men with the express purpose of "astonishing" the world. But when breaking news regarding the mutant gene unexpectedly hits the airwaves, will it derail their new plans before they even get started?
Collecting: Astonishing X-Men #1-6
In the wake of Avengers Disassembled, a mysterious new group of teen super heroes appears. But who are they? Where did they come from? And what right do they have to call themselves the Young Avengers?
Collecting: Young Avengers issues 1-6.
Light thinks he's put an end to his troubles with the FBI—by using the Death Note to kill off the FBI agents working the case in Japan! But one of the agents has a fiancée who used to work in the Bureau, and now she's uncovered information that could lead to Light's capture. To make matters worse, L has emerged from the shadows to work directly with the task force headed by Light's father.
With people pursuing him from every direction, will Light get caught in the conflux?
In this groundbreaking, painted graphic novel, the inmates of Arkham Asylum have taken over Gotham's detention center for the criminally insane on April Fool's Day, demanding Batman in exchange for their hostages.
Accepting their demented challenge, Batman is forced to live and endure the personal hells of the Joker, Scarecrow, Poison Ivy, Two-Face, and many other sworn enemies in order to save the innocents and retake the prison.
During his run through this absurd gauntlet, the Dark Knight's own sanity is placed in jeopardy.
Kimihiro Watanuki takes a welcome break from his grueling service to the time-space witch, Yūko Ishihara, only to find himself mixed up in the strangest parade of the Japanese magical world. But a slipup reveals that Kimihiro is a powerless human! How can he survive the festival without being eaten by its dangerous participants?
Then Kimihiro meets a woman who grieves for her lost son. Since Kimihiro is an orphan, the two form an immediate bond. But what will Kimihiro do when he realizes that his wonderful new friendship may very well kill him?
xxxHOLiC crosses over with Tsubasa, also by CLAMP. Don't miss it!
Light Yagami is an ace student with great prospects—and he's bored out of his mind. But all that changes when he finds the Death Note, a notebook dropped by a rogue Shinigami, a death god. Any human whose name is written in the notebook dies, and now Light has vowed to use the power of the Death Note to rid the world of evil.
But when criminals begin dropping dead, the authorities send the legendary detective L to track down the killer. With L hot on his heels, will Light lose sight of his noble goal... or his life?
Boredom
Light tests the boundaries of the Death Note's powers as L and the police begin to close in. Luckily, Light's father is the head of the Japanese National Police Agency and leaves vital information about the case lying around the house. With access to his father's files, Light can keep one step ahead of the authorities. But who is the strange man following him, and how can Light guard against enemies whose names he doesn't know?
One month after the events in League of Extraordinary Gentlemen Vol. 1, the skies over England are filled with flaming rockets as Mars launches the first salvo of an invasion. Only our stalwart adventurers Allan Quatermain, Mina Harker, Captain Nemo, Hawley Griffin, and Mr. Edward Hyde can save mother England and the very Earth itself.
But there are many startling revelations along the way, including the blossoming of love and the uncovering of a traitor in their midst!
In Marvel 1602, award-winning writer Neil Gaiman presents a unique vision of the Marvel Universe set four hundred years in the past. Classic Marvel icons such as the X-Men, Spider-Man, the Fantastic Four, and Daredevil appear in this intriguing world of 17th-century science and sorcery, instantly familiar to readers, yet subtly different in this new time.
Marvel 1602 combines classic Marvel action and adventure with the historically accurate setting of Queen Elizabeth I's reign to create a unique series unlike any other published by Marvel Comics. This collection includes Marvel 1602 issues #1-8, penciled by Andy Kubert and digitally painted by Richard Isanove, with covers by Scott McKowen.
Kimihiro Watanuki is the indentured servant of Yūko, the beautiful but completely unpredictable Space-Time Witch. He must work at her bizarre wish-granting shop until he can pay off his own wish: to be free of the spirits that haunt him. Yūko's latest customer is a rain spirit who wants Kimihiro dispatched on a rescue mission. Little does Kimihiro know that this mission will take him to death's door!
Kimihiro has another problem. A cute spirit has given him a Valentine's Day present, which means he's obligated by Japanese custom to return the favor. What do you get a girl who may not even exist in this world?
Includes chapters 29-34.
Breaking the laws of nature is a serious crime! In an alchemical ritual gone wrong, Edward Elric lost his arm and his leg, and his brother Alphonse became nothing but a soul in a suit of armor. Equipped with mechanical “auto-mail” limbs, Edward becomes a state alchemist, seeking the one thing that can restore his and his brother’s bodies...the legendary Philosopher’s Stone.
Alchemy: the mystical power to alter the natural world; something between magic, art and science. When two brothers, Edward and Alphonse Elric, dabbled in this power to grant their dearest wish, one of them lost an arm and a leg...and the other became nothing but a soul locked into a body of living steel. Now Edward is an agent of the government, a slave of the military-alchemical complex, using his unique powers to obey orders...even to kill. Except his powers aren't unique. The world has been ravaged by the abuse of alchemy. And in pursuit of the ultimate alchemical treasure, the Philosopher's Stone, their enemies are even more ruthless than they are...
Hunters are a special breed, dedicated to tracking down treasures, magical beasts, and even other people. But such pursuits require a license, and less than one in a hundred thousand can pass the grueling qualification exam. Those who do pass gain access to restricted areas, amazing stores of information, and the right to call themselves Hunters.
The Day of Departure
Gon might be a country boy, but he has high aspirations. Despite his Aunt Mito's protests, Gon decides to follow in his father's footsteps and become a legendary Hunter. The Hunter hopefuls begin their journey by storm-tossed ship, where Gon meets Leorio and Kurapika, the only other applicants who aren't devastated by bouts of seasickness.
Having survived the terrors of the high seas, Gon and his companions now have to prove their worth in a variety of tests in order to find the elusive Exam Hall. And once they get there, will they ever leave alive...?
It's Valentine's Day--and while Domeki is showered with chocolates and cards from girls, Watanuki receives none. To make matters worse, he must also do the usual chores for Yûko, which includes making chocolate cake for her and Mokona, as well as the treats his boss wants to give away as gifts. But when Watanuki discovers he has a shy and secret admirer who is not quite human, he finds that chocolates can be more than just sweets.
Then, after seeing identical twin sisters pass by in the street, Yûko makes a curious remark: that there are chains that only humans can use to bind others. Watanuki meets the sisters and senses that the relationship between them is not what it seems. . . .
xxxHOLiC crosses over with Tsubasa, also by CLAMP. Don't miss it!
Includes chapters 23-28.
The Legend of Sleepy Hollow (Graphic Novel) is a faithful adaptation of Washington Irving's tale, brought to life by Bo Hampton. This graphic novel explores the ghostly inhabitants of Tarrytown, New York, during the time of the American Revolution.
Headlined by the Headless Horseman himself, this edition features new covers and 16 pages of new material, including numerous preliminary sketches of scenes and characters. Dive into this classic story with a new visual twist!
Kimihiro Watanuki is haunted by spirits–and the only way to escape his curse is to become the indentured servant of the mysterious witch, Yûko Ichihara. But when his beloved, beautiful Himawari-chan, asks him for a favor, he and his eternal rival, the exorcist Dômeki, must go on a spirit-busting adventure without Yûko there to save them!
Meanwhile, Yûko gives a young woman a precious cylindrical box from her treasure room. There's just one caveat: She must never open it. Inside is a magical device with a terrifying reputation! Can Kimihiro save an ambitious young lady from her own overconfidence?
See a special appearance by the characters of Tsubasa in xxxHOLiC volume three! Don't miss it! Includes chapters 16-22.
The Sandman: Endless Nights is a mesmerizing collection of graphic stories that blend modern myth and dark fantasy. This series of award-winning graphic novels interweaves historical drama, contemporary fiction, and legend.
Joined by a dream team of artists from around the world, Neil Gaiman, the Hugo Award-winning, New York Times bestselling author of American Gods and Coraline, returns to the beloved characters he made famous in The Sandman: Endless Nights. Alternately haunting, bittersweet, erotic, and nightmarish, the seven stories in this book—one for each of the Endless siblings, each illustrated by a different artist—reveal strange secrets and surprising truths.
In addition to the seven tales of the Endless, The Sandman: Endless Nights includes a biography section in the spirit of the Sandman collections (designed by Dave McKean) and a summary of each volume in the Sandman Library.
WATCH OUT FOR WITCHES
Kimihiro Watanuki thought he had signed up with a bunch of weirdoes, and he was right! He became the unfortunate indentured servant of a woman known as Yūko Ichihara, who was widely rumored to be the time-space witch. Now his voyage through the worlds of the occult are off and running, as he and Yūko go visiting fortune tellers and horoscope readers. But can the future really be told?
Meanwhile, the romance is heating up between Kimihiro and cute Himawari-chan. Then fate throws Kimihiro's old rival back into his life. Now Yūko invites all three to a temple to tell scary stories throughout the night. Is it just for fun or is there some deeper reason?
See the other side of the Tsubasa story in xxxHOLiC volume two! Don't miss it!
Includes chapters 9-15
Join Monkey D. Luffy and his swashbuckling crew in their search for the ultimate treasure, the One Piece! As a child, Monkey D. Luffy dreamed of becoming King of the Pirates. But his life changed when he accidentally gained the power to stretch like rubber—at the cost of never being able to swim again! Years later, Luffy sets off in search of the One Piece, said to be the greatest treasure in the world...
Sure, lots of people say they want to be the King of the Pirates, but how many have the guts to do what it takes? When Monkey D. Luffy first set out to sea in a leaky rowboat, he had no idea what might lie over the horizon. Now he's got a crew—sort of—in the form of swordsman Roronoa Zolo and treasure-hunting thief Nami. If he wants to prove himself on the high seas, Luffy will have to defeat the weird pirate lord Buggy the Clown. He'll have to find a map to the Grand Line, the sea route where the toughest pirates sail. And he'll have to face the Dread Captain Usopp, who claims to be a notorious pirate captain... but frankly, Usopp says a lot of things...
How many hours are in a day when you don't spend half of them watching television? When is the last time any of us REALLY worked to get something we wanted? How long has it been since any of us really NEEDED something that we WANTED? The world we knew is gone. The world of commerce and frivolous necessity has been replaced by a world of survival and responsibility. An epidemic of apocalyptic proportions has swept the globe, causing the dead to rise and feed on the living. In a matter of months, society has crumbled: no government, no grocery stores, no mail delivery, no cable TV. In a world ruled by the dead, we are forced to finally start living.
SAKURA AND SYAORAN RETURN! But they're not the people you know. Sakura is the princess of Clow—and possessor of a mysterious, misunderstood power that promises to change the world. Syaoran is her childhood friend and leader of the archaeological dig that took his father's life. They reside in an alternate reality...where whatever you least expect can happen—and does.
When Sakura ventures to the dig site to declare her love for Syaoran, a puzzling symbol is uncovered—which triggers a remarkable quest. Now Syaoran embarks upon a desperate journey through other worlds—all in the name of saving Sakura.
Watanuki Kimihiro is haunted by visions of ghosts and spirits. Seemingly by chance, he encounters a mysterious witch named Yuuko, who claims she can help. In desperation, he accepts, but realizes that he's just been tricked into working for Yuuko in order to pay off the cost of her services. Soon he's employed in her little shop—a job which turns out to be nothing like his previous work experience.
Most of Yuuko's customers live in Japan, but Yuuko and Watanuki are about to have some unusual visitors named Sakura and Syaoran from a land called Clow. xxxHolic volume one crosses over with Tsubasa volume one. Don't miss it!
Includes special extras after the story. Includes chapters 1-8.
A tale of loyalty and unlikely friendship featuring two of the most recognizable and popular super-heroes on the planet, SUPERMAN/BATMAN: PUBLIC ENEMIES pairs the Man of Steel with the Dark Knight. The iconic super-heroes unite when longtime Superman enemy Lex Luthor, now president of the United States, accuses Superman of a horrible act against mankind, and assembles a top-secret team of powerhouse heroes to bring Superman in — dead or alive. But after the Dark Knight Detective proves Luthor's accusations to be baseless, the "World's Finest" duo prepares to topple the corrupt president's reign once and for all.
Collects Superman/Batman #1-6.
Join Monkey D. Luffy and his swashbuckling crew in their search for the ultimate treasure, One Piece! As a child, Monkey D. Luffy dreamed of becoming King of the Pirates. But his life changed when he accidentally gained the power to stretch like rubber—at the cost of never being able to swim again! Years later, Luffy sets off in search of the “One Piece,” said to be the greatest treasure in the world.
Now, with the help of a motley collection of pirate wannabes, Luffy is setting off in search of the legendary treasure. The enchanted Gum-Gum Fruit has given Luffy the power to stretch like rubber—and his new crewmate, the infamous pirate hunter Roronoa Zolo, strikes fear into the hearts of other buccaneers! But what chance does one rubber guy stand against Nami, a thief so tough she specializes in robbing pirates, or Captain Buggy, a fiendish pirate lord whose weird, clownish appearance conceals even weirder powers?
It's pirate vs. pirate in the second swashbuckling volume of One Piece.
Hundreds of years in the future, Manhattan has become a deadly slum, run by mutant crime-lords and disinterested cops. Stuck in the middle is a young girl who thought she had no future, but learns she has a great destiny.
In a world so poisoned that it doesn't notice the monsters on its streets, how can a street kid like Fray unite a fallen city against a demonic plot to consume mankind? Joss Whedon, the celebrated creator of Buffy the Vampire Slayer, brings his vision to the future in this unique tale.
As inventive in the comics medium as in that of television or film, Whedon spins a complex tale of a skilled thief coming of age without the help of friends or family, guided only by a demonic Watcher.
Naruto is a ninja-in-training with an incorrigible knack for mischief. His wild antics amuse his teammates, but Naruto is completely serious about one thing: becoming the world's greatest ninja!
UZUMAKI NARUTO Twelve years ago the Village Hidden in the Leaves was attacked by a fearsome threat. A nine-tailed fox spirit claimed the life of the village leader, the Hokage, and many others. Today, the village is at peace, and a troublemaking kid named Naruto is struggling to graduate from Ninja Academy. His goal may be to become Hokage, but his true destiny will be much more complicated. The adventure begins now!
Join Monkey D. Luffy and his swashbuckling crew in their search for the ultimate treasure, One Piece! As a child, Monkey D. Luffy dreamed of becoming King of the Pirates. But his life changed when he accidentally gained the power to stretch like rubber…at the cost of never being able to swim again! Years later, Luffy sets off in search of the One Piece, said to be the greatest treasure in the world...
As a child, Monkey D. Luffy was inspired to become a pirate by listening to the tales of the buccaneer "Red-Haired" Shanks. But his life changed when Luffy accidentally ate the Gum-Gum Devil Fruit and gained the power to stretch like rubber...at the cost of never being able to swim again! Years later, still vowing to become the king of the pirates, Luffy sets out on his adventure...one guy alone in a rowboat, in search of the legendary One Piece, said to be the greatest treasure in the world.
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
The Hokuto Cup games are about to begin, and Hikaru gets caught up in some misunderstandings that make it difficult for him to concentrate on go. In the first match between Japan and China he starts out poorly and seems well on the way to a resounding defeat. Only by getting a grip on himself can he possibly make a showing, but that's far easier said than done!
Jimmy Corrigan: The Smartest Kid on Earth is a groundbreaking graphic novel that tells the tragic story of an office worker in Chicago. One day, he meets the father who abandoned him as a child, setting off a complex and moving narrative.
The story is enhanced by subtle, complex, and moving illustrations that are as simple and original as they are strikingly beautiful. This book offers a unique reading experience that is both visually and emotionally rich.
Join Jimmy Corrigan in this heartfelt encounter that explores themes of loneliness, family, and self-discovery. The intricate artwork and compelling storyline make this a must-read for fans of graphic novels and literary fiction alike.
Wise, funny, and heartbreaking, Persepolis is Marjane Satrapi's memoir of growing up in Iran during the Islamic Revolution. In powerful black-and-white comic strip images, Satrapi tells the story of her life in Tehran from ages six to fourteen, years that saw the overthrow of the Shah's regime, the triumph of the Islamic Revolution, and the devastating effects of war with Iraq. The intelligent and outspoken only child of committed Marxists and the great-granddaughter of one of Iran's last emperors, Marjane bears witness to a childhood uniquely entwined with the history of her country.
Persepolis paints an unforgettable portrait of daily life in Iran and of the bewildering contradictions between home life and public life. Marjane's child's-eye view of dethroned emperors, state-sanctioned whippings, and heroes of the revolution allows us to learn as she does the history of this fascinating country and of her own extraordinary family. Intensely personal, profoundly political, and wholly original, Persepolis is at once a story of growing up and a reminder of the human cost of war and political repression. It shows how we carry on, with laughter and tears, in the face of absurdity. And, finally, it introduces us to an irresistible little girl with whom we cannot help but fall in love.
Junichi Naruse is a 22-year-old ordinary engineer who, while searching for an apartment with his girlfriend Kei, accidentally becomes a victim of a robbery at a real estate agency. In an attempt to save a child from the robber, Junichi is shot in the head. Miraculously, he survives thanks to a cutting-edge medical procedure that involves a brain transplant.
However, Junichi soon realizes that he's not alone in his own head—there's another presence. As he recovers his memory, he discovers two brains encased in glass labeled 'Host JN' and 'Donor No. 2.' The second brain is the remainder of the donor's brain used to replace the parts destroyed by the gunshot.
Junichi's life seems to return to normal, with happy days with Kei, but small changes begin to occur within him, leading to growing discomfort and the mystery of the donor's identity.
This manga adaptation of Keigo Higashino's novel 'Metamorphosis' is a gripping mystery that explores the implications of a brain transplant and the quest for one's true self.
Y: The Last Man, Vol. 1: Unmanned is the gripping saga of Yorick Brown, the sole human survivor of a planet-wide plague that instantaneously kills every mammal with a Y chromosome. With his pet monkey Ampersand, Yorick embarks on a journey to find his lost love and discover why he has become the last man on Earth. This volume collects issues #1-5 and features the collaborative work of writer Brian K. Vaughan and artists Pia Guerra and Jose Marzan.
The narrative weaves a tale that is at once humorous, socially relevant, and full of surprises. As Yorick confronts a new world order dominated by women, including female Republicans now in charge of the government and Amazonian groups, he faces numerous threats and mysteries. His sister, seemingly brainwashed, is among the many challenges he must overcome in this post-apocalyptic world.
Award-winning and critically acclaimed, Y: The Last Man is a seminal work in the graphic novel genre, delivering a story that is as entertaining as it is thought-provoking.
When a savage creature known only as the Adversary conquered the fabled lands of legends and fairy tales, all of the infamous inhabitants of folklore were forced into exile. Disguised among the normal citizens of modern-day New York, these magical characters have created their own peaceful and secret society within an exclusive luxury apartment building called Fabletown.
But when Snow White's party-girl sister, Rose Red, is apparently murdered, it is up to Fabletown's sheriff, a reformed and pardoned Big Bad Wolf (Bigby Wolf), to determine if the killer is Bluebeard, Rose's ex-lover and notorious wife killer, or Jack, her current live-in boyfriend and former beanstalk-climber.
Persepolis 2: The Story of a Return is the fascinating continuation of Marjane Satrapi's best-selling memoir, Persepolis. In this heartrending graphic memoir, Satrapi shares her experiences of growing up in Iran during the tumultuous times of the Islamic Revolution.
In 1984, Marjane flees the fundamentalism and the war with Iraq to begin a new life in Vienna. There, she faces the trials of adolescence, far from her friends and family. Although she soon finds a place among fellow outsiders, she struggles for a sense of belonging.
After graduation, Marjane returns to Iran, confronting the changes both she and her country have undergone during her absence. She feels the weight of her past and what she perceives as her failures in Austria. However, with time, she finds like-minded friends, falls in love, and begins studying art at a university.
Yet, the repression and state-sanctioned chauvinism in Iran lead her to question her future in her homeland. As funny and poignant as its predecessor, Persepolis 2 is a raw, honest, and incredibly illuminating depiction of the struggles of growing up, compounded by Marjane’s status as an outsider both abroad and at home.
Step aside from the main journey of Hikaru Shindo to explore intriguing side stories in Hikaru no Go, Vol. 18: Six Characters, Six Stories. This volume diverges from the central narrative to delve into the backgrounds and personal tales of six characters who have impacted Hikaru's journey in the world of Go. Readers will gain a deeper understanding of Akira Toya, Tetsuo Kaga, Asumi Nase, Yuki Mitani, Atsushi Kurata, and the enigmatic spirit Fujiwara-no-Sai.
In these stories, Hikaru Shindo might make an appearance, but the spotlight shines on the individual paths and challenges each character faces. The collection culminates with Hikaru taking a stand against a deceitful antique shop owner, engaging in a strategic battle of Go to reclaim a treasured heirloom vase for its rightful owner.
Since Sai's disappearance, Hikaru has given up go! Meanwhile, undefeated by his failure to pass the pro test, Isumi plays his heart out in China. His foreign training teaches him unique ways to handle the stress of mental challenges and competition. Upon his return, he asks Hikaru for a rematch! But how good will Hikaru's game be after such a long break--and without Sai...?
-- VIZ Media
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
Hikaru ignores Sai's pleas to let him play go, and then one day Sai vanishes! Is he mad at Hikaru? Where has he gone? Will he ever come back? And will Hikaru be able to play without Sai's coaching...?
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
Hikaru and Sai are both scheduled for matches with their greatest rivals--Akira Toya and his father, Toya Meijin. How will Sai play without revealing his secret identity? And will Akira's father stand in the way of Hikaru's long anticipated rematch with his son? The suspense is getting unbearable!
After stumbling across a haunted Go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream of defeating the famed Go prodigy Akira Toya!
In Hikaru no Go, Vol. 12: Sai's Day Out, Hikaru's career as a professional Go player begins. In his first game, he must face veteran player Toya Meijin, Akira's father. The match is not just a competition but also a personal challenge for Sai. As Sai attempts to teach a cheating Go player a lesson he'll never forget, the question arises: will Hikaru's ghostly master do him proud or make him look like an amateur?
Ghost World has become a cultural and generational touchstone, continuing to enthrall and inspire readers over a decade after its original release as a graphic novel. Originally serialized in the pages of the seminal comic book Eightball throughout the mid-1990s, this quasi-autobiographical story follows the adventures of two teenage girls, Enid and Becky, two best friends facing the prospect of growing up, and more importantly, apart.
Daniel Clowes is one of the most respected cartoonists of his generation, and Ghost World is his magnum opus. This graphic novel is a must for any self-respecting comics fan's library.
London, 1898. The Victorian Era draws to a close and the twentieth century approaches. It is a time of great change and an age of stagnation, a period of chaste order and ignoble chaos. It is an era in need of champions.
In this amazingly imaginative tale, literary figures from throughout time and various bodies of work are brought together to face any and all threats to Britain. Allan Quatermain, Mina Murray, Captain Nemo, Dr. Henry Jekyll and Edward Hyde, and Hawley Griffin, the Invisible Man, form a remarkable legion of intellectual aptitude and physical prowess: The League of Extraordinary Gentlemen.
Joe Kavalier, a young Jewish artist with training in the art of Houdini-esque escape, has just managed to smuggle himself out of Nazi-invaded Prague and lands in New York City. He is quickly joined by his Brooklyn cousin Sammy Clay, who is eager to find a partner to craft heroes, stories, and art for the latest American craze - the comic book.
With their combined fears and dreams fueling their creativity, Kavalier and Clay bring to life the Escapist, the Monitor, and Luna Moth, drawing inspiration from the enchanting Rosa Saks, who becomes deeply entwined in the lives of both men. Author Michael Chabon delivers an exhilarating narrative that captures the essence of American romance and the boundless possibilities of the era.
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
Hikaru is horrified to find that he's losing all of his games at the insei school! The Young Lions Tournament is just three months away, and the insei who qualify will play against rookie pros, including Akira. Hikaru sees his chance to impress his rival, but can he turn his losing streak around in time?
In 1993, Scott McCloud tore down the wall between high and low culture with the acclaimed international hit Understanding Comics, a massive comic book that explored the inner workings of the world's most misunderstood art form. Now, McCloud takes comics to the next level, charting twelve different revolutions in how comics are created, read, and perceived today, and how they're poised to conquer the new millennium.
Part One of this fascinating and in-depth book includes:
Then in Part Two, McCloud paints a breathtaking picture of comics' digital revolutions, including:
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. This awakening ignites an untapped genius for the game within Hikaru, propelling him on a quest to defeat the renowned go prodigy Akira Toya.
As Akira turns professional, Hikaru realizes that reaching his rival's level will require immense dedication and effort. Before even considering the professional test, he must first conquer the challenges of the insei school and surpass all its students. With each step forward, Akira's shadow looms larger, and Hikaru must push himself to the limits to close the widening gap between them.
The armies of Persia -- a vast horde greater than any the world has ever known -- are poised to crush Greece, an island of reason and freedom in a sea of madness and tyranny. Standing between Greece and this tidal wave of destruction is a tiny detachment of but three hundred warriors. But these warriors are more than men -- they are Spartans!
Frank Miller's epic retelling of history's supreme moment of battlefield valor is finally collected in a glorious hardcover volume in its intended format -- each two-page spread from the original comics is presented as a single undivided page.
Collects: 300 #1-5
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
Akira is beginning a new school year at Kaio Middle School. With his daunting reputation as the Toya Meijin's son, Akira finds he must prove himself to more than a few mean and jealous classmates. And with the help of upperclassman Yuri Hidaka, Akira finds the confidence to persevere in his hunt to beat Hikaru. Meanwhile, Hikaru is having a hard enough time just trying to find a third teammate to play in the Haze Middle School Go Club. A possible teammate arrives in the form of Yuki Mitani--but will he join their club or continue to swindle old timers for their pocket change?
Understanding Comics: The Invisible Art by Scott McCloud is an innovative comic book that provides a detailed look at the history, meaning, and art of comics and cartooning. It traces the 3,000-year history of storytelling through pictures and discusses the language and images used in the unique medium of comics.
This work is celebrated throughout the cartoon industry and is essential reading for anyone interested in the intricate and fascinating world of comics.
Hikaru Shindo is like any sixth-grader in Japan: a pretty normal schoolboy with a two-tone head of hair and a penchant for antics. One day, he finds an old bloodstained Go board in his grandfather's attic--and that's when things get really interesting. Trapped inside the Go board is Fujiwara-no-Sai, the ghost of an ancient Go master who taught the strategically complex board game to the emperor of Japan many centuries ago.
In one fateful moment, Sai becomes a part of Hikaru's consciousness and together, through thick and thin, they make an unstoppable Go-playing team. Will they be able to defeat Go players who have dedicated their lives to the game? Will Sai achieve the "Divine Move" so he'll finally be able to rest in peace? Begin your journey with Hikaru and Sai in this first volume of Hikaru no Go.