Junji Ito meets Mary Shelley! The master of horror manga bends all his skill into bringing the anguished and solitary monster—and the fouler beast who created him—to life with the brilliantly detailed chiaroscuro he is known for.
Also included are six tales of Oshikiri—a high school student who lives in a decaying mansion connected to a haunted parallel world. Uncanny doppelgangers, unfortunately murdered friends, and a whole lot more are in store for him.
Bonus: The Ito family dog! Thrill to the adventures of Non-non Ito, an adorable Maltese!
Crying in H Mart is an exquisite story of family, food, grief, and endurance. Michelle Zauner, known as the indie rock sensation Japanese Breakfast, proves herself far more than a dazzling singer, songwriter, and guitarist. With humor and heart, she tells of growing up as one of the few Asian American kids at her school in Eugene, Oregon; of struggling with her mother’s particular, high expectations of her; and of a painful adolescence.
Zauner shares treasured months spent in her grandmother’s tiny apartment in Seoul, where she and her mother would bond, late at night, over heaping plates of food. As she grew up, moving to the East Coast for college, finding work in the restaurant industry, and performing gigs with her fledgling band—and meeting the man who would become her husband—her Koreanness began to feel ever more distant, even as she found the life she wanted to live.
It was her mother’s diagnosis of terminal cancer, when Michelle was twenty-five, that forced a reckoning with her identity and brought her to reclaim the gifts of taste, language, and history her mother had given her. Vivacious and plainspoken, lyrical and honest, Zauner’s voice is as radiantly alive on the page as it is onstage. Rich with intimate anecdotes that will resonate widely, Crying in H Mart is a book to cherish, share, and reread.
The Arsonists' City delivers all the pleasures of a good old-fashioned saga. In Alyan's hands, one family's tale becomes the story of not just a nation--Lebanon and Syria--but also the United States. It's a rich family story that gives a personal look at the legacy of war in the Middle East and an indelible rendering of how we hold on to the people and places we call home.
The Nasr family is spread across the globe--Beirut, Brooklyn, Austin, the California desert. With a Syrian mother, a Lebanese father, and three American children, they have all lived a life of migration. Yet, they've always had their ancestral home in Beirut--a constant touchstone--and the complicated, messy family love that binds them. However, following his father's recent death, Idris, the new patriarch, has decided to sell. This decision brings the family to Beirut, where they unite against Idris in a fight to save the house. They all have secrets--lost loves, bitter jealousies, abandoned passions, deep-set shame--that distance has helped smother. But in a city smoldering with the legacy of war, an ongoing flow of refugees, religious tension, and political protest, these secrets ignite, imperiling the fragile ties that hold the family together.
In a novel teeming with wisdom, warmth, and remarkable human insight, award-winning author Hala Alyan shows us that fiction often provides the best filter for the real world around us.
A luminous portrait of a marriage, a shattering evocation of a family ravaged by grief and loss, and a tender and unforgettable re-imagining of a boy whose life has been all but forgotten, and whose name was given to one of the most celebrated plays of all time, Hamnet is mesmerizing, seductive, impossible to put down—a magnificent leap forward from one of our most gifted novelists.
In 1580’s England, during the Black Plague a young Latin tutor falls in love with an extraordinary, eccentric young woman in this best-selling winner of the Women’s Prize for Fiction.
Agnes is a wild creature who walks her family’s land with a falcon on her glove and is known throughout the countryside for her unusual gifts as a healer, understanding plants and potions better than she does people. Once she settles with her husband on Henley Street in Stratford-upon-Avon she becomes a fiercely protective mother and a steadfast, centrifugal force in the life of her young husband, whose career on the London stage is taking off when his beloved young son succumbs to sudden fever.
Su cuerpo dejarán es un ensayo que explora la relaciĂłn entre el cuerpo y la poesĂa. Alejandra Eme Vázquez se sumerge en una reflexiĂłn sobre cĂłmo el cuerpo se convierte en el vehĂculo para la expresiĂłn poĂ©tica y cĂłmo la poesĂa, a su vez, moldea nuestra percepciĂłn del cuerpo. A travĂ©s de un lenguaje Ăntimo y revelador, la autora nos invita a considerar la poesĂa como una extensiĂłn de nuestro ser más fĂsico y emocional.
A dazzling new novel of friendship and redemption in the face of tragedy and loss set in 1980s Chicago and contemporary Paris.
In 1985, Yale Tishman, the development director for an art gallery in Chicago, is about to pull off an amazing coup, bringing in an extraordinary collection of 1920s paintings as a gift to the gallery. Yet as his career begins to flourish, the carnage of the AIDS epidemic grows around him. One by one, his friends are dying and after his friend Nico's funeral, the virus circles closer and closer to Yale himself. Soon the only person he has left is Fiona, Nico's little sister.
Thirty years later, Fiona is in Paris tracking down her estranged daughter who disappeared into a cult. While staying with an old friend, a famous photographer who documented the Chicago crisis, she finds herself finally grappling with the devastating ways AIDS affected her life and her relationship with her daughter. The two intertwining stories take us through the heartbreak of the eighties and the chaos of the modern world, as both Yale and Fiona struggle to find goodness in the midst of disaster.
Comics for a Strange World takes readers on a journey through time, space, and alternate realities, offering a collection of comics that hilariously skewers our modern age. This book reunites fans with favorite characters and presents even more bizarre scenarios.
Imagine a child arrested for plagiarism, a squirrel adapting to human society with a cell phone—and a gun, and an old man reminiscing about the Internet as a network of millions of idiots creating endless terrible ideas.
In Poorly Drawn Lines, nothing is too bizarre or outlandish to be parodied, making this book a perfect gift for fans of comic books who appreciate a good laugh at the absurdities of our world.
Blood, Sweat, and Pixels, by Jason Schreier, takes readers on a fascinating odyssey behind the scenes of video game development. It explores the artistic challenges, technical impossibilities, marketplace demands, and corporate obstacles involved in bringing any game to completion. The book documents the round-the-clock crunches, buggy-eyed burnout, and last-minute saves that are part of the development process.
From RPG studio Bioware's challenge to overcome technical nightmares to build Dragon Age: Inquisition, to indie developer Eric Barone's efforts to turn Stardew Valley into a multi-million-dollar franchise, and Bungie's creation of the Destiny universe, Schreier immerses readers in the hellfire of the development process. Blood, Sweat, and Pixels is ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.
Blood, Sweat, and Pixels, by Jason Schreier, takes readers on a fascinating odyssey behind the scenes of video game development. It explores the artistic challenges, technical impossibilities, marketplace demands, and corporate obstacles involved in bringing any game to completion. The book documents the round-the-clock crunches, buggy-eyed burnout, and last-minute saves that are part of the development process.
From RPG studio Bioware's challenge to overcome technical nightmares to build Dragon Age: Inquisition, to indie developer Eric Barone's efforts to turn Stardew Valley into a multi-million-dollar franchise, and Bungie's creation of the Destiny universe, Schreier immerses readers in the hellfire of the development process. Blood, Sweat, and Pixels is ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.
Rock star, crowdfunding pioneer, and TED speaker Amanda Palmer knows all about asking. Performing as a living statue in a wedding dress, she wordlessly asked thousands of passersby for their dollars. When she became a singer, songwriter, and musician, she was not afraid to ask her audience to support her as she surfed the crowd (and slept on their couches while touring). And when she left her record label to strike out on her own, she asked her fans to support her in making an album, leading to the world's most successful music Kickstarter.
Even while Amanda is both celebrated and attacked for her fearlessness in asking for help, she finds that there are important things she cannot ask for-as a musician, as a friend, and as a wife. She learns that she isn't alone in this, that so many people are afraid to ask for help, and it paralyzes their lives and relationships. In this groundbreaking book, she explores these barriers in her own life and in the lives of those around her, and discovers the emotional, philosophical, and practical aspects of The Art of Asking.
Part manifesto, part revelation, this is the story of an artist struggling with the new rules of exchange in the twenty-first century, both on and off the Internet. The Art of Asking will inspire readers to rethink their own ideas about asking, giving, art, and love.
Station Eleven, an audacious, darkly glittering novel about art, fame, and ambition, is set in the eerie days of civilization's collapse. Day One: The Georgia Flu explodes over the surface of the earth like a neutron bomb. News reports put the mortality rate at over 99%. Week Two: Civilization has crumbled.
Year Twenty: A band of actors and musicians, known as the Travelling Symphony, move through the territories of a changed world, performing concerts and Shakespeare at the settlements that have formed. Twenty years after the pandemic, life feels relatively safe. But now a new danger looms, and it threatens the world every hopeful survivor has tried to rebuild.
Moving backward and forward in time, from the glittering years just before the collapse to the strange and altered world that exists twenty years after, Station Eleven charts the unexpected twists of fate that connect six people: celebrated actor Arthur Leander; Jeevan, a bystander warned about the flu just in time; Arthur's first wife, Miranda; Arthur's oldest friend, Clark; Kirsten, an actress with the Travelling Symphony; and the mysterious and self-proclaimed "prophet."
Sometimes terrifying, sometimes tender, Station Eleven tells a story about the fragility of life, the relationships that sustain us, and the beauty of the world as we know it.
Average student Moritaka Mashiro enjoys drawing for fun. When his classmate and aspiring writer Akito Takagi discovers his talent, he begs Moritaka to team up with him as a manga-creating duo. But what exactly does it take to make it in the manga-publishing world?
Average student Moritaka Mashiro enjoys drawing for fun. When his classmate and aspiring writer Akito Takagi discovers his talent, he begs Moritaka to team up with him as a manga-creating duo. But what exactly does it take to make it in the manga-publishing world? Moritaka is hesitant to commit because he understands the challenges that lie ahead.
Without realizing it, Kimihiro Watanuki has purchased a dream. According to his boss Yūko Ishikawa, the mysterious time-space witch, people usually buy good dreams–but Kimihiro's dream is a man-eating nightmare. Even worse, it has come true!
Then Kimihiro meets a wistful girl who, like him, can see the spirit world. Together they try to prevent a harmless ghost from being exorcised from its beloved resting place, an ancient cherry tree. The girl's mother wants her to have nothing to do with Kimihiro, but the spirits say otherwise. . . .
Includes chapters 52-58.
In the deft hands of Neil Gaiman, magic is no mere illusion, and anything is possible. In Smoke and Mirrors, Gaiman's first book of short stories, his imagination and supreme artistry transform a mundane world into a place of terrible wonders. Imagine a place where an old woman can purchase the Holy Grail at a thrift store, where assassins advertise their services in the Yellow Pages under Pest Control, and where a frightened young boy must barter for his life with a mean-spirited troll living beneath a bridge by the railroad tracks.
Explore a new reality, obscured by smoke and darkness, yet brilliantly tangible, in this extraordinary collection of short works by a master prestidigitator. It will dazzle your senses, touch your heart, and haunt your dreams.
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.
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!
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.
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.
While in Paris on business, Harvard symbologist Robert Langdon receives an urgent late-night phone call: the elderly curator of the Louvre has been murdered inside the museum. Near the body, police have found a baffling cipher. While working to solve the enigmatic riddle, Langdon is stunned to discover it leads to a trail of clues hidden in the works of Da Vinci — clues visible for all to see — yet ingeniously disguised by the painter.
Langdon joins forces with a gifted French cryptologist, Sophie Neveu, and learns the late curator was involved in the Priory of Sion — an actual secret society whose members included Sir Isaac Newton, Botticelli, Victor Hugo, and Da Vinci, among others.
In a breathless race through Paris, London, and beyond, Langdon and Neveu match wits with a faceless powerbroker who seems to anticipate their every move. Unless Langdon and Neveu can decipher the labyrinthine puzzle in time, the Priory’s ancient secret — and an explosive historical truth — will be lost forever.
The Art of The Fellowship of the Ring provides an authoritative and insightful look into the creative development of the first film in Peter Jackson's acclaimed The Lord of the Rings trilogy. This official publication boasts 500 exclusive images, ranging from initial pencil sketches and conceptual drawings to full-color paintings that influenced the film's visual design.
The book covers all principal locations, costumes, armor, and creatures in stunning detail, including content that did not make it into the final film. Alongside sketches, paintings, and digital images, the book features photographs illustrating how the creative process materialized, as well as film stills.
Contributions from artists Alan Lee and John Howe, whose work inspired Peter Jackson's vision of Middle-earth, are highlighted. They, along with other designers, share insights into how they contributed to the film's development, offering a behind-the-scenes look at bringing Middle-earth to life.
With text compiled from exclusive interviews with director Peter Jackson, special effects supervisor Richard Taylor, and designers such as Grant Major and Ngila Dickson, The Art of The Fellowship of the Ring celebrates the collective efforts that transformed the first Lord of the Rings movie into an award-winning global phenomenon.
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?
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:
Nan King, an oyster girl, is captivated by the music hall phenomenon Kitty Butler, a male impersonator extraordinaire treading the boards in Canterbury. Through a friend at the box office, Nan manages to visit all her shows and finally meet her heroine. Soon after, she becomes Kitty's dresser and the two head for the bright lights of Leicester Square where they begin a glittering career as music-hall stars in an all-singing and dancing double act.
At the same time, behind closed doors, they admit their attraction to each other and their affair begins.
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
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.
The fables of Aesop have become one of the most enduring traditions of European culture, ever since they were first written down nearly two millennia ago. Aesop was reputedly a tongue-tied slave who miraculously received the power of speech; from his legendary storytelling came the collections of prose and verse fables scattered throughout Greek and Roman literature.
First published in English by Caxton in 1484, the fables and their morals continue to charm modern readers: who does not know the story of the tortoise and the hare, or the boy who cried wolf?
Originally titled Children's and Household Tales, The Complete Grimm's Fairy Tales contains the essential bedtime stories for children worldwide for the better part of two centuries. The Brothers Grimm, Jacob and Wilhelm, were German linguists and cultural researchers who gathered legendary folklore and aimed to collect the stories exactly as they heard them.
2012 marked the 200th anniversary of Grimm's Fairy Tales, and to celebrate, all 211 stories were included in this collection. Featuring all your favorite classics, including "Hansel and Gretel," "Cinderella," "The Frog Prince," "Rapunzel," "Snow White," and "Rumpelstiltskin," among dozens more, this book is a must-have for any personal library collection.
In addition to the beloved tales, this edition is also accompanied by 40 color plates and 60 black and white illustrations from award-winning English illustrator Arthur Rackham, whose books and prints are now highly sought-after collectibles. A selection of stunning color reproductions by the famous illustrator, Arthur Rackham, further enhances the reading experience.
Hopscotch is a novel by Julio Cortazar, translated by Gregory Rabassa, that revolutionized the narrative structure with its non-linear approach. The story follows Horacio Oliveira, an Argentinian writer living in Paris with his mistress, La Maga, amid a group of bohemian friends known as "the Club." After a series of personal tragedies, Oliveira returns to Buenos Aires, where his life takes a series of unexpected turns as he takes on various odd jobs.
The novel is famous for its unique structure, allowing readers to navigate through its chapters in a non-conventional order. This innovative layout mirrors the book’s thematic exploration of life's complexity and the search for meaning. Cortazar drew inspiration from a variety of sources, including Henry Miller's quest for truth, Daisetz Teitaro Suzuki's Zen Buddhism teachings, and the aesthetics of Modernist writers like Joyce. Additionally, the novel reflects influences from Surrealism, the French New Novel, jazz music, and New Wave Cinema.
Gregory Rabassa's translation of Hopscotch won the National Book Award in 1966, marking a significant moment for the recognition of translation in literature. Cortazar's approval of Rabassa's work led to the translator's collaboration with Gabriel GarcĂa Márquez on One Hundred Years of Solitude, further cementing Rabassa's reputation as a master translator.