Is Moritaka and Akito's newest rival also their greatest fan? The duo is asked to judge a manga contest and the best entry reminds them of their own creations. But who is this mysterious new artist and what are his controversial methods of creating manga?
Bakuman, Vol. 12: Artist and Manga Artist continues the journey of Moritaka and Akito as they navigate the challenges of the manga industry. With their new series Perfect Crime Party performing well in Weekly Shonen Jump, the duo is determined to outdo their competitors. However, just as their aspirations appear to be within reach, an unforeseen piece of news delivers a blow to their plans.
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.
With Aiko Iwase teaming up with Eiji to get a series in Shonen Jump, Moritaka and Akito face a new major rival. The duo is determined to have their series serialized and to find success in Jump. However, when Akito must ask for permission to marry Kaya, he is confronted with her father, a master of Karate, adding another layer of challenge to their journey.
Moritaka and Akito will need to come up with an amazing new manga idea if they ever hope to get back into Weekly Jump magazine, and they only have six months to do it! But with Hattori, their former editor, helping behind the scenes, the duo might have everything in place to create the perfect story.
The Big Short: Inside the Doomsday Machine is a #1 New York Times bestseller and a major motion picture from Paramount Pictures. Michael Lewis, the author of The Blind Side and Moneyball, tells the compelling story of four outsiders in the high-finance world who predicted the credit and housing bubble collapse before anyone else.
The narrative starts with the silent crash that took place in the obscure markets of bonds and real estate derivatives. These are the places where complex securities are created to profit from the financial struggles of lower- and middle-class Americans. Lewis provides a character-driven narrative filled with indignation and dark humor, presenting a group of unlikely heroes whose stories are as compelling as they are improbable, establishing him yet again as an exceptional and witty chronicler of our times.
For years, Grace has watched the wolves in the woods behind her house. One yellow-eyed wolf—her wolf—is a chilling presence she can't seem to live without.
Meanwhile, Sam has lived two lives: In winter, the frozen woods, the protection of the pack, and the silent company of a fearless girl. In summer, a few precious months of being human… until the cold makes him shift back again.
Now, Grace meets a yellow-eyed boy whose familiarity takes her breath away. It's her wolf. It has to be. But as winter nears, Sam must fight to stay human—or risk losing himself, and Grace, forever.
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!
If you start to read this book, you will go on a journey with a nine-year-old boy named Bruno. (Though this isn't a book for nine-year-olds.) And sooner or later you will arrive with Bruno at a fence.
Fences like this exist all over the world. We hope you never have to encounter one.
Berlin, 1942: When Bruno returns home from school one day, he discovers that his belongings are being packed in crates. His father has received a promotion and the family must move to a new house far, far away, where there is no one to play with and nothing to do. A tall fence stretches as far as the eye can see and cuts him off from the strange people in the distance.
But Bruno longs to be an explorer and decides that there must be more to this desolate new place than meets the eye. While exploring his new environment, he meets another boy whose life and circumstances are very different from his own, and their meeting results in a friendship that has devastating consequences.
Hikaru no Go, Vol. 14: Sai vs. Toya Koyo unravels the continuing journey of Hikaru Shindo, a young schoolboy, who encounters a haunted Go board. Through this board, Hikaru meets the spirit of a master player, Fujiwara-no-Sai, who occupies his consciousness.
Sai's presence ignites an untapped genius for the game within Hikaru, propelling him to pursue his newfound dream. His goal is not a simple one, as he aspires to defeat the renowned Go prodigy, Akira Toya.
As the series progresses, readers witness Hikaru's personal growth and his thrilling encounters in the world of Go, where strategic battles of wit and skill unfold.
A searing, post-apocalyptic novel destined to become Cormac McCarthy's masterpiece.
A father and his son walk alone through burned America. Nothing moves in the ravaged landscape save the ash on the wind. It is cold enough to crack stones, and when the snow falls it is gray. The sky is dark. Their destination is the coast, although they don't know what, if anything, awaits them there. They have nothing; just a pistol to defend themselves against the lawless bands that stalk the road, the clothes they are wearing, a cart of scavenged food—and each other.
The Road is the profoundly moving story of a journey. It boldly imagines a future in which no hope remains, but in which the father and his son, "each the other's world entire," are sustained by love. Awesome in the totality of its vision, it is an unflinching meditation on the worst and the best that we are capable of: ultimate destructiveness, desperate tenacity, and the tenderness that keeps two people alive in the face of total devastation.
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!
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!
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 no Go, Vol. 9: The Pro Test Begins continues the journey of Hikaru Shindo, a young schoolboy, who encounters a haunted go board, leading to the possession of his consciousness by the spirit of Fujiwara-no-Sai, a master go player from the Heian era. Sai's presence awakens a previously untapped genius for the game within Hikaru, propelling him to pursue his newfound dream.
Driven by the desire to conquer the go world, Hikaru's ultimate goal is to challenge and defeat the esteemed go prodigy, Akira Toya. As the story unfolds, readers are taken on a compelling journey through the intricate and strategic world of go, a classic Japanese board game, as well as the trials and growth Hikaru experiences along the way.
A twentieth-century successor to Edgar Allan Poe as the master of "weird fiction," Howard Philips Lovecraft once wrote, "The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown." In the novellas and stories he published in such pulp magazines as Weird Tales and Astounding Stories—and in the work that remained unpublished until after his death, including some of his best writing—H. P. Lovecraft adapted the conventions of horror stories and science fiction to express an intensely personal vision, cosmic in its ramifications and fearsome in its shuddering view of human destiny.
In this Library of America volume, the best-selling novelist Peter Straub brings together the very best of Lovecraft's fiction in a treasury guaranteed to bring fright and delight both to longtime fans and to readers new to his work. Early stories such as The Outsider, The Music of Erich Zann, Herbert West–Reanimator, and The Lurking Fear demonstrate Lovecraft's uncanny ability to blur the distinction between reality and nightmare, sanity and madness, the human and non-human. The Horror at Red Hook and He reveal the fascination and revulsion Lovecraft felt for New York City; Pickman's Model uncovers the frightening secret behind an artist's work; The Rats in the Walls is a terrifying descent into atavistic horror; and The Colour Out of Space explores the eerie impact of a meteorite on a remote Massachusetts valley.
In such later works as The Call of Cthulhu, The Whisperer in Darkness, At the Mountains of Madness, The Shadow Over Innsmouth, and The Shadow Out of Time, Lovecraft developed his own nightmarish mythology in which encounters with ancient, pitiless extraterrestrial intelligences wreak havoc on hapless humans who only gradually begin to glimpse "terrifying vistas of reality, and our frightful position therein." Moving from old New England towns haunted by occult pasts to Antarctic wastes that disclose appalling secrets, Lovecraft's tales continue to exert a dread fascination.
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!
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 City of Ember was built as a last refuge for the human race. Two hundred years later, the great lamps that light the city are beginning to dim. Lina and her friend Doon must race to figure out the clues to keep the lights on.
If they succeed, they will have to convince everyone to follow them into danger. But if they fail, the lights will burn out and the darkness will close in forever. They discover fragments of an ancient parchment and begin to wonder if there could be a way out of Ember. Can they decipher the words from long ago and find a new future for everyone? Will the people of Ember listen to them?
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.
Happy fifty-third birthday, Doctor. Welcome to the first day of your death. Dr. Frederick Starks, a New York psychoanalyst, has just received a mysterious, threatening letter. Now he finds himself in the middle of a horrific game designed by a man who calls himself Rumplestiltskin. The rules: in two weeks, Starks must guess his tormentor's identity. If Starks succeeds, he goes free. If he fails, Rumplestiltskin will destroy, one by one, fifty-two of Dr. Starks' loved ones—unless the good doctor agrees to kill himself.
In a blistering race against time, Starks is at the mercy of a psychopath's devious game of vengeance. He must find a way to stop the madman—before he himself is driven mad.
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.
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?
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.
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.
Harry Potter has never even heard of Hogwarts when the letters start dropping on the doormat at number four, Privet Drive. Addressed in green ink on yellowish parchment with a purple seal, they are swiftly confiscated by his grisly aunt and uncle. Then, on Harry's eleventh birthday, a great beetle-eyed giant of a man called Rubeus Hagrid bursts in with some astonishing news: Harry Potter is a wizard, and he has a place at Hogwarts School of Witchcraft and Wizardry. An incredible adventure is about to begin!
With their message of hope, belonging and the enduring power of truth and love, the story of the Boy Who Lived continues to delight generations of new readers.
This volume collects, for the first time, the entire Dream Cycle created by H. P. Lovecraft, the master of twentieth-century horror, including some of his most fantastic tales:
And twenty more tales of surreal terror.
Discover a chillingly powerful and prescient dystopian vision from one of Europe's greatest writers. A driver waiting at the traffic lights goes blind. An ophthalmologist tries to diagnose his distinctive white blindness, but is affected before he can read the textbooks. It becomes a contagion, spreading throughout the city. Trying to stem the epidemic, the authorities herd the afflicted into a mental asylum where the wards are terrorised by blind thugs. And when fire destroys the asylum, the inmates burst forth and the last links with a supposedly civilised society are snapped. This is not anarchy, this is blindness.
Saramago repeatedly undertakes to unite the pressing demands of the present with an unfolding vision of the future. This is his most apocalyptic, and most optimistic, version of that project yet.
Countless tombstones stand in rows throughout a small community, forming a bizarre tableau. What fate awaits a brother and sister after a traffic accident in this town of the dead? In another tale, a girl falls silent, her tongue transformed into a slug. Can a friend save her? Then, when a young man moves to a new town, he finds the house next door has only a single window. What does his grotesque neighbor want, calling out to him every evening from that lone window?
Fresh nightmares brought to you by horror master Junji Ito.
Howard Phillips Lovecraft forever changed the face of horror, fantasy, and science fiction with a remarkable series of stories as influential as the works of Poe, Tolkien, and Edgar Rice Burroughs. His chilling mythology established a gateway between the known universe and an ancient dimension of otherworldly terror, whose unspeakable denizens and monstrous landscapes - dread Cthulhu, Yog-Sothoth, the Plateau of Leng, the Mountains of Madness - have earned him a permanent place in the history of the macabre.
In Tales of the Cthulhu Mythos, a pantheon of horror and fantasy's finest authors pay tribute to the master of the macabre with a collection of original stories set in the fearsome Lovecraft tradition.
Contents:
The conclusion of the Phantom Blood Arc! Jonathan Joestar and his mentor Zeppelli continue their pursuit of the villainous vampire, Dio! But to get to him, they must first face down his murderous henchmen! In battle after bloody battle, JoJo and Zeppelli are pushed to their limits and beyond!
Young Jonathan Joestar's life is forever changed when he meets his new adopted brother, Dio. For some reason, Dio has a smoldering grudge against him and derives pleasure from seeing him suffer. But every man has his limits, as Dio finds out. This is the beginning of a long and hateful relationship!
Offred is a Handmaid in the Republic of Gilead. She may leave the home of the Commander and his wife once a day to walk to food markets whose signs are now pictures instead of words because women are no longer allowed to read. She must lie on her back once a month and pray that the Commander makes her pregnant, because in an age of declining births, Offred and the other Handmaids are valued only if their ovaries are viable. Offred can remember the years before, when she lived and made love with her husband, Luke; when she played with and protected her daughter; when she had a job, money of her own, and access to knowledge. But all of that is gone now . . .
Funny, unexpected, horrifying, and altogether convincing, The Handmaid's Tale is at once scathing satire, dire warning, and tour de force.
The Left Hand of Darkness by Ursula K. Le Guin is a groundbreaking work of science fiction that explores the story of a lone human emissary to Winter, an alien world whose inhabitants spend most of their time without a gender. His goal is to facilitate Winter's inclusion in a growing intergalactic civilization. However, to achieve this, he must bridge the gulf between his own views and those of the completely dissimilar culture he encounters.
Embracing aspects of psychology, society, and human emotion on an alien world, The Left Hand of Darkness is celebrated as a landmark achievement in the annals of intellectual science fiction. The novel delves into complex themes involving gender and sexuality, challenging readers' perceptions of human nature and societal constructs. It is not only an adventure story but also a profound thought experiment that invites contemplation about the fluidity of gender and the potential for understanding amidst cultural differences.
The first novel in Isaac Asimov's classic science-fiction masterpiece, the Foundation series—For twelve thousand years the Galactic Empire has ruled supreme. Now it is dying. But only Hari Seldon, creator of the revolutionary science of psychohistory, can see into the future—to a dark age of ignorance, barbarism, and warfare that will last thirty thousand years.
To preserve knowledge and save humankind, Seldon gathers the best minds in the Empire—both scientists and scholars—and brings them to a bleak planet at the edge of the galaxy to serve as a beacon of hope for future generations. He calls his sanctuary the Foundation.
The Foundation novels of Isaac Asimov are among the most influential in the history of science fiction, celebrated for their unique blend of breathtaking action, daring ideas, and extensive worldbuilding. In Foundation, Asimov has written a timely and timeless novel of the best—and worst—that lies in humanity, and the power of even a few courageous souls to shine a light in a universe of darkness.