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Blasting out of the smash-hit video game BATMAN: ARKHAM KNIGHT comes an action-packed look at the game’s mysterious antihero, the Arkham Knight! He is Gotham City’s newest vigilante, and his deadly tactics put him in direct opposition to Batman. But the Knight’s connections to the Caped Crusader run deep-and he has much more planned than just cleaning up Gotham’s crime. The Arkham Knight is here to make Batman-and every one of his allies-pay for what they did to him. So who is the Knight and why does he hate Batman so much? Writer Peter J. Tomasi (GREEN LANTERN CORPS) along with artists Alisson Borges (LOBO) and Dexter Soy (MORTAL KOMBAT X) delve deep into the psychology and history of the villain (or is it hero?) of the hit game-a must-read for any fans of Rocksteady’s acclaimed Arkham trilogy! Collects BATMAN: ARKHAM KNIGHT GENESIS #1-6.
The prequel to the best-selling game BATMAN: ARKHAM KNIGHT! The Joker is dead. Arkham City is closed. As a new day begins, Bruce Wayne finds himself in devastating pain, recovering from his injuries and questioning whether his role as Batman is still necessary to the city's survival. But as the sun rises in Gotham City, dangerous new threats emerge from the shadows...and the Arkham Knight is just beginning. Don't miss this in-continuity prequel comic set prior to the events of the brand-new video game Batman: Arkham Knight! Collects BATMAN: ARKHAM KNIGHT #1-6.
From Derf Backderf, the bestselling author of My Friend Dahmer, comes the tragic and unforgettable story of the Kent State shootings†‹ On May 4, 1970, the Ohio National Guard gunned down unarmed college students protesting the Vietnam War at Kent State University. In a deadly barrage of 67 shots, 4 students were killed and 9 shot and wounded. It was the day America turned guns on its own children—a shocking event burned into our national memory. A few days prior, 10-year-old Derf Backderf saw those same Guardsmen patrolling his nearby hometown, sent in by the governor to crush a trucker strike. Using the journalism skills he employed on My Friend Dahmer and Trashed, Backderf has conducted extensive interviews and research to explore the lives of these four young people and the events of those four days in May, when the country seemed on the brink of tearing apart. Kent State: Four Dead in Ohio, which will be published in time for the 50th anniversary of the tragedy, is a moving and troubling story about the bitter price of dissent—as relevant today as it was in 1970.
The greatest talents of American and European comics unite for a Batman story like none other! Written by Matteo Casali (CATWOMAN) and Brian Azzarello (DARK KNIGHT III: THE MASTER RACE), BATMAN: EUROPA features art by superstar Jim Lee (JUSTICE LEAGUE) as well as European comics artist superstars Giuseppe Camuncoli (SPIDER-MAN), Diego Latorre and Gerard Parel. The Dark Knight is finally facing an enemy that even he can’t defeat-a deadly, custom-engineered virus that will drive him mad and then kill him within a week. But Batman isn’t the only one infected…the homicidal madman known as the Joker is also stricken. Now, the two mortal enemies must rely on each other if either one is to survive. As they follow the clues, their search fo8r the man who targeted them has them crisscrossing Europe-following clues in Berlin, fighting automatons in Prague, haunting the Paris catacombs and more. Can Batman and Joker survive working together? Or will the Dark Knight and his deadliest enemy die together, far from Gotham City? Collects BATMAN: EUROPA #1-4 of the 4-issue miniseries.
At last, it's the return of Tom Strong--too bad he's powerless! The lives of his daughter Tesla and her unborn child both hang in the balance, and there's nothing Tom can do to save them...until he remembers the one thing that just might. To find it, he and Val Var Garm must journey to the far side of the galaxy, and the mysterious world known as...TERRA OBSCURA!
In a story spawned by the smash-hit game of the summer, Batman: Arkham Knight, the origin of the enigmatic Arkham Knight continues! Don't miss our stunning second issue, the details of which are too hot for solicits! Need we say more?
Covering genres from adventure and fantasy to horror, science fiction, and superheroes, this guide maps the vast terrain of graphic novels, describing and organizing titles to help librarians balance their graphic novel collections and direct patrons to read-alikes. New subgenres, new authors, new artists, and new titles appear daily in the comic book and manga world, joining thousands of existing titles—some of which are very popular and well-known to the enthusiastic readers of books in this genre. How do you determine which graphic novels to purchase, and which to recommend to teen and adult readers? This updated guide is intended to help you start, update, or maintain a graphic novel collection and advise readers about the genre. Containing mostly new information as compared to the previous edition, the book covers iconic super-hero comics and other classic and contemporary crime fighter-based comics; action and adventure comics, including prehistoric, heroic, explorer, and Far East adventure as well as Western adventure; science fiction titles that encompass space opera/fantasy, aliens, post-apocalyptic themes, and comics with storylines revolving around computers, robots, and artificial intelligence. There are also chapters dedicated to fantasy titles; horror titles, such as comics about vampires, werewolves, monsters, ghosts, and the occult; crime and mystery titles regarding detectives, police officers, junior sleuths, and true crime; comics on contemporary life, covering romance, coming-of-age stories, sports, and social and political issues; humorous titles; and various nonfiction graphic novels.
The 21st Century in 100 Games is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched, and played from the turn of the century. The book analyzes them and then uses the games as a means of entry to examine both key events in the 21st century and the evolution of the gaming industry. Adopting a tri-pronged perspective — the reviewer, the academic, and an industry observer — it studies games as ludo-narratological artefacts and resituates games in a societal context by examining how they affect and are engaged with by players, reviewers, the gaming community, and the larger gaming industry. This book will be a must read for readers interested in video games, new media, digital culture (s), culture studies, and history.