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The entire Green Arrow run of New York Times best-selling author Jeff Lemire is now collected in its entirety in this all-new Essential Edition trade paperback graphic novel! Oliver Queen thought he had it all figured out. As the heroic archer Green Arrow, he'd finally found a sense of purpose, friends to aid him, even a place on the Justice League of America. But now he's not even sure where he came from... or whom he came from. As Green Arrow discovers that his stranding on a desert island was more than just an accident, there seem to be more sinister forces at work behind all these sudden revelations. The Queen family is embroiled in a war generations old. A war of clans. A war of outsiders. Acclaimed creative team Jeff Lemire (Animal Man) and Andrea Sorrentino (I, Vampire) take Green Arrow on his most challenging adventure yet. Collects Green Arrow #17-34, Green Arrow Futures End #1 and Green Arrow Secret Origins. The DC Essential Edition series of graphic novels highlights the best standalone stories the medium has to offer featuring comics' greatest characters. These trade paperback editions focus on the easiest entry points DC has in its vast library, with seminal, groundbreaking tales that transcend the printed page. Start with the Essentials.
Oliver Queen thought he had it all figured out. As the heroic archer Green Arrow, he'd finally found a sense of purpose, friends to aid him, even a place on the Justice League of America. But now, he's not even sure where he came from…or who he came from. As Green Arrow discovers that his stranding on a desert island was more than just an accident, there seem to be more sinister forces at work behind all these sudden revelations. The Queen family is embroiled in a war, generations old. A war of clans. A war of outsiders. Acclaimed creative team Jeff Lemire (ANIMAL MAN) and Andrea Sorrentino (I, VAMPIRE) take Green Arrow on his most challenging adventure yet. Collects issues #25-31.
Billionaire philanthropist John King is succeeding where the Queen Foundation failed, bringing healing and hope to cities across the country. Except he’s not saving these cities-he’s conquering them. Green Arrow must overthrow this mad modern-day monarch, but he can’t do it alone. He’ll need the help of a brash and brilliant hacker Felicity Smoak; speedy street kid Mia Dearden; and an army of superhero allies, including Arsenal, Katana, Green Lantern, Batman-and Lex Luthor. And if you come at the King, you’d best not miss. Andrew Kreisberg and Ben Sokolowski-two of the minds behind TV’s Arrow and The Flash-take aim at the comics world in GREEN ARROW: KINGDOM, featuring action-packed art by Daniel Sampere! Collects issues #35-40.
In these 1990s tales, Oliver Queen takes a break from the role of Green Arrow--and his crime-fighting mission is taken up by his son, Connor Hawke. Spinning out of the events of the 1990s miniseries known as Zero Hour, Oliver Queen goes on a retreat from his role as Green Arrow -- and meets his previously unknown son, Connor Hawke, who becomes the new Green Arrow. But while Oliver learns that a secret government agency has him in its sights, Connor learns that being a superhero is harder than it looks. Collects Green Arrow #0 and #91-101.
This fascinating book is the first volume in a projected cultural history of the United States, from the earliest English settlements to our own time. It is a history of American folkways as they have changed through time, and it argues a thesis about the importance for the United States of having been British in its cultural origins. While most people in the United States today have no British ancestors, they have assimilated regional cultures which were created by British colonists, even while preserving ethnic identities at the same time. In this sense, nearly all Americans are "Albion's Seed," no matter what their ethnicity may be. The concluding section of this remarkable book explores the ways that regional cultures have continued to dominate national politics from 1789 to 1988, and still help to shape attitudes toward education, government, gender, and violence, on which differences between American regions are greater than between European nations.
Green Arrow is losing everything: his fortune, his company Q-Corps and maybe most important, his valuable arsenal. Even as Oliver Queen's grip loosens and what's left of his personal, professional and superhero lives, the hits keep on coming. Thevillainous Harrow threatens the Seattle waterfront, running guns into the city and threatening lives. As Ollie flails into a downward spiral, can he still protect his town? Also included is the tie-in to HAWKMAN: WANTED. Green Arrow helps an uneasyally in the Savage Hawkman, as he evades a chasing Thanagarian cops. But is Hawkman a framed hero? Or a villain? Collects GREEN ARROW #0, 14-16, THE SAVAGE HAWKMAN#14 and JUSTICE LEAGUE #7.
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
The stress of running a multibillion-dollar corporation and being the guardian of Star City has frayed Oliver Queen's last nerve. When he encounters the genetically modified triplets known as 'Skylark' during a mission, Queen, entranced by their beauty and the new techonology they give him, agrees to meet their 'father' King Leer. King Leer's fortress, buried deep within a frozen moutainside, hides the true nature of his work, genetically modifying animals of all species--including humans--in order to take over the world. His work is funded by the gold mine he has seized and rules the native people through starvation by polluting the environment. Can Oliver Queen stop King Leer before he releases his creations upon the world, or will he end up as one of Leer's experiments?
Today we associate the Renaissance with painting, sculpture, and architecture—the “major” arts. Yet contemporaries often held the “minor” arts—gem-studded goldwork, richly embellished armor, splendid tapestries and embroideries, music, and ephemeral multi-media spectacles—in much higher esteem. Isabella d’Este, Marchesa of Mantua, was typical of the Italian nobility: she bequeathed to her children precious stone vases mounted in gold, engraved gems, ivories, and antique bronzes and marbles; her favorite ladies-in-waiting, by contrast, received mere paintings. Renaissance patrons and observers extolled finely wrought luxury artifacts for their exquisite craftsmanship and the symbolic capital of their components; paintings and sculptures in modest materials, although discussed by some literati, were of lesser consequence. This book endeavors to return to the mainstream material long marginalized as a result of historical and ideological biases of the intervening centuries. The author analyzes how luxury arts went from being lofty markers of ascendancy and discernment in the Renaissance to being dismissed as “decorative” or “minor” arts—extravagant trinkets of the rich unworthy of the status of Art. Then, by re-examining the objects themselves and their uses in their day, she shows how sumptuous creations constructed the world and taste of Renaissance women and men.
An examination of the art in superhero comics and how style influences comic narratives.