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In the 40-years since its debut, Swamp Thing has been graced with some of the best writers in comics from Len Wein to Alan Moore and now, as part of the DC Comics—The New 52, BATMAN scribe Scott Snyder brings his talents to an all new Swamp Thing series set in the DC Universe. Following the events of "Brightest Day," Alec Holland has his life back...but the "Green" has plans for it. A monstrous evil is rising in the desert, and it'll take a monster of another kind to defend life as we know it!
The battle for the soul of The Green reaches its epic conclusion. Alec Holland knew little of the politics involved in becoming the The Green's Avatar, but since his role has been challenged, he must take a crash course in the politics and power of The Green. The mantle of Avatar evolves over time, and when the Parliment decides an Avatar's time is at an end, a new one must be raised. If Alec fails the Seeder's challenge, the fate of mankind will be sealed and reclaimed by The Green under the control of The Seeder. This epic new chapter of SWAMP THING unfolds here! Collects issues #24-27 and SWAMP THING ANNUAL #2.
Doctor Alec Holland's desire to leave the Green behind and forget his time as the Swamp Thing is denied when a new darkness threatens the world and the Green changes Swamp Thing from protector to conqueror.
THE SAGA OF THE SWAMP THING LIVES ON! Dr. Alec Holland was a brilliant scientist who was developing a bio-restorative formula that would rejuvenate plant life. When he died, he was reborn as the Swamp Thing, the avatar of the Green. As champion and protector of all plants on the planet, Swamp Thing has access to untold power. But such power also attracts danger. In this daring new reinterpretation, Swamp Thing is put to the ultimate test when he faces several challenges that push the limits of his abilities. There’s the Rot, the kingdom of death and decay that is hell-bent on destroying all life on Earth. Anton Arcane, his archnemesis, has also returned from the grave yet again. When another contender for the role of avatar of the Green steps forth, the creature who was once Alec Holland is forced to defend the mantle that he has grudgingly learned to accept. And just when you thought that the Green had its hands full with the Red and the Rot, yet another kingdom, the Machines, declares war. Take a journey into the deepest depths of the bayou in Swamp Thing: The New 52 Omnibus. This comprehensive volume contains every Swamp Thing issue from the New 52 era written and illustrated by SCOTT SNYDER (Dark Nights: Death Metal), JEFF LEMIRE (Animal Man), CHARLES SOULE (Red Lanterns), YANICK PAQUETTE (Batman Incorporated), JESUS SAIZ (Birds of Prey), and more. Collects Swamp Thing #0-40, 23.1; Swamp Thing Annual #1-3; Swamp Thing: Futures End #1; Animal Man #12, 17; and Aquaman #31.
Still trapped within the Green, Levi and Jennifer have encountered its denizens, both friendly and vile. But something is terribly wrong within the Green itself, and its origins may be closer to home than Levi thinks. As Swamp Thing, he must now use lessons learned to embrace his power and bring peace. But is he already too late? Have the seeds of discontent already been planted for the contagion to enter our world?
Graphic Novel. This first volume, collecting issues 20-27 of THE SAGA OF THE SWAMP THING, also features a foreword by famed horror author Ramsey Campbell and a new introduction by Swamp Thing co-creator and original series editor Len Wein.
"Swamp Thing created by Len Wein and Bernie Wrightson - Superman created by Jerry Siegel and Joe Shuster, by special arrangement with the Jerry Siegel family"
The Earth is all but done. The last remnants of humanity cling to a mountaintop island lost in endless floodwater. The parliaments of the Green, the Red, and the Rot have united their powers to summon an avatar-a horrific, humanity-killing monster who could only be stopped by Alec Holland. Shame he’s been dead for decades…Collects the complete miniseries Swamp Thing: Green Hell #1-3.
To create a comic is not to illustrate words, but to create narrative diagrams and transform strokes into imaging words. The infinite array of possibilities that the merging of text and pictures provides is a garden of forking paths that critics have just started to explore. This is an art that operates as the crossroads of various disciplines, but whose specifications require a thorough understanding of its unique mechanisms. The explosion of experimental works and the incorporation of previously marginal (or nonexistent) genres and themes in comics have enriched an already fruitful art in ways that continue to surprise both readers and critics. This collection of essays offers a space of reflection on the cultural, social, historical, and ideological dimensions of comics. With this in the background, the book focuses on three main areas: the origins and definitions of comics; the formal tools of the medium; and authors and their works. The historical and formal approach to comics, as shown here, is still essential and the debate about the origins and definition is still present, but two thirds of this collection formulate other treatments that scholars had not started to tackle until recently. Does this mean that the study of comics has finally reached the necessary confidence to abandon the artistic legitimization of the medium? Or are they just new self defense mechanisms through alliances with other fields of academic interest? This book will add to the debate on comics, as did the international conference that led to it. It provides a channel of communication with an art, a two-headed medium that, like the god Janus, operates as a hinge, as a meeting point, as a bridge between pictorial and literary expression.
The Gothic began as a designation for barbarian tribes, was associated with the cathedrals of the High Middle Ages, was used to describe a marginalized literature in the late eighteenth century, and continues today in a variety of forms (literature, film, graphic novel, video games, and other narrative and artistic forms). Unlike other recent books in the field that focus on certain aspects of the Gothic, this work directs researchers to seminal and significant resources on all of its aspects. Annotations will help researchers determine what materials best suit their needs. A Research Guide to Gothic Literature in English covers Gothic cultural artifacts such as literature, film, graphic novels, and videogames. This authoritative guide equips researchers with valuable recent information about noteworthy resources that they can use to study the Gothic effectively and thoroughly.