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"THE WHISPERER WAR," Part Three. The war rages on.
SAVIORS', PART 1...Sara Pezzini will get drawn deeper into Chicago's corruption when magician Cain Jorgenson asks her to investigate a mysterious Cult threatening a community organizer and popular young politician. In the process, Sara will discover that the most sinister evil can present itself in the most unlikely vessel.
"The Walking Dead" is both a hugely successful comics series and a popular TV show. This epic story of a zombie apocalypse is unique. It focuses on the long-term individual, social, and moral consequences of survival by small groups of humans in a world overrun by infected zombies. Guns, chainsaws, and machetes are not enough for survival: humans also need agreement on rules of conduct. Can equality or fairness have any polace in the post-apocalyptic world? Do theft or even assault and murder become okay under desperate circumstances? Who should be recognized as having political authority? What about eating human flesh? Should survivors have children?
Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?
"This book offers a straightforward and vibrant approach to the study of criminal behavior and contemporary criminal justice issues through the use of popular TV shows. Students, researchers, and anyone else interested in crime will find this book an accessible and informative resource for understanding the causes of crime and how society responds to crime"--
In 2010, The Walking Dead premiered on AMC and has since become the most watched scripted program in the history of basic cable. Based on the graphic novel series by Robert Kirkman, The Walking Dead provides a stark, metaphoric preview of what the end of civilization might look like: the collapse of infrastructure and central government, savage tribal anarchy, and purposeless hordes of the wandering wounded. While the representation of zombies has been a staple of the horror genre for more than half a century, the unprecedented popularity of The Walking Dead reflects an increased identification with uncertain times. In The Walking Dead Live! Essays on the Television Show, Philip L. Simpson and Marcus Mallard have compiled essays that examine the show as a cultural text. Contributors to this volume consider how the show engages with our own social practices—from theology and leadership to gender, race, and politics—as well as how the show reflects matters of masculinity, memory, and survivor’s guilt. As a product of anxious times, The Walking Dead gives the audience an idea of what the future may hold and what popular interest in the zombie genre means. Providing insight into the broader significance of the zombie apocalypse story, The Walking Dead Live! will be of interest to scholars of sociology, cultural history, and television, as well as to fans of the show.
This book is open access and available on www.bloomsburycollections.com. It is funded by Knowledge Unlatched. In The Digital Logic of Death, Steven Pustay skillfully makes visible the immensely important but often overlooked role that moving images play in shaping our understanding of mortality. This relationship, he argues, is made all the more urgent by the technologies of the digital age, which have profoundly altered our ability to represent and contemplate death through moving images, resulting in an entirely new cultural logic of death. To draw out this new logic, Pustay presents accessible readings of otherwise dense and difficult philosophical approaches to death – such as those found in existentialism, psychoanalysis, and critical theory – by reading them through the lens of contemporary media. From art-house films like Irréversible and The Fountain to blockbusters like the Matrix trilogy, from television commercials for M&M's to pay-cable dramas like The Sopranos and Breaking Bad, from first-person shooters like Bioshock to indie-games like LIMBO, Pustay shows how moving images have shifted our understanding of death in general and our recognition of our own finiteness in particular.
This book explores the cycle of horror on US television in the decade following the launch of The Walking Dead, considering the horror genre from an industrial perspective. Examining TV horror through rich industrial and textual analysis, this book reveals the strategies and ambitions of cable and network channels, as well as Netflix and Shudder, with regards to horror serialization. Selected case studies; including American Horror Story, The Haunting of Hill House, Creepshow, Ash vs Evil Dead, and Hannibal; explore horror drama and the utilization of genre, cult and classic horror texts, as well as the exploitation of fan practice, in the changing economic landscape of contemporary US television. In the first detailed exploration of graphic horror special effects as a marker of technical excellence, and how these skills are used for the promotion of TV horror drama, Gaynor makes the case that horror has become a cornerstone of US television.
From the beginning, both Robert Kirkman's comics and AMC's series of The Walking Dead have brought controversy in their presentations of race, gender and sexuality. Critics and fans have contended that the show's identity politics have veered toward the decidedly conservative, offering up traditional understandings of masculinity, femininity, heterosexuality, racial hierarchy and white supremacy. This collection of new essays explores the complicated nature of relationships among the story's survivors. In the end, characters demonstrate often-surprising shifts that consistently comment on identity politics. Whether agreeing or disagreeing with critics, these essays offer a rich view of how gender, race, class and sexuality intersect in complex new ways in the TV series and comics.
Historically, zombies have been portrayed in films and television series as mindless, shuffling monsters. In recent years, this has changed dramatically. The undead are fast and ferocious in 28 Days Later... (2002) and World War Z (2013). In Warm Bodies (2013) and In the Flesh (2013-2015), they are thoughtful, sensitive and capable of empathy. These sometimes radically different depictions of the undead (and the still living) suggest critical inquiries: What does it mean to be human? What makes a monster? Who survives the zombie apocalypse, and why? Focusing on classic and current movies and TV shows, the author reveals how the once-subversive modern zombie, now more popular than ever, has been co-opted by the mainstream culture industry.