IDENTIFYING THE ENIGMATIC HERO In this volume of Ghost in the Shell, Marcelo Jarty, the hero of a democratic revolution, and South American drug dealer, has been coming to Japan periodically and no one knows why. The Major and Section 9 track his movements after he makes his latest appearance in the country. They are determined to figure out the meaning of his visits, but following Jarti leads to more than they could have possibly expected….
La Section 9 se voit confier une nouvelle mission. Marcelo Jarti, un légendaire révolutionnaire sud-américain, se rend régulièrement au Japon depuis quelques années. Ses visites sont-elles liées à ses autres activités, celles d'un baron de la drogue ? Il est en tout cas la cible de différents services secrets et se sert de sosies pour échapper à leurs tentatives d'assassinat. C'est donc en se méfiant des faux-semblants que le Major et ses hommes vont devoir découvrir la raison de sa présence, et la vérité derrière ses liens avec la mafia locale...
THE BEST OFFENSE IS A STRONG DEFENSE? An advanced tech tank is on the loose and appears hell bent on heading into the city. To make matters worse, it has impenetrable defenses and all conventional efforts to stop its progress have failed. Now it’s up to Major Kusanagi and Section 9 to find a way to stop the tank’s inexorable march toward an unknown fate in the city!
THE POWER OF MISDIRECTION Section 9 receives a tip that a criminal group from Henan is planning on attacking a financial instutution. To prevent the attack, Section 9 infultrates the secret base of the criminals. The mission goes well and the threat is neutralized…or is it? Something is amiss, and Major Kusanagi and Section 9 must act quickly in order to stop the criminals from achieving their true goal.
Ageless New World 16 years ago a terrorist group called the "New World Brigade" kidnapped a young girl named Eka Tokura. However, recent photos of Eka have surfaced and she appears to look exactly as she did 16 years ago. To investigate this mystery, the special unit of the Maritime Safety Agency was dispatched to a man-made island off the coast of Okinawa that has been seized by the Brigade. However, communication with the special unit has been lost, leaving this island and the Brigade in a shroud of secrets. Section 9 is tasked with the job of finding out what happened on this man-made island and discovering the truth behind Eka’s age-defying looks.
Une équipe de l’unité d’élite de la Garde côtière du Japon disparaît alors qu’elle se trouve en mission sur une île artificielle abandonnée au large d’Okinawa. Sa dernière transmission : la photo d’une petite fille au milieu d’un groupe d’opposants radicaux à la cybernétisation. Or, cette enfant ressemble comme deux gouttes d’eau à Eka Tokura, enlevée par ces terroristes 16 ans auparavant. La section 9 est chargée d’infiltrer l’île artificielle, afin de secourir les agents disparus et découvrir la vérité sur cette fillette à la jeunesse éternelle...
"Impressive, exhaustive, labyrinthine, and obsessive—The Anime Encyclopedia is an astonishing piece of work."—Neil Gaiman Over one thousand new entries . . . over four thousand updates . . . over one million words. . . This third edition of the landmark reference work has six additional years of information on Japanese animation, its practitioners and products, plus incisive thematic entries on anime history and culture. With credits, links, cross-references, and content advisories for parents and libraries. Jonathan Clements has been an editor of Manga Max and a contributing editor of Newtype USA. Helen McCarthy was founding editor of Anime UK and editor of Manga Mania.
Stand Alone Complex takes place in the year 2030, in the fictional Japanese city of New Port. The story follows the members of Public Security Section 9, a special-operations task-force made up of former military officers and police detectives. The manga presents individual cases that Section 9 investigates, along with an ongoing, more serious investigation into the serial killer and hacker known only as "The Laughing Man." When a high-ranking government official is kidnapped, the Prime Minister must call in his top crime fighting force known as Section 9. Lead by the beautiful (and deadly) Major Kusanagi, the cybernetically enhanced squad must use all their skill to take down the kidnappers and rescue the hostages. But that’s only half of the mission; can Kusanagi and company find out who’s behind the kidnapping, and, more importantly, just what they’re after? Find out in this thrilling first volume of The Ghost in the Shell: Stand Alone Complex!
Ghost in the shell, chef d’œuvre de Masamune Shirow, ainsi que les magnifiques films d’animation réalisés par Mamoru Oshii, ne sont plus à présenter. La série Stand Alone Complex (S.A.C.) reprend le même univers et les mêmes personnages pour les faire évoluer dans un monde parallèle où l’héroïne, le Major Motoko Kusanagi, restée au sein de la Section 9, n’aurait jamais rencontré le Puppet Master. Avec l’aide de Batô, Togusa, des Tachikoma et de toute son équipe, elle devra déjouer les complots qui se trament dans un Japon cyberpunk. Avec un propos et un design modernisé, ce titre s’adresse tout autant aux fans de la première heure qu’aux novices qui pourront découvrir là l’essence de l’imagination foisonnante de Shirow. Bien après la sortie de la première série, cette licence a toujours continué d’être exploitée sous diverses formes : manga, séries d’animation et jeux vidéo et jouit donc d’une actualité constante. Un jeu multijoueurs de tir à la première personne sera lancé en France pour 2014, tandis qu’au Japon, a été annoncée la mise en production de l’opus suivant : Ghost in the shell ARISE.
Within the expansive mediascape of the 1980s and 1990s, cyberpunk’s aesthetics took firm root, relying heavily on visual motifs for its near-future splendor saturated in media technologies, both real and fictitious. As today’s realities look increasingly like the futures forecast in science fiction, cyberpunk speaks to our contemporary moment and as a cultural formation dominates our 21st century techno-digital landscapes. The 15 essays gathered in this volume engage the social and cultural changes that define and address the visual language and aesthetic repertoire of cyberpunk – from cybernetic organisms to light, energy, and data flows, from video screens to cityscapes, from the vibrant energy of today’s video games to the visual hues of comic book panels, and more. Cyberpunk and Visual Culture provides critical analysis, close readings, and aesthetic interpretations of exactly those visual elements that define cyberpunk today, moving beyond the limitations of merely printed text to also focus on the meaningfulness of images, forms, and compositions that are the heart and lifeblood of cyberpunk graphic novels, films, television shows, and video games.
Since the 1927 release of Fritz Lang’s pioneer film Metropolis, science fiction cinema has largely been regarded a Western genre. In Simultaneous Worlds, Jennifer L. Feeley and Sarah Ann Wells showcase authors who challenge this notion by focusing on cinemas and cultures, from Cuba to North Korea, not traditionally associated with science fiction. This collection introduces films about a metal-eating monster who helps peasants overthrow an exploitative court, an inflatable sex doll who comes to life, a desert planet where matchsticks are more valuable than money, and more. Simultaneous Worlds is the first volume to bring a transnational, interdisciplinary lens to science fiction cinema. Encountering some of the best emerging and established voices in the field, readers will become immersed in discussions of well-known works such as the Ghost in the Shell franchise and Neill Blomkamp’s District 9 alongside lesser-known but equally fascinating works by African, Asian, European, and South American filmmakers. Divided into five parts that cover theoretical concerns such as new media economies, translation, the Global South, cyborgs, and socialist and postsocialist cinema, these essays trace cinema’s role in imagining global communities and power struggles. Considering both individual films and the broader networks of production, distribution, and exhibition, Simultaneous Worlds illustrates how film industries across the globe take part in visualizing the perils of globalization and technological modernity. Ultimately, this book opens new ways of thinking about world cinema and our understanding of the world at large.
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This book will help librarians extend literary graphic novel collections to attract a large, untapped group of comic book readers with a sure-to-be-popular comic book collection. • 60 A–Z entries on the comic book industry, publishers, and creators • Helpful lists of recommended comic book titles, many of which are not usually found in libraries • Numerous tables, comic book images, and illustrations • A glossary of comic book-specific terms • A title list actually used to begin a comic book collection at James Madison University • Bibliographies for each chapter, plus a list of more than 50 web resources