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Trouble Every Day (Devil's Advocates)

by Kate Robertson

Transgressive both in its narrative and in its filmmaking, Trouble Every Day (2001) envisions the monster inside, unspeakable urges and an overwhelming need for complete incorporation. A plant discovered in the South American jungle produces in its test subjects a terrible, unnatural and uncontrollable hunger. Vicious, all-consuming desire begets excessive violence and a turn to cannibalism, which situates Trouble Every Day into a tradition of challenging cinema, a film maudit that pushes the boundaries of what can be shown on screen. But while it is certainly an unflinching film, it is deserving of reassessment as part of Clare Denis’ filmography as well as a broader cinematic lineage. Focusing on close textual analysis, this book delves into the surfeit of visual, literary, and non-fiction references that shape Trouble Every Day while thwarting attempts to firmly situate it. It considers its place in a lineage of films that push the boundary of taste and representation, aligned as much with Un Chien andalou (1929) as the New French Extremity. It also considers the film’s relationship to such sub-genres as classic monster movies, video nasties, mad science, gothic, vampire, body horror, and Italo-exploitation cannibal films, and directors such as Abel Ferrara, Brian de Palma, Jean Renoir and Jacques Tourneau. Drawing on a range of disciplines, including art, philosophy and phenomenology, this study explores how Trouble Every Day elicits a visceral response to a cinematic experience that beguiles and violates.

The Ultimate Survival Guide to Monsters Under the Bed

by Mitch Frost Daron Parton

A delightful picture book that’s perfect for anyone, big or small, who’s ever been afraid of what might be lurking under their bed. Guaranteed to help children sleep peacefully in a monster-free bedroom.A humorous take on a classic childhood concern offering the ultimate step-by-step survival guide. Perfect for anyone who lies awake at night worrying about monsters.Doughnut monsters.Blue monsters.DANCING ROBOT MONSTERS!If children follow the ten easy steps then they’ll never be bothered by monsters again. Not even carrot monsters. Perfect for anyone, big or small, who’s ever been afraid of what might be lurking under the bed.

Unseemly Science

by Rod Duncan

In the divided land of England, Elizabeth Barnabus has been living a double life - as both herself and as her brother, the private detective. Witnessing the hanging of Alice Carter, the false duchess, Elizabeth resolves to throw the Bullet Catcher's Handbook into the fire, and forget her past. If only it were that easy!There is a new charitable organisation in town, run by some highly respectable women. But something doesn't feel right to Elizabeth. Perhaps it is time for her fictional brother to come out of retirement for one last case...? Her unstoppable curiosity leads her to a dark world of body-snatching, unseemly experimentation, politics and scandal. Never was it harder for a woman in a man's world...File Under: FantasyFrom the Paperback edition.

Urban Decay: Beat 'Em Up Roleplaying (Osprey Roleplaying)

by John-Matthew DeFoggi

A roleplaying game of fast-moving beat 'em up action – take to the streets, take on the gangs, take back your City!As night falls over the City, a storm is brewing in the streets below. The gangs have taken over. They rule with an iron fist, their will enforced by armies of thugs and brawlers. Gutters run red. The authorities have either sold out or are stretched too thin to make a difference. Might makes right. You will not tolerate this any longer. Uniting with a crew of like-minded individuals, you head out to reclaim your home, protecting neighborhoods, inspiring others to take a stand, and clashing with gang enforcers as you work your way through their ranks, seeking to cut the head from the snake coiled at the heart of the City.Urban Decay is a roleplaying game of beat 'em up action inspired by classic arcade video games, movies, and comic-books. Players take on the roles of warriors, martial artists, vigilantes, and ordinary citizens, taking to the streets to face the gangs that control the City and to save the people and places they love. Streamlined character and crew creation produces distinct, capable heroes with shared goals and bonds, while the versatile Clash system emphasizes the brutal, gritty street-fights in which these heroes will find themselves. The City itself is built collaboratively, with players working together to define the districts and neighborhoods for which their heroes will go to war.

The Vanquishers: the fangtastically feisty debut middle-grade from New York Times bestselling author Kalynn Bayron (The Vanquishers)

by Kalynn Bayron

The first book in a bitingly brilliant and fangtastically feisty debut middle-grade series by New York Times bestselling author Kalynn Bayron. Fans of The Breakfast Club Adventures, Goosebumps and Stranger Things will devour this fun, thrilling and heartfelt vampire adventure.In the world of the Vanquishers, vampires were history ... until now.Malika “Boog” Wilson and her best friends have grown up idolising the Vanquishers, a group of heroic vampire hunters who wiped out the last horde of the undead decades ago. Nowadays, most people don't take even the most basic vampire precautions - the days of garlic wreaths and early curfews are long gone - but Boog's parents still follow the old rules, much to her embarrassment.When a friend goes missing, Boog isn't sure what to think. Could it be the school counsellor, Mr Rupert, who definitely seems to be hiding something? Or could it be something more dangerous? Boog is determined to save her friend, but is she ready to admit vampires might not be vanquished after all?No one ever expected the Vanquishers to return, but if their town needs protection from the undead, Boog knows who to call ...

Vector for Seven

by Josephine Saxton

". . . and they all moved to the true start, the true airport, the place that was written on the tickets, the place they should all have been at, the place that would lead them to what they expected, the place with speeding planes; the place with organization behind it; the place where officials walked around in splendid hats with badges on; the place where the beginning of their journey was, and perhaps if they had known they would have jumped off the bus screaming or would have bitten ff their own tongues in order to bleed to death or they would have looked at one another merely in doubt and horror, but as they knew nothing of the future, and no person on earth knows anything much of the future which accounts for the extremely low suicide rate, they all sat and moved forwards to the point in time and space which could only logically and positively be called the start of their journey which was called Super Tour."

The Velveteen Rabbit, or How Toys Become Real

by Margery Williams Bianco

The Velveteen Rabbit (or How Toys Become Real) is a children's book written by Margery Williams Bianco and first published in 1922. It chronicles the story of a stuffed rabbit's desire to become real through the love of his owner. A stuffed rabbit sewn from velveteen is given as a Christmas present to a small boy. The boy plays with his other new presents and forgets the velveteen rabbit for a time. These presents are modern and mechanical, and they snub the old-fashioned velveteen rabbit. The wisest and oldest toy in the nursery, the Skin Horse, who was owned by the boy's uncle, tells the rabbit about toys magically becoming Real due to love from children. The rabbit is awed by this idea; however, his chances of achieving this wish are slight.

A Voyage to Arcturus

by David Lindsay

After attending a séance, Maskull, a restless and rootless man, finds himself embarking on a journey to the planet Tormance, which orbits Arcturus. <P> <P> Alone, he wanders the startling landscape, open to a bewildering range of experiences from love to ritual murder, encountering new monsters at every turn, metamorphosing, constantly seeking the truth about the divinity known as Shaping, Surtur and Crystalman. A Voyage to Arcturus is David Lindsay's masterpiece, an extraordinary imaginative tour de force.

The War of the Worlds: Illustrated

by H. G. Wells

The War of the Worlds is a science fiction novel by English author H. G. Wells first published in book form in 1898. It is one of the earliest stories that detail a conflict between mankind and an extraterrestrial race and is one of the most commented-on works in the science fiction canon. The novel is the first-person narrative of both an unnamed protagonist in Surrey and of his younger brother in London as southern England is invaded by Martians. The plot has been related to invasion literature of the time. The novel has been variously interpreted as a commentary on evolutionary theory, British imperialism, and generally Victorian superstitions, fears and prejudices. The War of the Worlds has been both popular (having never been out of print) and influential, spawning half a dozen feature films, radio dramas, a record album, various comic book adaptations, a television series, and sequels or parallel stories by other authors.

The War of the Worlds: Illustrated

by H. G. Wells

The War of the Worlds is a science fiction novel by English author H. G. Wells first published in book form in 1898. It is one of the earliest stories that detail a conflict between mankind and an extraterrestrial race and is one of the most commented-on works in the science fiction canon. The novel is the first-person narrative of both an unnamed protagonist in Surrey and of his younger brother in London as southern England is invaded by Martians. The plot has been related to invasion literature of the time. The novel has been variously interpreted as a commentary on evolutionary theory, British imperialism, and generally Victorian superstitions, fears and prejudices. The War of the Worlds has been both popular (having never been out of print) and influential, spawning half a dozen feature films, radio dramas, a record album, various comic book adaptations, a television series, and sequels or parallel stories by other authors.

A War Transformed: WWI on the Doggerland Front: A Wargame

by Frederick Silburn-Slater

The Great War meets the horrors of forgotten folklore in this occult skirmish wargame.1916: A World Transformed. As the Great War raged, the Moon fell from its orbit. Seas shifted, uncovering new lands and revealing what tide and time had concealed. Long known as a potent occult power, the Moon's descent also heralded the terrifying resurgence of magic. Long-forgotten gods and spirits began to stir in hidden groves and caverns and old traditions found new strength. Soon, stone circles echoed once more with the chanting of ancient rituals and menhirs were again bedecked with wildflowers and presented with offerings of honey and blood. 1918: A War Transformed. Rival nations battle on new fronts, seeking dominance with weapons of spell, song, and sacrifice. Thrust to the surface, Doggerland, the ancient bridge between Britain and Europe, becomes a crucial battleground in the conflict. In this alien landscape, raiding parties pick through the ribs of wrecks and the ruins of lost villages, war machines festooned with totems and fetishes roll over the brittle bones of long-dead giants, and cavalry charge across plains made verdant by the vegetation returning to this new land with unnatural speed.A War Transformed is a skirmish wargame set in a world where World War I was utterly changed by forces far beyond human comprehension. Players command small forces of infantry, cavalry, artillery, and other… stranger… troops on the Doggerland Front. Fast-paced gameplay and a tense initiative bidding system are combined with authentic folk traditions and occult philosophies of the era – it is a game of rifle and relic, of bayonet and belief, of machine gun and magic.

When Nightmares Come: An Investigative Wargame of Supernatural Horror (Osprey Wargames #33)

by Patrick Todoroff

A solo and cooperative skirmish wargame for investigating and battling the supernatural mysteries of the modern world. When Nightmares Come is a tabletop miniatures wargame about modern day monster hunting and occult investigations. Players will form a team of paranormal vigilantes; self-taught occult specialists and monster hunters who call themselves the Nightwatch. These self-appointed members of the 'watch look to tackle the supernatural horrors and investigate the strange disturbances that plague their city. The core of the game, using the Action Dice Pool with its multiple die types, is fast and bloody, with tiered enemies, flexible player classes, quick combat resolution, and straightforward mission objectives. When Nightmares Come also contains a roleplaying element that allows for non-combat challenges and dramatic encounters. This system uses the same dice types as the core game's Action Dice Pool and emphasizes quick resolutions. This narrative system adds a fresh dimension to the core miniatures experience, particularly in longer campaigns where the promise of different foes and new storylines encourages long-term playability.

Wish of the Wicked (A Fairy Godmother Novel)

by Danielle Paige

Bibbidi-bobbidi-blood.Everyone knows that a fairy godmother helped Cinderella get to the ball where she met the prince. No one knows that the fairy godmother's motives for helping Cinderella might not have been as charming as they seem. Until now …For centuries, the enchanted members of the Entente used their magic to keep the Thirteen Queendoms in harmony. Until the day that Queen Magrit outlawed magic, executed the Entente, and plunged the queendoms into war.Only one Entente survives. Alone and magicless, Farrow dreams of nothing but revenge. And the best way to reach the queen is through her son, Prince Mather, who is nearing the age when he will need a bride. But the closer Farrow gets to the prince, the more she finds herself drawn to him. To reclaim her magic and destroy the queen, Farrow will have to question what-and more importantly, who-she's willing to sacrifice. Set in a lush, dangerous world woven with fairy tale mythology, New York Times bestselling author Danielle Paige launches a brand new Fairy Godmother origin story full of intrigue, magic, and romance.

With Hot Lead and Cold Steel: American Civil War Wargaming Rules (Osprey Wargames #32)

by Arthur van Ster

A set of wargaming rules for fighting large battles set during the American Civil War.From the First Bull Run to Appomattox Court House, enter one of the defining conflicts of American history. With shot, shell, and sabre, guide the armies of the Blue and the Grey through this first modern war to determine the fate of a nation.With Hot Lead and Cold Steel is a large-scale, mass-battle wargame for recreating the American Civil War. Designed to handle brigade and divisional level engagements while providing a balance between ease of play and period detail, With Hot Lead and Cold Steel is ideal for new gamers and wargaming veterans alike. It contains everything players need to raise armies and craft scenarios, whether based upon historical campaigns and orders of battle or those of their own devising.

The Wizard of Venus

by Edgar Rice Burroughs

The fifth and final adventure of Carson Napier among the exotic peoples and beasts of Amtor is Burroughs' THE WIZARD OF VENUS. Sequel to his fabulous four Venus novels, it is an adventure not to be missed as Napier encounters a new kind of science and a new master of alien deviltry.

Women of Horror and Speculative Fiction in Their Own Words: Conversations with Authors and Editors


What makes science fiction genres better than others at challenging social conventions, especially gender? Are speculative works structured differently when addressed to traditionally under-portrayed individuals or communities?This collection of interviews elicits truly honest and thought-provoking responses that focus on the biographical dimension in speculative fiction, questions of intersectionality, genre (re)definitions and the politicization of fiction. It gives voice to women of different races, nations, classes and sexual orientations who write and edit speculative fiction – such as Ellen Datlow, Kathe Koja, Angela Mi Young Hur, Eugen Bacon, and Cat Rambo. The interviews clarify how the junction of genre and gender is a key element to understanding this literary field, while simultaneously contextualizing and theorizing the interview itself, as a literary genre and a research tool.

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Showing 1,201 through 1,225 of 20,099 results