Richard Feynman was one of the younger scientists entrusted to work on the atomic bomb, but the graphic novel biography Feynman shows that there is so much more to his life than just those few years.
For one thing, the Nobel-winning physicist was equally fascinated with art, using diagrams to explain his science in a way for which he could not always find the right words. What better representation for an artistic scientist's life than a graphic novel?
The tale has traveled far and wide over the millennia. A sinister, gigantic force of evil is vanquished by a young shepherd with a sling and a small stone. The shepherd grows up to be King David, but we know so little about the nine-foot-tall soldier who was slain. What if his real passion was not killing and maiming but filing clerical paperwork?
The universe has declared war on itself and everyone is choosing one of two sides. It all started when the species on a planet tried to conquer a species on its own moon. The destuction knows no end, but amongst the slaughter, within the dismal senselessness of bloodshed, there is a child born. She is the daughter of Alana and Marko, who are supposed to be enemies. Now all three are on the run. Saga: Volume One is the beginning of their story.
There's that familiar anecdote: a child gets a nice, big, expensive toy for his birthday. The parents have spent hours putting it together,. For all of their sweat, pain, and suffering they find that the child is most fascinated with the big cardboard box the toy came in.
Cardboard, by Doug TenNapel, is a clever variation on that premise. Mike, an out-of-work carpenter, has nothing for his son Cam's birthday. A strange old man approaches him with an offer. For just a handful of change, Mike can get his son an amazing gift. It may seem like an ordinary cardboard box, but whatever Cam makes out of the corrugated paper pulp comes to life.
It started as a a funny, little notion scrawled of a piece of scrap paper. "Mice have a culture all their own; Too small to integrate with other animals." Over the past decade, David Petersen's throwaway thought has emerged into a beautifully vivid adventure series that combines breathtaking action with gorgeous artwork. That series starts with Mouse Guard: Fall 1152.
The Mouse Guard are essentially wandering knights who serve a widespread kingdom. Mice have many natural predators and the guard has been established to protect citizens and keep the peace. But the kingdom is not simply threatened by snakes and owls. There are also enemies within.
Frank Gallows has some explaining to do. The burned-out ghost wrangler has just sent an innocent child into the world of the dead. The kid's name is Garth Hale. In the regular world, he's just your average boy...who also happens to have a terminal illness. But Garth discovers that he has some quite extraordinary powers in Ghostopolis.
No living souls have ever made it back to the regular world, so Mr. Gallows is losing his job for this big-time screw up. The fact that Garth didn't have much time to live in the first place makes the situation even worse. Gallows has to hang up hunting those ghosts who wish to remain in the land of the living. He'll never have the pleasure of capturing repeater offender Benedict Arnold. No, Gallows has to right this wrong. Luckily, his ex-fiancée Claire Voyant has a machine that can take you back and forth between the worlds. Frank is going to have to play nice.