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Charlotte de la Cruz is overeducated and underemployed, wasting her time in a dead-end job in San Diego, and spending her free time chasing down conspiracy theories on the dark side of the internet.

When a real-life conspiracy crashes into her life, she's pulled into the orbit of the Assassins, a mysterious organisation of principled killers with roots stretching back thousands of years ¨C and users of the stolen Animus technology, which allows them to experience the memories of their ancestors as if they were there!

Charlotte has a secret in her blood... the genetic memory of an ancestor who was in Salem at the time of the infamous witch trails: Tom Stoddard, an Assassin who witnessed a dark act with repercussions for the present day!

As Charlotte is trained in the Assassins' art, and as she begins to investigate the life of her ancestor... the forces of the Templar Order move against her. Will Charlotte learn the skills she needs to survive, and the truth she needs to prove her worth - before the Templars silence her forever?!

"an exciting tale which has promises of intrigue and mystery, served with a hefty dose of action." ¨C Playstation Universe

"If you are a fan of the Assassin's Creed series you need to pick up this comic. If you have never played the game you need to pick up this comic." ¨C Latino Review

"It¡¯s a fantastic video game based title., it really captures a lot of spirit of Assassin¡¯s Creed¡­captures your imagination from the get-go" ¨C The Mary Sue

"absolutely fascinating...a nice entry point into the mythos of Assassin¡¯s Creed" ¨C Backwards Compatible

"...good writers...clean, detailed art...this is a book you can pick up even if you¡¯ve never heard of the game." ¨C Uproxx

"...writers Anthony Del Col and Conor McCreery capture much of what makes the best Assassin¡¯s Creed games so enticing while delivering convincing characters and a snappy pace." ¨C The Guardian

Winner of the Eisner, Harvey, and Ignatz Awards for Best Graphic Novel. A New York Times Bestseller! "Remarkable."-- Leo Carey, The New Yorker "... dark, fearsomely complex..."-- Douglas Wolk, Publishers Weekly "My all-time favorite graphic novel... an immense, majestic work about the Jack the Ripper murders, the dark Victorian world they happened in, and the birth of the 20th century."-- Warren Ellis, Entertainment Weekly "Moore's works have often defied the public's expectations of the medium, and his most ambitious work, the massive graphic novel From Hell, is no exception... The result is at once a meditation on evil, a police procedural and a commentary on Victorian England. ... an impressive piece of work."-- Patrick Day, The Los Angeles Times "... a massive exploration of the Jack The Ripper murders that incorporates British history, Masonic ritual, and London geography in a fascinating and horrifying conspiracy theory."-- Tasha Robinson, The AV Club From Hell is the story of Jack the Ripper, perhaps the most infamous man in the annals of murder. Detailing the events leading up to the Whitechapel killings and the cover-up that followed, From Hell is a meditation on the mind of a madman whose savagery and violence gave birth to the 20th century. The serialized story, presented in its entirety in this volume, has garnered widespread attention from critics and scholars, and has been adapted into a major motion picture from Twentieth Century Fox starring Johnny Depp and Heather Graham. Often regarded as one of the most significant graphic novels ever published, From Hell combines meticulous research with educated speculation, resulting in a masterpiece of historical fiction both compelling and terrifying.
A war is raging between the vampire forces of the Red Court and the White Council - a war that the wizards are losing. So desperate are the Council that they've dragooned the experienced and the outcast to reinforce their thinning ranks of Wardens. One of these draftees is one Harry Dresden, Chicago's only wizard-for-hire and a guy who's long been looked upon with suspicion by the supernatural authorities. Now, he's one of them, and his first big mission as a Warden is a doozy: take a small team of greenhorns to a frigid town in the middle of nowhere to rescue a handful of mortals who've been targeted by the Red Court. The question is, why exactly are these particular mortals so crucial to the outcome of the war? The answer will come only if Harry can keep them, and his team, alive for one very long night. This graphic novel collects the critically acclaimed, five-issue series in one volume, and features a bonus section with Jim Butcher's original story outline, sketchbook artwork from Carlos Gomez, cover gallery with roughs from Stjepan Sejic, and more! Creator Commentary from Jim Butcher: "The greatest frustration about writing the Dresden Files is all the stories I come up with that are too small or too straightforward to write into a novel. One of the great pleasures I've had as a writer is getting the opportunity to tell some of those stories in a short-story format, and in graphic novels like this one! War Cry is one of the stories I always wanted to tell but never got the chance to in the context of the novels, and I'm extremely pleased with how well it's coming out."
THE THRILLING ADVENTURES OF LOVELACE AND BABBAGE . . . in which Sydney Padua transforms one of the most compelling scientific collaborations into a hilarious series of adventures.

Meet Victorian London’s most dynamic duo: Charles Babbage, the unrealized inventor of the computer, and his accomplice, Ada, Countess of Lovelace, the peculiar protoprogrammer and daughter of Lord Byron. When Lovelace translated a description of Babbage’s plans for an enormous mechanical calculating machine in 1842, she added annotations three times longer than the original work. Her footnotes contained the first appearance of the general computing theory, a hundred years before an actual computer was built. Sadly, Lovelace died of cancer a decade after publishing the paper, and Babbage never built any of his machines.

But do not despair! The Thrilling Adventures of Lovelace and Babbage presents a rollicking alternate reality in which Lovelace and Babbage do build the Difference Engine and then use it to build runaway economic models, battle the scourge of spelling errors, explore the wilder realms of mathematics, and, of course, fight crime—for the sake of both London and science. Complete with extensive footnotes that rival those penned by Lovelace herself, historical curiosities, and never-before-seen diagrams of Babbage’s mechanical, steam-powered computer, The Thrilling Adventures of Lovelace and Babbage is wonderfully whimsical, utterly unusual, and, above all, entirely irresistible.

(With black-and-white illustrations throughout.) 
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