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Part 2 of Minion's Day Off Bad Minion! Bad!: When Megamind accidently zaps Minion with his new mind-altering device, Minion turns from good to super evil. No longer satisfied with sidekick status, Minion leaves Megamind to start his own criminal empire. Will Megamind reverse the effects before Minion becomes Metro City's new criminal kingpin? Or will evil prevail... again? All the Best Toys: On a field trip to Megamind's lair, a few mischievous kids activate a few of Megamind's old evil devices. As the machines begin to cause havoc, it's up to Megamind, Minion, and Roxanne to stop the naughty students."
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Megamind and Minion find a super-powered dog believed to be from their home planet. The powerful pooch fast becomes Megamind's BFF, leaving Minion and Roxanne out in the cold. Is there more to Megamutt than meets the eye? Minion and Roxanne put their heads together to find out.
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"With the prom just around the corner, Megamind hatches a plan to usurp the imminent prom king, Metro Dude, but when his dastardly deed takes a self-destructive turn, he's forced to challenge his teenaged nemesis to a dance off in front of the entire class, ultimately usurping himself. Minion's Day Off part 1 of 4: Minion takes the day off. One problem, Megamind is completely unorganized without Minion's help and doesn't know where to find anything. Things are desperate, as Megamind accidently sets off an evil device that will send Metro City into outer space, and now he must find his sidekick before the city goes bye-bye. Minion, Where's the Car?: Megamin and Minion can't remember where they parked the car... what's worse... it's invisible!"
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Minion rescues a Metro City boy and decides to take him on as his own sidekick. At first Megamind isn't keen on his sidekick having a sidekick, but eventually he realizes that two henchmen are better than one.
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Volume 3 of Mind MGMT sets in motion events that will bring each of the stories together in an explosive confrontation! Collects "The Home Maker" from MIND MGMT #13-#17 and "The Zoo Keeper" from #18. The A.V. Club said this about Mind MGMT: "Striking the perfect balance of high-concept narrative, personal drama, and visual innovation, Mind MGMT is a comic that doesn't let go once it grabs hold of your brain."
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This globe-spanning tale of espionage explores the adventures of a journalist investigating the mystery of a commercial flight where everyone aboard loses their memories Meru's obsession with Flight 815 leads her to a much bigger story of a top-secret government Mind MGMT program. Her ensuing journey involves weaponized psychics, hypnotic advertising, talking dolphins, and seemingly immortal pursuers, as she hunts down the flight's missing passenger, the man who was Mind MGMT's greatest success--and its most devastating failure. But in a world where people can rewrite reality itself, can she trust anything she sees? Collects the first two volumes of the Mind MGMT series from New York Times bestselling and Eisner-nominated creator Matt Kindt--a story that's optioned for film by Ridley Scott (Alien, Blade Runner).
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Reporting on a commercial flight where everyone aboard lost their memories, a young journalist stumbles onto a much bigger story, the topsecret Mind Management program. Her ensuing journey involves weaponized psychics, hypnotic advertising, talking dolphins, and seemingly immortal pursuers, as she attempts to find the flight's missing passenger, the man who was MIND MGMT's greatest success--and its most devastating failure. But in a world where people can rewrite reality itself, can she trust anything she sees? Collects MIND MGMT #1#6. "Matt Kindt is the man. Superb series." --Junot Diaz, Pulitzer Prizewinning author
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The loss of every friend, every lover, every memory, it's all led to this--the ultimate showdown! Meru gathers her allies against the Eraser's new MIND MGMT regime, but the final fight can't be won with blades, bullets, or bombs--this is a battle of minds! Collects the final issius of MIND MGMT #31-#36!
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The second half of Matt Kindt's MIND MGMT epic begins with just as many questions as the first! Meru is back on the team, but can she ever trust Lyme again? What role did the Magician play in the Management's history of the 1960s through the 1980s? And what is the secret of the Seven Immortals? This brain-bending new collection features new characters, shocking twists, an astonishing "silent" issue, and--at last--the life and times of Henry Lyme! Collects MIND MGMT #19-#24 and a story from Dark Horse Presents #31.
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The mission to stop Mind Management's reformation has fallen apart, with Lyme, Dusty, Bill, and Perrier all dead or missing. After nearly losing her mind at the hands of the Eraser, Meru finds herself alone in a world of rogue mind managers. To press on, she'll need to seek out the Management's oldest living agent . . . the First Immortal, rumored to still be alive in the South American jungle. And as the true history of the Eraser is revealed at last, sides are chosen and the final line is drawn! Collects MIND MGMT #25-#30!
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