SKU: 32431705258

Ana Mendez Azcarate - The muse

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Ana Mendez Azcarate - The museThis is a large lithograph by the well regarded Mexican artist, Ana Mendez Azcarate. It is about 30" x 22", was done in 1986, is signed and numbered from an edition of 50, and is in excellent condition. Mexico has the oldest printmaking tradition in Latin America. The first presses were established there in the 16th mainly to print devotional images for religious institutions. Because of their ephemeral nature, few of these early impressions survive.

This is a large lithograph by the well regarded Mexican artist, Ana Mendez Azcarate. It is about 30" x 22", was done in 1986, is signed and numbered from an edition of 50, and is in excellent condition.

 

Mexico has the oldest printmaking tradition in Latin America. The first presses were established there in the 16th mainly to print devotional images for religious institutions. Because of their ephemeral nature, few of these early impressions survive. A rare early exception is a 1756 thesis proclamation printed on silk presented by a candidate for a degree in medicine. With the introduction of lithography to Mexico in the nineteenth century, printmaking and publishing greatly expanded, and artists became recognized for the character of their work. José Guadalupe Posada (1851–1913) is often regarded as the father of Mexican printmaking. His best-known prints are of skeletons (calaveras) published on brightly colored paper as broadsides that address topical issues and current events, love and romance, stories, popular songs, and other themes. Posada demonstrated how effective prints were for creating a visual language that everyone could understand and enjoy. In the early twentieth century, their example had a profound impact on artists who, in response to the turbulent political climate and social unrest, were similarly eager to reach broad audiences.

 

The best-known artists in Mexico from the early decades of the twentieth century are Diego Rivera, José Clemente Orozco (1883–1949), and David Alfaro Siqueiros (1896–1974)—“Los tres grandes” (The Three Greats). They were all committed to politics but expressed their views through their art in very different ways. Of the three, Rivera—who returned to Mexico from Europe at the invitation of the government in 1921 to work on a mural project—rose to greatest prominence. Rivera’s 1932 lithograph Emiliano Zapata and His Horse, based on a detail from one of his murals at the Palace of Cortés Cuernavaca to the south of Mexico City, has become an iconic twentieth-century print. Zapata was a landowner-turned-revolutionary who formed and led the Liberation Army of the South. He embodied the aims of agrarian struggle that aspired to improve conditions for those who worked on the land. Zapata was assassinated in April 1919. Rivera’s print conflates different moments of oppression with optimistic emancipation. It was commissioned and published by the Weyhe Gallery in New York for sale to American collectors. Orozco and Siqueiros also made prints for the U.S. market, a number of which are devoid of political content.

 

The establishment of the print collective known as the Taller de Gráfica Popular (Workshop of Popular Graphic Art, TGP) in Mexico City in 1937 best expresses the symbiosis between prints and politics that had developed in Mexico. Its founders, Leopoldo Méndez (1902–1969), Luis Arenal (1908/9–1985) and Pablo (Paul) O’Higgins (1904–1983), were committed communists who abandoned mural painting to concentrate on printmaking, demonstrating how important prints had become as a vehicle for artistic, social, and political expression. Some of its members had belonged to the League of Writers and Revolutionary Artists (LEAR), which had been launched in 1934. The TGP has a fascinating history steeped in astonishing artistic production and political intrigue. The Bolshevik revolutionary and Marxist theorist Leon Trotsky arrived in Mexico in 1937, much to the horror of the communists represented by Siqueiros, who regarded him as a pro-fascist provocateur. Rivera was a supporter of Trotsky and established a Mexican branch of the Fourth International, a socialist organization that had its own journal, Clave, and ran articles attacking the USSR and the Mexican Communist Party. Siqueiros, then a guest member of the TGP, with fellow printmakers Antonio Pujol (1913–1995) and Luis Arenal, led an attempt to assassinate Trotsky in May 1940. The TGP workshop was their rendezvous point. After the failed attempt, Pujol ended up in prison and Siqueiros fled the country. Their action caused terrible ruptures in the TGP, with some remaining committed to the communist cause and others pressing for a more moderate line.

 

By 1947, the year that the Society of Mexican Printmakers was founded, printmaking had broadened its horizons far beyond its proletarian roots. In fact, printmaking was now considered to be the most intimate of media. Post World War II artist felt a need to reassert private values in opposition to highly politicized work. They opened the way to more subjective investigations of personal identity and myth.

 

Jose Luis Cuevas, Rufino Tamayo, and Francisco Toledo are fine examples of the new sensibility. These later artists have kept alive Mexico’s reputation for excellence in the graphic arts. A common Mexican trait on either side of the U.S.–Mexico border is the passionate interest in Mexicanidad (Mexicanness) and what comprises Mexican identity. Perhaps this obsession to understand the concept of Mexicanidad comes from nearly five centuries of mestizaje – the interracial and cultural mixing that first occurred in Mesoamerica among Native Indigenous groups, European Spanish and enslaved Africans during the 1520s. By the 18th century, Mexican identity had developed. Mestizaje was the process that constructed it. The museum’s permanent collection showcases the dynamic and distinct Mexican stories in North America, and sheds light on why Mexican identity cannot be regarded as singular; its vast diversity defies any notion of one linear history. -

 

Nuestras Historias destaca la colección permanente del museo, la cual expone las historias dinámicas y diversas de la identidad mexicana en Norteamérica. La exhibición muestra la identidad cultural como algo que evoluciona continuamente a través del tiempo, de regiones y de comunidades,  en vez de señalarla como una entidad estática e inmutable, exhibiendo para esto, artefactos mesoamericanos y coloniales, arte moderno mexicano, arte popular, y arte contemporáneo de los dos lados de la frontera EE.UU-México.  La gran diversidad de identidades mexicanas mostradas en estas obras desafía la noción de una sola historia lineal e identidad única. 

 

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SKU: 32431705258

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4.4 ★★★★★
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Jamie Smith
Alexandria, US
★★★★★ 5
Hunger Games, Hitchhiker's Guide, and Idiocracy all blended together
Format: Kindle
This is one of my favorite series I've read in years. I'll start with a summary of the basic premise of the series. There are some mild spoilers here but it's what I would have wanted to know before going in to the series: Former Coast Guard sailor Carl is just trying to get his cat out of a tree at 2AM in the morning when the alien Borant Corporation takes over the planet in the blink of an eye, killing the majority of the population. Carl, and others who've survived the initial assault, are then encouraged to enter a Hunger-Games-style elimination contest taking place under the surface of the planet. If any humans can survive all 18 levels of the World Dungeon, they will be granted back control of their planet and all its resources (as well as free health care for life). As it's better than freezing to death in a ruined city, Carl descends the stairway to find a world where high fantasy is brought to life through incredible technology, muddled together with distorted echoes of Earth life. In fact, the events inside the dungeon are being broadcast live as the latest season of Dungeon Crawler World, the most popular reality TV series in the known universe, watched regularly by quadrillions of sophonts. If Carl wants to stay alive, let alone make progress, he'll have to face crafty goblins, meth-addicted llamas, giant wasps, and many, many even weirder things. But like any reality show, being charismatic and sticking with the program also matters: attracting fans and alien sponsors will net him the best equipment, while deviating too far from the showrunners' intended story could see his struggle... accelerated. However, he doesn't have to do all this alone: the game has gifted his cat Donut with human-level intelligence and potent magic powers, turning her into a sassy, shoulder-mounted, spell-launching companion with a big personality. Over time, they find other allies as well within the labyrinth, people whose struggles they can relate to and whose backs they can watch. But before long, Carl and Donut realize that winning the dungeon isn't what they should be after. What they really want is to break the game, and to break it so badly that the rich aliens who organized it will regret the day they made others fight and die for their own amusement. Story-wise, I'd say this series is about 40% Hunger Games (similar basic structure), 40% Hitchhiker's Guide to the Galaxy (you will meet the many alien races that populate our galaxy and learn how each one is flawed in its own ways), and 20% Idiocracy (advanced technology... hasn't exactly made people, or aliens, smarter). It manages to be funny, suspenseful, and surprisingly sweet all at the same time, while being more than a bit of a social commentary. If you sometimes feel like the people at the top of our society don't... exactly have ordinary people's best interests at heart... this series may be for you. I've read all seven books so far, some of them twice, and am eagerly awaiting the eighth!
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Reviewed in the United States on March 7, 2026
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Jim Farmer
San Leandro, US
★★★★★ 4
A man. A cat. A dungeon. Not much else.
Format: Hardcover
Dungeon Crawler Carl is certainly a book about a guy named Carl, who is in a dungeon. For the first half of the book, that tells you everything you need to know about it, and likely everything you'll remember. Don't worry, the second half won't burden you with too much more. OK, that's not entirely fair. There's a cat too. SIGH. OK, fine. I'm not going to belabor the plot; if you want to know that, read the synopsis at the top of the page. So let's talk about the writing. Matt Dinniman's writing style consists almost entirely of somebody nudging you in the ribs while pointing at something they found funny and going "Ehh? EHHHH?" He comes up with some clever jokes, but the way he's chosen to put them to page basically puts a big neon sign up every time that says "GET READY FOR A JOKE," which takes away most of the humor. It's like he thought the Monty Python "Wink Wink, Nudge Nudge, Say No More" sketch could carry an entire book. But that's better than his attempts at drama. The author has basically set up a situation with zero stakes, because you know Carl and the cat will be fine. He's set up some obvious conflict seeds that I anticipate will matter in books 2 and 4, respectively. Everything else is just an obvious attempt to gin up pathos. But Matt can't even do that without a neon sign saying "You're supposed to care about these people before something bad happens to them." And then...something bad happens. Shocking, right? He apparently realized at one point that he had completely failed to make us care about a side character, because he suddenly exposition-dumped as much back story as he could come up with right as they got into a perilous situation. No loot boxes for guessing what happens next. When The Witcher books used that trick, Andrej Sapkowski managed to make it shocking the first time, and then each time after it got progressively more gut-wrenching, because you had already come to care about the characters. But Dinniman's side characters are just a name, a weapon, and some background actions that barely matter as they occur behind self-insert character Carl. And Carl barely has more characterization than that. I think there were maybe 4 times in the book where he got around 2 paragraphs of back story that went any further than "My girlfriend was cheating on me! She's the worst! *Sniff* and now she's goooooonnne!" And even those instances were pretty much generic protagonist backstory A. OK, so he hit a single on humor, struck out on drama...what's left? I guess there are some attempts at suspense. But once again, Dinniman's neon sign problem comes into play. To be clear, I'm a very credulous person. I take things at face value and don't look for deeper meaning. My brother figured out the twist to The Sixth Sense after about 20 minutes, and I was gobsmacked at the end. I just want you to understand what kind of person you're dealing with when I say that this book failed to surprise me once. The writing follows a very clear "set up the thing, try to distract you from the fact that the thing was set up, pay off the thing" pattern. More than once, the thing that was being set up was immediately followed by someone essentially saying "Oh, that probably doesn't matter." *Narrator Voice* "It mattered." As soon as any short time jump occurs, you know something consequential happened in it, and Dinniman wants to keep it quiet to "surprise" you in a few pages. And it's usually that fast; no tension building up, just "...and here's how we did it!" My wife used to complain about songs with obvious lyrics, where one line would leave the singer with nowhere to go except the words that came next. Everything was so obvious you could almost sing along the first time you heard it. This writing is exactly that, expanded to more than 400 pages. Oh, and be ready for the book to end on a cliffhanger that feels no more consequential than a typical chapter break and leaves you flipping back and forth thinking your copy must be missing a few pages. OK. I got all that out of my system. So now the questions remain: Why did I still give it 4 stars, and why did I just order the second book? Let's start with the obvious one: The humor isn't bad. It would be funnier if it weren't broadcast so obviously, but I laughed out loud more than once. I laughed twice. Which is more than once. And I snickered a few times. And smirked several times. And smiled quite a bit. I even read one joke out loud to my wife, and she chuckled. So there's that. Also, for an obvious self-insert protagonist, Carl is moderately lovable. Dinniman avoids the obvious hangdog "woe is me" traps that a character like this could fall into, where everything goes wrong and the character whinges endlessly about it. He also doesn't try too hard to be a tough guy or start morphing into an anti-hero. The closest Carl ever gets to that is the occasional thought of "It would be so easy to [do the bad thing] to gain experience..." Then he shakes his head, says he's not that kind of person, and moves on. Because he's not that kind of person. He's somewhat tough, somewhat capable, and knows the rules of the kind of video game the dungeon is based on. I don't hate him. There are a few clever plot devices. For instance, Dinniman figures out a way that characters can "say" things to each other that wouldn't make sense to say in context, or that would take too long to say in their current circumstances. Then, he creates an in-universe reason to keep the characters from abusing this ability to communicate the way some people do with psi-links in a tabletop RPG. There are enough things like that to make me want to see what he comes up with next. Finally, I think I'm sticking around because there's a lot of potential here. It's barely visible, just underneath the surface, but it's there. I kept thinking about the first Dresden Files book, which was a LOT rougher than this, but spawned one of the best-written new characters in the past 20 years. I feel like Dungeon Crawler Carl has that same ability to be great, and since there are a bunch more books (and soon a comic!) about this universe, apparently something is going well. So I'll try another book. And maybe another. Maybe I'll get lucky and be wrong about my prediction in the 4th paragraph. I hope Dinniman learned how to surprise me. And if not, I'm sure I'll still have things to smile about in the next book.
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Reviewed in the United States on October 8, 2025
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M. Lucas
Battle Creek, US
★★★★★ 5
A Hilarious, Action-Packed Thrill Ride!
Format: Hardcover, Format: Hardcover
A Coast Guard veteran and all around good guy, Carl, lives in an apartment with his ex-girlfriend’s cat, Princess Donut. On a cold, winter night, Donut slips out of a window and gets stuck up a tree. And it’s a good thing she does! Wearing nothing but a jacket, boxers, and a pair of slippers that don’t fit, Carl goes outside to try to coax her down. He’s just about retrieved the cat, and then it happens. The whole world is changed. In the blink of an eye, every building, car, and piece of technology on the planet is flattened. Smooshed. Gone. A bodiless voice announces that anyone who doesn’t want to live off whatever is left on the planet will need to enter stairs. Carl and the cat do so, and that’s when the fun starts. It seems the galaxy has had a long-running and massively popular television program that follows “dungeon crawls”—classic role-playing/video game scenarios where adventurers go into a medieval dungeon, explore, fight monsters, win treasure, gain experience, become more powerful, and then proceed to deeper, harder levels. Earth has been selected to serve as the setting for the current season. That’s right. The Earth has been destroyed for the sake of a galactic television game. By entering the stairwell, Carl, Donut, and a couple million other humans have become participants in this game. Instead of remaining a pet, Donut is made into a fellow “crawler,” like Carl. She can speak, and reason, and fight—all with the personality one would expect from a cat named Princess Donut The rules to this galactically televised dungeon crawl are intricate. But essentially, Carl and Donut begin to mentally see stat screens, just like in an RPG video game: health, various skills, their strength, dexterity, intelligence, and constitution. In classic 80’s kids Dungeons & Dragons style, they have unlimited encumbrance, meaning they can carry anything they can pick up, file it away in “inventory,” and pull it up whenever needed. They‘re on level 1 of this season’s crawl, a classic dungeon with tunnels, doors, chambers, and monsters—lots of different monsters. There’s a countdown running, so they only have so many days to find a set of stairs that will lead them down to the next, harder level. And if they don’t find the stairs before the timer runs out, the level they’re on will collapse. There’s all sorts of lethal dangers awaiting the crawlers. And that’s what takes up the bulk of the book. There are daring encounters, puzzles to sort through, and lots and lots of monsters to fight. In each encounter, the reader is given real time stats of the characters. After their initial shock, Carl and Donut slowly form an endearing partnership, one that proves quite successful in this dangerous game they‘re forced to play. I’ll confess for the first quarter of the book, I was skeptical. It felt an awful lot like one of my kids watching someone else playing a video game (which is something I don’t really understand). But Matt Dinniman does a masterful job of weaving in enough subplots—both inside and outside the dungeon—so that both a cohesive story and genuine character development emerge from all the excitement of fighting kobolds, or rigging goblin explosives, or figuring out how to slay a “big boss” monster that vaguely resembles a cat-hoarding old lady. There’s depth to this dungeon. And of course there’s action. It’s compelling, page-turning, fun. And funny. Dinniman has a sharp, occasionally crass, often dark sense of humor and he knows how to use it in all the right places. There’s snark, and absurdity, and physical comedy, and some snort-through-your nostrils lines. Think of a homebrew Dungeons and Dragons campaign melded with a Hitchhiker’s Guide to the Galaxy vibe that‘s centered around a likable hero and a hilariously self-absorbed cat. I thoroughly enjoyed this book, and will definitely be pursuing the series. Highly recommended.
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Reviewed in the United States on April 27, 2025
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Jameson
Lowell, US
★★★★★ 5
Wish I’d jumped in sooner
Format: Kindle
Great book, easiest read I’ve had in years. Particularly enjoyed switching between the audio and reading. One of the best audiobooks out there for sure, not quite a radio play but the characters do all get proper voice acting and they are brilliant. Book one had me hooked but book 2 really sealed the deal, grateful that there are so many more to read. The comedy, the horror, the bonkers world building, and some really great character work make one of the most insane setups for a book feel easy to buy into and believe in. I’ve been looking for a series that captures my imagination like this for a while and I think I’ve found it.
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Reviewed in the United States on May 9, 2026
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StellaCadente
Chelsea, US
★★★★★ 5
Funny, smart and nerdy
Format: Kindle
Are you now or have you ever been a member of a TTRPG group or serious video gamer? This book is for you. You'll get all the in-jokes, understand the process and enjoy the story. It's almost literally a step-by-step description of a dungeon crawl from hell, but I was never bored. Matt Dinniman's tone and how he writes Carl are smart and enjoyable.
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Reviewed in the United States on May 30, 2026

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