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1339 - 1344 ¦Prog 1343

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Prog 1343 - 4 June 2003
Cover by Richard Elson
Synopsis
and review by Gavin Hanly
2nd Opinion by Jamie Brackell
Summaries and reviews contain spoilers for this issue.
GH: A cover
that is easily recognisable as the work of Richard Elson, with similarities in
look to his recent Atavar series. Elson once again proves himself to be particularly
good at drawing aliens - his work here rivalling that of Pugh inside the issue.
Perhaps my only complaint is that Pugh himself isn't doing the cover chores. Given
the fantastic piece of painted art that 2000AD Online used to preview this series
earlier this year, I'm surprised that we haven't his work, or indeed that image,
on the cover yet.
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Script:
John Wagner
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Art:
John Burns
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Letters:
Tom Frame
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| Revenge
of the Chief Judge's Man - Part 2
Synopsis:
A torrential
downpour causes a flood in the prison compound. The guards decide to leave Gill
in his solitary cell, but Gill bends the bars holding him in. Eventually breaking
free, he starts to scale the wall, using his strength to gouge out handholds.
Meanwhile Dredd
is going over the Gill files, trying to track down the bad seed in Justice Dept,
when they get the word that Gill has escaped. As the prisoners cheer him on, Edgar
orders the guards to shoot him down. But Gill uses his other abilities (leopard
genes) to leap and avoid the fire, and eventually making it over the top.
Edgar orders the
guards after him.
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GH: We get right into the story as the Chief Judge's Man makes a quick getaway.
A remarkably quick getaway, it has to be said, and it does make you wonder why
he hasn't tried it before. Some nice characterisation with regards to Edgar, as
an embittered woman who clearly misses her life in Mega City One. As for Gill,
those leopard genes, which I always felt were a little cheesy, do seem to come
into some good use here.
But in a relatively
fast moving dialogue free episode, it's Burns who really gets the chance to shine
here, rendering some of the most realistic rain drenched scenes I've seen in a
comic. The low visibility and Gill's slowly flooding cell all add the necessary
dramatic tension to what would otherwise have been a fairly standard prison break.
Even the designs of the judges in their rain protection gear, again remarkable
well designed, help to add to the realism of the episode.
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Script:
Dan Abnett |
Art:
Cam Smith |
| Letters:
Ellie DeVille |
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| Big
Game - Part 1
Synopsis:
Sinister
and Dexter head into the Xatsoki Junglerama to retrieve Eddie Riceberg. The Junglerama
was a contained park that got wildly out of control when the owners overdosed
the plants with growth hormone, gradually taking back more and more city blocks.
As Sinister and
Dexter trek further into the overgrown blocks, Dexter stabs a huge spider that
crawls up Sinister, but the feeling is that there won't be much other wildlife
in there. They finally find Riceberg, who agrees to come quietly and is desperate
to escape, as he's living in fear of the "spider". Dexter tells him
they got it, but when Sinister tells him how big the spider was, Riceberg replies
that they killed one of its young, and now the Spider will be mad. At that moment
a spider bigger than the three of them starts towards them...
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GH: Now, as has been proved on many previous occasions, there are quite a
few 2000AD die hards out there who simply detest this series. I'm not one of them,
as I think it mixes some pretty decent humour with the occasional clever action
set-piece. However, even I have to admit that the duo can outstay their welcome
occasionally and that some of the longer running Sinister Dexter appearances should
possibly have been spread out a bit more. That said, this is another diverting
and fairly pleasant read. It's instantly forgettable, of course, but that's the
nature of Sinister/Dexter - throwaway entertainment. A fun story and decent art
- just not anything that's going to rewrite the boundaries of comics.
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Script:
Ian Edgington |
Art:
Steve Pugh |
| Letters:
Ellie De Ville |
Colours:
Len O'Grady |
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Part 7
Synopsis:
Lyra takes
out her frustration on Proteus, until she realises she's outmatched, and surrounded
by aliens. She runs with Rose and Carter, while Proteus orders the Aliens to kill
the two judiciaries, but keep Lyra alive. Rose and Carter's weapons don't work
due to a security override in the case of a breakout. Pursued by Aliens, Rose
orders the others to retreat to the hanger doors, while she fights back the escaping
prisoners. According to Carter, "she's the happiest I've seen her in days!"
They reach the
doors, closely followed by a large alien which attacks Carter. Rose rips a pipe
off the wall, and beats the alien unconscious. She helps Carter up only to see
that he has a large hole in his stomach, and he certainly doesn't appear to be
human inside...
As they secure
themselves in the hanger, Proteus prepares to release the remaining 9 million
prisoners...
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| GH:
Just a big old fight scene this week, and this gives Pugh the opportunity to show
off his alien skills, with some particularly odd looking creatures on the tail
of our three heroes. Pugh is still by far the best thing about this series and
while I don't mean to lessen the impact of Edgington's entertaining story, Pugh's
art is so professional and accomplished that it can put many of his contemporaries
to shame. I'm still faintly surprised that they've managed to attract back an
artist of his calibre. Everything from Rose's face just before she kicks alien
arse, to the attack on Carter and his surprised look at just what is inside his
gaping wound work brilliantly.
And as for that
last bit, it raises some questions about just what Carter is - since we were told
he was human earlier on. Something odd is going on here...
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Script:
Simon Spurrier |
Art:
Carl Critchlow |
| Letters:
Annie Parkhouse |
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| No
Gain, No Pain - Part 2
Synopsis:
Lobster Random is broken out of Gravjail by Chiv and his goons, who
demand that he take a job they are offering in return for breaking him out. They
are being employed to retrieve something for their employer - and the current
owner of this "thing" will need some of Random's skills as a torturer
to find out how to get it. They don't know who their boss is.
Random's wary -
but while he clearly doesn't have a choice, he does ask them to break his partner
out. They break into a cell containing nothing but dust, the Federal Confiscated
Goods Store, where everything is atomised, and can only be reconstituted with
a particular code. Lobster gets to work on the guard with his torturing skills,
and gets the codes, eventually reconstituting his partner, a robot. It turns out
she's not a business partner, "the, ah, other kind of partner"
They head to "Aladdin's
Cave" a heavily guarded installation where the target item is supposedly
held...
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GH: Well, I'm
continuing to enjoy this, which proves that Bec & Kawl is presumably a blip
on Spurrier's otherwise decent writing skills. Loads of nice touches permeate
this series, especially with the Confiscated Goods Store and Random being a "Mecaphile".
If Spurrier can keep that sort of original stuff up, this should be a highly entertaining
and welcome series. The humour also doesn't appear to be the self referential
nonsense that appeared in B&K which annoyed me so much, so as a whole this
has much going for it.
Critchlow's art
continues to compliment the series well, and although his scratchy style can be
distracting at times, it's much preferable to the assembly line artwork we so
often see in American comics. Perhaps the only concern is that he tends to used
fairly subdued colours in his artwork, something which was apparent in his last
Dredd outing too. Steering well away from the grey palette would be advised for
future episodes.
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Script:
Chris Blythe |
Art:
Cam Kennedy |
| Letters:
Annie Parkhouse |
Colours:
Chris Blythe |
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| Revelations
A
war has broken out, and has knocked out power and transportation - but the soldiers
fighting don't know what they're up against. A group of retreating soldiers hides
out in a decimated church, as a priest reads to them from the book of revelations,
believing the end of the world has come. Spook, a shellshocked survivor of another
platoon agrees that the devil has come for them - but the Sergeant tells him that
the devil doesn't fight wars.
They
were defending Dover Safe Haven, to where they had evacuated children, and were
attacked there, but escaped to the church. As they wait, they see something coming
towards them, hundreds of children - survivors from Dover. The priest says they
should help them, but Spook isn't as trusting, feeling they shouldn't have survived
the attack on Dover, and that they must be shape changers, using the form of children
to get close. The priest says this is ridiculous, and that that means any one
of them could be the enemy. Spook agrees, going mad and starting to fire. Eventually
all of the soldiers are dead, and as he dies Spook says to the priest that at
least he didn't go out like his platoon.
But
the priest says he went exactly as they did, and all the others too. Opening the
doors to the children, as his eyes become black - he's the devil in disguise...
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GH: After my assertions last week that Future Shocks always seem too much
like filler, along comes one that proves me wrong. Chris Blythe is, of course,
the one who changed the face of 2000AD with his computer colouring, and is arguably
one of the comic's greatest assets. This is the second time he's had a go at a
Future Shock, the first being relatively dialogue free, and again with Cam Kennedy.
Seeing how Blythe and Kennedy work so well together on the art chores, it's not
surprising that he's Blythe's choice of artist when it comes to his own stories.
So how does his
writing match up to his colouring? Well, the story's a little heavygoing and a
mite confusing in places, but it does use the Future Shock template to good impact,
and manages to provide that rarest of things in these tales, an actually unexpected
ending. While it follows the usual process of setup and then pay-off, Blythe has
hidden this well enough through intelligent dialogue that it somehow doesn't seem
as obvious. There are certain flaws: he could do with adding some simplicity to
his plotting as it was a little too easy to get lost in the story and there is
a feeling of "what was that about?" by the end. However, he should be
applauded for adding something fresh to a potentially tired genre.
The art matches
the story perfectly, with Blythe's colours meshing seamlessly with Kennedy's work.
Kennedy is particularly good at this marine/soldier situation, so much so that
you'd like to see him back at the helm of the VCs, or at least in another future
war setting.
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Overall
GH:
A surprisingly good issue. The quality of the Sinister Dexter episode is well
below that of the other strips, but it's still throwaway fun. Rogue Trooper returns
next issue - so here's hoping that improves on the last run.
Best Story
GH: Interceptor
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