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Prog 1346 - 25 June 2003
Cover by Simon Davis
Synopsis
and review by Gavin Hanly
2nd Opinion by John Amans
Summaries and reviews contain spoilers for this issue.
GH: Another
Sinister Dexter cover by Simon Davis, which seems far too soon after the last
one, also by the same artist. Unfortunately, this isn't as successful as the last
attempt, with the foremost character having a particularly bizarre expression.
Plus it clearly is too soon for another Sin/Dex cover, regardless of your
opinion of the pair.
JA: A nice
SB Davis Cover with his definitive depiction of Sinister/Dexter aided with the
white background. What I love is that the guns seems to point at you, the reader,
rather than Dick Rancid!
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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 5
Synopsis:
12 days
since the escape. A Texas Ranger comes across Gill by his campfire, and shows
his intention to take him in for the reward. But Gill kills him easily before
he can make an attempt.
Back in MC1, Dredd
has come out of 10 days in speedheal. He warns Hershey that Gill's after her alone,
not the remaining judges as he still believes he's on their side. Dredd thinks
Gill feels betrayed by Hershey, but Hershey tells Dredd - "Always knew Chief
Judges didn't last long."
Dredd calls a meeting
to discuss Gill, including De Klerk, who headed the 1st investigation (and is
actually the man who was previously pulling Gill's strings). De Klerk starts at
seeing Bubba O Kelly's face on the monitor, but manages to cover his surprise
up. Dredd has figured out that O Kelly was ready to talk, and that Gill silenced
him. He chastises De Klerk for his previous work on the case regarding Gill's
background, and tells him to reopen it.
Meanwhile, Gill
has made it into the city dressed as the former Texas ranger...
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GH: After the rain soaked action of the past few episodes, a change of pace
has taken place. Dredd has been taken down a peg or two after his beating by Gill,
but is clearly ready for a rematch. If past history is anything to go by, Dredd
is a dangerous man to piss off, and a rematch with Gill is inevitable.
That aside, this
week's episode concentrates on the judges trying to find out who Gill is. My only
criticism is that this seems to be going over the same details yet again. We already
know Dredd's suspicions, so do they really have to be spelt out to us again? Perhaps
Wagner's intention is to show how dangerously isolated De Klerk is, but some new
information would have been welcome. A particularly nice touch, however, is Hershey's
admittance that Chief Judges don't last long - a very obvious fact to anyone who's
reading 2000AD for any length of time. While it'd be good for Dredd to have someone
antagonistic to bounce off of at the top, it'd be a great shame if Hershey had
to die after achieving what seems like a record survival period at the top.
Again, Burns proves
himself to be adept at action sequences as he is with talking head scenes and
his cinematic art handles the Hall of Justice scenes with ease. His Gill in disguise
looks totally different though - did Gill get his hands on a face change machine
(those very handy plot devices) before heading into the city...?
JA: Armon
Gill is, rather predictably, out of prison without too much of a struggle. But,
being Judge Dredd, this is what we expect. John Burns' art is always top drawer
and this episode is no exception. What John Wagner exceeds at, and this is what
makes JD such a force, is that he blends action with a depth of story telling
that we now take for granted. You want Gill to get into MC1; you want JD to get
closer to De Klerk’s scheme. This episode does not disappoint. Nice pace,
crisp dialogue and great art. Judge Dredd may sag sometimes, but this is one series
that has been quality from the beginning.
I can see this
being remembered as a real classic.
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Script:
Steve Moore |
Art:
Cam Smith |
| Letters:
Ellie De Ville |
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Otherworld - Part 1
Synopsis:
Edward
Kelly, Alchemist, and John Dee, Sorcerer, are getting messages from a crystal
ball, when sir Francis Walsingham's agents burst in. They take them to Walsingham
at Mortlake who believes they have found the Philosopher's stone and commands
them to make gold for the Queen - in one week. As Walsingham leaves, it becomes
clear that they don't actually have the Philosopher's Stone, as Kelly was spreading
the rumour around to get investment. Kelly runs off, meeting up with Moll Cutpurse
(Transvestite thief). He asks Moll to steal him some money so he can escape to
France but they are caught by Walsingham's men and both brought back to Mortlake.
Back inside, Dee greets them, saying he's followed the "angelic instructions"
and built a machine - "A doorway to the Otherworld". He brings them
to a huge portal opening up into a new world...
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| GH:
Past Imperfect was a hit & miss affair last time it appeared. The premise
of skewing history into a parallel universe has potential but it seemed, as it
often does with Future shock spin-offs, that the writers weren't quite making
enough of this idea. This time, things appear to have taken a different turn with
Steve Moore attempting a multi-parter approach. The first part is only so-so,
however. There's some fun characterisation, but there are unfortunately only a
few characters I recognise, such as Dee and Walsingham, which doesn't help me
see how this fits under the Past Imperfect banner.
Steve Moore does
put in some humourous touches, such as Dee's stammering at Walsingham's demands,
continuing the lightness of touch he exhibited in the recent Tales of Telguuth
run. But strip all that away, and it's clear that very little actually happens
in this episode. Hopefully next week's continuation will shed a little more light
and make the scene setting worthwhile, but so far this doesn't feel very substantial.
Cam Smith's art
is pretty good, with his Kelly Jones influences clearly visible here. He seems
quite at home in the Elizabethan setting, and makes much of an episode where little
happens apart from conversation.
JA:
The last run of the Past Imperfect series was a rather hit and miss affair. It
ranged from the “not bad” to “waste of paper” episodes.
Initial impressions are mixed. Cam Smith’s passable artwork is rather ruined
by a jumpy, laboured one-dimensional script. The Elizabethan setting is rather
intriguing, but the less than “grab you by the throat” story lets
it down. You just can’t see where this is going. Though things may improve
in future episodes you rather get the sense that we’ve seen this before
with numerous average multi-episodes of Tales of Teleguth.
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Script:
Simon Spurrier |
Art:
Carl Critchlow |
| Letters:
Annie Parkhouse |
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| No
Gain, No Pain - Part 5
Synopsis:
Lobster
is drugged unconscious by Chiv, and flashes back to his days in the army. Earth
was fighting an alien force when Random was injured and hospitalised. While he
was out of action, the aliens used mindspheres to control the human army's subconscious,
and made them tear each other apart. Random is changed in hospital to one of the
genetically engineered soldiers made to be immune to the affects of the mindspheres
- hence no sleeping or pain. They won the war, but the feds decide to eliminate
the lobster commandos at a reception for them - Random only avoided this because
he was "getting zippy with the catering droid".
Random wakes up,
as Klik tells him that the mindsphere's stasis field is cracked. This affects
Chiv's crew who go insane and kill each other. The ship lands on automatic, the
door opens and Random is greeted by a large helmeted person - "I'm Mister
Copious. I want your brain."
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GH: Another
flashback, and another chance to see what makes Random tick. While the "not
able to sleep, but perfectly able to be drugged unconscious" aspect of this
week's plot rings a little untrue, this is a well paced backstory. There's just
enough information to let you know everything you need to about Random and the
Mindsphere, without getting too bogged down in the details. There are some clear
references to Starship Troopers, but this is not a bad thing. All in all, Spurrier
manages to keep us wanting more, quickly making this the must-read part of the
weekly.
But the real kudos
this week must go to Critchlow, especially for the splash-page flashback of Random's
time in the army. I occasionally get irritated when a strip suddenly spreads across
two pages, leaving the reader initially lost (what must new comic readers think
when they're confronted with such a switch?) but it's carried off with such style
here that all objections are over-ruled. When you stand back and take it in, it
works very well indeed, especially the scene of the Lobsters in action (see excerpt
above). And it's even in the real centre of the comic - a nice bit of editing
there!
JA: Any
Episode 1 doubts about this new strip that I may have had have now been well and
truly dashed. Carl Critchlow deserves some credit as his artwork is not overly
complicated, but not too simplistic as to give it a rushed look. It already has
that sense that you get with a truly great 2000AD story:
that no matter how many artists draw Lobster Random, only Carl Critchlow will
do! The story this week takes a sort of a pause as Random fills in some more of
his past for the reader. This is what really sets this story apart for me. Far
from being hurried and the characters pushed into the next major scene, we catch
our breath, learn a little more about our “hero” and am nicely set
–up for next week. Simon Spurrier’s script remains tight and has a
gem of a line concerning Random's brilliantly original preferences for droids!
This week just
left me wanting more. This is simply the best new strip for quite a while.
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Script:
Dan Abnett |
Art:
Steve Yeowell |
| Letters:
Ellie DeVille |
Colours:
Len O'Grady |
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| Write
from Wrong - Part 2
Synopsis:
Sin &
Dex escort Rancid away, as an autograph hunter accosts them. The hunter is immediately
gunned down by another gunshark as Sin, Dex and Rancid escape, guns blazing. Rancid
tells them that he paid for some "trouble" but the contract specifically
said he was off limits. Sinister says the contract has been ballsed up, and they
need to take cover while they get the job cancelled. Lying low at Bar None, They
find the contract and see that it lists all three of them - in very certain terms.
Rancid calls his assistant Anders, who says he put the contract on him on purpose,
as he stands to make millions more when Rancid dies. More gunsharks come into
Bar None after the three of them, but they grab a hovercar and speed off.
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GH: Well, as expected last week, this is a real run-of-the-mill plot, with
no surprises so far. So why am I suddenly really quite enjoying this? The artwork
by Yeowell and O'Grady certainly helps, and is a good improvement on last week's.
There's always been something about Yeowell's artwork that has appealed to me,
whether it's been from the early days of Zenith, working at DC or here. He puts
such a stamp on his work that it's instantly recognisable, adding down-to-earth
realism to otherwise fantastical scenarios. Even his Sinister looks a lot harder
than he has in ages - these two really look like tough bastards!
But it's mainly
the well paced story that has won me round. Sure, it's an incredibly clichéd
plot, but it's a damned fun read too. I still think the two gunsharks need an
overhaul or a long vacation, but in the meantime I'd prefer this to a sub-standard
Future Shock any day.
JA: I’ve
sort of gone off the Gun Shark duo. Too many flat, treading water episodes have
begun to let the characters down over the past year. The first episode of "Write
From Wrong"” had some promise. Steve Yeowell (one of my favourite 2000AD
artists) is up to usual high standard. However, as episode 2 has unravelled you
get the horrid feeling that this is going to be another "business partner"
double cross stories. Sinister & Dexter will be dragging around their client
as they bump into a variety of the Downlode characters (Rocky, Billy etc etc)
with the “bad guys” hot on their trail. Sound familiar? The premise
is better than some past episodes; I just hope that part 3 goes down some new
roads. Rather like Dick Rancid’s next book, this series is also stalled!
Please freshen it up before it gets terminally stale
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Script:
Gordon Rennie |
Art:
Staz Johnson |
| Letters:
Tom Frame |
Inks
: David Roach |
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| Ghouls
- Part 3
Synopsis:
Arkhan
lies listening to intelligence summaries until he hears one listing Milli-Com
deserters. Getting their files he sees that they are a Gene Scientist and the
commander of the genetic infantry men - Arkhan decides to start his hunt with
them.
Down
on Nu Earth, Logan and Kinsella lure Pablo into a trap. Gunnar identifies him
as one of those that took Rogue, and they order him to take them to his base.
As they get closer, they track the biochip signals. The surgeons are about to
prep Rogue for surgery, but Gunnar takes them all out. Pablo escapes in the confusion
and they free Rogue, who can barely stand. But more of the diseased renegades
appear from the shadows,.
Meanwhile,
Arkhan has tracked down the renegades' caverns and is preparing his strike force...
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GH: While I'm still remaining very cautious about Rogue Trooper, this is an
entertaining read. Arkhan is still being set up as a formidable bad guy, and my
only hope is that he doesn't get into a confrontation with Rogue too early. A
more prolonged game of cat & mouse would be much more preferable. Increased
use of the bio-chips is also welcome, although I still feel Rennie could do more
with them, and maybe play down the roles of Logan and Kinsella later on. Despite
knowing the outcome (this effectively being flashback, so Rogue must be OK) Rennie
still manages to work up the tension over his condition pretty well. Just make
him less of a superhero when he finally recovers, please?
The art's still
good, but there is a drop in quality from last week that has unfortunately coincided
with Roach taking on ink duties. While still great in most places, there are a
couple of jarring moments, such as Arkhan relaxing on page 1, that don't appear
to be quite as polished as the previous two episodes.
EM: This
umpteenth revamp of Rogue Trooper is trying hard to justify its space in 2000AD.
I desperately want to like it. The art is good and it has that 1980’s feel
to it. It’s not bad, but then it's not great: it's just rather average.
But then, every new Rogue Trooper story is weighed down by the mistakes of the
past. Gordon Rennie tries to make it interesting and entertaining. But it has
the usual array: nasty Norts, honourable Southers and Nu-Earth freaks. Arkhan
is good, but what’s new in this character? At least the next episode will
have some action, but I just feel it is rather too mediocre and staid to keep
the attention. Id love to be proved wrong though……
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Overall
GH:
Another very good issue, with only Past Imperfect being of questionable quality
(although that could change next week). It must be said too that it's quite odd
having an American Heavy Metal ad on the inside back cover. Is 2000AD really big
enough in the States to warrant an ad that is effectively useless where most of
the readers are based? I guess it's cheaper than American ads, so maybe worth
a gamble?
JA: Another
solid prog. Judge Dredd is sheer quality as usual. Lobster Random remains the
best new story in a long while. Sinister & Dexter could go one way or the
other. Lets hope the lesser two stories defy expected disappointment and get a
lot better. I just my issue turns up quicker than last week!
Best Story
GH: Lobster
Random
JB: Lobster
Random
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