Home
¦ Reviews ¦ Progs
1345 - 1350 ¦Prog 1350

|
Prog 1350 - 23 July 2003
Cover by Henry Flint & Chris Blythe
Synopsis
and review by Gavin Hanly
2nd Opinion by Paul White
Summaries and reviews contain spoilers for this issue.
GH: You
can always tell it;s a "summer assault" or some other such "all
new story" issue, as it's pretty much the only time that Tharg turns up on
the cover. This is a an Ok cover, but at heart features pretty standard poses
for all the main characters shown. Tharg does look pretty scary for once, though...
One of the most obvious thins about this cover is the reintroduction of ever-so-slightly
thicker paper stock for the cover, which gives the whole prog a more substantial
feel. Let's hope this carries on past 1350. ONe last note - I think the "all
new stories" strapline should have been given way more space than it did.
PW: Strictly
a 7 / 10 effort. Can't fault the artwork, and although it's kind has been seen
many times before, it's still exciting to see Dredd and Alpha on the same page.
I hear that yellow doesn't meet with favour amongst the 2k massed - i say it stands
out on the rack, and that's what counts.
|
|
 |
Script:
John Wagner
|
Art:
Charlie Adlard
|
|
Letters:
Tom Frame
|
Colours:
Chris Blythe |
|
| The
Satanist - Part 1
Synopsis:
Dredd and
some fellow judges are interviewing a serial killer when Dredd gets a vid call
from Mrs Pasternak telling him his niece, Vienna Pasternak, has gone missing.
But Mrs Pasternak died last month. Dredd checks into it and finds out that Vienna
has indeed gone missing, so he heads off to Brit Cit.
Once there he finds
Vienna's apartment with no signs of a struggle, and a security cam image of the
night she disappeared, showing no signs of her running away, and instead looking
like she was going out on a date. Dredd is temporarily assigned to Brit Cit judiciary
to look into the case. He looks through her drawers and finds a file full of cuttings
about him - he realises he needs to get to know her better in order to find her.
Following a lead,
he discovers that Vienna had just landed a lead role in a play, but on his way
back to her apartment, he notices that the lights are on...
|
|
GH: This is already a marked improvement over the gradual disappointment that
was "The Chief Judge's Man". It's a story more set inside Dredd's head,
as and such promises more than your average Dredd tale. Certainly Dredd's weariness
at the beginning speaks more about his character than we've seen this year so
far, as does his growing realisation of chasm that lies between his life and that
of his neice. That's not to say I don't like the knock-down action Dredd stories,
but it's good to see the start of a more psychological set-up for a change.
The potential of
Vienna, Dredd's niece, hasn't been fully tapped in 2000AD yet, with plenty of
scope for stories involving her, so it'll be worth discovering if Dredd really
does decide to open up his life to her a little bit more this time around. It's
the stories where Dredd is forced to examine a potential character flaw when we
get the best out of Wagner on Dredd. Overall - a nice opener, promising much from
this tale.
It's also good
to see the return of Charlie Adlard to 2000AD, whose work I haven't seen in quite
some time. He puts on a great show here, easily cranking up the tension throughout
with moody artwork. Simple shots like Dredd turning off the light work extremely
well and so far he's proving to be an ideal choice for this story. Nice to see
king-fan and ex 2000AD Reviewer WR Logan putting in an appearance in the 2nd page
too...
PW: A welcome
change of pace for Joe as he investigates the disappearance of his neice, Vienna.
The dark and subdued art employed by Charlie Adlard suits the tone as Dredd's
obvious disgust at yet another Mega-City One sicko gives way to concern and then
guilt over his realisation that he knows nothing of his neice's life. This is
certainly a more introspective Dredd than we've been served up of late, and that's
no bad thing. Dredd's complete devotion to upholding the law comes at a price,
and this hits home when he see's Vienna's picture - a stunning young woman dressed
'for a date perhaps'. Dredd struggles when asking about 'men friends' in much
the same way any middle-aged father would when wondering what she gets up to when
he's not around. Dredd's out of his depth here on a personal level, and he has
to make amends - whatever it takes.
Adlard's seemingly
simplistic art is perfect here, and is suitably complimented by Chris Blythe's
colours - it's not art to get the fanboys raving, but it tells the story more
than capably, conveying Dredd's awkwardness and lack of experience in this kind
of family situation...
I can't help wondering
how much of John Wagner's life is in this story. I can almost feel bitter experience
dripping over each line; "he didn't know what young people were like",
"I need to get to know her now". Good stuff - looking forward to the
next episode...
|
|
 |
Script:
Pat Mills |
Art:
Clint Langley |
| Letters:
Ellie De Ville |
|
|
|
Golamh - Part 1 (double sized)
Synopsis:
Sláine
jumps into the pit of fire after Moloch (following directly from prog
1326). They come face to face with the Cyth Terror, who will attack them
as there are no sacrifices. Moloch fights and taunts Sláine, and apparently
hypnotises him, but Sláine is faking, and mortally wounds Moloch. Before
dying, Moloch tells Sláine that his land is to be invaded by a new enemy
from the realm of the dead, the "dread of Europe" in search of "the
land at the end of the sunset". Sláine responds by throwing Moloch
into the waiting Cyth demon, and he now has to fight his way out...
Back on Earth,
the "dread of Europe" head toward Ireland, but are being forced back
by a Druidic storm. Amergin invokes the spirit of the land to halt the storm,
as their ancestors were there long before the tribes of the Earth Goddess. The
Leader, Gael, meets with Princess Meritaten, who rebuffs his advances for some
reason "I need more time". Amergin reminds Gael that they are to share
the land with the tribes, as they begin their landing. They unleash "forbidden
weapons" against the tribes as Gael's men attack. We learn that he and his
knights were attacked by Sea Demons and are now their hosts. Gael is the host
of Lord Odacon, who has promised to free Gael after the invasion.
As Gael and his
unstoppable army invades, he shouts "We'll share the land with them...they
can have the earth for their graves".
|
| GH:
I used to really like Sláine. Never being a particular fan of fantasy fiction,
I was surprised when I found myself enjoying the early episodes. It's semi-grounding
in Celtic mythology made it all seem somewhat easier to relate to, and this was
helped by some sterling artwork, particularly by McMahon. But gradually my interest
began to wane, as Sláine's stories grew more outlandish. The Cythron story,
recently reprinted in the Megazine was great, but seemed to be the beginning of
the problem - all those "leyser guns" jut didn't seems to fit very well.
Faith was restored
by the Horned God, one of the all-time highs in 2000AD history, but a downward
trajectory has plagued the character ever since. One of the many problems has
been Mills' need to get around the limited time period that Slaine had before
he was due to be sacrificed to the Earth Goddess, as tradition demanded. More
and more outlandish reasons were given for Sláine's continuing existence,
and in different time periods, that I began to feel he could never be in danger,
and therefore lost interest in the character. In this issue alone, Sláine's
apparent sacrifice in plunging after Moloch in the last book is rendered pointless
by his "all I have to do is find a way out of here" approach...
So gradually we
get to the Books of Invasions, and book 2 - Golamh. There's a potentially interesting
set up here - possessed ancestors invading their former homeland - but I had to
pore over the thing with a fine toothcomb before I could understand the plot.
And that's with a number of people helpfully standing around expositing wildly.
Hell, the same verse about the invading race is used 3 times in this issue
alone. And I'm still not sure I get it! If they reinstated Ukko's voiceover commentary,
all this exposition would be far less obvious, and might actually make sense.
I also have no real sympathies for any of the characters so far because their
dialogue is so dire that I can almost imagine a tired washed-up actor deadpanning
his way through it.
The art is much
more promising indeed, with Langley producing some fantastic imagery here, especially
in the flame filled pit, and losing the darkness that plagued early episodes of
Book 1. The only problem is that it just doesn't seem to work as comic book art.
While the art is undoubtedly great, too much time is spent trying to work out
what's going on, disrupting the flow of the story.
Perhaps, I'll start
to enjoy this as the story progresses, and I'm certainly willing to give it a
try - but this is not a good start for me.
PW: In all
my years of reading 2000AD, I can honestly say that I've never been a Sláine
fan. We all knew it was coming back (well, there was a cliffhanger after all)
so I convinced myself to give the series a chance and to view it objectively...
so here we go.
The first thing
I notice is the wonderful art - it truly stands out on the page and demands attention,
and I can almost hear the roar of the flames as the protagonists battle to the
death. Elsewhere the art is no less beautiful, injecting a sense of realism with
photo-realistic images (maybe too realistic in some places?) - it was also nice
to see Roy Wood pop up on page 7, panel 3 (or is it Alan Moore?).
However, I'm convinced
that lesser art would fail to distract the reader from the clunky dialogue that
crashes out of every panel. Even the overtly deviant sexual overtones ("I'm
going to make you my boy, slaine") feel contrived. I admit that I'm not the
greatest fan of Pat Mills' work, but Slaine as a story does absolutely nothing
for me, and it simply doesn't fit here. I had the misfortune to read this episode
the night after watching The Lord of the Rings - The Two Towers, which probably
didn't help aid my attempts at objectivity - but this kind of thing has been done
before and much much better. I think the best thing I can say is that once it's
finished, I'll attempt to read it all in one go, but on a weekly basis I'll treat
this as 5/6 pages of pretty pictures. Sorry.
|
|
|
Script:
John Wagner |
Art:
Carlos Ezquerra |
| Letters:
Annie Parkhouse |
|
|
| The
Tax Dodge -Part 1 (double sized)
Synopsis: Alpha
and Sternhammer are dining in the Doghouse, the orbiting SD base, when they are
approached by Taxman Orville J Paxman who says he owes 2 million creds in back
taxes. Paxman says he can take his badge and imprison him if the bill is unpaid,
so Alpha and Sternhammer leave to get the "accounts". On the way, Alpha
tells a huge Mutie, that Paxman's after him, and they leave to the sound of Paxman
being beaten up.
Alpha
& Stenhammer take a 5 thou job on Hub World, looking for Gunsel Drayne. Hub
World is a backwater colony, run by mutie hating lawmen, who warn Alpha &
Wulf to stay out of trouble. Later they get to a boarding hose, reputed to be
the hiding place of Drayne. They meet with Mrs Pertwee, owner of the boarding
house who points them to Orphy's bar, and reminds them of the 10% finders fee.
Sternhammer pays it out, grumbling that the job is already costing them more money
that they'll earn. They get to the bar, and take Drayne with ease. They get ready
to drop Drayne off, and go after a more lucrative target, the Woebringer. But
Alpha tells Wulf to "get back", after seeing "The Unrighteous Brothers",
a group to whom crime is a religion - who have a huge reward on their heads.
As they prepare
to go after them, they are stopped by the lawmen, who have Paxman in tow, and
arrest Alpha and Wulf for Tax Evasion. Paxman takes Drayne to help pay off Alpha's
back taxes, as the Lawmen mess around with a time bomb, setting it off by accident,
and ending up in deep space. Alpha tells Paxman to keep Drayne, and to forget
about the rest of the taxes, but Paxman isn't giving up so easily...
|
|
GH: First of
all - it's great to see Ezquerra back in colour again. As one of the early experimenters
in computer colouring, he has got the whole thing down perfectly, and his art
looks unbeatable in this style. Every page of this week's episode looks absolutely
fantastic, from the gloomy surroundings of the doghouse to the sunset arrival
on Hub World. No other artist should ever be allowed to tackle Strontium Dog again.
I don't care how unadventurous that sounds, Ezquerra simply draws the Johnny alpha
character with a style that no-one else could match.
As for the story
- it's another humourous one for the two Search/Destroy agents, and the idea of
the taxman finally catching up with them is a good one. Other touches like the
informant asking for a cut of the reward, and the misuse of the time-bomb are
a delight, and only Wagner can get away with a group of villains called the "Unrighteous
Brothers". As long as this tale doesn't get too bogged down with the idea
of the taxman getting them in trouble by appearing at inopportune moments, this
will be a great read. Hell, even if the story's as simple as that, I'll still
be along for the ride.
One minor request.
While I love these humourous SD tales, I'd love to see a return to the nature
of the first of the latest run, with more serious consequences for our heroes,
and a darker tone.
PW: Johnny
Alpha is back with John Wagner in control, colour Carlos Ezquerra art and a humorous
start to the tale. Surely this is exactly what we all wanted? Well, actually,
yes it is. We launch straight into the main story - no messing about - as Johnny
is brought to task for his failure to pay his taxes "to the government that
made me an exile" (good point). Old favourites such as The Doghouse, Harvey
(with classic throwaway lines such as "don't say I don't look after you freaks")
and Time Bombs make welcome returns. Even the sterotypical self-important "sherrif"
and his dumb-ass deputy are treated with welcome disdain and killed off within
6 pages. Okay, so we have the convenience of The Unrighteous Brothers and the
Woebringer (presumably all worth a lot of creds) coincidentally happening to be
on the same planet as Johnny and Wulf, but that's okay - it's an adventure story,
and it's got to kick off somehow.
For me, Strontium
Dog has always been at it's best when played out as a straightforward western.
You can add as much futuristic weaponry and mutations as you like, but the basic
premise is the same - he's the untrusted outsider bringing 'trouble' into town,
and doing what he has to do. But despite all the killing, Johnny has always been
a 'good man' with a strict moral code - I just have this feeling that Orville
J Paxman (I look forward to the spin-off series) will get those taxes paid in
the end, but Johnny will have the last laugh somehow...
Only one gripe
though... without his helmet, Johnny doesn't look like the Johnny of old. I can't
quite figure out if it's his hair or his face in general. In any case, i'm sure
it won't distract from the enjoyment to come.
|
|
Overall
GH:
There's a retro feel to this prog, with the three main stories all being "old
favourites". Hopefully this will drag a few more lapsed readers back to the
fold, so I just hope they enjoy the Sláine story more than I did. The poster's
a nice idea, but not one I'll be bothering to take out, to be honest. Overall
- not a bad relaunch, although I would have preferred a double sized Dredd to
a double-sized Sláine.
PW:
A pretty decent issue spoilt only by a double-length Sláine (I'm sure it
will become more palatable when it's back to it's normal length). It's a very
welcome return for Johnny and Wolf who've been sadly missed of late, and 'The
Satanist' promises us a slightly different Dredd. After the limping end to the
Spring Offensive, Summer has started with a bang.
Oh, and Clint
Langley is a very very good artist.
Best Story
GH: Judge Dredd
PW: Strontium Dog
Give
your own comments about this week's issue in the forum.
|