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Prog 1356 - 3 September
2003
Cover by Charlie Adlard
Synopsis and
review by Gavin Hanly
2nd Opinion by Leigh Shepherd
Summaries and reviews contain spoilers for this issue.
GH: After
putting in what I considered to be some solid work in the Satanist over the last
few weeks, it's a big disappointment to witness this week's cover. Unlike the
work inside, it's messy, confusing, and not eye-catching at all. Not what I would
have expected from Adlard.
LS: Dear
Lord! I thought 1354's Bek and Kawl cover had cornered the prize for years worst
cover, but this one not only corners it, it laughs in its face while beating it
to death with a rolled up copy of this very mag! Even the inept muddiness of the
paint job can’t disguise the badly thought out perspective and frankly amateurish
anatomy (judging by Dredd’s torso, it’s a wonder he hasn’t expelled
himself from the City on grounds of defective genes!) . I feel mean about being
so harsh here, but whichever way I approach this, I can’t muster the words
to be tactful - a real stinker.
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Script:
John Wagner
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Art:
Charlie Adlard
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Letters:
Tom Frame
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Colours:
Chris Blythe |
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| The
Satanist - Part 7
Synopsis:
The demon
possessing Mercator starts to take form in his body as the sacrifice is at hand
and he prepares to kill Dredd. Dredd strains at his chains and breaks loose at
the last moment. He knocks the knife out of Mercator's hand which flies up, and
down again, landing in Mercator's jugular. But to no avail. Mercator withdraws
the knife, holding it aloft, but a bolt of lightening hits it - frying Mercator.
Dredd easily subdues the remaining worshippers, trapping his henchman and Vienna,
who still seems to be under the thrall of Mercator. Brit Cit judges arrive and
congratulate Dredd on a good job, sedating Vienna while they try to discover what
drug was used on her.
2 weeks later in
a Brit Cit hospital, Dredd picks up Vienna. She doesn't recognise him due to the
treatment she's been through, but has been told he's her uncle. Her memory will
return in time, and until then Dredd takes her back to Mega City One - vowing
to take care of her.
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GH: Much like many of Wagner's recent longer solo Dredd outings, this has
become victim to the law of diminishing returns. What started out as a solid story,
fully of promise and mystery has slowly broken down into a fairly mediocre tale.
Dredd's escape from certain death was very poorly handled: breaking free from
his chains? He's not a superhero, you know? Compare this escape to his desperate
breaking of his handcuffs in the "Day the Law Died" saga, and there's
nowhere near as much drama in the Satanist. There never seems a point at when
Dredd was really in any danger. This whole series has clearly been a set-up to
get Dredd back with his niece and will clearly provide some interesting plot developments
further down the line - but many of us were hoping for some further resolutions
in this series.
Now it's becoming
clear that the big changes in Dredd's world only happen when Wagner's writing.
As Rennie's taking over for a few issues for some one-off's we can assume that
the Vienna story will be put on ice for a bit - which is a shame. Wagner needs
to take on more of a "producer" role with Dredd. I.e. continuing to
write many of the main stories, but also setting out overall character and plot
paths for other writers to follow. Then we might lose this disjointed feeling
we get every time a longer running strip like this ends and it will also give
other writers - namely Rennie, more of a stake in the character development.
Adlard, meanwhile
has done a good job throughout the series, this week's cover notwithstanding.
His layouts have been clear, and in many cases inventive, and he's certainly shown
himself to be a confident Dredd artist. As long as he stays away from painted
art, I'll be happy to see his work again, and look forward to his Savage with
Pat Mills.
LS: Well,
after an interesting start, it's been something of a letdown in some areas. The
whole demon plot was more than a little cliched and unoriginal, mainly in Dredd's
convenient escape and the subsequent divine intervention. It's a shame, because
otherwise, the main thrust of the story was a good one. Dredd's long held beliefs
in the Law as a Judges only concern are compromised, hopefully to good dramatic
effect in future storylines. You get the sense that the whole purpose of the story
was to reach this point, with the Satanic elements as a barely thought through
afterthought. A great artist might have helped raise this a little, but unfortunately
Adlard’s art remains solid but dull, though his inked art here is a lot
better than his painted cover.
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Script:
Ian Edginton |
Art:
D'israeli |
| Letters:
Tom Frame |
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| Part
6
Synopsis: Lament
and Sky head into the engine room, which is covered in huge fungi - used for food
if anyone's brave enough to go in and get them (what with man-eating rats, wild
pigs and cannibals in the area). They hear a clanging sound, and Lament pulls
out his (earlier concealed) pistol. They find a boarding hatch which has com loose.
Sky said they tried fishing out of them but there's nothing alive in the water.
Lament sees something, and realises it was a trap. They are surrounded by dozens
of stokers. Lament opens fire but there are too many of them, and he and Sky are
hoisted up by the Stoker's tongues. A voice is heard: "Bring them to me..."
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GH: More chance for D'israeli to shine as we sink further into the bowels
of the Leviathan. At every turn he manages to create something new and fascinating
to look at, which still emphasising the scale of the ship. The boarding hatch
and the swarm of stokers in this issue are great examples, and it's things like
this that make the strip a joy to look at.
The story continues
to move along at a steady pace, with each episode clearly tailored for weekly
installments, something that many writers seems to forget when writing for 2000AD.
Each episode drops enough clues, hints and plot points to make this a thoroughly
enjoyable read and one that will no doubt be reprinted in the upcoming 2000AD
showcase.
LS: This
remains a real treat, with the art alone worth the price of admission. Thankfully
the story has so far fallen into Ian Edginton's "good" pile (it's unusual
for me to find a writer whose work I find so variable - it seems a little odd
that the same man behind this and Scarlet Traces was responsible for the merely
average Red Seas and Interceptor).
If there’s
a gripe to be levelled, it’s a fairly universal one in terms of recent 2000AD
stories - it all seems to be happening so quickly. A lot of the so-called "classics"
from the comics glory days benefited immeasurably from the room to move off from
the main plot for weeks at a time. Imagine a story like Meltdown Man told in 10
parts - it’s difficult to see how it would have built up such a cult following
if it had been forced to tell as linear story as we‘ve had up to now in
Leviathan. Certainly, the setting of this story would stand a bit more exploration
than we’ve seen so far, with only a couple of episodes in first class, a
couple in second and steerage, and already in the bowels of the ship, about to
face up to the force behind the murders. Still, if your only complaint is that
you want to see more, then that’s not too bad (until of course the good
story finishes and you’re faced with week after week of substandard filler)!
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Script:
Dan Abnett |
Art:
Simon Davis |
| Letters:
Ellie De Ville |
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Junk Bond - Part 1
Synopsis:
Sinister and Vijay are with Rhodes at the registry office, waiting for Wendy.
Rhodes tells Sinister that the ring he's had made is coded specifically to her
DNA - no one else will be able to wear it. Dexter is waiting outside Wendy's place,
and heads up to get here. Wendy is inside with the girls getting ready when they
hear the doorbell. As Dexter heads up the stairs he hears a crash from the room.
Running up, he bursts through the door, to find an empty samurai costume hanging
in the air and brandishing a sword.
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GH: So the much maligned gunsharks return, and with a pretty unremarkable
tale too. While the art is decent, with Simon Davis making amends for his recent
Bec and Kawl cover, the story is so inconsequential you could be forgiven for
forgetting it existed almost immediately after putting the prog down. The introduction
of Vijay, so well handled in the last episode, is sidelined as Abnett feels the
need to concentrate on Rhodes and Wendy - two of the duller characters in the
Sin/Dex group dynamic. This is a shame, as I thought Abnett had something intriguing
up his sleeve after the Vijay story - but we're right back to run-of-the-mill
Sin/Dex stories. Maybe this will improve, but I can't help think that time and
effort should be spent in revitalising the gunsharks. I used to enjoy Sinister/Dexter,
but the frequency at which they appear in the progs is quickly leading to boredom.
LS: Now
this is the kind of story that takes it as read that you've grown so fond of the
main characters and the supporting cast that the fact that nothing happens isn't
too much of a distraction. Obviously, there's one flaw in that assumption, and
I can't see this story winning over many converts in the way the recent one-off
(see prog 1348) seemed to.
While I'm the first to have reservations about the limitations of SB Davis' style
of art, he did turn in a good job on Black Siddha, and the art here is attractive,
if prone to the usual "talking heads" syndrome. The last page was a
little odd, with the static feel of the art not really helping to make for a particularly
exciting cliffhanger.
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Script:
Kek-W |
Art:
Leigh Gallagher |
| Letters:
Ellie De Ville |
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| The
Man They Couldn't Hang
Synopsis:
1730 -
Dick Turpin holds up a coach, but finds it ridden by Dracula and his vampires,
who leave him for dead. He survives, but returns as a vampire. He continues his
highwayman life, much stronger and impervious to injury. He is caught once, and
hanged at dawn, but when taken down was still alive and he feasts on the executioners
before escaping. In France, a revolution took place once the aristocracy also
became vampires, with the guillotine being a useful deterrent - but not used in
England. But Turpin became complacent and was taken in by the Scarlet Pimpernel.
While captured, one of the punishments is to be branded with a T as he is a thief.
But the brand is in the shape of a cross, and Turpin is finally destroyed.
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GH: Unfortunately, I just found this Past Imperfect rather uninspired and
with a rushed conclusion. In many of these tales, there seems to be so much need
to explain the historical setting, that there isn't a great deal of space left
for a significantly interesting plot, which in this case it "what if Dick
Turpin was a vampire?" The art is acceptable, if a little heavy on the inking,
but I just found the whole thing a little bit pointless. Oh
- and why wasn't he killed when he was "hanged at dawn?" The cloud cover
seems to be too much of a handy excuse...
LS: There's
nothing inherently wrong with this strip that an actual story wouldn’t fix.
Like the Vector 13s before them, these Past Imperfects can be let down by being
a series of events explained in the panels with an accompanying picture, rather
than a tale in themselves. It also features a pet peeve of mine - vampires that
shrivel up and die at the sign of two sticks placed loosely together (I blame
Peter Cushing and those damned candle sticks!) .
Leigh Gallagher's
art is OK, but still a little rough around the edges - the sort of thing that
in years past would appear in a special or annual as a try out, and would either
be followed up with an improved second story, or be the last we saw of the artist.
Hopefully, he’ll get another chance to show what he can do, though there’s
little sign yet of any strong style behind the art to give it the coherence and
consistency that mark out the best (though that hasn’t stopped a number
of 2000AD artists in the past!).
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Script:
John Wagner |
Art:
Carlos Ezquerra |
| Letters:
Annie Parkhouse |
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| The
Tax Dodge - Part 7
Synopsis:
Alpha and
co head after the bird, which finally makes it back to the Brother's hiding place.
They lose it, but catch sight of one of the Brothers and follow him. Back inside,
the Brothers look doubtfully at the kabob, as the bird begs to be set loose. They
agree and set off the charge round its neck - but it's a dud and the bird is saved.
The Brother the Stronts were following returns to the base and warns that they
are being tracked, just as Johnny and Wulf take out two of them, blasting the
deflectors in their bags before they can react. The remaining two Brothers fire
back, pinning them down, but Johnny, Wulf and an increasingly concerned Paxman
dive for cover. They head for the house, but the Brothers have escaped the back
way. They catch them crossing the market square, but one of them gets a shot out,
badly wounding Johnny's gun hand. He needs to find a way around the deflectors,
so loads and shoots a "number two cartridge!"
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GH: Wagner
thankfully proves with Strontium Dog that he can turn in a consistently entertaining
longish series, as this is still a great way to end the prog. The art is wonderful,
benefiting well from the red border (which I oddly hadn't noticed in previous
issues) and Ezquerra really excels at blowing things up. Like the issue when the
house was brought down on top of them, he doesn't shy away from the pyrotechnics,
and the art combined with an accomplished use of computer effects combine to give
an excellent rendition of all hell breaking loose.
All the characters
are compelling, especially shown by the way we actually now feel sorry for the
bird, and are glad that its managed to survive. If there's one qualm, it's that
PAxman doesn't appear to have been utilised as best as he could. He seems relegated
to expressions of shock and dismay, when it would have been much more fun if he'd
kept his taxman's concerns to the fore, counting every shot Alpha makes etc.
That aside, it's
pretty great, and helps to save this week's prog being a complete disappointment.
RC: The
best tale saved until last again this prog. I've really been enjoying this story,
and it's been an eye opener to see the kind of tale that I thought dead when the
Grant/Grover writing team split - equally good at both outrageous humour and all-out
action. This weeks installment is more heavy on the action, and it's a shame not
to hear from the Gnobs, but all told, if this doesn't answer the detractors who
questioned the wisdom of reviving Alpha, then nothing will. Sure, it's heavy on
‘nostalgia‘, but the best kind - showing what made the formula so
good in the first place and broadening the range of the strip rather than merely
repeating past glories. I’ll be interested to see what a number 2 cartridge
does after all this time - I've spent half the week trying to find prior mention
of them in previous Strontium Dog stories, to no avail…
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Overall
GH:
Two great stories in this week's issue, but unfortunately they are let down by
some unremarkable back ups. A disappointment after last week's and leave me concerned
as to how the comic will cope when both Strontium Dog and Leviathan end.
This week's issue
was also made considerably irritating by another printing mistake. I initially
wondered why it felt so big, and it turned out this was because it had an extra
16(!) pages in the middle of the issue - all reprinting the content around it.
Very confusing, and made the issue very difficult to read. Perhaps a change of
personnel is needed at the printers?
LS: Still
a good prog, though not up to the high standard at the start of the relaunch.
Hopefully the appearance of "From Grace" next week will tip the balance
back towards greatness….
Best Story
GH: Leviathan
LS: Strontium Dog
Give
your own comments about this week's issue in the forum.
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