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Prog 1367 - 19 November
2003
Cover by Mark Harrison
Synopsis and
review by Gavin Hanly
2nd Opinion by Paul White
Summaries and reviews contain spoilers for this issue.
GH: Mark
Harrison provides this week's fetishistic Durham Red cover in a pose to get the
teen fanboys salivating. It's well drawn and the like, but curiously unimaginative
and doesn't quite come together for me.
PW: I'm
not too keen on this for a number of reasons. a) it takes it's inspiration
from the tried and tested 2thou 'stock' covers, where a character stands there
and, erm, does nothing. b) the 'dark muddied art' ((c) Progs 700-1000ish)
does nothing to make it stand out. c) the pedant in me thinks that her
mouth looks really really weird. Anyway, there's a lot more to say about Durham
Red, so i'll save it for later
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Script:
John Smith
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Art:
Siku
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Letters:
Tom Frame
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| Meatmonger
- Part 3
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Dredd
vs the starborn thing |
Synopsis: Dredd
revives the citizens and tells them to run as more aliens appear. Dredd realises
that the operation is interplanetary as he comes across a number of alien species
all lined up for the abattoir. He heads for the garbage chute, closely followed
by Lundstrom who credits Dredd with saving his life. They land in sewage only
to find out it's populated by "starborn things" - a parasite that Dredd
has come up against before. They manage to fight them back before they are flushed
out onto a conveyor belt - which is heading straight to an array of mechanised
blades, ready to rip them to pieces...
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GH: As mentioned before, this storyline is proving that the recent Meg Devlin
Waugh strip really belonged in the weekly. Like that strip, this moves along at
breakneck speed and is little more than a rollercoaster for Dredd readers. But
Smith is proving to be very adept at this indeed, in a way he hasn't shown in
the past to my recollection. Is he starting to envy the kind of money made by
Morrison and Millar and wants to show that he too can make a damned good action
tale? If so, then this is certainly a good showcase, as he weaves in the odd element
of Dredd history (the "starborn thing") into a fast moving tale, even
managing to get Lundstrom into the story as the wisecracking sidekick. Rennie
has often been hailed as the best "non Wagner" Dredd writer of late,
but Smith's giving him a good run for the money here with this class act.
As for Siku, his
art is still a welcome change to me, but does occasionally suffer from the odd
jarring panel. Yet he seems ideally matched with Smith to handle this action based
tale, and I'm impressed that he even manages to give the helmeted Dredd an effective
"one eyebrow raised" look in one scene. Not an easy job in a character
whose face is half covered up....
PW:
I don't know how
long it's been since John Smith has written Dredd,but I'm more than glad to see
him back in the prog. He's personally responsible for some of my favourite strips
(Indigo Prime, New Statesmen, early Devlin Waugh) and although I couldn't see
him as a regular Dredd scribe, I feel he always has enough different ideas to
come back with multi-parters.
Much has already
been said re Siku, but here's my 2 creds worth. I love the art, I particularly
enjoy his 'stylised' view of Dredd, and especially like the 'unfinished' aspect
and colouring - The low-lighting and blood-red finish conveys the nightmare scenario
Dredd et al find themselves in. After all that however, nothing much happens storywise
this week and I'm hoping that this slight lull is the calm before 3 or 4 more
cracking episodes. I enjoyed the 'Starborn Thing' cameo and hope that more is
made of this later on. Oh, and I loved the last panel on page 3 where Dredd manages
to silently convey the phrase 'yeah, right!' or even 'Watchoo talking about Willis?'
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Script:
James Stevens (David Bishop) |
Art:
Boo Cook |
| Letters:
Annie Parkhouse |
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| Part
6
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The
governor reveals her "don't get out of jail free" card. |
Synopsis: Morgan
chastises Jude for not killing him before he became a zombie. He tells her he
had a heart attack back in his cell, the last of many, and finally died. He said
he heard a voice in his head telling him what to do, but before telling her more
he dives off the side of the building so he can be crushed and never resurrected
again. Back in medbay, Proctor tells the Governor that the zombies are starting
to become aware, and that there are zombies gathering outside the prison walls.
The governor says she has a flesh eating virus on standby should the zombies get
out of control.
Back in her cell,
Jude gets Archer to cover for her as she blindfolds herself, and pulls out a communications
device "This is undercover officer Jude calling the galactic justice authority"
- but before she can contact them, Dreadnought bursts in "Archer is dead.
You're next."
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GH: Ok - i'll admit that I didn't see the end of this episode coming, and
this does rather annoy me because in retrospect it should have been glaringly
obvious. So reluctant kudos to Bishop for getting that twist past me, even though
he does rather cock up the last line. The episode should have ended with this
sudden revelation of what Jude really is - but the shock is mitigated by the fact
that Jude herself has revealed that she was undercover a few panels earlier. Sloppy
work there that should have been cleared up at the editorial phase. Oh, and transmitting
"this is undercover officer Jude" wasn't going to make it very hard
for the guards to track down the source of the transmissions, was it?
But despite my
infernal nitpicking, the story is improving now that it's dropped the deathly
dull "space prison" storyline for a more interesting plot regarding
the growing intelligence of the zombies. I'm looking forward to next week's episode
with mixed amounts of interest and trepidation to see just where this is heading
next...
PW: This
has been pretty entertaining without being spectacular, and the story quickly
moves apace as we find out what Jude's true intentions are. Boo Cook does a good
job again and he seems to be there in the 'pretty good at aliens' category along
with Richard Elston - I know he made a cameo the other week, but if Ace Trucking
were to return, Boo would be the man to do it right. The quick turnaround in storyline
this week leads me to believe that DMW has a very short life-span, or that there
are twists-a-plenty to come with the action cranked up. I truly hope it's the
latter, but if the 2thou message boards are anything to go by i'll be in the minority
there. By the way, I love the indiscriminate killing that goes on in DMW, but
surely the zombies should outnumber the living by 10-1 by now?
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Script:
Gordon Rennie |
Art:
Dom Reardon |
| Letters:
Tom Frame |
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| Downtime
5 - Ravne
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Billy
before his makeover |
Synopsis: Edinburgh
1737, A "Mister Raven" meets a cart carrying away victims of the plague.
He says he's looking for "fresh flesh" and is told of William McKenzie,
a thief who died only an hour ago. He pays them to take the body to his lodgings
by surgeon's hall.
Sussex 2003, Slater
tells Ravne that a large crate has arrived for him from the Netherlands, and says
he has concerns about his spending. But Ravne tells him he has been given greater
allowances for expenditure than his colleagues. He visits Billy (the reanimated
copse from 1737 who we first saw in issue
1337) in another room and tells him he will finally let him die when he's
found what he's looking for. He wants to know about Kostabi - but Billy says something
about him is frightening him off - but he sees that there will be death in the
house very soon.
The soldiers we
have seen in previous episodes are watching outside - ready to storm the place...
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GH: Kostabi aside, Ravne's the character that we really want to know more
about in Caballistics, and Rennie gives us just a small taste of his background
this week. Of course, this is as it should be, since the drip feed nature of Caballistics
is what makes it one of the most outstanding hits of 2003. The clearing up of
Billy's origins is very nicely handled though, and all of this leads us to believe
that there's an awful lot more to be revealed about Ravne (or Raven)'s past in
the future. It looks like that's it for the downtime episodes, though, so next
week the action should kick up a gear or two.
Not much to say
about Reardon's art except that it's still getting better and more innovative
with each issue. He's also playing around much more with panel layouts and "camera
placements" that are beginning to enhance his work even more.
PW: There's
something about Gordon Rennie I don't particularly like, and this probably comes
from his monthly column in the Meg. However, his writing on CI beats the pants
of everything else in the prog most weeks. It truly is a joy to have real characterisation
and back-story, and this drip-feeding of information leaves me wishing for more
every week - and when there's an hiatus..? Well everyone is pretty well pissed
off. (GR's status as a 'main' writer on the prog obviously means that he can
write CI in this way - something that doesn't seem to be afforded to many other
writers. It works wonderfully well, but then maybe other new series would too
if they could build plots and characters at a speed that suited.)
Then there's the
wonderful Dom Reardon art. Some compare it to Jock's hoping to compliment it by
way of a comparison, but I feel it should be judged on it's own merits, and for
me it's outstanding in a scratchy / macabre kind of way. GR does a lot each week
in 5 pages, and we move tantalisingly closer and closer as more is gleaned about
the expanding cast, and the fact that Ravne is building up to be a very very bad
man indeed. My wishes for the continued success of CI? 1) never let Dom have his
work coloured. ever. 2) Keep it short but often - 6 to 8 episodes per assault
would be ideal and, although we would miss it in the meantime, it would leave
us gasping for more.
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Script:
Colin Clayton & Chris Dows |
Art:
Laurence Campbell & Lee Townshend |
| Letters:
Ellie De Ville |
Colours:
Gary Caldwell |
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Facing Mecha - Part 6
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Syn
"meets" Kassad |
Synopsis:
The ship
hits the ground hard, and Syn head for Kassad's compound - which they've landed
nearby - a coincidence that makes Synnamon think they're walking into a trap.
She heads in and a group of spherical balls, looking remarkably like Ascheta,
attack. Ascheta starts to lose sensory input as they head further inside, finally
reaching Kassad wired up to a chair at the centre of the room, linked to the machinery
around him. Syn recognises the AI waves around the room, as Ascheta grows quiet.
She turn around and seen that Ascheta has linked to Kassad. She immediately blows
Kassad away - telling Ascheta it needs a diagnostic. But Ascheta hovers menacingly
- "No. I don't think so."
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GH: Synnamon, like Dead Man Walking, continues to improve with every episode
as we learn more about the character, and a teeny bit more about the plot (which
doesn't advance too far this week). I'm starting to warm to the character in a
way that I hadn't thought possible earlier on, and it does seem that the writers
have put a good deal of thought in to the planning of this series.
There are a few
wee problems though. The "twist" this week, isn't quite as obvious as
I'd have liked. Synnamon remarks on how "they look familiar" when confronted
by the other orbs - but the art doesn't quite make this clear enough to us - something
that is due to the fairly unremarkable design of the Ascheta combat unit. Related
to this is the fact that we're moving to a fairly big twist in the next issue
which looks intriguing, but I don't think we know the characters enough for such
a twist to have meaning. This all brings me back to the previous argument that
it would have been better to introduce Synnamon in a less serious and plot heavy
series to begin with, and then get to the machinations behind the scenes later.
This seems too much too soon. Still
- we'll see how things turn out next week.
On the art note,
there's some very good stuff here, like the body of Kassad hooked up in the center
of the room and the ominous last page. I'd like to see much more of this as opposed
to the generic action sequences that populate the earlier part of the strip.
PW:
I like this lots,
and I'm pleased to see the Bison team get another crack after the overly hysterical
and bandwagon-jumping abuse Bison received. As a big Iain M Banks fan, Synnamon
seems to borrow heavily from his work, and this is probably the main reason I
enjoy it. Okay, so we have a 'tough' female character with a pun-like name, but
so what? I'm enjoying the fast-paced space romp and hoping that once it's settled
down and we get to see some back-story (and much has been hinted at), then it'll
be a semi-regular in the lineup.
Unfortunately,
I don't think many others feel the same and I fear that once this 'arc' is done,
then so too will the Synnamon character. Anyway, this week it's non-stop action
as Synn crash lands on Yukon and battles her way to her quarry as the realisation
dawns on her that things aren't quite right... almost mimicing the readers in
stating 'a planet twice the size of earth... and we manage to hit the building
we've come to search for?' Has Ascheta been the baddie all along, or is this
a temporarily blip..?
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Script:
Dan Abnett |
Art:
Mark Harrison |
| Letters:
Ellie De Ville |
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| The
Empty Suns - Book 1 - Part 6
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Red
causes mayhem |
Synopsis:
Red and the
others head down, cloaked, to Damarkan - she insists on going in alone. She jumps
out of the ship in a grav chute and starts walking into the city. She knew the
offspring wasn't there but that the planet was tainted by it. Getting up close
to a building that stank particularly of the offspring, Red disengages her camouflage
and starts taking out everybody she sees. She blasts her way into the command
centre and finds "Pelquin" the offspring's sentinel and given part of
its power. Red continues to wipe out all his minions and finally rips Pelquin
apart. "I sent a message Goldolkin. Let's hope the snecker's listening".
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GH: My concerns
about not liking the character of Durham Red have creeped into this week's review
too. Here she does little more than blast her way into a heavily guarded complex
and take everyone out inside. All while still "wearing" clothes that
are the most ridiculous excuse for T&A I've ever seen in 2000AD. The art is
good as ever, but as the action hots up, it gets incredibly confusing and more
than a little difficult to work out what's going on. It's not bad, it's just that
it seems to have thrown away a potentially more interesting storyline in order
to get everything back to the status quo as quickly as possible. Maybe when Red's
intentions become clearer, my interest will be rekindled, but it's disappointing
to stop caring in a series when I enjoyed it so much at its outset.
PW: Dan
Abnett is another writer that seems to be loathed by the 2thou masses and, although
I'm not one of them, I'm not too sure where I stand. I truly want to get into
this story as I'm a big Strontium Dog fan (although I acknowledge that this owes
very little to the Durham Red of old). The muddied art doesn't help, neither does
the ridiculous clothes Durham wears or the Harrison (tm) music that populates
his art. I wasn't around when Abnett first got hold of Red and changed the character,
but I'm left hoping that i can grab the back issues to make more sense of it all
(especially when the Mills-esqe 'Book 1' appears around the title'). All I can
say is that I hope it's a better read once it's complete and I can devote more
time and brain power to it... I felt the same about 'From Grace', and found it
100% better when read in one go. For Durham Red, I can only hope for the same...
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Overall
GH:
A better issue as some of the lesser stories start to find their feet, but that's
damning with faint praise.
There's a spark
missing from 2000AD that's only being kept alive by Dredd and Caballistics Inc.
Clearly a chance was taken with this latest "Autumn Assault" to introduce
so many potentially divisive series at the same time, and this increasingly looks
like a bad decision. Certainly Synnamon and Dead Man Walking should never have
been started in the same issue, or should at least have been backed up with a
sure fire hit - which Durham Red clearly isn't. Oh well - not long till prog 2004...
PW: Not
too bad... depending on the final outcome of most of the stories here, this could
be a character-developing 8, or a rushed-ending 5. Good artwork throughout
though (even Durham Red once brightened via Photoshop. No, really.)
Best Story
GH: Caballistics
Inc.
PW: Caballistics Inc.
Give
your own comments about this week's issue in the forum.
Want to write a
review? Let us know at gavinhanly@dsl.pipex.com
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