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Prog 1368 - 26 November
2003
Cover by Boo Cook
Synopsis and
review by Gavin Hanly
2nd Opinion by Edward Berridge
Summaries and reviews contain spoilers for this issue.
GH: Boo
Cook seems to be cover artist of the moment for 2000AD, with only 3 issues since
his last Dead Man Walking offering. Unfortunately, that was miles better
than this one. This is just way too confusing to work as a cover image. The only
recognisable section of the cover is the eye, whereas the rest just looks like
a mess. It makes a small bit of sense if you know the strip, and read inside to
find out what happens, but not much. I'm still not 100% sure what the jagged vertical
thing is - is it the chainsaw? What are those rectangles? As a cover image this
does everything wrong as it's too busy and abstract to do the job a cover needs
to - i.e. attract attention and make people pick up the comic. Cook's certainly
better than this and the Editor should have scrapped this at the idea stage.
EB: This
is the second cover for Dead Men Walking, and you can’t help but think about
editorial bias when more successful recent series, such as Leviathan or from Grace,
have only managed to grab a solitary cover. That said, this is quite a striking
cover, guaranteed to grab attention. A nice use of pinks and purples on grey here
by Boo Cook, but I’m not sure it will mean much to the casual passer by.
Still, sod them, it's a lovely little cover.
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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 4
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Dredd
vs machine |
Synopsis: Dredd
tries to jam the blades, reminding Lunstrom he still has time to serve. Using
his helmet, he manages to deflect a buzzsaw, destroying the machinery. Another
survivor beckons them to follow him. Back in Mega City one, Dredd is confirmed
as abducted as the situation gets out of hand, but they still feel Dredd is their
best chance.
The other survivor
introduces himself as Walfred Speers, a Brit Cit Photo Journalist also implanted
with bionic eyes. Dredd asks Speers to take him to a teleport pad, as Lundstrom
complains about being hungry. Speers shows him the only food source - human bodies.
Elsewhere, the parasites emerge from the darkness and a "Skike alert"
is called. Dredd and crew come across another assembly line to discover that the
aliens are slaughtering Kleggs too - but the Kleggs are starting to revolt.
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GH: I have to admit to having a problem with this episode at the "skike
alert" part. I simply have no idea what that's all about, as I can't work
out what is being trodden on to make the "chance discovery". This has
somewhat spoiled an otherwise entertaining story in that I became thoroughly confused
for the second half, thus grinding to a halt on what should be a speedily read
piece. Much as I have been unwilling to add my voice to the anti-Siku brigade,
a considerable amount of responsibility for this confusion rests at his door.
He still draws a wonderfully exaggerated Dredd, but the latter scenes are simply
too incomprehensible. The dialogue tells us that "They got those freaky bagpipe
things riding pillion" but the art makes it particularly difficult to work
out exactly what Lundstrom's referring to. Hopefully things will become clearer
next issue.
EB:
And so the great Siku
debate rages on… I must be one of about only two people who actually enjoy
the art in this tale. So before I’m branded as a dirty Thrill Sucker and
run outta town, I’d better explain myself. While I won't try to pretend
that this is the best depiction of either Dredd or his world I’ve ever seen,
I would argue the case that 2000AD, and Judge Dredd in particular, lends itself
to being depicted in a varying number of styles. One of the things that attracted
both readers and creators back in the early days of the comic was the fact that
there wasn’t a set house style which subsequent artists had to follow, allowing
instead for artistic expression and freedom of ideas. What
I enjoy about the art is the fact that it doesn’t take itself seriously.
Just like John Smith’s story itself, it knowingly knocks the traditions
of Dredd strip, while containing the whole thing in a humorous action movie style
plot, featuring a cast full of special guests like Starborn Things and Kleggs.
The strip is aided
by a rich seam of black humour, which will undoubtedly be yet further enriched
when the chap with the metal teeth comes to the fore. Its throwaway entertainment
of course, but then it doesn’t pretend to be anything else. Where other
people see sloppy or confusing layouts, I see freaky looking aliens and outsized
shoulder pads. Where some people despair at the pointy chin, I find that it amuses
me. One man’s meat, as they say…
(Although I have
to admit that I found it quite hard to recognise the Kleggs at the end).
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Script:
James Stevens (David Bishop) |
Art:
Boo Cook |
| Letters:
Annie Parkhouse |
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| Part
7
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Jude
comes to the end of her life |
Synopsis: Thousands
of zombies are gathering outside the prison and Proctor believes they are getting
ready to attack - although the governor doesn't accept this. She contact Jude,
now held in custody and tells her that all her transmissions were intercepted
and that no one is coming. Dreadnought kills her and takes her to the med bay.
Jude has an out of body experience and sees her body being dragged to the infirmary.
A voice, Lazarus, tells her that a ship crashed on the planet two generations
ago. They discovered the planet has rich mineral resources, but also that the
dead came back to life. A mining corporation was set up but soon the dead outnumbered
the living. A young executive, Rosa Karn, suggested setting up a penal colony
and made the place her personal domain. The planet tells Jude that it's fighting
back, but needs help. She comes back to life and destroys Proctor, telling the
governor "you're next bitch!"
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GH: Ah, the exposition episode, as we find out what's really going on. Not
much more than we already knew unfortunately, as there's no big secret revealed
yet. We still don't know why the dead come back to life, or indeed why Jude seems
to have retained her sentience. The effort to portray Jude as the hard-as-nails
prisoner as part of her disguise meant that we really don't care when she gets
killed as we've only seen her as a thoroughly nasty individual. And if the zombies
are only just gaining intelligence, why the extremely handy decision to sew up
their mouths to prevent them feeding in the first place?
It seems there are way too many holes in this plot that Bishop could have filled
with some decent feedback before the script was handed in. As it is, the strip
is a host of potentially promising ideas which don't live up to their potential.
Meanwhile, Cook's art is way better than his cover with the flashback scenes being
particularly well handled.
EB: So the
undead zombies, controlled by the sentient planet Lazarus, are finally rising
up against their human oppressors. There’s something so predictable about
this series, almost like a soap opera, where one knows the ending at the start
of a storyline, but must watch the months of prattling around that it takes to
get us there. The problem with this story is that it labours far too hard to get
where its going, when sometimes it's better to just sit back and enjoy the ride.
Characters are
roughly shoe horned into a badly fitting plot. David Bishop, as a former editor
of both 2000AD and the Megazine, really ought to know better. Another problem
with the script is the terrible language. Stuff like "I’m top bitch
now!" really seem to be from a (hopefully) bygone era where men drew women
with big tits and even bigger guns and nobody ever bothered to read any stray
words that might have sneaked in somewhere. Likewise, use of language such as
"What he saw scared the shiv out of him…" is pretty poor. Even
three year olds and half blind geriatrics realise that he means shit, so why not
either just use the genuine word, or else invent something entirely unique, such
as "Drokk" in Judge Dredd for example. "Smux!" or "Vrillge!",
thinking off the top of my head, might work equally well, if not better (as in
"Smux! I already ate it!" or "Keep your hands off, vrillge-hole!").And
are we really supposed to believe that the term "electric boogaloo"
is going to survive until however many hundreds of years in the future this series
is set?
This all seems
to smack of lazy writing, which is unfortunate since it does contain some rather
nice ideas. The prison planet of Lazarus and its reanimated population is an intriguing
idea, and there have been some interesting characters, such as Proctor or the
warden. But there are too many inconsistencies: are we supposed to believe that
the warden is so bloated and leaden with power that she ignores ALL the warning
signs about the massing zombies until, presumably, it is now too late? Too much
of the dialogue and character motivation is clichéd and far too recognisable
when what this strip is crying out for is an original format to convey a potentially
interesting environment.
However, it is
unfair to lay all of the blame at David Bishop’s door – much of what
is wrong with this series could have been worked out during the editorial stage
of the proceedings, and the fact that this wasn't seen is why they are, in part
at least, as culpable. The one saving grace of the strip has been Boo Cook’s
artwork, completely unique, yet definitely fitting in with the style of 2000AD
in a kind of Ian Gibson, Massimo Belardinelli way. The planet communicating with
Jude after she dies has a kind of heat haze unreality to it, segueing nicely into
a sepia toned flashback. At the end of this we see a younger, slimmer warden Karn,
whom Cook has drawn with a smile on her lips that tells us everything we need
to know about the character. With a bit more effort and a more certain narrative
style this could have been something of a minor classic, instead of which it is
something of a curate’s egg.
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Script:
Gordon Rennie |
Art:
Dom Reardon |
| Letters:
Tom Frame |
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| Downtime
6- Kostabi
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Slater
wrestles with his own demons |
Synopsis: Slater
prepares a video that details all he knows about Kostabi as an insurance against
anything happening to him. Slater has helped cover up number of illegal activities
for Kostabi over the years. Kostabi's real name is David Smith, and only a single
school photograph remains from his early years. Later on in life he travelled
with the Stones where Slater first met him, and despite being rather unremarkable,
soon had a string of No 1 hits. Throughout the 70s, his career flourished, interspersed
with the occasional scandal - including the suicide of his girlfriend who was
pregnant with his child. Slater himself had committed atrocities, but Kostabi
covered them up and employed him. It's Slater's job to spend Kostabi's money,
investing it in a number of areas of research into astrology, stolen artifacts
and much more. Caballistics in particular remains an anachronism, but Slater believes
Kostabi is using them as "occult lightening conductors" to keep the
heat away from him. Kostabi watches the recording and smiles.
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GH: Another exposition episode, but one that is vastly different from the
Dead Man Walking one. This is mainly due to the fact that we actually find out
a great deal more information about Kostabi than we knew before, as well as uncovering
the reason for establishing the Caballistics in the first place, therefore giving
this episode a grat deal of weight. Rennie has timed this well, drip feeding information
about the rest of the team in the earlier episodes and saving up the real goods
for this issue. There was some concern about not finding out a great deal about
the members of Caballistics in the earlier Downtime episodes, but this more than
makes up for the less than forthcoming parts. Finally we find out just enough
about Kostabi to raise our interest in him, and this also acts as a reminder as
to just who's behind the Caballistics in the first place. No doubt this will prove
to be very useful indeed as Ravne looks further into Kostabi's past, and as we
find out more about what the demon possessing Jennifer really wants.
So these interludes
have more than rekindled interest in Caballistics in time for the Prog 2004 episode
(only 3 issues away) when the series starts again proper. It's been a great year
for Caballistics and with the official site hinting at spin off stries of the
1930's version of the team, more great things are hopefully to come.
EB: So we
reach the end of the current series, and the stage has been neatly set for the
showdown in prog 2004. This week we learn more about the enigmatic Ethan Kostabi,
and the not quite as subservient as we thought Howard Slater. Both Gordon Rennie
and Dom Reardon have really come into their own as this strip has progressed,
becoming a really dynamic creative team. Their attempt a building a conceivable,
intact world for their characters to grow out of has worked extraordinarily well
(see Kostabi hanging with The Experience for a good example). There’s still
room for the trademark nasty violence, however, such as is seen on pages three
and four. The trick here is to only show the reader so much, then leave the rest
to our imagination. Whatever picture we build in our minds will be worse than
anything Dom Reardon could draw (not that he doesn’t give it a good bash,
though).
The art is highly
reminiscent of Mike Mignola, by way of Eduardo Risso, but without stealing anything
from those artists, and retaining its own sense of individuality. I get the feeling
that ultimately, Lovecraftian ‘old dark gods’ will be the root cause
of the mysterious Mr. Kostabi, but I could easily be proven wrong. Rennie and
Reardon have made such a success of this strip by drip-feeding reader’s
nuggets of information, making them hang on each word and wait with baited breath
for the next installment and the next revelation and continuing mystery. Each
new piece of information only serves to deepen the mystery of both the characters
and the situation. The chief attribute of this series are, in fact, the characters
themselves. Beautifully realised by Dom Reardon and believably scripted by Gordon
Rennie, this is truly that best kind of story – one where the story itself
grows out of the characters and the world they inhabit. All this means that I
impatiently look forward to the return of our merry band of lightning conductors
and their battle with the Golem. Roll on prog 2004!
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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 7
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More
acrobatics from Syn |
Synopsis:
Synnamon
attempts to get Ascheta to shut down but with no luck.The other constructs swarm,
but Synnamon makes it to her ship and breaks orbit. She heads to Mecha, but is
unsure what to do when she gets there - until she has an idea. Suddenly the signal
is interrupted and Ascheta invades the ship as the life support shuts down. Synnamon
attempts to engage the over-ride, and rigs the engines to explode. But Ascheta
easily stops the chain reaction, and the ship lands on Mecha, along with Synnamon
who has completely succumbed to the Mecha virus...
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GH: Another fast moving strip where very little actually happens to dramatically
further the plot. Clayton and Dows do action very well, and manage to keep things
moving along at a brisk pace, but a bit of story wouldn't go amiss now and again.
Part of the reason for this is down to the finite amount of time the series has
left to run (2 episodes max). Because of this rush to the climax, there's a feeling
that we haven't really had enough time to set up a compelling storyline. Bison
had the same rush to the end feel, and although this is a major improvement on
that strip, there's a growing feeling that the editorial policy of short run strips
need something of an overhaul next year.
EB:
This series by the
Bison team has come in for some of the same criticism their former series received.
However, in this case, it seems a little unfair. This is not the most original
series ever, but then neither have more popular series been, such as the recent
Lobster Random. Series need to be given time to grow, and this one has improved
immeasurably since it began. Partly this is down to the structure of the story,
which has thrown us in at the deep end, pitting us in a race against time against
an unstoppable robot virus. Of course, a planet composed entirely of artificial
intelligences has been done before, but the ideas here are strong ones, particularly
the idea of nano-technology being used like a virus to infect and control the
galaxy.
The art compliments
these ideas; featuring particularly strong craft and AI design, almost Matrix-like
in its robot/insect appearance (see page 4). The character design is also particularly
strong, with Synnamon being the most obvious example, in a kind of more serious
Barbarella/Emma Peel kind of way. In the heavy use of blacks, the art is reminiscent
of the third book of Steve Yeowell’s Zenith. Both artists and writers combine
here to give us a top notch cliff-hanger, one of the best I can remember for some
time, where I genuinely cannot see how Synnamon can get out of this, and am more
than a little disturbed by the final picture. I surprise myself by saying that
I would welcome seeing another series featuring Ms. Synnamon (assuming she survives
the current one).
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Script:
Dan Abnett |
Art:
Mark Harrison |
| Letters:
Ellie De Ville |
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| The
Empty Suns - Book 1 - Part 7 (last episode)
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The
offspring retreats from reality |
Synopsis:
An idyllic
Oxfordshire countryside scene shows a man wandering happily through a meadow.
However, it's simply the Offspring creating a temporary perfect reality for itself.
It's interrupted by a communique and The offspring returns to the ruins of Latara
as he is told of Red's actions. It decides to investigate.
Back on ship near
Damarkan Red is creating more weapons. She tells Godolkin that she wants the Offspring
to come searching for them. Godolkin is worried, but Red tells him to trust her
when they are suddenly called to the bridge. Syte, the old man, is having a fit
- he explodes with sparks as his spirit is taken over by the Offspring. It tells
Red to "disappear", but Red isn't going anywhere. The Offspring reminds
her of what created them and invades her mind, taking her back to 2170AD, post
atomic Milton keynes. Johnny Alpha comes out of the shadows, pointing a gun at
her...
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GH: It's over
already?! This reminds me of the last episode of Slaine, with its clumsily handled
cliffhanger. You're left wondering if you've missed something, as the story appears
to have ended right in the middle of a scene. This isn't a cliffhanger, it's just
a normal end of episode with an unfeasibly long break before the next one. Cliffhangers
have to be shocking, while still offering a certain amount of closure on that
section of the story. Abnett managed this quite well with the last VCs book, so
the hamfisted approach here is surprising to say the least.
Otherwise, it's
a better episode and a large improvement over the messy action of the previous
one. One thing this week particularly highlights is the versatility of Mark Harrison
with some spectacular opening shots of a "normal" English countryside.
It's left me thinking I'd like to see Harrison tackle something outside of the
science fiction genre as the work on these two pages is a remarkable break from
his usual style. That said, the juxtaposition to this ideal reality to the desolation
caused by the offspring is also highly impressive and Harrison hands in possibly
his best work on the series to date.
But what of this
Durham Red book as a whole? The use of the Offspring as a bad guy makes for a
much more interesting series than the Vermin Stars which seemed little more than
a humdrum soap opera with no real purpose. Here's the villain of the piece is
clearly mapped out, and the confrontation is something that is eagerly anticipated.
I'm still not keen on Durham Red as a character, and believe Abnett made a mistake
in giving her back her memory so easily, but I have been surprised at how much
I'm looking forward to each episode of this. If he can avoid duff episodes like
the two preceding this in the next book, It should be worth waiting for.
EB: I have
to admit that I was not looking forward to this series at all. I had scanned a
bit of Mark Harrison art for previous series, which I took an immediate dislike
to, and I read some of Abnett’s Scarlet Cantos in the Megazine. But for
me, the last time I really remember caring about reading Durham Red, she was taking
showers with Ronald Reagan and Johnny Alpha. So the fact that I have actually
been enjoying this series has surprised me no end. Despite having no real knowledge
of the two previous series, I have found this pretty easy to pick up, perhaps
because the mutants vs. humans theme was already so prevalent in the comic. I
can’t really predict this story, can’t see where the light bends around
it. I suppose, to make a simple analogy, it is the sf equivalent of Slaine –
either you get something from it or you don’t.
The big star of
this series has undoubtedly been Mark Harrison’s art. It appears to have
evolved from his previous stuff, not relying quite so heavily on the use of a
computer. On the other hand, I have had more time to spend soaking in the genuine
quality of the art produced – take, for example, the beautiful transition
from Oxfordshire the world of Latara, all in the twisted mind of the offspring.
Harrison and Abnett are another pair who have a flair for creating worlds, right
down from character and vehicle to architectural design. The only slight niggle
I have is Red’s costume – she’d be in real trouble if she got
caught in a strong updraft! Without wishing to sound like a prude, but perhaps
something more practical might be in order. It just annoys me a bit that every
representation of women in comics has to be as some luscious male fantasy sex
object.
However, slight
niggles aside, I have enjoyed this series, and with the creative team leaving
it in a particularly intriguing cliff-hanger, I’m just annoyed that we aren’t
going to be seeing any more for a little while.
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Overall
GH:
Overall, this is simply an OK issue, let down by a slightly confusing Dredd and
the lack of spark from the two brand new series. Durham Red certainly helps to
bring up the average, but I still feel a certain amount of trepidation regarding
the series. Caballistics Inc makes the comic worth buying, but it's treading water
till prog 2004 now.
EB: Although
this is probably the low point of progs this year, it has been an exceptional
year, so this must be put in context. With only one strip not really firing on
all cylinders, the autumn offensive has actually turned out to be much higher
quality than I had been anticipating. Both Caballistics, Inc and Durham Red have
come to an all too brief conclusion, and we can only hope for more. It remains
to be seen whether their replacements will be able to hold up the standards set
for them…
Best Story
GH: Caballistics
Inc.
EB: 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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