Home
¦ Reviews ¦ Progs
1369 - 1373 ¦Prog 1369

|
Prog 1369 - 3 December
2003
Cover by Henry Flint
Synopsis and
review by Gavin Hanly
2nd Opinion by Leigh Shepherd
Summaries and reviews contain spoilers for this issue.
GH: Henry
Flint show how you should really draw a klegg, putting Siku's efforts inside to
shame. It's also a great action shot, and relevant to the story inside, making
it stand out from the all too often stock pose covers we get. This is great work
by Flint and is particularly notable for featuring his own colouring. Flint's
mostly been paired up with Chris Blythe in the past, but there's some good work
on show here. A bit too showy in some places perhaps, Dredd's helmet for example,
but certainly decent enough to make us want to see more self coloured work from
Flint.
LS:
You can’t go
too far wrong with a Flint cover. The colours are a little too obviously computer
generated, though whether that’s because Henry is new to this method of
colouring his work, or it's an attempt to psychedelize things is unclear. One
positive I’ve noticed about recent covers in general is that they appear
to be moving away from "standard pose/white background" into something
a little more relevant and interesting.
|
|
 |
Script:
John Smith
|
Art:
Siku
|
|
Letters:
Tom Frame
|
|
|
| Meatmonger
- Part 5
 |
Dredd
practices for the Can Can |
Synopsis: The
parasites start taking over the kleggs and try to shut down the strobes controlling
everyone. Dredd looks for a weapon and is confronted by a meatmonger, but is saved
by Lundstrom. Lundstrom himself is attacked by a parasite but fends it off with
his razor sharp teeth. Dredd hand Lundstrom a chainsaw as they head out just as
the strobes turn off. The kleggs go mad and a riot ensues. Dredd decides to shut
down the facility and teleport out a the safest option. Speers tells him the control
of the ship is in a high security place where the Cophet overseers reside. They
give the meatmongers their orders. But as they progress to the control, the parasites
have already taken control and begin destroying the ship. Suddenly another parasite
reashes Lundstrom and this time manages to take him over...
|
|
GH: As time goes on, I'm reluctantly beginning to see more merit in the "anti-Siku"
brigade. While I still think he draws a decent Judge Dredd (I can't be bothered
with all the "too many lines on his belt" etc. nonsense) Siku doesn't
seem well suited for the more grotesque moments of the strips. His kleggs look
particularly underwhelming, and the scenes full of monsters have me poring over
the page closely before I can work out what's going on. Siku seems far more suited
to the earlier Mega City sequences than in depicting the charnel house that should
exist within the meatmongers' ship. As for the story itself, it makes more sense
after last week's confusing "skike" moment - and I can now work out
that the parasites are working against the meatmongers - not with them. Don't
know what happened last week, but we seem to be back on track now. in all - this
has me looking forward to next week's closer.
LS:
I don’t think
there are any new words to be said about how I feel about Siku's art - seek out
my comments on the forum if you’re interested. Let's just say I don't think
it's up to scratch on any level - even claims of dynamism I would suggest are
small compensation for all the other problems with the art. As for the story,
it seems to have been meandering for the past few weeks. The main problem I see
with it is that Dredd doesn’t really have much to do, save wander from room
to room explaining what should be (but unfortunately isn't) blindingly obvious
from the art. This guided tour could have done with some twists - for example,
if that other Judge had discovered the Starborn Things plot, and Dredd had been
oblivious to it, yet intent on heading into danger, it might have upped the tension
a bit. As it was, it seemed a little too linear to really take off. Not bad, but
a bit too much padding and not enough action, a little like Devlin's recent tale.
Well written, but uninvolving due to the lack of characters interaction with anything
other than a bit of the old ultra-violence.
|
|
 |
Script:
Steve Moore |
Art:
Jon Haward and John Stokes |
| Letters:
Ellie De Ville |
Colours:
Angus McKie |
|
| Holding
the Fort
 |
Vulpina
makes a deal |
Synopsis: The
matriarchal Slandia are under constant threat of attack by the Zozanians, while
also warding off the unwanted attentions of the mountain demons Vilix and Skrat.
Commandant Vulpina goes to see the demons appealing for their assistance and promising
that once the battle is over they will draw lots, and whoever loses will be their
slave for a week. The demons agree and easily defeat the oncoming hordes. But
when they arrive for their prize they are told that the winner has just dropped
dead of excitement (in reality the cook who has died of old age). The demons begin
a war od attrition as the Slandia realise they must do something. They call the
demons back and say that the queen has offered to garrison the fort with demons,
so they offer a particularly foul one as the slave. Horrifies the demons take
the dead Lupa after all, as the foul demon is revealed to be a Slandian fighter
in disguise...
|
|
GH: Tales of Telguuth is an odd one. After reading Moore's work in Tom Strong,
I feel more able to appreciate these tales than I had before, as it's clear that
the whole thing is completely tongue in cheek and playing up to the stereotypes
of fantasy fiction (for example, the improbably dressed warrior women). This said,
the story is more than a little odd indeed, and there is something every so slightly
unsavoury about it. OK, so the women come out on top at the end, and defeat everyone,
but without actually doing anything themselves. I've never been one for fantasy
fiction, and maybe I'm missing something. On a first reading I almost enjoyed
it, but when writing the synopsis and the review, there's something about the
whole thing I just don't like. I come away reminded, "Ah yes, this is why
more women don't read comics." Plus there's a particularly crap ending.
Jon Haward's art
is enjoyable, however, and he's still the best match for Moore that there's ever
been on Telguuth. If these tales keep on coming, then keep Haward on them. But
perhaps Moore should try something new?
LS: Since
John Haward's comedy art arrived on the Telguuth scene, I sense the stories have
been received a little better. Certainly, they make it more obvious that (at least
some of) the stories are not meant to be taken seriously, and that helps to warm
you to the strip a little more. That said, how much you can warm to well worn
fantasy scenarios being lazily lampooned is another matter. Perhaps if the characters
were something we hadn't seen in a hundred other fantasy stories (spoof or otherwise).
Perhaps if the plot twists where less forced and flowed a little better, it might
make a difference. Here, they trick the demons after agreeing a bargain by er..
lying. However, all is not lost, for this is not the payoff. They then have to
trick the demons again, this time - by dressing up in a Scooby Doo style monster
get up. Hmmmmm....
|
|
 |
Script:
Colin Clayton & Chris Dows |
Art:
Laurence Campbell & Lee Townsend |
| Letters:
Ellie De Ville |
Colours:
Gary Caldwell |
|
|
Facing Mecha - Part 8
 |
Syn
gets in on the high kicking action... |
Synopsis:
Synnamon
is taken into the heart of Mecha to Kassad, whose corporeal form is now shown
by thousands of small units. Kassad begins to download Ascheta as Synnamon suddenly
comes back to life, having faked infection of the virus through her photo-epidermal
tattoos. But Synnamon can't fight against the might of Kassad and is soon knocked
down. Kassad want to bring about the emergence of Mecha and two things are in
its way: Macaulay's replacement program and "a superior freelance intelligence"
- Ascheta. But Synnamon has transmitted everything she knows to the ESD through
her neural net and promises that more will come to finish the job. But Kassad
orders a "synnamoncoredump". Ascheta plugs into Synnamon causing her
to scream in pain...
|
|
GH: The art takes a major step forward this week with the discovery of Kassad's
current form - something of a mixture of the end of the Matrix Revolutions and
the MPC in Tron. It's a nice touch to use all the smaller units to create his
face, and Campbell & Townsend create some far better action sequences in this
episode, b illustrating the futility of Synnamon's actions against the construct.
So top marks this week from a visual point of view.
As for the story...
Well, marks are taken off for such an important part of the story - Syn's epidermal
tattoos - not being fully explained before they play such an important role. As
said in previous reviews, this is mentioned in the frontipiece but hasn't been
fully fleshed out in the story itself. It seems too much like a handy plot device
as opposed to being hidden in foreshadowing at an early stage. That niggle aside,
this is becoming a much more enjoyable read, although I can't help feel we're
reaching the climax without really knowing how we got here in the first place.
I still don't fully grasp what Kassad's trying to pull, outside of the usual universe-conquering,
and I don't feel I know enough about Ascheta for all these revelations to be as
shocking as they should be. Once again, I feel like I've missed a far simpler
(but alas non-existant) introduction to Synnamon in earlier issues, and that this
is actually her second tale. It still seems to me that too much is being tried
too soon, but again, more may be revealed in the final part...
LS:
So Synnamon was just
play acting! It's an old one, but would have worked better if Synnamon's all over
chameleon tattoo had been more clearly shown in the strip before this week (and
not just explained in a text box on the nerve centre). We have a villain telling
all to the heroine and then being conned into not killing her through some (not
particularly convincing) last minute fast talking, so we‘re not dealing
with anything we haven't seen before. Other than that, I suppose it will all come
down to next weeks final episode to see if this can rise above the derivative
elements in both character and story.
Artwise, Kassad's
face made of spheres was a nice touch, and Laurence Campbell's art has, like Boo
Cook's, improved over the course of the series. The colouring is a bit monotonous
though, and I’m not sure shows off the art to its full potential.
|
|
|
Script:
Simon Spurrier |
Pencils:
Gary Crutchley |
| Letters:
Tom Frame |
Inks:
Cliff Robinson |
|
| Tadfraggers
 |
Extra
strength protection |
Synopsis:
A cyborg soldier
with no memory finds himself defending a tunnel with no knowledge except how to
fight and defend the "goddess". He and his crew are defending against
an attack of thousands of creatures but they seem hopelessly outnumbered and ill
prepared. The Sarge starts to hear the moans of the goddess and thinks she must
be in pain, and needs his help. He rallies his soldiers and they manage to fight
back all the tads that come their way. Success seems assured until a megatad rips
through the sarge and infiltrates the "sacred treasure" they are protecting.
The sarge has failed as we pan out and realise we are inside a woman's body who's
just had sex with an alien. The alien is unsure that she's protected herself enough
- but the soldiers were her contraceptive...
|
|
GH: Hmm - once
again a Future Shock where I didn't see the end coming, but in retrospect bloody
well should have. But it's an OK story. As with most Future Shocks you forget
it almost instantly after you read the thing, but they do allow new talent to
be showcased (although Spurrier clearly doesn't count). Newcomer Crutchley has
the honour of being inked by Cliff Robinson this week. While there are certain
elements of the inking that remind me of Robinson's style, it doesn't overwhelm
the newbie's work - which seems promising. It'll be revealing to see how he inks
himself, but in the meantime this is an acceptable start. As with most new artists,
I feel I need to see a couple more strips before really getting to grips with
their work, though.
LS: When
they collected Alan Moore's Future Shocks, they called it (imaginatively) "Alan
Moore’s Shocking Futures". When they collected his Time Twisters, they
stuck with a winning formula and called it "Alan Moore’s Twisted Times".
I'm left to sit here pondering whether a future collection of Si's stories will
be called "Si Spurrier's Future Sex" - someone slip that droid some
bromide! The story isn't so bad, but suffers from a bit of a weird start (does
the nanobot need to be confused for the story to work?). Also, the "Goddess's"
voice is actually two voices, but this isn’t made clear until the end, and
is a bit of a cheat.
The art does the
job, but I get the sense that Cliff Robinson's inking may hide a multitude of
sins.
|
|
 |
Script:
James Stevens (David Bishop) |
Art:
Boo Cook |
| Letters:
Annie Parkhouse |
|
|
| Part
7
 |
Dreadnought
bows out... |
Synopsis: Karn
says she'll enjoy watching Jude become a mindless zombie but Jude replies that
Lazarus is a sentient planet using the dead to create its own army. They break
into the prison led by Morgan and start attacking Dreadnought. Zombies are breaking
in everywhere and after killing Dreadnought Holden has also escaped. Karn prepares
to release the flesh eating viral bomb with a countdown of 20 minutes. Jude needs
to reach the citadel, but Morgan thinks there is a way to bring the citadel down.
It's held in place by laser tethers so if she can destroy two of these, the citadel
will fall. They succeed and the citadel begins to fall, but Holden has returned,
and using Dreadnought's electro whip has scores to settle with Jude...
|
|
GH: I'm still torn over this strip. In one hand there's the art of Boo Cook,
which at times can be very, very good indeed. A particular case point here is
the swarming of Dreadnought by the zombies, with a faded out effect that almost
seems to emphasise his hopelessness. Cook's work on this has been preferable to
that on Asylum, where everything seems a bit rushed at the end. There's still
plenty of nice touches going on in here and his computer colouring also seems
to be ever improving. And as for the story, it is actually kind of enjoyable in
a "leave your brain at the door" manner. It's a brisk read, and doesn't
seem to overstay its welcome.
However, on the
flip side, that's something of a major problem too. The sentient planet creating
an army explanation seems pretty poor, and I was hoping for some far wilder reaching
explanations by the end of the story. Plus the part about destroying the tethers
simply screams "video game" - along with Holden becoming the "final
boss battle".
So while this has
improved on earlier episodes, I still can't help feeling like I'm wasting my time
while reading it...
LS: Back
in my review for prog 1362, I claimed that DMW seemed like a "ragbag of old
ideas". Unfortunately, nothing has happened to make me change that view -
this week we have the "easily destroyed base" and the "final solution
bomb" set pieces played out. The real frustration of reading this strip comes
from the sense that everything is being made up on the fly, and nothing ties back
in to previous episodes - So Jude was an undercover officer? Why then, when we
hear her internal monologue in the early episodes does she come across as nothing
more than a criminal who enjoys killing people and wants to escape by any means
necessary? If she was an undercover officer reporting back on the cruelty of the
prison, why did she make herself such a target? How can Holden speak this week,
when his mouth was sewn up last week? If the planet gives the dead a choice to
come back (last week "it" asks if Jude will help), why does Morgan agree,
given it's his worst fear to return as a zombie? There seem to be too many of
these unanswered questions, and little sense of what the story is actually about.
It’s quite possible that there are answers to at least some of the above
in the strip, but I don’t really have the interest to go digging. The fact
that the answers seem incidental to the plot may well be the reason for my missing
them and my disinterest.
The art is OK,
but as the story doesn’t seem to know if it's a Prisoner Cell Block H in
space or something deeper, it’s difficult to say if it suits it or not.
Boo's art has certainly grown through the course of the strip, though I still
wonder if he can (or even wants to) refine his art into a style that would suit
something a little grittier, more realistic or darker.
|
|
Overall
GH:
Overall a very bitty issue indeed. Now that Caballistics has taken a brief hiatus,
there are no outstanding stories in the comic (and we can assume this will continue
until next week). None of the stories are dire - but if a new reader picked up
this issue they wouldn't be picking up next week's... LS:
I have to say this has been the least enjoyable prog for me for quite some time.
After a good run of stories this year, including some great new stuff (Lobster
Random, Leviathan, Caballistics Inc), it’s quite possible I've been spoiled.
That said, there’s been nothing in the past two months to hold my interest
other than Caballistics, so I'll be pleased when next week's prog is out of the
way, and we can get on with enjoying next years thrills - Having attended Dreddcon
over the weekend, I'm confident that this current run is just a blip.
Favourite Strip:
Can I go for the Cover? I've really tried to choose - I'm tempted to go for one
of the one offs, because at least they haven't been hanging around for weeks,
but even so…. I'll plump for Synnamon, because it's been the least annoying
- not really the best of reasons, but the best I can come up with.
Best Story
GH: Judge Dredd
LS: Synnamon
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
|