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Prog 1370 - 10 December
2003
Cover by Laurence Campbell & Chris Blythe
Synopsis and
review by Gavin Hanly
2nd Opinion by John Amans
Summaries and reviews contain spoilers for this issue.
GH: A fairly
decent, 60s tinged cover to finish up Synnamon. This image alone shows that the
series has promise, but inside it just doesn't manage to deliver. But more of
that later...
JA:
A Synnamon trying to be sexy
with bum showing and gun in hand. Well it might work for some people, but it doesn't
work for me! I quite like the green background, but that's about it. The advert
on the back cover for 2000AD extreme with PJ Maybe was much better!
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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 6
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Dredd
rips into a meatmonger |
Synopsis: Dredd
faces off with Lundstrom who's been taken over by a parasite, but Lundstrom is
resisting the parasite's clutches. His insanity is making him immune, and lets
him tap into the telepathic parasites' hive mind. Gas floods the corridor and
Speers succumbs while Lundstrom and Dredd escape to a lower level. Dredd reaches
the holding pens and orders all the citizens to the teleport pads. Dredd takes
out more meatmongers, while Lundstrom's connection with the parasites gives him
the information he needs to switch off the strobes, letting Dredd guide everyone
to the telepads. Back on Earth, the ship is now visible, and the Judges prepare
a pre-emptive strike. But on the ship, Lundstrom has reversed the coordinates
to Eurocit and they all teleport out. The ship crashes to Earth while Dredd and
the citizens begin the log walk back to civilisation. Lundstrom has grown attached
to his parasite, but Dredd kills it to avoid any more trouble.
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GH: Unfortunately,
this series has ultimately turned out to be something of a disappointment. It
started so well with the mysterious disappearances from all over the globe promising
a decent mystery. However, once on the ship it became a "run around in the
corridors" story, with very little else going on. While entertaining for
a while, this approach has ultimately been unsatisfying. There are several issues
that I have with this week's episode in particular. Firstly there's the "sitting
around twiddling their thumbs" scenes with the Chief Judge back in Mega City
1. These scenes don't add anything whatsoever to the story other than to break
up the monotony of what's happening on the ship. In addition to this, it's as
if only the Mega City One judges are doing anything to attack the ship, with no
acknowledgement of involvement of any other parts of Earth, all of which were
affected by the disappearance.
There are other
minor issues, like the fact that thousands of people were kidnapped, but only
a small handful appear to have made it back to Earth. Hardly a successful mission.
But the one thing that irritated me the most was the killing of the parasite at
the end. Lundstrom being patched into the parasite's hive mind was a great idea,
and could have sowed the seeds for a follow up story later. But the most interesting
development was thrown away at the end, to be forgotten by all future Dredd writers.
As mentioned in previous reviews, there's still a feeling that when Wagner doesn't
write Dredd, it doesn't seem to add to continuity at all. In many of the lighthearted
shorter pieces this doesn't matter, but after a longer series like this one, with
no lasting consequences, you begin to wonder why you bothered. Smith's a highly
talented writer, and I can't help feel he should have been encouraged to write
something with more longer lasting effects.
As for the art,
Siku should be applauded for trying something new with Dredd. He draws an extremely
dynamic Dredd, with some welcome tweaks to his costume. His depiction of Dredd's
chin, which seems to annoy so many readers, doesn't bother me at all and I like
the exaggerated nature of it - at least it makes Dredd stick out from the other
judges. However, the problem with Siku's art is that it's just so uneven. He seems
to be falling into the trap of many comic artists - i.e. draw your favourite scenes
well, and then just roughly sketch in all the other stuff at the end. So Dredd
attacking the meatmonger looks great, but the teleportation scenes, and the "crowds"
escaping the ship are appalling, and look barely finished. Maybe Siku simply didn't
have enough time, but in his next assignment he needs to be much more consistent.
JA:
I have been rather
ambivalent to the furore over Siku's artwork. Yes it's sloppy, scratchy and is
nowhere near the standard of his previous work. However, we've all known his style
of artwork for a number of years. The only thing that has saved "Meatmonger"
has been the story. Judge Dredd has had a really poor six months and amongst some
of the recent dross that has passed itself off as JD, this has been OK. It's been
nice to see the Starborn parasites and Kleggs again, even though they have been
drawn below standard.
Would this story
have been drawn better by another artist? Who cares! I've enjoyed the story, it's
been quite entertaining and it was all wrapped up as we suspected when we were
reading this two weeks ago. But, can we now have some decent Judge Dredd stories?
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Script:
Steve Moore |
Art:
Dave Kendall |
| Letters:
Ellie De Ville |
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| The
Eternal Life of Emperor Ygg
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Dyscola
takes the bait |
Synopsis:
Emperor Ygg yearns for eternal life. His court sorcerer tells him that only
Tordilax the demon can grant this in Inidium. Inidium was attacked by a giant
demonic worm, but was tethered to the land by a short lived hero. The worm pulled
Inidium away from the shore before finally dying. It's putrid decaying odour caused
a plague that killed all the people, until demons took over the place, one of
whom was Tordilax. They lure Tordilax' wife, the moth demon Dyscola and hold her
captive. Ygg goes across the bridge to Inidium to bargain with Tordilax for her
release. His wish is granted and he is given eternal life, so he orders Dyscola
released. But as soon as she is free, Tordilax cuts off Ygg's arms and legs, and
takes him to his "music room". There he is cemented in the walls, unable
to die, and where his hunger and festering wounds will drive him insane as he
lives forever, screaming in agony...
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GH: A significant improvement on last week's tales of Telguuth, mainly as
it appears to have something of a point to it. It's still quite meandering, however,
and the section about the hero slaying the beast almost seems to be part of another
tale strapped into this one. Part of me thinks this could easily have been a three
page story without really losing anything important. But it has a particularly
clever and gruesome ending to it which makes the whole thing almost worthwhile.
The real star in
this strip is newcomer Dave Kendall. I've never seen his work before, so I don't
know how established he is, but this is a very impressive first appearance. Fully
painted art is something of a rarity in 2000AD these days, so this may have helped
him to make more of an impact, but there's some very good work on display here.
Everything looks highly accomplished and comparable to some of the best painters
in 2000AD, with his depiction of the monsters and doomed hero Okon being of particular
note. Like Haward, he meshes well with Moore, elevating a perhaps humdrum script.
Certainly an artist to watch.
JA: The
first piece of "prog padding". Whereas Future Shocks have some scope
and leeway, TOT has rather painted itself into a corner. We now have a stream
of almost the same stories being retold. Emperor Ygg's little ditty is no exception.
It's the "dodgy demon deal" plot part 121. What was nice though was
Dave Kendall's art. It has a Slaine-esque quality about it. Nice and expressive
and capturing the mood. It was a pity you could see the plot coming miles off!
TOT ran out of life, originality and excitement ages ago. Either pull the plug
or have a go at reviving the poor thing. Just don't leave it to just lie there!
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Script:
Colin Clayton & Chris Dows |
Art:
Laurence Campbell & Lee Townsend |
| Letters:
Ellie De Ville |
Colours:
Gary Caldwell |
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Facing Mecha - Part 9
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Can
Syn escape? |
Synopsis:
Kassad
is connected to Synnamon through Ascheta and begins to download the intelligence
network - but something goes wrong.
Before the download
is complete he tries to break contact but it's too late as his invasion fleet
crashes. Ascheta, now back to it's old self starts attacking Kassad with a feedback.
Synnamon's organic AI found a way to mutate Macaulay's viral inhibitor into an
effective defence which has now spread through Kassad's system through the connection
with Ascheta.
She boots the remaining
Kassad construct to destruction and walks out...
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GH: One of 2000AD's test cases for the Autumn Offensive comes to an end, and
it can't be considered a success. The variety of ideas behind Synnamon sound much
better in theory than they are actually executed in the series itself. All along
there's been a feeling of confusion, and this is heightened by this week's episode
where Kassad is destroyed. But because we know so little about Synnamon and Ascheta,
it's quite difficult to work out how it happened. There are no big revelations
this week, just that Macaulay's virus seemed to work somehow when combined with
Synnamon. But because we don't know how Synnamon herself actually works, this
just doesn't seem to make sense. And what are those ships that crash this week?
Are they an invasion force? It just isn't clear enough.
As mentioned in
previous reviews, the series seems to depend on a greater knowledge of Synnamon
and her universe that the writing team has simply not provided us with. Far more
backstory was needed before we could understand this ending and empathise with
the characters. Clayton and Dows need to be reminded that the readers don't know
their character as well as they do, and we need some hand holding along the way.
This is the sort of thing that frankly should be highlighted by Editorial. Was
there no one who read the script in its entirety who could ask the writers to
fill in the many blanks? The best episode of this strip by far was the one which
offered some background into the Kassad/Macaulay feud. Far more of that sort of
thing was needed.
The art, however,
has improved as the the series has progressed, with Campbell, Townsend and Caldwell
creating some epic scenes towards the end. Unfortunately, as the main characters
seem so cold, these scenes lose a lot of their impact when you don't care what
happens to any of them.
There's promise
in the Synnamon character, but the writers need to back off on the grand universe
crossing epics and introduce us properly to their main characters before going
any further.
JA:
Straight to the point,
I've hated this story from the first episode. It's lacked everything. The plot
is regurgitated from a number of other less entertaining tales; all of this Mecha
mumbo jumbo is really original, not! The art has been OK, but uninspiring and
the central character has failed to enthral me in any way at all and I won't start
on about the silly floating computer. I even didn't bother to read the previous
episode as I was so bored with the story. I did read it eventually to help me
understand the last, and very predictable, end episode. I just hope it's condemned
to the "don't come back" file in Tharg's editorial filing cabinet.
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Script:
Jaspre Bark |
Pencils:
PJ Holden |
| Letters:
Tom Frame |
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| Autocrats
Anonymous
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Prang
wrestles with his inner demons |
Synopsis:
Prang the pitiless is attempting the Autocrats Anonymous group's 6 step recovery
plan. Once a member of the peace-loving planet Amorca, Prang decided to take over
the planet. Hooked on galactic domination, he started to take over the universe
but eventually realised he needed help - the first step. The second step, voiding
conquest for one day, was more difficult as Permonia begged to surrender to Prang
as the only hope of survival from a currency virus. The 3rd stage, to crush the
urge to conquer, took place a he refused the surrender, repelling Permonia's forces.
But the government resigned anyway and declared him leader, so he sent in his
forces to declare their independence (stage 4 - "using every weapon in your
arsenal to keep despotism at bay"). But later in the day troops staged a
coup, and Rexor the Ruthless took over with a totalitarian regime, making Prang's
rule look utopian in comparison, so he was set up as a saint - "to whose
rule they could only yearn" (achieving stage five - "find a higher truth
and become a divine inspiration for freedom in just one day). Only one sage remains
- to seek out other with the same problem and help them. So he introduces Rexor
the Ruthless to the group...
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GH: A highly
impressive and entertaining Future Shock this week, remembering to put in the
vital ingredient of humour throughout the episode rather than relying on an ironic/clever/unexpected
ending. Indeed, the "shock" ending to this strip is perhaps the weakest
element and feels forced on by the constraints of the Future Shock format. The
rest of the strip is wonderful, and the 6 step format works very well in assisting
the development of the tale. This is a great improvement from Bark's first Future
Shock (which itself was fairly impressive back in issue
1359) and he looks like being a talent that 2000AD should try and develop.
As for the art,
it certainly helps to get a seasoned 2000AD artist in on a Future Shock, and this
makes the whole enterprise seem much less like the filler material that Future
Shocks can often amount to. PJ Holden has been an ever impressive artist throughout
2003, and one who we certainly need to see more of (his upcoming Rogue Trooper
should be worth the wait).
JA: The
second piece of "prog padding". Last weeks Future Shock was quite entertaining
and this weeks offering was also a slice of whimsical fun. It takes a novel premise
and with some adequate art by PJ Holden and a witty script by Jaspre Bark, it
does its self limiting job. Where TOT has no scope or flexibility, Future Shocks
is a useful tool to blood in new writers and artists. Where you have to pad out
a prog like this particular one, it serves its purpose. At least the script was
snappy and It finished with a twist and filled a "hole" in this weeks
edition roster.
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Script:
James Stevens (David Bishop) |
Art:
Boo Cook |
| Letters:
Annie Parkhouse |
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| Part
9
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Morgan
bows out... |
Synopsis:
Jude fights back Holden, cutting his legs off with his chainsaw, and then cutting
him in two, while the citadel crashes to Earth. Jude and Morgan enter the citadel
to find Karn wounded and dying, but the countdown is set and nothing can stop
the detonation. MOrgan jams the ejection tube and tells her if they seal the door,
the virus will only go off in that room. They try to move the door shut, but it
won't move so Morgan has no choice but to seal the door from the inside. The virus
is released, and morgan is destroyed.
The prison is shut
down and the surviving prisoners are shipped elsewhere, leaving the zombies, including
Jude, on Lazarus with an uncertain future...
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GH: The
second of the big new stories for the Autumn offensive, this has also left much
to be desired. It does have its merits, though, the greatest of these being Boo
Cook's artwork. Cook is becoming an ever more accomplished artist with each appearance,
and uses computer effects to greatly enhance his work without obscuring his draftsmanship.
Cook is an "artist in search of a great series" and needs something
decent to help him get the acclaim he deserves. This isn't it however, and neither
was Asylum. It's time to pair him up with a high profile writer and give him a
better shot at the big time.
But good as the
art is and even though this has occasionally been a series that has moved along
at a decent pace, there's just so much that has gone wrong with it. Plot holes
abound throughout and as a previous reviewer mentioned this has a real feeling
of been made up as the writer went along. Elements like Morgan's fear of becoming
a zombie were discarded far too readily. Surely his "tragic" end in
this issue should have been just what he wanted? So why doesn't the script reflect
this? As for Jude, there was no foreshadowing about her being an undercover operative,
and her casual acceptance of the fact that she likes killing people now seems
completely bizarre. Just what is this character supposed to be, because it seems
that Bishop has no idea either? As for the last page attempt at wrapping everything
up neatly, and suggesting that Jude's future is "terrifying" - we simply
don't care by that point.
There are good
ideas in Dead Man Walking, but none of them have been fleshed out. Like Synnamon,
this should have undergone some major revising at the editorial stage, as there
are a number of ways in which plot holes could have been filled and the whole
thing made a little more palatable. As it is, Bishop has provided another duff
tale to add to the 2000AD canon. Keep him on the non-fiction stuff by all means,
where he works well, but think twice before giving him another job as high profile
as this one.
JA: This
story has rather grown on me I must admit. Though not a classic, it at least makes
me want to read it. My only gripe has been that it rather finished itself last
edition. A double finish up episode last week would have been better as this episode
merely ties up the loose ends with a predictable series of events. You know Jude
is going to nail Karn; it's if she can stop the viral bomb. The governor gets
it, poor Morgan cops it and the zombies get to keep the planet. What was nice
though was the build up in the last couple of episodes. The artwork has been uncomplicated
and has complimented the ambience of the tale. Though not stunning, this has exceeded
my doubts of the first episode.
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Overall
GH:
A highly disappointing issue this week which shows the "Autumn Offensive"
to be a pretty conclusive failure. Attempting so many untried strips in long runs
together seemed like an odd thing to do from the outset, and it's proved o be
a bad mistake. When we hear that the long awaited return of Robo Hunter is only
given 4 episodes to test the water, yet we got 9 episodes of Dead Man Walking,
one can only assume that something is odd leaking into the water supply in 2000AD
editorial.
An issue in which
the Future Shock is the best thing is a bad state of affairs indeed. At least
we can take comfort in the knowledge that next week's Prog 2004 offers a hugely
improved line-up and that the quality should improve from her on. The end of a
bad chapter in 2000AD's history, which caps off an otherwise impressive year.
One positive point
about this issue, however, is the inclusion of "what happened before"
captions on each of the serialised stories. This is a great step in the right
direction, and helps newbies get back into the comic. Now all we need to do is
make these captions look a bit clearer and highlight them "Previously.."
or something and I'll be even happier.
JA: Oh dear,
oh dear, oh dear. This is one of those end of "assaults" editions. All
of the decent stuff finished ages ago and now we're left with dross, padding and
fillers. In my 26 years of 2000AD I've seen a few of these editions. But, this
has been one of the worst. This has been rather like "Witch World",
I've tried to enjoy it, but I can't lie to myself. It's been a very poor prog!
Simple as that.
Best Story
GH: Future Shocks
JA: Future Shocks (At least that was funny!)
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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