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1369 - 1373 ¦2000AD Prog 1371

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2000AD 1371 - 7 January
2004
Cover by Greg Staples
Synopsis and
review by Gavin Hanly
2nd Opinion by WR Logan
Summaries and reviews contain spoilers for this issue.
GH: Greg
Staples returns to full colour painted art for this cover, and it's a pretty good
effort. It benefits from the clumsy action pose in the brawl, which elevates it
beyond the stock "Dredd fighting" covers. It does, however, cover most
of the title of the mag, so it loses points many there...
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Script:
John Wagner
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Art:
Carl Critchlow
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Letters:
Tom Frame
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| Cincinnati
-Part 1
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Dredd
fights dirty |
Synopsis: Dredd
and a ship full of judges land in Cincinnati, an area of the Cursed Earth contested
by 3 groups, The Rad Rats, Surf Monkeys and the Crazy 20, looking for perp whose
escape pod landed nearby.
They ride through
the city waiting to be intercepted and are met by the Crazy 20 - now expanded
beyond their original number. Their leader, the short Biggie Little takes a swing
at Dredd but Dredd calms him down and shows him the picture of the man they're
after, offering them 1 mil in international paycards for information. But Little
rejects the paycards and resumes fighting with Dredd. Now that the niceties are
out of the way, Dredd fights back and knocks Little out.
They deploy smoke
grenades and head out fast...
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GH: Critchlow
and Wagner team up again for the first time since the werewolf/ undercity tale
back in late 2002. Critchlow's art has massivly improved sice his last Dredd outing
and even, to an extent, since Lobster Random. There's a bit more colour on display
here than there was in the rather gloomy undercity storyline, and a tremendous
amount of detail put into the ruins of Cincinatti. Critchlow's style can be a
hard one to appreciate initially, with its scratchy lines, but it suits the mood
here well. And the violence of Lobster Random has prepared him for a great fight
bwtween Dredd and the short and slightly Wolverine-looking Biggie Little.
As for the story,
it's typical Wagner drip-feed fare, but we've been here before. Many of last year's
Wagner Dredd stories started out with plenty of promise, like this one, only to
fade away before the premature end. So the jury's out as to whether he can go
the distance this time.
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Script:
Ian Edginton |
Pencils:
Steve Yeowell |
| Letters:
Annie Parkhouse |
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| Twilight
of the Idols - Part 2
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Alhazared
introduces Dancer to the crew |
Synopsis:
The crew clean up and Captain Alhazared shows them around the vessel. It's made
entirely of bronze and is rowed by mechanical robots, from designs created by
Daedelus and passed through the ages. The captain has a taste for acquiring legendary
artifacts and wishes to find the flying island of Laputa. The crew think he's
crazy, but Dancer says he saw it himself many years ago while midshipman on the
Vulcan, telling no one about it. Alhazared says he has the golden map that shows
the island's orbit, and needs Dancer and his crew to help him get there. he crew
are worried given their last encounter with the fantastic, but Dancer decides
to accept.
Elsewhere, another
ship pulls the dead bodies of the Englishmen out of the water, led by a woman,
Captain Sarita. She tells her crew that they must kill Dancer "before he
dooms the world!"
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GH: It's one
of those exposition fulled episodes, where the reader finds out the main thrust
of the storyline - here the search for Laputa. It's intriguing enough and Edginton
continues the mix of swashbuckling pirate action with a touch of magic/fantasy
that seems at home in 2000AD. There's enough here to keep the reader's interest,
as well as a final scene which suggests that all is not what it seems with Alhazared.
As with the first series, there is a feeling that Dancer's crew could do with
some fleshing out with only Bill coming across as more than one of the crowd,
but there's plenty of time for that yet.
Yeowell, as ever,
is ideally suited to this tale, and manages to pull off the most important images
in the episode (the robot crew, laputa and the golden map) with aplomb and ingenuity.
Those combined with the unpleasant charred body of the English crewman make this
a fine job.
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Script:
Dan Abnett |
Art:
Anthony Williams |
| Letters:
Annie Parkhouse |
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| Part
2 - Hit the Ground Vaping
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The
VCs attack |
Synopsis:
Lin Fu and Ryx have survived the crash, and decide to look for the others. They
follow the a trace of another pod, but the Geeks have got there first. They kill
all the Geeks surrounding the pod and find Keege, puling him to safety. Surrounded
by Geek fire, they're pinned down, but are rescued by Jupe. Jupe takes over the
leadership and they head out.
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GH: Confusion abounds this episode, as it appears that the VCs are not quite
as dead as they seemed last episode. Or are they? Is this set slightly before
last week's encounter between Keege and Smith or is Smith hallucinating Keege
too? One thing's for sure, the soon Abnett gets rid of the highly irritaiting
Ryx the better. His exchanges with Lin Fu are toe-curlingly cringeworthy, and
it's infantile dialogue like this that makes me wonder why I'm still reading the
comic at all. Not much else happens to really make me understand what's going
on except a couple of gunfights, so let's wait until next week's episode to see
if things can improve again.
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Script:
Pat Mills |
Art:
Clint Langley |
| Letters:
Ellie De Ville |
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| The
Books of Invasion 3 - Scota Part 2
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A
fate Fergus wants to avoid... |
Synopsis: Slaine
keeps the wounded Fergus company. If his wound is fatal, he has to go into the
cauldron of rebirth and become undead. Fergus eats garlic - if the druid can smell
the garlic through the wound, it's fatal. Luckily Fergus' wound isn't and he can
return to battle. They fight once more, but Slaine is met by Scota. He tries to
tell her he wants peace with her people, but not the sea demons, and together
they can defeat the demons. He realises they can't fight the fire staffs, but
also that he's the only hope that Gael has for being free of Odacon's grasp. In
return Slaine would want the staffs and words of power to operate them. They continue
fighting, and Slaine bests Scota, but Gael/Odacon find them and attack...
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GH: This
week Pat Mills seems to remember that Slaine was much better when it was infused
with an element of humour (usually in the form of Ukko). The first two pages where
Slaine and Fergus wait for Fergus' diagnosis are funny with well timed dialogue
and great art to go with it. However, once we get back to the battle it's back
to the status quo. Scota continues to be alarmingly stupid with her trust in Odacon,
and almost four pages ensue of a battle where little is said that couldn't be
wrapped up in one or two. It's Mills' worst trait when it comes to Slaine, the
inability to know when he should tighten things up a bit. It seems he's a good
writer, but desperately in need of a strong editor who will tell him to get things
moving faster.
Langley's art meanwhile
contiues to be the best thing about the series, but it's too easy to skip over
it when you don't really care about those he's illustrating.
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Script:
Alan Grant |
Art:
Ian Gibson |
| Letters:
Tom Frame |
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| Like
a Virgin - Part 2
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Samantha
Slade get her first taste of robohunting action |
Synopsis:
As Hoagie,
Stogie and Slade argue about who she is, a robot assassin climbs in through the
window and starts shooting. They all jump out the window, landing on a "love
boat" full of naked cavorting couples. The robot follows them, but Slade
throws a life ring around it and it crashes through the hull, sinking the boat.
Later, Slade tells them that Sam disappeared five years ago and the payments to
her mum stopped coming. She asks Hoagie why he want Sam, and Hoagie tells her
that he was working for a movie director and stumbled into the wrong room, one
full of body parts. He took some evidence and left - part of the evidence being
a left luggage card for the train station. They get to New King's Cross and find
a box - inside is Sam Slade's head - preserved...
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GH: Still
somehting of an uncertainty, this one. The art alone makes it worth keeping up
with although Samantha Slade looks a mite ugly in some shots - surprising from
an artist such as Gibson - and after reading it a couple of times I still can't
see how they could have fallen from the window into the ship. That aside, now
that the group are on the run, and we're getting into the meat of the story, things
are staring to improve. It was always going to be tricky to introduce another
Sam Slade, but once these four issues have the matter wrapped up, I'd be keen
to see a fully fledged series, with less reliance on what has happened before.
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Overall
GH:
Oddly - this is not
quite what I was expecting after Prog 2004. While many of the stories are good
in their own way, there's nothing here that is absolutely outstanding, and makes
me desperate for next week's issue. Can't really see the point in "Droid
Life" either. Nicely drawn, yes, but just not very funny.
It's a vast improvement
on the "Autumn Assault" that's for sure, but I can't help feel it's
missing something.
Best
Story
GH: Judge Dredd
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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