Home
¦ Reviews ¦ Progs
1369 - 1373 ¦2000AD Prog 1372

|
2000AD 1372 - 14 January
2004
Cover by Clint Langley
Synopsis and
review by Gavin Hanly
2nd Opinion by Eric Moore
Summaries and reviews contain spoilers for this issue.
GH: Once
again (for the third time following his efforts in 1351
and 1355) Clint Langley turns
in another alarmingly good wraparound cover. There may be concern from some quarters
about his work on the strip inside, but there can be little dissent about his
ability to create some stunning cover images. Scota is in a tellingly modest pose,
given her breezy clothing inside the comic, and the cover works just as well with
only the front cover showing - an important aspect in a wraparound and something
that was missing in Frazer Irving's effort. However, despite the undeniably impressive
offering here, it's about time another artist had a stab at one of these double
sized images.
EM: Yet
another stonking cover from the Langley droid. Odd in that it features a rather
prim pose from Scota, certainly the opposite to what she's usually up to inside
(she'll be needing a Y-shaped coffin you know). But I guess that's because she's
on the front. Far more interesting is what’s happening on the back –
a real nice clear shot of Odacon (with what appears to be a Dark Crystal Skeksis
coming out the top), Ian McKellan as the sorcerer and other Formorians seen but
sadly not featured yet.
|
|
 |
Script:
John Wagner
|
Art:
Carl Critchlow
|
|
Letters:
Tom Frame
|
|
|
| Cincinnati
-Part 2
 |
Saved
by a rookie |
Synopsis: The
judges head out with the Crazy 20 close behind. Racing under an underpass, they
blow it behind them, covering their escape. They’ve lost the money, but
Dredd says it’s going to plan if they want to catch Elton Shingler. Elsewhere,
Shingler is warned about the judges, protected by his friends: "That Chief
Judge had it coming."
Meanwhile, the
Crazy 20 have realised that Shingler is important and could be exchanged for supplies,
and start searching for him. One of the 20 is caught by the Surf Monkeys hoverboard
gang, so they know about Shingler too.
Soon, all the gangs
are looking for Shingler – and Dredd's plan is in action.
|
|
GH: Details are slipping through the cracks on this one, namely that something
has happened to the Chief Judge. This had me thinking that the series could be
a follow up to an earlier tale, but I don't recall meeting Shingler before. Nevertheless,
this is shaping up to be a good story, with Dredd's efforts towards turning the
gangs against each other in an effort to flush out Shingler an inspired touch
(even if it was a little unlikely that the other judges wouldn't be aware of his
plans).
All this is easily
matched by Carl Critchlow on top form, an artist who seems to get better every
time I see his work. The escape from the Crazy 20 is particularly frenetic and
Critchlow displays a good knowledge of action pacing. So it's another fine Dredd
this week - but with one nagging doubt. This ends next week, just when it feels
like it's got going. Shorter Dredd tales can work wonders, but we'll be in dire
need of a long epic before the year is out.
EM: Part
two and the mystery deepens. Just who is Elron Shingler? What did he do to the
Chief Judge? And for that matter, which Chief Judge? Dredd's game plan is revealed
– get all the warring factions to fight amongst themselves and pick the
fugitive up from the victor. And they're pretty good factions too, with Biggie
Little and the Crazy 20 being tops.
Wagner's script
is superbly served by Carl Critchlow's art. I’m a big fan of Carl’s
fully painted art but have to say I now prefer this "very detailed with masses
of linework" style he'’s adopted. It perfectly suited Lobster Random,
his own Thrud the Barbarian title and ditto with Dredd here. Dredd's nicely haggard,
the gangs are suitably scruffy, the surfers are well grungy and he handles the
crafts and vehicles brilliantly. Hopefully we’ll be seeing more of the guy
on this title.
|
|
|
Script:
Ian Edginton |
Pencils:
Steve Yeowell |
| Letters:
Annie Parkhouse |
|
|
| Twilight
of the Idols - Part 3
 |
The
perils of harpies... |
Synopsis:
The ship reaches
Tabletop Island – where a portion of the map lies.
But the island
is protected by harpies, so the crew are given Leonardo Da Vinci invisibility
cloaks to help them get to the top. They climb up, using the harpy droppings to
add to the concealment, but as they get to the top the island is fired upon by
Sarita’s ship.
They manage to
clamber up, but with the invisibility cloaks lost, the harpies can see them and
begin to swarm...
|
|
GH: Already
this is shaping up to be something of an improvement on the first Red Seas tale.
Being a sequel, it has benefited from the fact that the main crew, nor the world
they inhabit, have to be set up allowing us to head straight into the story proper
with less preamble than the first series. Already we have the first caper for
Dancer's crew, and despite the fact that they still seem a little one dimensional,
Dancer comes across better with them to spar off of. The interplay between him
and the crew seems put to better use than the first series, when his annoying
girlfriend seemed to take too much of the limelight. Here the focus is much more
on Dancer and Edginton seems to be having far more fun with the character as a
result.
This is matched
in the art - with Yeowell being given some wonderful set pieces to illustrate
this week, from the initial opening shot of tabletop island, via the amusing invisibility
cloak interlude (which thankfully just understays its welcome) to the climactic
shot of some very angry Harpies. An episode which promises great things from this
series.
EM: Have
to say I'm not a fan of this series. Don't know why really, as I'm a big fan of
Ian Edginton's other work and Steve Yeowell is a great artist but this just doesn't
float my (pirate) boat. However, being a huge Ray Harryhausen fan, this week's
episode made me sit up and take note. The thing that did niggle though were the
"gawd", "bloody nora" and "prat" bits – a
tad too modern-speak?
|
|
 |
Script:
Dan Abnett |
Art:
Anthony Williams |
| Letters:
Annie Parkhouse |
|
|
| Part
3 - Absent Friends
 |
Another
Geek down |
Synopsis:
Jupe orders the VCs to head out, but the others refuse to leave their team behind,
tracking weapons fire and believing it could be more of the crew. It’s Kali
and Diderot who are fighting a losing battle against the Geeks. Diderot is down
with a bad shot to his helmet, but the rest of the team arrives and fight the
Geeks off. Jupe tells them they need to get to an auto plant to the south that
could help them, but Kali says they have to get to cover and patch Diderot up
first. They hide in a cave, and remove Diderot’s helmet, to reveal half
his face gone and machinery beneath, “Diderot…you’re not human!”
|
|
GH: A frankly
appalling"twist" this week all but eliminates the goodwill I had for
this series when it started in Prog 2004. The "Oh my god, he's a robot"
scenario is such a sci-fi cliché that I've completely lost hope. Never
mind the fact that Diderot is so underwritten that I neither know who he is nor
actually care that he's a robot, but this was done so much better and with greater
humour in the under-rated Interceptor. Perhaps Abnett might be able to pull this
around next issue, but I've all but given up. Dull characters, episodes where
sod-all happens, and some atrocious dialogue make this the turkey of the comic.
Only Williams' art has improved since the last series, but it's not enough to
save this from the scrapheap. I hope to be proven wrong with later episodes, but
this is a bad start.
EM: Okay, what
the hell is happening here? Part 3 and it’s as confusing as ever. Either
Dan Abnett has gone all clever on us and there's a neat plot twist on the way
or he's doing a Tarantino with the timeline or the guy's messed up. Whatever the
reason, its actually made me sit up and take note – something I haven’t
done in a long, long time with Mr Abnett's work.
|
|
 |
Script:
Pat Mills |
Art:
Clint Langley |
| Letters:
Ellie De Ville |
|
|
| The
Books of Invasion 3 - Scota Part 3
 |
Slaine
and Gael clash |
Synopsis: Slaine
tells Gael he doesn’t want to fight and Scota pleads with him too. Gael
throws away his weapons but Odacon tortures him until he picks them up. He begins
to fight, but Slaine is careful to direct his attacks to Odacon, not Gael, who
almost bests Slaine, but at the last moment directs his attack to Odacon, who
is forced to withdraw and discipline his golamh. Slaine tells the Atlanteans that
he wants them to send all his people into the alternate dimension where they sent
the sky chariots so they can finally be free of the sea demons, and they will
give the Atlanteans their land. In return he wants the fire staffs so they can
drive the demons back. They agree and go for the staffs – although King
Sethor is still in the dark about Slaine’s plan.
|
|
GH: For
me, Slaine is still a strip that varies in quality in the space of six pages like
nothing else I've ever witnessed. We start with Slaine and Scota's wooden dialogue
and move to another overlong battle with Odacon/Gael. Yet Mills still manages
to throw in the odd gem, like Gael's battle with his master, and Sláine's
rather innovative way to solve the conflict once and for all. It's the latter
part which is notable, because Mills covers the most intriguing idea in the strip,
of Slaine's entire people moving, to just one panel. If he brought this economy
of storytelling to the rest of the strip, Slaine would become far more enjoyable
as a whole. He's even added another dash of humour in this week with the brushing
aside of Sethor towards the end. So I end the strip willing to give it just one...more...chance.
This alone shows that Mills still has it in him when I've been so willing to throw
in the towel on Slaine before.
I fully expect
to change my mind completely next week, though...
EM: The
good – Clint Langley continues to astound (just wish Gael didn’t have
that 70’s porn star moustache). The bad – Pat Mills. Three pages of
"fight for me", "no", "oh, alright then" and "nope,
I'm not going to after all" followed by the biggest cop-out he's done yet
with the character.
Since Slaine started
– which was what, early eighties? – the things dearest to him have
been his people and his land. Now all of a sudden he's going to leave that precious
land to the invaders, knowing it'll be overrun and fly off to an alternate Ireland
where he doesn’t know what could await them. Sorry, but yet again I get
the feeling Mills is just making stuff up as he goes along with no thought of
what's been established before.
|
|
 |
Script:
Alan Grant |
Art:
Ian Gibson |
| Letters:
Tom Frame |
|
|
| Like
a Virgin - Part 3
 |
Sam
finds it hard to adjust to life in a jar. |
Synopsis:
The group rest
in a café, with Sam’s head. Stogie presses a button which revives
him, and he’s shocked to see Hoagie and Stogie – “Kill them!
Kill them now!” But they are interrupted by robot enforcers who take them
prisoner. As they are taken to another destination, it seems that Sam isn’t
quite aware of his situation.
They are taken
to Rich Guy, a millionaire film director who has been killing his stars and replacing
them with robots, selling the bodyparts on. His wife, Rodonna, hired Slade to
investigate, but he became one of Guy’s victims, and his body sold on. His
wife ran off with Slade’s head, but he got her too, and the replacement
lives with him now. He puts the two Slades and Hoagie in the basement with missiles
pointed at them.
|
|
GH: I desperately
want to enjoy this story. The idea of Grant and Gibson back on Robohunter was
one of those things that made the current "retro-fad" actually worthwhile.
But I'm afraid it just isn't clicking for me. The art is undoubtedly great in
parts, but then becomes too much like caricature work by the time we get to "Rich
Guy". And the story has it's moments, like Hoagie's incredible stupidity
(although was he ever this stupid before?) but misfires in too many other
places. Sam's dialogue seems one-note and the chance to really labour the fact
that he doesn't realise he's lost his body is thrown away far to quickly in place
of some tired Gut Ritchie/Madonna satire. I so want to like this, but I
know that both contributors are capable of more, and there's a large part of me
that is glad it's only running for 4 parts.
EM: Jury’s
still out on this one. While it's good to see the old teams back and Alan Grant’s
on form scriptwise, I’m a bit disappointed by Ian Gibson’s art. Nothing
wrong per se but I was expecting a bit more. Samantha Slade is looking less like
Halo Jones but worryingly is starting to resemble Pink. I got the Will Smith,
Martin Lawrence, Keanu, Jack Nicolson and Arnie trophy heads but who were the
other seven? Crafty cameos by nudey Dredd and Anderson make up for it though.
|
|
Overall
GH:
While still not the
vast improvement I was expecting from the Autumn Assault, The Dredd and Red Seas
strips help to make this a better than average issue. The weekly still doesn't
have the magic touch that the Megazine has, though.
EM:
A big disappointment after Prog 2004 but any issue would
have to go a long way to beat that. Having said that, it has a nice varied mix
of styles and I guess a first time buyer would be impressed.
Best Story
GH: Judge Dredd
EM: 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
|