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1369 - 1373 ¦2000AD Prog 1373

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2000AD 1373 - 21 January
2004
Cover by Steve Yeowell
Synopsis and
review by Gavin Hanly
2nd Opinion by Leigh Shepherd
Summaries and reviews contain spoilers for this issue.
GH: This
cover looks much better on closer inspection that when I first took it out of
the envelope. Decent panel layout by Yeowell together with a good "coming
out of the sun" effect.
LS: Not
a bad cover, though the glossiness of the computer colour combined with the glossiness
of Yeowell's inks perhaps give the whole image an overly slick sheen.
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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 3
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The
judges roll out... |
Synopsis: Shingler
remembers why he left the city after attacking the Chief Judge - "I hit her
point blank". The Rad Rats find him, taking him prisoner, but the Surf Monkeys
aren't far behind - with the Crazy 20 in their wake. This doesn't go un-noticed
by the judges who move out in much greater force than before. As the three gangs
fight over Shingler, Dredd races his lawmaster in-between and grabs the perp,
covered by the judges, who force the gangs back. They take off, destroying the
credits they left behind by remote. Back on the ship, we learn that all Shingler
did was throw a tin of paint at the Chief Judge, but Dredd says it's what the
crime stands for that counts: "In this case, justice must not only be done,
it must be seen to be done!"
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GH: After my concerns that this strip was going to end too early, I have to
eat my words, as Wagner wraps it all up with considerable ease. The "twist"
at the end comes completely out of left field, but Dredd's reaction seems perfectly
in character. And is Wagner satirising the current US government's approach to
foreign policy here - or does he condone it? Hard to say, to be honest, as Dredd
strips often teeter along a fine line between parody and fascism. All in all a
great strip where Critchlow really gets to show off drawing a battalion of judges.
A great start to the Dredd year - let's hope this continues.
LS: A solid
story from Wagner, with some complimentary art attached to it. Certainly, Critchlow's
art seems to improve with every job, especially since he switched from his previous
murky and muddy painted style to computer and line work. There's still a bit of
uniformity about the new style that makes everything look like it's carved out
of stone, be it a Lawmaster or (perhaps more appropriately) Dredd's chin - indeed,
there are two portraits of Dredd on the last page that I was particularly impressed
with, though overall, I think a bit more variation in the style might help the
various components stand out more.
On the story front,
the addition of another Cursed Earth location is always welcome, and Cincinnati
is unusual in taking a more "Mad Max" approach than the usual rag bag
of muties we normally see. The twist was nice enough, though perhaps a little
too obvious to carry over three weeks. I got the sense that this is the type of
story that would have worked better in one of the old annuals, where there wasn't
such a build up (and consequent "let-down").
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Script:
Ian Edginton |
Pencils:
Steve Yeowell |
| Letters:
Annie Parkhouse |
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| Twilight
of the Idols - Part 4
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Dancer
practises his Shakespeare... |
Synopsis:
The crew fight off the harpies, but are surrounded and dive into a nearby crypt.
They blow the entrance to slow down the harpies and darkness descends - before
the room suddenly brightens. There's a disembodied floating glowing skull hovering
above a well. Outside, Sarita's ship comes under fire, and is forced to leave.
Dancer confronts
the Skull, Phineas the Seer, who denies knowledge of the map. But Dancer grabs
the skull, shakes it and reveals the piece they are looking for. He discards the
skull, throwing it down the well, just as the harpies break through. Their only
escape is to jump down the well too. They escape to the sea - but the ship is
nowhere in sight...
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GH: Another
romp with Dancer and his crew which makes for fun, if very brief, reading. As
usual, Edginton throws in a good deal of humour that rips into how these quests
usually go, with Dancer's cutting to the chase working very well. He's still managing
to make huge improvements to Dancer's character, whose dullness was a major flaw
of the first series. Meanwhile, Sarita's motives still remain unclear, but Alhazared
is starting to look more sinister than he has before. Will Edginton make an Arab
the bad guy in these turbulent times, or is there much more than meets the eye
here?
LS: This
continues to improve on its previous outing (and that in itself wasn't that shabby).
Perhaps it's because the piratical bar has been raised by Pirates of the Caribbean
that Edginton has felt the need to add more fun and Ray Harryhausen style antics
to this second series. In particular, Dancer's meeting with Phineas the Seer features
some great dialogue. The Harryhausen elements to the strip are certainly welcome,
adding a bit of mystery with Sarita and Alhazared's motives still uncertain and
adding a more fantastical feel to the whole proceedings.
Where Critchlow's
art is all stone, Yeowell's silky style renders everything in an exceptionally
fluid fashion. While this misses the opportunity for some grimy, salty sea-dog
imagery, for some reason, it seems to work a little better on this mythical tale.
My one real request
for this story would be to get in a cast of more unusual "2000AD" style
crew mates for Dancer - as it is, they are all a bit anonymous.
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Script:
Dan Abnett |
Art:
Anthony Williams |
| Letters:
Annie Parkhouse |
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| Part
4 - Hide & Seek
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Smith
sees VCs... |
Synopsis:
The VCs head towards the automated mining station, looking for a transmitter,
hunted by the Geeks. Only Kali knows that Diderot is an android, whose face is
now bandaged. Jupe has given Smith up for dead, but Keege isn't so sure...
Elsewhere on the
planet, Another Keege is leading Smith back to the crash site to look for the
data log, but Smith starts seeing his dead colleagues. Smith starts screaming,
and the Geeks close in on them...
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GH: I write this review with the benefit of reading next week's episode, where
things have improved somewhat. This episode makes the future revelations fairly
obvious, with the incessant looking for the data log, but at least the intrigue
makes up for the terminally dull scenes with the rest of the VCs, who spend 3
pages basically going from A to B. Williams' art, meanwhile, continues to be much
better than the last series where the computer seemed to get away from him for
a bit. Here the colouring enhances the art, rather than overwhelming it, and he
works well illustrating the desolate scenes.
LS: Talking
of the need for some well defined crew members brings us neatly to the VCs, which
suffers more for its cast of identikit warriors. That said, the attempts to add
character have actually worked against the strip so far, with characters like
Rix and Kali failing to reveal anything about themselves to raise any interest.
The biggest missed opportunity of this strip is how it fails to capitalise on
the originals different colonies, and the emnities between them and the Earthers.
As with Durham Red, there's a feeling that apart from the surface elements, Abnett
has chosen to ignore the more interesting aspects of the original tales in order
to do his own thing.
The most frustrating
example of this is Keege, who should have been a really interesting team member,
but personality wise, could be swapped with any of the other crew without much
difficulty - Just by having two of him doesn't double his personality any! This
whole confusion over what is real, or how it came to pass that there are duplicate
crew members will need a very 'clever' explanation, though I suspect we are more
likely to get 'convoluted and unlikely' (certainly a feature of latter part of
the original Finley Day run, but perhaps not the best part to emulate).
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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 4
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The
Great Golamh |
Synopsis: Slaine
and Scota head for the ship with the Great Golamh to retrieve the fire staffs.
They attack the beast, which argues that they owe everything to them as they taught
them science and more. The Golamh remains indestructible, so they head for the
fire staffs. Scota teaches Slaine the words of power, and after an embarrassed
silence, they attack the golamh forcing him to flee into the sea. They head below
to look for the demons' resting places, but the caskets are empty. It was a ruse
- The Formorians are all heading into battle...
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GH: The
Great Golamh makes for an impressively evil villain, yet Langley's convoluted
art works against him here. It's only when we read "Burn his Warriors off
him" that I realised that this demon was made of many warriors. This is sometimes
the shortcoming of Langley's art. There's an immense amount of details in his
computer renderings, but just occasionally there comes a point when simpler draftsmanship
would do the job better. As for Mills' Science Vs Nature debate, I can't help
siding with the Formorians, no matter how evil they might seem...and the silence
between Sline and Scota was rather poorly handled.
LS: We've
had stone art, we've had water art, and now we have Fire art - lots and lots of
photoshopped fire! The art is definitely intricate stuff, and in its favour, Slaine
actually looks like Slaine (unlike the pretty boy Bisley versions we've seen all
too often in the last decade). However, the unusual combination of too much detail
and not enough clarity can make this a trial to read, despite creating some impressive
individual panels. The Giant Golamh in particular is disappointingly difficult
to decipher and that reduces the impact that the creature could have had. On the
other hand, the final panel is effective, but overall the art too often veers
towards the annoying, despite itself.
Elsewhere, the
writing is a frustrating mix of the worst and best Mills has to offer, with yet
more David Icke style rantings about the secret rulers of the world boring us
for two pages, yet a nice line about the Golamhs "collection" being
destroyed showing Mills can still add a humourously twisted perspective to his
work.
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Script:
Alan Grant |
Art:
Ian Gibson |
| Letters:
Tom Frame |
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| Like
a Virgin - Part 4
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Samantha
proves her Robo Hunting mettle |
Synopsis:
Rich uses his
biggest robot star, Vin Daloo, in an action scene that is to end with the Robo
Hunters' death. As the finish nears, Stogie heads off to find help, while Rich
argues with his creations over the dialogue. Stogie returns with a robo rat that
chews through Slade's rope. Using her concealed army pistol, she takes out the
Vin robot, and uses the missiles to destroy the others and stop Rich. The police
arrive later to take Rich away. Slade Senior tells her there was a reward for
their actions and he knows how to collect - Samantha thinks there might be something
for her in this robohunting business after all...
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GH: After
four episodes, this hasn't worked terribly well for me, in a similar way that
the last Grant/Gibson Robohunter tales (with the older Slade) were missing something
too. However, there's a part of me that would like to see these clearly talented
creators take another stab at Robo Hunter - But hopefully ironing out some of
the kinks in this tale.
Firstly, Gibson
could do with overhauling the character model for Slade. Based on, it seems, Pink
(as pointed out on the forum), she looks terribly unattractive in some scenes
- not something you'd expect from a Gibson lead character. There's obviously an
attempt to make her look a little like Slade too, but it just looks odd. Secondly,
we'll need a story with a little more meat on it next time around, and not just
some frankly tired hollywood satire. Grant is clearly better than this, and a
more convoluted tale would be appreciated. And if you're going to keep Slade Senior
around for more, please give him a little more to do and say, as he seems like
a fifth wheel for much of this.
I'm loathe to see
the back of this so soon - but when it makes its return, I hope there are a few
changes.
LS: I have
been surprised by the apparent unconditional love that has been showered on this
one. It's not been particularly bad, but it hasn't quite hit the mark for me.
The head in a box cliffhanger was the closest it got to feeling like "classic"
Robohunter. Elsewhere, Stogie's rapping, Slade's arse and the unsubtle Rich Guy
parody missed the mark for me. That said it might well have been the shortness
of the story that worked against it - I was expecting a much better explanation
for Slade's current predicament than the one we got - it was strong enough to
have formed much more of the plot than it did. As it was it was dismissed in a
garbled explanation that made little sense and blew the chance of making more
of the only really genuine twist it had going for it.
The whole setting
up of Samantha as heir apparent to Sam's role worked fine, but the mystery they
get involved in just didn't make any sense at all - where did Hoagie find the
key to the lost luggage with Slade's head in if Rodonna had stolen it? The whole
body parts scam falls apart on even the slightest examination, and it was the
cleverly constructed plots (and the ridiculous but perfectly logical way things
spiralled out of control for Slade) that made the originals classics. If this
had run to 6 to 8 parts, with Slade's predicament being more integral to the plot,
I feel this might have been a lot more successful.
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Overall
GH:
Getting better steadily, but a disappointing ending to Robo Hunter sours the other
stories for me, unfortunately. Still way better than the pre-Christmas offering,
though.
LS:
A big improvement on the pre-Christmas line-up, with
no stories missing the mark completely. While Dredd and Red Seas are consistently
entertaining, other stories are a frustrating mix of the great and the plain silly
- you get the sense that with just the slightest of tweaking, Robohunter and Slaine
could really be delivering the goods.
Best Story
GH: The Red
Seas
LS: The Red Seas
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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