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1374 - 1379 ¦2000AD Prog 1375

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2000AD 1375 - 4 February
2004
Cover by Clint Langley
Synopsis and
review by Gavin Hanly
Summaries and reviews contain spoilers for this issue.
GH: Yet
another Langley cover which is technically OK - but at the same time very unoriginal,
being just another basic Slaine pose. In fact it looks very similar indeed to
issue 1326. Is Langley plagiarising
himself? Whatever, it's a slightly uninspiring opener to the issue.
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Script:
Alan Grant
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Art:
John Burns
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Letters:
Tom Frame
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| Master
of Fear - Part 1
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Dredd
has monkey trouble |
Synopsis: Out
on Patrol, Dredd gets word from Psi judge Shakta that a perp they've been scanning
was a Sov sympathiser and has an image of a crystal skull in his mind, and Dredd
should expect an attack. (This refers to a sorry in 1277 where Dredd was called
to a murder scene only as a way of luring him into a trap by a man with a crystal
skull. Dredd was bested, but the perp left him semi unconscious, promising that
he was a dead man walking...)
Indeed, Dredd is
suddenly set upon by some of the semi- intelligent apes that inhabit Mega City
1. He manages to force them off and questions one who reveals that they were paid
to attack. And true enough, the man with the crystal skull surprises Dredd - shocking
him into unconsciousness.
Later, Dredd wakes
up in a wrecked church, tied to a cross, as his captor begins the interrogation...
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GH: Despite the pedigree of the creators involved, this comes across as something
of a misfire so far. The main problem with it is the feeling of missing something,
given that the strip depends on knowledge of a one-off by the same creators back
in issue 1277. This was exactly 2 years ago, and forgive me for having not the
best memory, but I had to drag the old comic out of the cupboard just to remind
myself what was going on. As it stands, very little happened in that issue too
- as it was a primer for this series. Nevertheless, two years is too long for
wait for a resolution and the story loses points for assuming the reader has prior
knowledge of a fairly obscure one-off.
Otherwise, it's
an OK episode, which hangs on one long wordless fight with the monkeys. Hopefully
this odd crystal skull fellow will have something more original to do next week,
but the jury's still out on this story.
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Script:
Ian Edginton |
Pencils:
Steve Yeowell |
| Letters:
Annie Parkhouse |
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| Twilight
of the Idols - Part 6
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The
eye of the Kraken |
Synopsis:
The crew arrive
at Rhodes and are told that the part of the map they are looking for is hidden
within the heart of Colossus of Rhodes, the bronze giant statue that used to guard
the harbour. But the statue has fallen into the sea - where Dancer must go. He
and Jim head down below in diving suits, while the others pump air, unaware they
are being watched by Sarita. Sarita decides to use magic to fight, and throws
a small creature into the water - "it won't stay small for long".
Dancer and Jim
have meanwhile found a sun motif which they think is the key to finding the map.
But they are suddenly attacked by Sarita's monster - now a massive Kraken...
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GH: While the
basic plot seems to be one of following what Neil Gaiman calls "Story Tokens"
where the plot is kept moving through the search for magical items. (I may have
got that slightly wrong - but you get the gist). It's a plot device which works
particularly well within the confines of a weekly strip. The swift changes in
scenery keep everything moving at a far quicker pace than the last series, where
too much time was spent sailing at sea with very little room for action. This
time around we're globetrotting, and Edginton and Yeowell get the chance to play
around with a much more varied storyline.
Even the crew,
although still fairly anonymous, are used to much better effect this time around.
This is shaping up to become one of the best stories of 2004, and even more so
marks out Dancer and his crew as worthy of many more returns to 2000 AD after
this series finishes.
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Script:
Pat Mills |
Art:
Clint Langley |
| Letters:
Annie Parkhouse |
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| The
Books of Invasion 3 - Scota Part 6
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Scota's unfortunate
end...
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Synopsis:
Slaine's tribe and the Atlanteans fight side by side, while Odacon realises
that the only thing to do now is to kill Scota. Gael tries to warn her as Odacon
approaches but too late, as Odacon throws an axe - killing her, while Gael is
powerless to help. Odacon takes Gael away to enjoy his suffering, as Slaine comes
upon the body. Slaine reminds himself of his promise to put Gael out of his torment.
Elsewhere, Sethor
is meeting with Odacon, swearing he did not know Slaine's plans - but Slaine appears
out of the water - ready to attack...
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GH: The
enjoyment that came from some of the earlier episodes, where the sense of humour
made a welcome return, is on the wane again this issue. Although Scota's death
was somewhat surprising, especially given her "moment" with Slaine last
week, I still find it very difficult to care. Odacon's torture of Gael is also
threatening to become rather old too, as the series finds it difficult to say
something new. A thoroughly confusing final page doesn't help matters either,
and it took some careful scrutiny before I could work out just what was supposed
to be happening. The end looks like it's around the corner - but alas, as there
are quite a few unsolved plot threads, it doesn't seem like it'll be the end for
Slaine...
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Script:
Nigel Kitching |
Art:
Richard Elson |
| Letters:
Tom Frame |
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| Krypt
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Jack
takes the haunting rather badly... |
Synopsis:
Mrs Warren is meeting with a mystic, Krypt, trying to contact her husband. She
visits him as a spirit, telling him that she's stuck in purgatory, waiting for
judgement day. Her sprit writhes around her husband, driving him insane, as he
starts to hack himself to death with a meat cleaver.
Back in purgatory,
Krypt says the session has ended and it's time to pay - he tells her that he's
stuck between life and death and only taking the energy force of others seems
to help - so he disintegrates Mrs Warren, as her husband appears outside. Back
on Earth, Krypt awakes for a split second - stuck in his cryogenic chamber...
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GH: Another
fairly entertaining Terror tale, and combined with last week's proves that there's
plenty of scope to have fun within these short tales. With about 3 twists within
this story, Kitching does a decent job, only falling down a little with the rather
predictable final twist. But the idea of an endless purgatory has scope, so he's
forgiven for that last misstep. Indeed, dare I say it, this actually has series
potential and with a few tweaks, might be worth inspecting further.
The art shows Richard
Elson off at his best with his depiction of the spectral scenes and Jack's rather
nasty end being particularly affecting. He's still in need of a killer series,
though, and hopefully he'll get one soon. My only pedantic complaint comes with
the final image in the newspaper of the dismembered Jack - somehow he's managed
to chop both his own arms off - something of a remarkable feat...
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Script:
Dan Abnett |
Art:
Anthony Williams |
| Letters:
Ellie De Ville |
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| Part
6 - Home
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Jupe
takes care of the Geeks |
Synopsis:
Jupe and the VCs take out another Geek search party and acquire their ATV. Keege
intercepts signals on it and they discover that Smith is being held alive for
interrogation. Kali says that they should split up - one group heads for the mining
station, while the other heads out to rescue Smith. Jupe agrees, and says he'll
be the one to get Smith, together with Keege in the ATV. Kali and the others head
for cover as more Geek arrive, diving into a cave system. Suddenly a bright light
blinds them - they look around and see Earth troopers with their own hidden ship...
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GH: Once again, it's back to the dull VCs. After a much more inventive episode
last week, we have to put up with these dullards again. Their dialogue hasn't
improved, and I still have trouble remembering who's who. As mentioned in a previous
review, there's still a feeling that we could have got to this point in the story
in half the time, and Abnett really seems to be dragging things out here. While
there's another cliffhanger which works to generate further interest in the strip,
Abnett should spend far more time on the characterisation and the story itself
rather than putting most of his efforts into the last page.
Williams is the
only one to have really improved since the last series - but Abnett needs to do
something soon to make this story worth reading again. Perhaps he could kill everyone
off again? We liked that!
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Overall
GH:
After the jump in quality last week, this issue doesn't quite sustain the pace,
despite another entertaining Terror Tale. The Red Seas remains the only strip
in the comic which is of consistent high quality.
Best Story
GH: 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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