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1380 - 1385 ¦2000AD Prog 1381

2000AD 1381 - 17 March 2004
Cover by Andy Clarke
Synopsis and
review by Gavin Hanly
2nd Opinion by James Mackay
Summaries and reviews contain spoilers for this issue.
GH: An action-packed
"chase scene" cover by Clarke and Blythe - nicely mixing the headline
with the art and, as with last week's cover, remembering to frame the logo for
maximum effect. So, in all, an eyecaching image that works well.
JM:
A nice dynamism here,
with the gunshot and debris flying around. This is good, as I sometimes have a
problem with Clarke's images being a little too perfect and looking like frozen
photographs - see the second panel of the last page of this week's Sinister/Dexter
for an illustration of what I mean. But the dull colours aren't going to make
it stand out either on the newsagent's shelf or when comparing it to other covers.
Sinister's mouth has a nice blend of coolness and cruelty, good since his flaming
red hair streaming in the wind make this the focal point of the image.
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Script:
John Wagner
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Art:
Carlos Ezquerra
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Letters:
Tom Frame
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| Brothers
of the Blood – Part 4
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Vienna
sees Dolman off... |
Synopsis: Dredd
muses about his clone "brothers" and begins to feel that the city will
be in safe hands once he goes, with Rico's stats already looking better than his
own. Rico, for his part, hadn't told Dredd that Dolman wanted to quit, and also
realises that no matter how good they both might be, they can't compete with Dredd's
history. Dolman is still reverberating from the after effects of the slaughter
at Feldman - and realises he'll have to take many more lives if he stays on the
streets - something he knows he can do if it comes to that. Rico keeps the rest
of the day easy, showing him the less violent side of the job. As the day ends,
Rico offers him a positive assessment, and Dolman asks if he ever had doubts.
Rico said he had - but he got over them as he has the "best job in the world."
Dolman replies "How do you know?"
Back in with the
principal, Doman finds out that Dredd has requested that he be accellerated through
the academy. Dolman agrees that he was made for the job, but still wishes to leave
on a matter of principle. "I'm not a machine, sir."
Later at the spaceport,
a face-changed (so that he can't be linked to Dredd) Dolman is heading off to
Columbus to a school for the Space corps. Vienna and her friend meet him to send
him off and she tells him to call if ever he needs to.
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GH: So, one of the most highly praised Dredd stories in a long while comes
to an end. In the past there have been vocal contingents, myself among them, asking
for some longer Dredd epics. But when the stories are this well created, it doesn't
seem as necessary. This has been a tightly plotted story to introduce us to Dolman
and as such has done its job incredibly well. Along the way, it's also managed
to set up specific character paths for all the Dredd family. Dredd as the older
mentor with the weigth of history on him, entering possibly the last of his years
on the force. Rico as the "new blood" with all the skills of the younger
Dredd, with a lighter touch and the acknowledgement that he'll never be like the
old man, although willing to cut his own path. Then we have Vienna - the "Alfred"
of the family - the one that looks out for them all, and is'nt afraid to take
them down a peg or two.
Finally we have
Dolman - the wild card. There are many ways his character could go, and the series
has build him up into the most intriguing aspect of the family. The mention of
the Space Corps does screm "potential spin-off series" and he's clearly
a character worth following. Certainly the aspect of "what would Dredd have
been like if he wasn't a judge" is one well worth exploring.
So the storyline
has done just what was needed in Judge Dredd. I.e. bringing the strands of the
Dredd family together to effectively lay the groundwork for a whole heap of stories
involving the Dredd clan. My only concern now is whether Wagner has the time to
follow up on all of these, and whether or not he'll let Rennie take the leash
of a couple of the main characters. Wagner's clearly the best Dredd writer, as
this series reminds us, but more freedom needs to be given to Rennie if the strip
is to avoid a feeling of "waiting until the real story starts again".
As for other aspects
of the strip? The art has been wonderful, and it's unfair to only give us 4 weeks
of Ezquerra on Dredd when we now just want more. OK - so he'll be back on Strontium
Dog soon - but it doesn't seem quite enough after this. He has once again proven
himself to be at his best when matched with Wagner, and still produces some of
the best computer assisted work in the business. As for that final page? For a
split second, as with many readers I'm sure, I thought we'd finally got to see
Dredd's face, but alas that was not to be. But I'll be very surprised if we don't
see Dolman again soon.
JM: Anyone
who's been a fan of 2000AD for some time will have heard the words "Wagner"
and "Ezquerra" and known that they were in for quality when this strip
was announced, and the pair have delivered in spades. Dredd's musings on his own
mortality, told in third person, subtly show the core of this man who's stood
aside from his own humanity. Meanwhile, Rico's character, which until now hasn't
amounted to much more than "young Dredd" is beginning to develop, with
a sense of humour and compassion alien to his older clone-brother. But this prog
belongs to Dolman's decision to quit the Judges, with the downbeat comment "I'm
not a machine, Sir": a Dredd in civvy street offers all sort of possibilities,
although we shouldn't forget it took Wagner twenty years to bring back Vienna.
What these last four episodes have done is to give Joe back the hinterland that
he lost when he got rid of the juvenile plot devices that were Maria and Walter
- a connection, however slight, to the non-Judge world.
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Script:
Colin Clayton & Chris Dows |
Art:
Alan Burrows |
| Letters:
Annie Parkhouse |
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| Lucky
for some
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Not
so lucky after all... |
Synopsis:
Aboard the
medi cosmic ship Buck, the supersticious astrogator is causing havoc with his
bizarrre beliefs. As the rest of the crew grow exacerbated with him, they get
an incoming transmission from Alphonse, working for their rival Pharmaceutical
company Galaxico. The communication is interrupted as the captain is called to
the bridge to investigate a planet with remarkable flora. But as they get planetside,
Alphonse has beaten them to it and claims the planet. His crew start investigating
the trees but as they touch them, it generates an explosive ejection of spores
- killing Alphonse and his crew. The crew of the Medicosmic land and bring back
a tree to the ship. They appear to have won, and nothing can stop them - although
Buck touches the wood to be sure - causing another explosion....
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GH: There's
a good "Future Shock" story at heart here somewhere, but it's a bit
clumsily handled. Ideally Buck's supersticious nature should have been alluded
to throughout the story, not at the beginning and end. Instead, it makes the resulting
climax slightly confusing as the set up of the "shock" is almost forgetten
by the time you get to the pay-off. The middle section of the rival companies
is also a wee bit too confusing and again takes the reader too far away from the
central premise of the storyline. As for the art - it's Alan Burrows' first work
for 2000AD and as such, isn't too bad. However it doesn't work terribly well for
me, and Burrows clearly needs a few more episodes under his belt to get his craft
up to scratch.
JM: A fairly
standard story with some nice touches, thoroughly let down by confusing art. I
still don't understand what the last panel is meant to be - a spore? (It's
a rabbit's foot - Gavin) This was a common complaint with both Bison and Synnamon
by the same writing team, so it's possible that the difficulty may lie in the
demands they make on artists. For example, the first panel must have had the instruction
"frozen cat floating in space" - but this isn't an easy concept to get
acros in a picture, and the dialogue doesn't explain why it's there until the
bottom of the page. I very much liked the idea of the contrast between the scientific
mission and the superstition of the crewman, but in the end this wasn't made nearly
enough of. |
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Script:
Dan Abnett |
Art:
Andy Clarke |
| Letters:
Ellie De Ville |
Colours:
Gary Caldwell |
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| Just
Business - Part 2
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Sinister
asks questions later... |
Synopsis:
Kal drags Isolbel away from the club telling her that someone wants her dead.
He sees Sinister and Dexter emerge and heads to a waiting limo. He morphs his
hand to a gun, forcing the driver to leave, and they race off in the car, almost
running over Sin and Dex who note that he's got the mark in the car with him.
Sinister realises that he's "thinking with his crotch" just like Sinister
and his wife and Dex with Melody Broadway. In the Limo, Kal tells Isobel that
there's a contract out on her but doesn't explain how he knows. Sinister rings
him and orders him to pull over, but Kal refuses, so they open fire on the limo.
Sin shoots a Hi Ex and the car careers off the road...
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GH: Ok,
as reminded by the form and this week's episode, this storyline has indeed happened
before. Abnett may well be pointing out that this is a regular thing for gunsharks
or being very self referential but all I can think is that it seems more than
a little lazy. While it's an enjoyable chase episode, which Clarke handles very
well, I just can't get past that niggling feeling that we've seen this all before.
Now if Isobel turns out to be evil (very much a possibility if we want to make
this story different) or if she's just a random person picked by Apelledo to test
Sin Dex - none of this can wipe out the "been here, done that" feeling.
Still, it's enjoyable at heart and miles better than the VCs so we should be thankful
for that, I guess...
JM: Taken
just as it is, throwaway action, this is fine. If I were to analyse it any more
I might add the phrases "lazy", "rehash" or "pointless",
but why criticise what is essentially pulp for not being Shakespeare? Yes, the
plot's appeared before - though we'll have to wait until next week to find out
if the ending's been changed - and, yes, the characters even refer to how similar
Kal's escapade is to previous adventures of their own. But the gunshots are loud
and the angles of the art are exciting. And those who criticise our amoral killers
suddenly becoming all moral in the face of a
pretty girl or innocent bystander need to pay attention Sin/Dex/s sudden ruthlessness
when they need to take out their protege Kal Cutter. Andy Clarke's art is, as
ever, beautifully precise.
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Script:
Steve Moore |
Art:
John Lucas |
| Letters:
Ellie De Ville |
Colours:
Len O'Grady |
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| Part
5
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As
does Kara... |
Synopsis:
En route to Hel, Kara looks at the personell manifest to see who she has to impersonate
and dresses in the garb of the crew. They tell the planet that they've captured
the Ring ship. As they land, they are contacted by Baldur who tells them the Ring
ship is the perfect "delivery system". They are met by a car, but Kara
kills the driver. She orders the others to stay out of sight as she bluffs her
way through. Baldur begins loading "Trez sattelites" needed to set off
a wormhole onto the ring ship. Suddenly a commotion breaks out as Squeaks starts
attacking the mega men. Kara orders the rest to attack and for Grimhild to rescue
Squeaks. She'll need two patches - which could kill her - but will get the job
done. The Mega men close in...
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GH: Less
t & a to distract us from the story this week, but unfortunaltely not much
movement in the plot either. We learn a little more about the way the wormholes
are being produced, but the whole meeting with Baldur seems more than a little
unlikely, as it seems faintly stupid that Baldulr wouldn't have recognised that
Kara wasn't one of his men. That said, I'm still enjoying this series as a whole,
and think it's much better than some others have felt. A better summing up will
happen for next week's final episode. I also think Lucas art is wonderful, and
am indcredibly perplexed by the assertion that it's "dreadfully drawn"
by Philip Emery in this week's Input section. I think Lucas could be a great asset
for the comic as he's clearly extremely talented. Let's hope the reaction of some
of the 2000AD faithful doesn't put him off coming back for more.
JM: With
the exposed female flesh count down to an all-time low, it's time to
concentrate on what else is lacking in Valkyries. Namely, any semblance of a logical
plot. Let me get this straight. The Trez are an ultra-advanced alien species,
and they're giving the men genetic technology and military aid - in order to get
their hands on their meat (pun unintended)? Surely with that kind of technology
it would be easier to capture a few breeding pairs? Or maybe even, um, eat something
else? The art's passable, if let down by the overenthusiastic colouring, but as
a story this is well below par. The only bright moment this week was when Squeaks
used the phrase "Meadheads" - a nice little reference to the honey wine
of the Vikings.
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Script:
Gordon Rennie |
Art:
PJ Holden |
| Letters:
Tom Frame |
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| Realpolitik
- Part 2
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Arkhan
follows his own agenda... |
Synopsis:
Two months
earlier, Rogue Trooper was captured by the Norts who froze him to keep him from
dying. After that Dr Kinsella worked with the Norts to bring him back to full
health. In the present day, she goes to see Rogue, but he grabs her, asking her
to explain her actions. She tells him it was her duty to help him and that the
Norts had a complete toxicology file on Rogue. Rogue and the others guess that
this was put together by "Sister Sludge" who secretly tried to poison
him earlier. But the info she gathered eventually saved him, helping Kinsella
to destroy the virus. Rogue tells Kinsella that the Norts want him to asassinate
the War Marshall after which they'll stop the bombardment. He says he has no choice
to help them if he wants to save Souther lives.
Elsewhere Arkhan
is still looking to find Rogue Trooper, and an officer helps him track down a
ship that was carrying Rogue back to General Harrkas' orbital platform. Arkhan
kills the officer before he can pass this data on, wanting to confront Rogue himself...
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GH: More fantastic art from PJ Holden that is really hepling to make Rogue
Trooper one of the best strips in the comic again. The greyscale art is a perfect
match for the mood of the strip and the overall style of drawing is something
I'd like to see him try on some other strips too - especially Dredd. The last
image of Arkhan is particularly good, with the light shading helping to create
a wonderfully laid out panel. Elsewhere, the storyline is still intriguing, even
if I had almost forgotten who Arhhan was (read 1344
onwards for a recap). While the whole virus thing has been wiped under
the carpet rather cleanly, it wasn't a teribly engaging plotline, so it's best
we forget about it and go forward with the far more interesting assassination
plot. So far this is the best Rogue yet - let's hope it stays that way.
JM: 2000AD's
editorial staff clearly thought that putting Gordon Rennie onto the original Rogue
Trooper would be a shot in the arm for the character. To a certain extent, their
decision proved right: this feels like Rogue-as-we-knew-him, a man of action rather
than emoting, rather than one of the increasingly pallid spin-offs. But while
I understand Rennie's decision to decentre Rogue in favour of exploring a plot
in the Nort High Command and the feelings of the doctor who saves the GI's life,
it doesn't exactly warm my Thrillcircuits. It's obvious, though, that for PJ Holden
this has been the series where he comes of age. The subtlety of his greyscale
art in conveying anything from the nuance of emotion to the grisly image of Rogue
on the operating table is truly outstanding, and lifts this strip a good few notches.
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Overall
GH:
This is an issue that is pretty unmissable for the Dredd story alone, and Rogue
Trooper comes a close second. The rest of the strips remain decent enough, although
Valkyries is beginning to show fraying around the edges and Sinister Dexter needs
to change the record fast. Droid Life makes a surprisingly welcome return this
week too and finally I can read the damned Nerve Center without further deteriorating
my already strained eyesight...
JM: The
true classic of a Dredd tale, coupled with the continuing exploits of P14 in "Droid
Life", manage to lift my reaction from "so what?" to "oh,
OK, fine". Hopefully the new Durham Red story will bring back some of the
energy that departed with the Red Seas.
Best Story
GH:
Judge Dredd
JM: 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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