left top navicational image
Navigational image
Browse 2000AD Review
 

2000AD Review Poll
Will you buy the revamped Megazine?
 

About 2000AD Review
 
 
 
 
  Email us

 

Home ¦ Reviews ¦ Progs 1380 - 1385 ¦2000AD Prog 1384

2000AD Weekly Review

2000AD 1384
2000AD 1384 - 7 April 2004
Cover by Frazer Irving

Synopsis and 1st review by Gavin Hanly
2nd opinion by Paul White

Summaries and reviews contain spoilers for this issue.

GH: We've seen a preview of this cover for a while all over the net, so it doesn't come as a big surprise. But it is a particularly good advert for the Shaun of the Dead tie-in inside the comic, and Irving puts the red/black effect to better use than in the actual episode itself. All in all, it works in grabbing attention, and potentially attracting people to the comic who would normally have passed it by. This thicker stock paper once again helps to make the cover stand out that extra little bit.

PW: A wonderful Frazer Irving cover suitably enhanced by slightly thicker paper makes this issue stand out a mile on the newstand (well I presume it would if I ever frequented such places and didn't get mine via subs). The graphic blood-spattered cricket bat and suitably mushed-up zombie contrast with Simon Pegg's very recognisable (and therefore by association, humorous) image leading me to want to know more and look inside. I also enjoyed the 'reefer madness' t-shirt sported by the aforementioned zombie... maybe his reactions were dulled by enjoying the odd 'special' cigarette allowing the bat to connect so keenly? Top stuff.

2000 AD: Judge Dredd
Script: Gordon Rennie
Art: Charlie Adlard
Letters: Tom Frame
Colours: Chris Blythe

Gulag– Part 3

Judge Dredd
Dredd realises he's walked into a trap...

Synopsis: The judges arrive at the camp and check for guards, finding only 5 in total. Dredd authorises only non-lethal force as they take out the guards in the towers with sniper darts. The perimeter guard is also taken down as they group heads for the commandants quarters and guard barracks. Breaking in, they find the lights on, but no guards or prisoners. They find justice dept badge numbers etched on the wall - Karyn confirms that Mega City judges were there, but are long gone. They "smell a set-up" and call for the H Wagon to pick them up. But the base is rocked by an explosion as they find themselves surrounded by the Sov Army. Dredd nixes the order for non lethal force, and they prepare for a fight, while the Sov Commandant listens to them through the bugged barracks....


GH:
So Dredd walks straight into a trap - and one that he probably should have seem coming. But it provides Rennie with a great set-up for next issue, as a cornered Dredd is certainly not one to mess with. This issue sets the tension up well - we all know it's a trap from last issue, but the growing realisation is dealt with well as the place feels way too quiet, something which the pacing of this weeks tale does well to convey. This is combined with some wonderful art from Adlard and Blythe - the latter's special effects complimenting Adlard's style without overshadowing the art. The white uniforms do look pretty cool as it's always nice to see someone play around with the design of of the judges' gear, and surprisingly, even though everyone's helmeted, it isn't too difficult to work out who's who. Indeed, the group dynamic's working out well here, so it will be a shame if any of them get killed off. But if I was a betting man, i wouldn't hold out much hope for Ocks' chances...


PW: I wasn't too sure about the quick pacing of this story and wanted at first to know more and have the recruitment process shown in more detail. But I've changed my mind and actually think that the quickness of pace harks back to the 'old' days when a lot happened each episode, leaving you gasping for more and wishing the next week away. I'm enjoying Rennie being "allowed" use of characters from previous (and sometimes ancient) stories... I just hope this isn't Wagner's way of saying "you kill them, i can't be arsed". A bit of continuity doesn't have to overtake the story or detract from it for those who are newer to the weekly and - contrary to the general opinion on the official messageboard - I hope there's not a culling of such characters as Guthrie at the climax.

As mentioned by many before me, Rennie does a very good Dredd and handles him - yet again - with respect. Lines such as "if these creeps brought us here for a fight, then that's what they're going to get" are what, for me, perfectly convey Dredd's no-shit-taking attitude. Adlard's art is more suited here than it was to "The Satanist" and its simplistic and uncomplicated style is ideal in it's storytelling. Enjoyable and, like I said previously, leaves me wanting for more...


Sinister Dexter
Script: Dan Abnett
Art: Andy Clarke
Letters: Ellie De Ville
Colours: Gary Caldwell

Job Jobbed - Part 2

Sinister Dexter
Kal offs Mal Folio.

Synopsis: The Guards open fire on Kal, but he's more than a match for them and takes them down. He complains to Sin/Dex that the totem didn't say anything about minders, but they tell him the first lesson is to take nothing for granted. He bursts into Mal Folio's office who tells him "I'll let you have it!" just before Kal kills him. He then realises that he actually meant he was going to give him something. He looks in the drawer Folio was going for and pulls out a disc - putting it in his pocket. He calls in to say the job's done, and is reminded that the job called for "hit and removal". Grumbling all the while, Kal proceeds to clean up the warehouse of any trace that he was there. Finally he gets ready to dump the body in a back street, but Sinister suggests the Barrens. Finally getting to a secluded spot, he starts digging in the snow, until he is surprised by some gun wielding hoods...


GH:
The whole tale of "Kal Kutter" (terrible name, but I'll let it slide) is proving to be just what Sinister Dexter needed to give the series a bit of a kick up the arse. This tale of Kal's first solo hit is proving to be much more entertaining than many of their past outings, mainly because it's just that little bit different. The series was starting to get stale, but this new character has injected life, and also given us a break from the double act of Sin/Dex. Indeed, they work much better as the slightly disapproving mentors of Kal - thwarting him at every turn, just when he thinks he's got the job sewn up. A much better direction for the strip, and has me looking forward to next week's episode more than I have been for a while.

In addition to this, it's good to see Andy Clarke back on regular art duties in the comic. I'm not sure how long he'll be able to stick around for given the highly detailed nature of his art, but he has a style that particularly suits the mood of the story. There's still that slight problem of over embellishing in certain scenes and I continue to think his art would improve no end if he restrained himself in this area.


PW: This has held my attention a lot more in the last few stories, and I think it's down to Clarke's (aided and abetted by colourist Caldwell) crisp artwork. It could also have something to do with someone other than Sin/Dex taking the lead role and the fact that Kal's 'hit' blunders from one mishap to another leading to a fun and enjoyable tale. There's still a certain ambiguity over Kal's role in the series and what his intentions are and this uncertainty means it's more readable and well-rounded (as opposed to some of the previous short stories where Sin/Dex take a job, do the job, and go home). I also think that Clarke draws the perfect Finnigan and he is, for me, the definitive artist. All I ask for now is - much like Caballistics Inc - we can have them appearing and disappearing from the progs with a selection of short and relevant stories, rather than being bombarded with continual 'more of the same'. If this happens, I might actually start to care once again...


Bec & Kawl
Script: Simon Spurrier
Art: Steve Roberts
Letters: Annie Parkhouse

Toothache - Part 2

Bec & Kawl
Bec finds the tooth Faerie's stash
Synopsis: Bec and Kawl end up falling into the sewers while the horde of demons chases the rest of the league. They encounter the "good toothfaeries" locked in a cell - but soon discover that they are in fact tooth demons - and the evil Tooth Faerie has stolen their teeth, making them lisp. They tell them that the teeth are an essence of power that can help keep magical powers topped up. The evil tooth Faerie used to be one of them until he industrialised the place in the name of progress and took the teeth vault for himself. All Bec hears is that the teeth are powerful and worth a lot of money. Leading the goblins (chained up) to the vault, they see a huge horde of teeth. As Bec marvels at the sight, another tooth demon arrives and suggests that the "Toothsprite" won't like her "coveting his stash". She realises he's not lisping and he grows into the huge evil Tooth Faerie.


GH:
I suppose I can see why some people like this series. It can be faintly amusing in parts, but overall, I still find the duo more than a little tiresome. I tried to treat their return with an open mind last week as, after all, my reaction to their last series was more positive than I had expected. But my instant reaction on reading the series name on the cover last week was one of great disappointment. It's not that the series is completely terrible. As mentioned, there are a couple of nice one-liners peppered about the place, but the tired "satire" of the strip combined with the two desperately unlikable main characters makes for hard reading. We know well that Simon Spurrier is better than this and I just wish they'd use his talents on creating another character - or writing more Lobster Random. But there are obviously many people who still like this - or it wouldn't keep coming back...


PW: I'm more or less ambivalent about this story (much as i usually am with Sin/Dex) but enjoy it all the same. I find myself having a silent laugh or two, enjoy the artwork immensely, but know that once it's over i will never *ever* go back and read it again. I can guarantee that this will never be collected into a hardcover (or even Extreme Edition no. 99), but that said I truly believe that there is always room in the prog for such a story and - if nothing else - proves that 2thou is indeed an anthology that, although it can't please all of the people all of the time, tries it's damndest to do so anyway.


Rogue Trooper
Script: Gordon Rennie
Art: PJ Holden
Letters: Tom Frame

Realpolitik - Part 5

Rogue Trooper
Another War Marshall down...

Synopsis: Alarms ring out all over the ship as the troops are alerted to Rogue Trooper's presence.The War Marshall realises that Rogue has been sent to kill him and calls him a puppet - wondering who's controlling him. He realises it was one of his own people, and that he must have been promised information about the traitor general. The War Marshall says Rogue can kill him - but nothing will change. As the Nort close in, the War Marshall finally realises who is pulling Rogue's strings, just as Rogue kills him. The troops arrive, and completely surround him. They take him alive, and prepare to bring him to Arkhan.


GH:
The one thing that slightly spoiled this week's episode was the mention of the traitor general. If this latest incarnation of Rogue Trooper really wants any long term success, it's time to forget about the stupid traitor general. It immediately reminds the reader that these are "flashback" episodes and as such, nothing bad can happen. This isn't something that affects a strip like Strontium Dog, mainly because the strips these days are built on "capers". But to remind us about an event which has (as far as I am aware) already been resolved helps to undermine the main story. Let's forget about the bloody traitor general, or set this after that storyline (is that even possible - I can't remember how it ended?). Despite this niggling little point, this is an OK episode - although not much is actually resolved. PJ's art continues to be the best thing about the strip. Although I had some difficulty in working out if it was Rogue who shot the marshall, he puts in some wonderful work as the Norts swarm the ship, and with the visions of the battlefield. There's an undeniable cinematic quality to his art which suits the character very well. I'm still not 100% sure about his Rogue, but his last close up image of him is his best yet.


PW: I've tried so hard to like this. Rennie is doing his best to bring life back to a tired and jaded character, and Holden not only turns in his best work with some impressive greyscale, but comes across (on the messageboards) as a thoroughly nice and humble chap who takes his work and criticism very seriously. Therefore I'm not going to criticise the pair of them because i truly believe it's the character of Rogue himself that turns me off. I'm going to cop-out here and say that i'm going to read it all in one go before I can pass judgement. sorry.



Durham Red
Script: Dan Abnett
Art: Mark Harrison
Letters: Ellie De Ville

The Empty Suns - Book 2 - Part 3

Durham Red
Red gets ready for the main event.

Synopsis: Father Syte senses the arrival of the Offspring and is knocked unconscious. The fact that Syte wasn't killed by the Offspring backs up Red's theory that they're safer inside the fracture. Outside, the Offspring is laying waste to the human fleet, which is making a valiant, but ultimately hopeless fight against the sentinel fleet. As the Offspring is able to destroy ships with a thought, they are no match. But the Offspring is heading for the fracture - towards Red. Godolkin hopes Red will be able to reverse the death sentence on the human race. She hopes she can make amends, and says her farewells to everyone. She then dives out into the fracture - calling the Offspring out...


GH:
Despite all that's gone before, I still kind of like this series. At least I'm fairly keen to know what happens next, anyway. It's had it's ups and downs, the character of Red isn't the most interesting, and occasionally it's been downright confusing - but I really do want to see how it all ends up. The Offspring's destruction of the human fleet is handled very well, with Abnett easily evoking just how powerful this thing really is - all the while emphasising that this isn't going to be an easy showdown. If - as has been suggested on the messageboards - this is an effort to bring back Red to her previous time - it'll be worth it in the end. But right now, I'm keen to see how the fight's going to go next week.


PW: Much like Rogue, I'm starting to really dislike the Durham Red character. Unlike some purists, I don't care that the character we see here is so far removed from the Strontium Dog original as to be completely different, it's just that I don't care for the lead or supporting characters at all. I don't care about the storyline and it's implications for human/mutant kind, and I certainly don't care for the lack of clothing as it's suspends disbelief a bit too much. I'm not too sure what's happening this week other than Red is leaving (again?) and - oooh - bad things may happen. Another for the collected re-read category..


Shaun of the Dead
Script: Simon Pegg & Edgar Wright
Art: Frazer Irving
Letters: Annie Parkhouse

There's Something About Mary

Shaun of the Dead
Mary has a bad day...

Synopsis: Mary works at a dull job as a checkout girl in Landis Supermarket. At the store, she's propositioned by an unpleasant man - "'Ello darlin, give us a kiss", who follows her home on the bus. As she walks home, still being followed, she almost gets knocked over by Shaun, on his way to save his relationship with his girlfriend. She calls for him to stop, but he's long gone.

Still being stalked, she heads into the Winchester Pub to hide out and asks a punter if she can join him. After a few drinks the pub fills up, but the man she's with isn't feeling well and asks her if she'll take him to the hospital. Outside, he collapses. Mary calls for help, but as she does, the man turns into a zombie and bites her on the shoulder. She runs for a while, before collapsing. The stalker appears and repeats "Ello darlin, give us a kiss". Now a zombie, she does, biting the man's face off in the process. She sees Shaun and Ed go into their house, and shuffles after them...


GH:
Having finally seen the (really very good) film, this strip now makes a lot more sense indeed. It was a smart move not to go the adaptation route, as this works much better as a one-off companion piece to the movie. It's perhaps much darker than we were expecting, with frankly no real jokes at all (apart from "I don't want to chew your face off...") and that's a little hard to get used to at first. But as Wright and Pegg's first foray into comics it's really very good - although as said, much better once you've seen the film. It certainly bode well for future comic work from the pair. Indeed - should 2000AD be going after more TV/Film writers? If Marvel/DC can rejuvenate interest in their comics by using Kevin Smith and Joss Whedon (and even John Cleese) surely there's a a similar opportunity 2000AD could be investigating?

Frazer Irving, with his horror art background, was clearly the ideal artist for this tale and he doesn't disappoint - with the spot red colour effect in particular being something that 2000AD should try more often (having last worked so well in Shakara). All in all a good effort, and one that should succeed in bringing a few more readers to the comic. Now what's the chance in a follow up for the DVD release? How about what happened to the shopkeeper? Or the guy in the morning suit?


PW: After such a gripping cover, we get a low-key and virtually Pegg-free tale of one of the minor characters of the film. The art is very David Lloyd (and therefore very very good) and the story itself is nothing more than an enjoyable tease where a big fat perv gets his comeuppance. This doesn't actually make me want to see the film more than the cover does, but if there's any justice in the world (and it seems that there is) 2thou is the only place for this to be on show. A very good effort and I hope that future offerings delve into the background and off-shoots from the film rather than being a straight adaptation.

Overall

GH: A pretty good issue this week. For the first time in a while, the prospect of the Shaun of the Dead tie in made the arrival of this week's issue much more exciting that usual. A strong Dredd opener, decent turns from Sinister Dexter, Rogue Trooper and Droid Life make this a fine prog. I can't help but think it might have been better to start a few more newer strips in this issue, to help hook those folks who have just dropped by for the tie in. The certainly won't know what the hell's going on in Durham Red, that's for sure...

PW: Dredd has been of such a high standard in recent months that he's been carrying the entire prog, and this weeks isn't much different. Droid Life is always welcome and the Shaun of the Dead strip is a welcome bonus, but like many regulars I think the next Offensive/Attack is the thing to look forward to.

Best Story

G
H: Shaun of the Dead
PW: 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



This is an unofficial site. All characters and related indicia are © and TM of their respective owners.
Original content (c) 2002 Gavin Hanly (contact 2000AD Review).