Home
¦ Reviews ¦ Progs
1398 - 1403 ¦2000AD Prog 1401

|
2000AD 1401 - 4 August
2004
Cover by Henry Flint
Synopsis and
1st review by Gavin Hanly
2nd opinion by Ed Berridge
Summaries and reviews contain spoilers for this issue.
GH: Another
brilliant cover from Henry Flint who, like always , knows how to frame a 2000AD
cover, remembering where the logo sits and using it to his advantage. Yes, I know
I sound like an anally retentive broken record, but a well formatted cover shows
that there's more to this that just a pretty picture. And anything with soldier
gorillas is always going to be a winner, isn't it?
EB: Nice
to see some full colour artwork from Henry Flint, although it’s a pity we
only ever see it on covers and those little one page shorts. His colours are always
so unusual, and the backgrounds always seem to really bring out the characters
in the foreground, in a kind of psychedelic ink pattern kind of way. In this case,
the figures are of Hammerstein and a load of itinerant Cyboons. It’s a nice
action shot, with Hammerstein looking suitably grim ‘n gritty, and the Cyboons
looking more menacing (and gorilla-like) than I can remember seeing them before.
It’s also
a nice touch that we have a couple in the background appearing, Morlock-like,
in silhouette with just their eyes gleaming in the darkness. All this and, as
I’m sure Gavin will be relieved to tell you, the logo remains comfortably
free of obscurity!
|
|
 |
Script:
John Wagner
|
Art:
Cam Kennedy
|
|
Letters:
Tom Frame
|
Colours:
Chris Blythe |
|
| Big
Deal at Drekk City - Part 2
 |
Wheelers
open fire... |
Synopsis: The
poker players arrive: Jimmy the Weasel and playboy billionaire VW Ecks from Mega
City 1, Speed O Flynn from Luna City, Sov Ivan Katzenjammer, Hieronymus Bush III
from Texas City and Dead-eye Tommy Ho. Dredd decides that the odds are against
them, but that he can even them up. He moves behind the Clantons and lets off
a shot at the Wheelers. The Wheelers think that the Clantons are firing at them
and a battle erupts. Dredd orders Vance to take the cadets to the ships and commandeer
one. They’ll go for back up while Dredd stays on the scene. Finally the
Clantons and Wheelers stop firing and call for a truce, but the Shamazons are
going for the money alone…
|
|
GH: Another fine episode, although rather a lot of time has been taken up
explaining who the players are. They'd better all have a significant role to play
if that is going to be worth it. Dredd starting the firefight between the Clantons
and the Wheelers is enjoyably handled, although he easy dismissing of the cadets
seems a little disappointing. However, given that these seem to be a wilful bunch
of cadets, I get the feeling that we won't be seeing the back of them that easily.Other
moments worth pointing out - it seems that this is "Cursed Earth Familiarisation"
and not a "hotdog run" or are they the same? - I'm easily confused.
Overall, this seems
like an entertaining throwaway Dredd tale livened up but spectacular art, and
some choice Dredd lines from Wagner:
"You can't stay on your own!"
"There's lawbreaking going on out there - someone's got to!"
EB: Ostensibly
this is a light tale to relieve the tension of the previous saga, Terror. However,
with Cam Kennedy on artistic duties this rises above the average Dredd. It’s
always a pleasure to have Kennedy back on the strip, and as one of key Dredd artists,
he very rarely disappoints. His character designs for the card players and the
criminals out to rob them are excellent, and the setting of Drekk City is nicely
decrepit and filthy looking, suitably aided as always by the colouring of Chris
Blythe.
Story wise, this
is more of a functional episode, as we establish the rest of the players and continue
with the set up. However, Wagner is still capable of pulling a few nuggets out
of the bag, such as Dredd’s starting of the gunfight between the rival gangs.
It was also surprising (although perhaps less so in retrospect) with Dredd’s
decision to send all the Rookies back to the city for reinforcement, leaving him
to deal with the bandits all by himself. However, looking at the fifth panel on
the last page, I get the feeling that some of the cadets may have stuck around…?
|
|
 |
Script:
Gordon Rennie |
Art:
Dom Reardon |
| Letters:
Ellie De Ville |
|
|
| Creepshow
- Part 1
 |
Slater
lets curiosity get the better of him... |
Synopsis: The
Caballistics arrive at the now defunct Ludgate Film studios, where a number of
sub Hammer films were made. It was closed in 1979, when the owner disappeared
and after years of legal wrangling, the land is now owned by Kostabi. However,
people have been going missing from the site and the Caballistics are to investigate,
along with new recruit Ness.
Inside, elements
from the sets still exist, such as skeletons and a working guillotine. They find
a pool of stage blood, but it appears to be coming from mid air, as well as a
portrait of the original owner, Victor Drako who was believed to have contacts
with Nazi occult ops.
Back at headquarters,
Slater investigates the cellar, where Ravne’s body is being kept by his
assistants. He opens the chamber carrying his body as a hand bursts out and grabs
him.
|
|
GH: After last week's re-introduction to the crew, we move on to a fully fledged
Caballistics Inc. tale. It's as highly enjoyable as ever, with highlights being
Brand's descent into alcoholism, the new personality of Jenny and whatever's going
on in the basement. I'm no entirely sure what role Ness will play in the group
dynamic, however, although perhaps this will be made clearer in the coming weeks.
However, little
can disguise that this week's episode is exposition central, with both Jenny and
Chapter there to tell us all everything about the backstory. It is handled relatively
seamlessly and the device of having Chapter as a fan of Ludgate films helps to
disguise some of her exposition. However, the "let's look at a picture of
Victor Drako" does rather scream that he's going to be an important character
sometime soon. Hopefully things will move past this phase next week.
Reardon, meanwhile
is on top form this week, although the last panel (when Slater opens the chamber)
is somewhat confusing as it's not entirely clear which order you are supposed
to read it.
EB: So after
the repercussions of Krystalnacht, we are back to the nuts and bolts of the series:
yet another job for the intrepid chaps and chapess’ of Caballistics Incorporated.
Of course, the idea for this story (haunted film studio) seems to have been an
obvious one for the series to cover, and I’m positive that probably a great
number of people are grinding their teeth at not having had the idea before or
not getting it made in time!
Story wise, the
plot is progressing nicely, with the growing realisation that the team is never
going to be the same again. Likewise, the growing story of the living death of
Solomon Ravne is moving on apace. At the same time, we have a number of new elements:
the addition of Mikey Ness is a welcome bit of comic relief and yet again the
subject of the investigation is linked to both Ethan Kostabi, Sonderkommando Thule
and the Nazis Occult Warfare Division, the body to which Ravne once belonged.
You know there’s a story behind the story, but by being constantly drip-fed
like this, it’ll probably be years before we ever have an inkling of what
it is.
Still, there are
some nice touches: the invented back story for the fictional Ludgate Films for
example, which is purported to have been written by Marcus Hearn and Alan Barnes,
who of course actually written an almost incalculably vast number of books on
British horror films (although mentions of Tyburn and Tigon film companies are
surprisingly missing). The location for Ludgate Films, I presume based upon either
Bray or Elstree studios – the homes of Hammer Films, and Dom Reardon does
a smashing job depicting it. He seems to be improving every time I see his work,
and his development on the series has been truly exciting to see. Case in point
would be his drawing of Victor Drako, the Milton Subotsky of Ludgate, making him
appear to be the point where Peter Cushing and Vincent Price meet (although this
won’t be a new experience to anyone who’s seen the 1974 film Madhouse
before).
|
|
 |
Script:
Simon Spurrier |
Art:
Steve Roberts |
| Letters:
Ellie De Ville |
|
|
| Picking
up the Pieces
 |
Kawl
gets a probing from his new friend... |
Synopsis: Bec
& Kawl are at a “charity slave auction”. After Bec buys the exchange
student that she has been after, Kawl goes on stage to be bought by a beautiful
woman “Get your crucifix, fat boy, you’ve pulled”.
At his home she
starts examining him and his blood and asks about a guest he had earlier that
day. Kawl tells her that it was his uncle Nick, his only surviving relative. Kawl
started making him something to eat after he arrived, while his uncle said he
wanted to talk to him about a spot of bother he was in, and what would happen
if anything happened to him. But as Kawl was in the kitchen, his uncle smoked
on a spliff left in the room and was carried away by some demons.
After he tells
this, the machine testing Kawl’s blood proves to the woman that he is the
sole descendant, and that he stands to inherit his estate. Horns appear from her
head and she summons him to what appears to be hell – “welcome home,
master”.
|
|
GH: In last week's review of 1400, in which Bec & Kawl did not appear,
I made one of the cardinal errors of reviewing. Namely, I criticised this series
before I had read it. Now that's not to say that I didn't have some ammunition
on my side, having been underwhelmed by the duo's previous exploits. But I should
have known better.
Because this isn't
bad at all...
Now, this will
seem like a huge about-face if you've read some of my previous reviews, but I'll
remind readers that I quite disliked Caballistics Inc. when it first appeared
in the comic, before I could see its hidden intricacies. Now, while it's taken
significantly longer to change my mind about Bec and Kawl (and I'm still being
a little cautious), this week is clearly a step in the right direction.
To start with,
it drops the pop culture (or more accurately geek culture) references that peppered
the earlier stories, which were never Spurrier's strong point. His satirical pops
at Sandman, The Matrix and Harry Potter seemed tired, and always helped to turn
me off the series. However, this seems absent, so far, and the tale is all the
more better for it, as Spurrier's imagination is clearly more than capable of
coming up with a tale without resorting to borrowed characters.
We also actually
manage to see some character development in this week's tale and although several
boarders and reviewers have said this is not necessary for the series, it's certainly
helped here. Finally, we've managed to get rid of the highly irritating Bec for
one week. Sure, she'll be back, but can she be a little less one dimensional next
time around?
All in all, a much
improved episode. This may well "do a Pat Mills" and go completely the
other way next week, but for the moment, I'm cautiously optimistic. And the much
improved storyline also helped my finally to appreciate Steve Roberts' artwork,
who's going from strength to strength every week.
EB: “GET
YOUR CRUCIFX, FAT BOY. YOU’VE PULLED.”
I don’t
know what it is about Steve Roberts female characters, but I find them really
scary. I can’t really say why, but they really intimidate me. Panda eyed
Beccy intimidates me. That bird who mumbled all the time and got burned alive
in that giant wicker slug intimidated me (in a quiet sort of way). And the mysterious,
voluptuous, strapless dress wearing lady in this issue intimidates me especially.
Which, I sort of suppose, must be the point.
Spurrier and Roberts'
cartoon twosome return for yet another set of merry hi-jinks, in which it appears
that Kawl is some kind of underlord of one of the realms of hell or something.
This still doesn’t explain to me why Kawl dresses like John Entwistle circa
1970.
But I have to say
this is quite a promising opening episode and the Spurrier and Roberts druids
have certainly matured together as a team (in artistic ability, if not in juvenile
humour). Nice techniques are used as well, such as the introduction of Kawl’s
uncle through first person flashbacks. I'm still not sure what’s going on
here and I feel about as clued up as Kawl's uncle looks when he’s dragged
off by the mysterious floating purple horned lumpy sexless midgets. Still, it
does it for me.
Thing was, when
I first read Bec & Kawl, I hated it. “Urrggghh! Horrible student humour!”
I would declaim, before watching an episode of Spaced or Adam & Joe. However,
over time I’ve grown accustomed to it; inoculated it if you like. I no longer
dread it’s presence in the comic. If I could employ a metaphor, it’s
like when you’re being violently sick from a heavy nights drinking. At first
you desperately try to be strong and resist, but after a while you decide you
can’t swim against the tide, and spill you’re guts into the nearest
sink or toilet bowl, and later feel relief from having got all the nastiness out
of your system. Well, for me, Bec & Kawl is at worst now a dry heave.
|
|
|
Script:
Pat Mills |
Art:
Henry Flint |
| Letters:
Tom Frame |
|
|
| The
Shadow Warriors Book 2 - Part 2
 |
Mongrol
leads with his head |
Synopsis: The
Warriors take B Boy and the others to the city, where a riot is taking place.
They encounter Cyboons on Trisaurs who begin attacking the humans. The ABC Warriors
fright to protect the humans as their programming dictates, but they can’t
harm the Trisaurs in case they incur Medusa’s wrath again. Mongrol headbutts
one, sending its Cyboon flying, while Deadlock simply cuts another Trisaurs head
off. But one of the Cyboons gets through, taking Mesa, one of the humans.
Elsewhere, the
doctor at the hospital, who appears to be a robot of some sort, goes on a rampage,
killing everyone in the ward and feeding on their pain…
|
|
GH: While this story brings along with it the best artwork in the comic (not
easy considering the competition) it doesn't really seem to be getting anywhere
yet. The Warriors are merely blundering their way from one fight to another, with
the more interesting part of the tale clearly waiting in the hospital. While I
would have enjoyed them picking up yet another wounded human on the way just to
piss off Blackblood, there is a growing desire to get to the point.
Of course Cyboons
on Trisaurs are always going to look cool, and this does allow Flint to shine
in some wonderful action set pieces, with Mongrol and Deadlock in the spotlight
this week. Having said that, the psychopathic robotic doctor looks like being
entertaining, but let's have more story and less foreshadowing?
EB: Nice
to see a return for the Warriors after more than a year, and they (and Pat Mills)
are still hitting top form. Mills has been employing his knack for thinking up
all kinds of bizarre future ideas, like chap with the speaker in his stomach (a
Belly Blaster), or the Trivia Boxes. This is what Mills does best – parodying
current popular culture and social trends by exaggerating things to the point
of the ridiculous. It’s also nice to see the return of elements from the
original ABC Warriors series, like the Cyboons or the Soya Bean cows. Also, it’s
good to see that the Warriors bicker and argue just as much as they did before.
However, the real
star of the show has to be the artwork of Henry Flint. He’s removed from
his obvious Ezquerra influences doing a tale outside of the Judge Dredd universe,
and can really go to town here. Although there are obvious inspirations from previous
ABC artist like Simon Bisley and Kevin Walker, and particularly the original work
by Mike McMahon, his work here really reveals itself as being a Flint original.
He has an almost Kevin O’Neilish knack for drawing both fearsome fight scenes,
as well as a great eye for architecture: his Cyboons are feral and viscous, whilst
his Martian city, and the people who populate it, is both believable and suitably
futuristic. Also, his use of bizarre backgrounds brings to mind the often nasty,
viscous work of Bill Sienkiewicz, which is appropriate for the Doctor’s
eye view we get at the end. Can’t wait to see this next Shadow Warrior:
whatever he looks like, I’m sure he’s going to be nasty!
|
|
 |
Script:
John Wagner |
Art:
Carlos Ezquerra |
| Letters:
Annie Parkhouse |
|
|
| The
Headly Foot Job - Part 2
 |
Foot's
friends arrive... |
Synopsis: Alpha
and Sternhammer break into the cell and free Bootsy, telling him that they happened
to be in the neighbourhood and couldn’t see him hang for no reason. He starts
attacking the guard, but they pull him away, telling them that there will be no
killing. Sternhammer badly wants to hit the annoying Bootsy with the“happy
stick” but Alpha holds him back.
Outside, a vehicle
bursts through the walls of the prison – it’s Bootsy’s gang
who have come to break him out. Alpha tells Bootsy that they are the diversion,
and they should stick to the plan and take him out the back way. He makes Bootsy
wave to his boys as a sign that he’s in good hands, but his boys don’t
appear to be expecting to see Alpha and Sternhammer…
|
|
GH: A much improved episode, as the true storyline becomes clearer. The latter
part of this episode shows that this clearly isn't a normal prison break, and
that Alpha and Sternhammer are up to something elise entirely. Indeed, it's that
"what's actually going on here?" feeling that makes this week's tale
so enjoyable. Any writer who can drop just enough hints so that you see where
the tale is going only moments before it's announced is indeed a wonderful writer,
and Wagner's clearly got his timing down well here. Whether Headly Foot has a
particularly large bounty on his head will no doubt be revealed next week, but
if this is all about pretending to rescue him when really they're taking him into
custody, this will prove to be a highly enjoyable tale.
EB: This
is a nice finish to the comic and the story picks up this week. Wagner really
seems to be enjoying himself writing the series at the moment, and the mix of
action and humour is pitch perfect, it’s almost as if these were tales from
fifteen years ago, encased in amber and preserved until now. There are nice touches,
like the fact that ‘Bootsy’ is the cousin of Kid Knee. Of course,
knowing Alpha and Sternhammer, there mission is likely top more than just one
of mercy, although we will no doubt find out in due course.
On the artistic
side, Ezquerra excels himself yet again: his computer colouring has come on leaps
and bounds over the last few years, and he must now be one of the best in the
business. Even after all this time, he can still pull out iconic poses of characters
like Johnny Alpha, or draw great action scenes like Foot’s colleagues breaking
into the prison to get him out.
On the other hand,
his creation of the Feefers is yet another one to match the Knobians of last years
story. This is why he and Wagner are such a great match, bringing together both
their innate dark and more gentle humour alongside slam bang action. This looks
set to be yet another ripping yarn amongst their vast joint catalogue.
|
|
Overall
GH:
As the stories begin to gather steam, this is a significant improvement from last
week's issue, with none of the tales being particularly worth of heavy criticism,
and with a collection of extremely high profile creators. But one story clearly
stood out from the others. Droid Life was complete genius...
EB: The
prog has been in the best condition it has been in for years, and this last year,
bar the odd hiccup, has been one of the best in the comic’s history. These
last two progs have certainly helped to secure that reputation, and with the line-up
for the rest of the year, it doesn’t look like abating any time soon. In
fact, the quality is so high at the moment that I have genuinely found it difficult
to decide my favourite story (still haven’t, actually, at the time of writing
this).
However, leave
it to Droid Life to reopen a thorny debate that we had all hoped was dead and
buried!
Best Story
GH: Droid Life
EB: Caballistics Inc.
Give
your own comments about this week's issue in the review
forum.
Want to write a
review? Let
us know.
|