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Home ¦ Reviews ¦ Progs 1398 - 1403 ¦2000AD Prog 1402

2000AD Weekly Review

2000AD 1402

2000AD 1402 - 11 August 2004
Cover by Steve Roberts & Simon Davis

Synopsis and 1st review by Gavin Hanly
2nd opinion by Leigh Shepherd

Summaries and reviews contain spoilers for this issue.

GH: Like the recent Star Scan/aborted cover this is another collaboration between Roberts and Davis. While acceptable, I can't help but feel that it would have been better if Roberts had done the entire job. As it is, it seems less than the sum of its parts, with both Davis and Roberts capable of better work on their own. The reddy orange palate doesn't quite work either - it's a nice effect, but doesn't actually make any individual part of the cover stand out - and as such fails as an attention grabber.

LS: I can't really explain it, but there's something about the combination of SB Davis and Steve Roberts' art that just works for me. The sheen of "realism" that Davis' paints bring to Roberts' pencils seems to enhance rather than detract from the cartoony atmosphere - The demons in particular look like they've walked off the set of Sesame street. The slightly frazzled logo adds to the overall effect, as does the positioning of the globe on the side of the throne. Touches like this always give you the subliminal impression that someone has gone that extra mile and are worth more than I can express coherently!

2000 AD: Judge Dredd
Script: John Wagner
Art: Cam Kennedy
Letters: Tom Frame
Colours: Chris Blythe

Big Deal at Drekk City - Part 3

2000 AD - Judge Dredd
The game's over...

Synopsis: Dredd decides to show himself and he and Charley Wheel shoot at the same time. The bullet and rocket meet, with the resulting explosion knocking one of Charley's wheels off, which traps Dredd. The gangs decide to leave him there while they storm the game.

Elsewhere Vance and the cadet requisition a craft. Once the cadets are on board and have taken off, Vane heads back to help Dredd. At the game, the players turn on each other but the gangs burst in and shoot them all. Then the gangs themselves start infighting, until they decide that they too can play for the money.

Outside, Dredd meets Vance, and decides to head in. He confronts the gangs getting ready for the game - "What you boys gotta ask yourself is -- do I feel lucky?"


GH:
This series so far has take a fair amount of turns that I didn't expect, so kudos to Wagner. Last week, I mentioned that I hoped the prolonged set up of all the major players would be time well spent. But instead, it turns out to be almost genius to have them all killed and replaced with a whole new bunch this week. And if Dredd sits down and plays too, this could be on it's way to being a cut above many Dredd tales. Wagner also seems to be having fun with Dredd's character this time around, probably as a catharsis after the downbeat "Terror". With lines like "There's crime being committed, Vance" and Dredd finally uttering the line of his most obvious influence, this can't help but be extremely enjoyable. And once united with the ever excellent team of Kennedy and Blythe it gets even better. Indeed, scene where the bullets are shot at each other could easily look a bit stupid, but Kennedy carries it off with aplomb.


LS: Cam Kennedy is always welcome on any Dredd script (though his flat-eyed helmets aren't really to my taste), and the Cursed Earth setting suits his run down style to a tee. It's also a bonus that, more than any other artist I can think of, Cam's art seems to gel so perfectly with Chris Blythe's colours. The only thing that has me scratching my head artwise are the weird hair-net effects on the cadets helmets...

As for the story, there's some great Wagner touches, such as the casual massacre of the gamblers we'd spent previous episodes building up. The only quibble I have is that it's potentially a little contrived in terms of how Dredd ends up facing the baddies alone. I get the sense that this tale will stand and fall on the next episode and the resolution of that final panel. Is Dredd going to get involved in the game (I can't quite see how, but that's usually when Wagner's writing is at its best), or does he have some other plan? Either way, the final Dirty Harry quote left me in two minds as to where the story might go. I couldn't help but think that this is the kind of story we would have seen (and possibly been better suited to) appearing in one go in an annual. As it is, there's more than enough fun and games to keep my interest.


Caballistics Inc
Script: Gordon Rennie
Art: Dom Reardon
Letters: Ellie De Ville

Creepshow - Part 2

2000AD - Caballistics Inc
"Jenny" gets penned in...

Synopsis: As Chapter continues to exhibit her knowledge of Ludgate films, Jenny senses a gun with silver bullets in her pocket, but doesn't seem bothered as she doesn't see Chapter as a threat. They meet the others who have prepared a "Merrin ritual". Jenny doubts that this will work as exorcism, but they say it's not for Drako, shooting her so she falls back into the circle. Once trapped, they bring out a Matheson machine, which should disrupt the Jenny demon and anything else that is haunting the studio. They switch it on, and the building and Jenny begin to scream. I lighting rig crashes on the machine causing a huge explosion. Chapter wakes up, but seems to have been transported back to 19th century Paris, the Rue Morgue, where a killer waits in what appears to be a scene from a Ludgate film...


GH:
Like Dredd before it, this week's Caballistics takes a completely unexpected turn and is so much the better for it. There was a sense last week that things were going back to normal a little too quickly, with Demon Jenny becoming a new member of the team. However, the turning against her this week comes as a complete surprise, especially as the episode starts with Jenny being completely nonplussed by Chapter's silver bullets. That combined with the bizarre ending has started to get Caballistics Inc back to it's must-read status. Dom Reardon is also on top form, with the layout of the last page in particular being particularly effective, especially when you realise that it's straight out of the poster on the first page. One that makes you eager to learn what's going to happen next.


LS: After a run of stories focusing in on the teams own internal problems, it's good to see an actual 'adventure' for the group to get their teeth into. That said, there's more than enough of the soapy element to keep the sub plots boiling. Beyond the threat posed by the studio itself, we've got fallout of the (presumably) botched exorcism of Demon Jenny to look forward to, as well as the resurrection of Ravne occurring off-camera. It's by far the busiest script on show this week, and my only real concern (one that I've had throughout the strips short history) is that the plot strands will play themselves out too quickly. Hopefully, we'll see the team in action against some more external threats, and the last page promises just that.

Artwise, Dom Reardon's art continues to enhance the mood of the strip considerably. The art has the taste of a 1970's BBC production, with its sparse panels and focus on characters over special effects. If they ever do a comics adaptation of the Stone Tapes, Dom's your man!


Bec & Kawl
Script: Simon Spurrier
Art: Steve Roberts
Letters: Ellie De Ville

Hell to Pay - Part 2

2000 AD - Bec & Kawl
Kawl meets his minions...

Synopsis: Bec tries to cast a spell on the exchange student, but he instead captures her for his master who appears to be some kind of preacher. Back in Hell, Kawl is being told how his great great great grandma got knocked up by the devil. Now that he's gone, Kawl is in charge. He's introduced to the crew and goes about his first day of tasks, generally messing everything up.

Meanwhile, Bec is having holy water chucked over her repeatedly, despite her insistence that she's not a demon, even though "her grasp of evil is ...unprecedented" - "I'm an artist".

Back in Hell, the woman who escorted him there learns that Kawl has made a mess of his first day and tells him that she always had an eye on the throne. Thanks to his "ineptitude" no one will stand in her way. She transforms in to Mrs Thatcher and prepares for the privatisation of hell.


GH:
Hmm... While i'm not going to immediately revert to my former Bec & Kawl hating ways, this isn't quite up to last week's episode. In it
s favour is some fantastic artwork from Steve Roberts who really seems to shine while depicting hell and generally seems to get better every time we see his work. Much as I have had problems with Bec and Kawl in the past, it's clear that he's made this strip his own. I'd still like to see him try his hand on something more serious - just to see what he could do with slightly different material.

As for the story itself, Bec is back, but all is not lost as the scenes of her being tested as a demon are actually rather funny (gasp - do I really mean that?). Elsewhere, the rhyming demon is OK, but treading closely to the kind of satire that Spurrier seems to have trouble pulling off. Add that to the appearance of Thatcher at the end, and I'm left in severe doubts for the direction of the strip. A satire on Thatcher and privatisation? I thought Spurrier's Matrix spoof was out-dated, but he's brought us back to the 80's here! But despite the natural trepidation that I greet the idea of a privatisation rant (I still can't get over how dated that sounds...), I'm starting to see what people like in Bec & Kawl. I can't say I'm particularly a fan yet - but it does have its moments...


LS: While the strip is moving away from "spot the quote" and parodies for its humour, I'm still not really warming to this strip in the way I have Si Spurrier's other work. For me, humour that comes from situation and character (such as the Beccy strand of this tale) works much better than humour that relies on the reader knowing what's being referenced. I'm vaguely aware of Etrigan and the whole rhyming thing, but once again I feel I'm probably missing a good part of the joke by not having read the same comics as the creators. The character interaction in ABC Warriors, Dredd or Stront appeals more to my funny bone, not only because the strips also have more strings to their bow (in terms of offering thrills, tragedy, satire, humour and more), but also it just seems more 'real' and less contrived.

There's nothing inherently wrong with the writing (Spurrier strikes me as someone who thinks longer and harder about the stories he tells and the way he puts them together than any new(ish) writer in a long time), but it's just not hitting the mark for me. Similarly, Steve Roberts art is perfectly suited to the story, and can't really be faulted. Its merely that I can't help but wish that a strip like Spurrier's own Lobster Random was providing me with both laughs and thrills simultaneously.


ABC Warriors
Script: Pat Mills
Art: Henry Flint
Letters: Tom Frame

The Shadow Warriors Book 2 - Part 3

2000 AD - ABC Warriors
Hammerstein vs Boon

Synopsis: Mesa tries to plead with the Cyboon who has captured her, but her pleas fall on deaf ears. So Hammerstein intervenes, easily besting the Cyboon, and ordering Mesa back to the wagon. Back at the wagon, they are surrounded by charging Cyboons. Joe says they should aim for the Trisaurs, but Steelhorn says there is another way. He takes off one of his horns and blows into it. The Trisaurs hear the call to rebel and turn on their riders, ending the battle. With two more blasts of the horn, he sends them back to the wild. Steelhorn says he didn't try it before, as other Mars creatures could rebel if they heard the sound. As for the other horn, it is only to be used if there is a confederate victory - and he's keeping quiet about what it does.

Later they finally reach the hospital and are met by a nurse who tells them that a robot doctor has killed everyone. They see him taking off in a hover ambulance and attack - realising that it's Doc Maniacus - the fifth Shadow Warrior.


GH:
Hang on a minute - I've had a look through the synopses that I did for the last series and I can't find a mention of Doc Maniacus anywhere. How do they know who it is? Maybe I missed this, but I don't think so - and as such the ending of this week's episode does seem a little lame. That said, the ABC Warriors still remains entertaining in an oddly retro fashion. It's action most of the way here, and luckily Mills is joined by an artist who is more than capable of some fantastic scenes with both the Cyboons and the rampaging Trisaurs. Flint's also able to make Steelhorn a much more unique robot than Ezquerra managed.

As for Steelhorn himself as a character - finally he gets to do something this week. He was beginning to become a pointless addition to the warriors (I can't remember him doing anything at all last series) but he becomes welcomingly enigmatic this week - with the reference to his "other horn" being intriguing (although it'll be more intriguing if we never find out what it does).


LS: If Caballistics is racing along at such a breathless pace it has you worried that it's going to be over before it's finished, here was an ideal chance to catch my breath. It's (technically) 4 parts in, and the cyboons are finally dealt with as the fifth Shadow Warrior makes an appearance (of sorts). However, it's the detail and characterisation rather than the slow plot advancement that's the main thing of interest on show here. Hammerstein's"All right - you do want to upset me" line is a little gem, as is Deadlock's questioning of Steelhorn, which is hopefully setting up an interesting confrontation between these two mystical robots.

Flint's art continues to be a real treat, from Steelhorn and Deadlocks spooky staring competition to the toothsome trisaurs, every panel's touched with genius.


Strontium Dog
Script: John Wagner
Art: Carlos Ezquerra
Letters: Annie Parkhouse

The Headly Foot Job - Part 3

2000 AD - Strontium Dog
Foot's near miss...

Synopsis: Alpha, Sternhammer and Bootsy head for their hire pod, and Bootsy's gang escape in hot pursuit. Bootsy continues to rile Sternhammer at every opportunity, while his gang finally see that he's with Alpha and realise that something's not right. They chase after and start firing - much to Bootsy's consternation. Alpha says he thinks he overheard one of the gang saying it was time to take over and collect the reward on Bootsy, but at the time he thought it was all talk. Bootsy buys this and starts shooting at his boys. The Feefoan guard arrive, and Alpha guns it for the United Hectorates border, where the Feefoans can't touch them. Bootsy says that they can still arrest him there - but Alpha says he has a plan...


GH:
Like many of the criminals that Alpha and Sternhammer go up against, Bootsy is proving to be very very stupid indeed. OK, maybe he's a mite suspicious at the very end, but after the mention of the reward on his head, there's now little doubt that Alpha's looking to get a piece of that for himself. Otherwise, it's still a highly entertaining romp, with excellent art. What more could you want to close the issue?


LS: If anything, even less happens in this weeks Strontium Dog than in ABC Warriors, but it's really none the worse for it. Alpha and co keep running, Foot's gang keep chasing and Headly himself keeps on winding Wulf up. Again it's the detail and the characterisation that make this a joy to read, and I can't wait for Bootsy to get his comeuppance. These caper tales work really well for Strontium Dog, and bringing a touch of the manic silliness that made Ace Trucking such a classic thrill into the slightly more sober world of Strontium Dog seems a perfect mix.

Ezquerra's art is so effortlessly perfect it makes you weep - just look at the expression on Wulf's face and the disturbing image of a dead Feefoan pulling on the prison alarm for proof that he is still producing at the top of his game.


Overall

GH: As the stories get into full steam, almost all of them are showing improvements. Initially this recent "Summer Assault" has been surprisingly muted, considering the talent involved. But this week, most of the tales are showing hidden strengths and thinks are starting to pick up again. Dredd edges out ahead with the last line, though...

LS: The prog is really delivering on thrills at the moment, with this and the previous offensive more than making up for a lack lustre period just prior and after prog 2004. Long may this stability of consistent thrills continue!

Best Story

GH: Judge Dredd
LS: Strontium Dog

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Original content (c) 2002 Gavin Hanly (contact 2000AD Review).