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1398 - 1403 ¦2000AD Prog 1402

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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!
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Script:
John Wagner
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Art:
Cam Kennedy
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Letters:
Tom Frame
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Colours:
Chris Blythe |
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| Big
Deal at Drekk City - Part 3
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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?"
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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.
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Script:
Gordon Rennie |
Art:
Dom Reardon |
| Letters:
Ellie De Ville |
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| Creepshow
- Part 2
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"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...
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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!
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Script:
Simon Spurrier |
Art:
Steve Roberts |
| Letters:
Ellie De Ville |
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| Hell
to Pay - Part 2
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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.
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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 its
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.
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Script:
Pat Mills |
Art:
Henry Flint |
| Letters:
Tom Frame |
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| The
Shadow Warriors Book 2 - Part 3
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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.
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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.
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Script:
John Wagner |
Art:
Carlos Ezquerra |
| Letters:
Annie Parkhouse |
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| The
Headly Foot Job - Part 3
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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...
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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.
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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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