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1404 - 1409 ¦2000AD Prog 1409

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2000AD 1409 - 29 September
2004
Cover by Ian Gibson
Synopsis by
David Knight
1st
review by Gavin Hanly
2nd Opinion by Hugh Platt
Summaries and reviews contain spoilers for this issue.
GH: Ian
Gibson provides another cover for the revamped Robo Hunter series, but unfortunately
it has much the same effect as the series itself - i.e. it leaves me rather cold.
Now, Gibson is a fine illustrator, possibly one of 2000AD's best, but much like
his last Robo-Hunter cover this looks more like a group portrait than an action-packed
cover. It's lacking a necessary movement or dynamism and seems a little flat -
something I never thought I'd say about a Gibson piece.
HP: After
the last Robo-Hunter cover, a rather lacklustre effort on prog 1406, this is a
step in the right direction for the kind of Gibson cover we deserve. A few minor
niggles still remain though, such as robo-zilla’s head being grossly out
of scale with the rest of the characters. Samantha’s legs must either a)
be mutantly long, b) be freakishly flexible, or c) be detachable, if they are
to fit the pose her waist seems to suggest she’s in. And the lizard appears
to be wearing lipstick.
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Script:
John Wagner
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Art:
Henry Flint
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Letters:
Tom Frame
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| Total
War - Part 2
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Dredd
takes cover... |
Synopsis: As
the deadline approaches for the judges to submit to the demands of the pro-democracy
terrorists Total War, rival sports teams the Midtown Fleas and the Grasshoppers
are in the closing minutes of a game at the Boingbowl. Judge Dredd’s niece
Vienna receives a call from Justice Department regarding Nimrod, a Justice Department
secret weapon in terminal decline, and her close relative by cloning.
At 22:58 hours,
a recorded message from Total War informs the judges that the first nuclear device
will detonate at the Boingbowl in two minutes’ time. As the Grasshoppers
take the lead in the game, the bomb detonates, destroying the Boingbowl and many
surrounding buildings. Dredd orders emergency squads and robots only into the
vicinity of the explosion. Mega-City One’s news media are finally at liberty
to break the story now it has proved accurate.
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GH: After thinking Terror was going to be the high point of Judge Dredd this
year - it looks like I'm going to be easily proven wrong. While the two tales
are very differnet in structure and mood, each offering a different take on the
character and the city, there's something about this one that brings the excitement
back to Dredd in a way we haven't seen since Dredd/Aliens. Wagner is back on one
of his "let's destroy half the city" rampages with renewed relish and
it's a wonder Mega City 1 isn't a ghost town by now...
But perhaps the
best element of this episode is the pacing. From the very outset, we're playing
a waiting game as the deadline gets closer to the imminent destruction. Wagner
ups the tension with extraordinary effect, even managing to keep a couple of sub
plots rolling as we shift to and from the scenes at the Boingbowl. The vid slug
revealing the information at the last minute was a stroke of genius that hammers
home the uncompromising natrue of the terrorists. This is extremely tight storytelling
from Wagner and I don't think I've seen anyone else play to the strengths of a
6 page tale in this way.
This is coupled
with some more astounding work from Flint and Blythe, who keep things moving along
in a way that's better than pretty much any comic I've read recently - on either
side of the pond. From the double paged spread/collage revealing the huge explosion
from Dredd's point of view to the shot of Dredd sheltering from the force of the
explosion, this is of extreme high quality.
And we're only
on episode 2!
HP: First
off – that double-page splash. If you weren’t taken aback by Flint’s
work this week then something is seriously wrong with your optic nerves. I could
re-iterate the same gushing (and thoroughly deserving) praise others have poured
on Flint for his work on Dredd, but instead I’m going to put a special word
out for Chris Blythe. From the contrast of Flint’s thermonuclear inferno
with night-time Mega-City, to the ethereal glow of the television on the terrified
cits, this is nothing short of stunning. They’re a peerless pairing at the
moment.
The use of the
Boing-Bowl reminds us that the sublime and the ridiculous are just as much part
of Dredd’s world as violence and horror, and indeed, often stand shoulder
to shoulder with them. It would have been all too easy to use an aeroball game,
but instead Wagner’s let his imagination give birth to something new and
equally mental.
With clocks littering
every page in the countdown to Ground Zero, Wagner builds the tension with a subtlety
that would be lost by a lesser writer. A perfect example of “show, don’t
tell”, it was an effective and intelligent way of building the tension to
the multi-megaton payoff.
Couple all this
with slipping in of the AGF contacting Vienna, and we’ve got a deepening
of the Total War story in more than just the bombing. The Nimrod situation now
looks set to become a major new chapter in the tale of the Family Dredd. Only
two weeks in and it’s already blisteringly hot.
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Script:
Stu Taylor |
Art:
Cam Smith |
| Letters:
Ellie De Ville |
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| Alice's
Adventures in Whitechapel
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Abberline
meets Alice... |
Synopsis: In
London, 1888, Inspector Frederick Abberline is called to the scene of a fourth
gruesome Jack the Ripper killing. The victim’s name is Catherine Eddowes.
A Whitechapel prostitute comes forward as a witness. When she claims to have met
Abberline before at a society luncheon organised by the Reverend Arthur Dodgson,
better known as author Lewis Carroll, Abberline recognizes her as Alice Liddell,
the inspiration for Alice In Wonderland. Alice tells how Dodgson’s fantasy
creations drove her mad and demanded the murders of five prostitutes to open a
doorway for them to enter the real world, and alleges that Jack The Ripper is
really Dodgson doing their bidding. This turns out to be a lie, and Alice has
been committing the murders herself. Having revealed this information, she attacks
Abberline with a knife, and he turns the blade on her. As Alice becomes the fifth
dead prostitute and completes the quota, Lewis Carroll’s monsters cross
over into the real world. Abberline believes he has been turned mad, as the Queen
of Hearts orders his execution, and her guard of playing cards forces his neck
down onto a chopping block.
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GH: Future shocks/Terror Tales/Past Imperfects - they're all pretty hard to
pull off. In many cases, they're seen as ways to showcase new writers - in this
case the writing of Stu Taylor. His story is OK - but it highlights the inherent
problem of showcasing writers in this fashion. Because there is a need to fit
their story into a particular mode - in this case Jack the Ripper meets Alice
in Wonderland - much of the tale is spent justifying this, often with much exposition
and the writer proving that he's done his research.
Now this tale is
competently written, but I don't feel that it's anything more than writing by
numbers. There must be a better way to test out new writers rather than
force such a constrained medium on them. By all means, let writers or artists
start with one-offs, but perhaps it's time to stop putting them all under this
"tales of the unexpected" banner and just ask them to create something
new? You never know, we might get a few decent new characters out of the process...
HP: So,
a Jack The Ripper conspiracy theory and this time with added character-bleed from
Victorian contemporaries? A bit like some unholy crossover between From Hell and
The League of Extraordinary Gentlemen, only without the wit or flair.
There was too much confused logic and unclear art for me. At first I was left
unsure how Abberline killed Alice, as the moment where Abberline wrests the knife
from his psychotic attacker is woefully unclear. Also, I am lost as to why the
Jabberwocky appears in the mirror when Abberline is not looking as he shaves.
Granted, the mirror is a doorway to the alternative dimension, but why is it appearing
in Abberline’s mirror? And why does Alice, after revealing the Demons need
the “souls of five fallen women” attempt to kill Abberline?
A missed opportunity,
and a shame really, as I generally enjoy Past Imperfects and Terror Tales much
more than the often lazy sci-fi of the Future Shocks, and it’s been an absolute
age since the last Past Imperfect.
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Script:
Alan Grant |
Art:
Ian Gibson |
| Letters:
Tom Frame |
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| The
Furzt Case - Part 4
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Robo-Godzilla
vs the robot police... |
Synopsis: Samantha,
Sam, Hoagy and Stogie are snatched from their police cell by a giant, green robot
lizard sent by millionaire criminal Nippon Furzt. With the heroes imprisoned in
its grip, the monster tramples through a police cordon and takes to the sky. Urged
on by her granddad Sam, Samantha Slade climbs up into the head of the creature
to sabotage its computer brain. Inside the head, she finds the monster robot lizard
is being controlled by a man-sized purple robot lizard. With one kick she knocks
the robot lizard pilot into the control console, and the giant lizard plummets
out of the sky over the ocean.
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GH:
Oh dear - it's just not going to get better any time soon is it? This week's
episode comprises of so little that it's hard to know where to start. Once again,
Samantha seems to muddle through, along with some frankly appalling help from
her grandfather - wasn't he supposed to be some genius Robo Hunter? Get into the
brain and switch off the computer? Can't we come up with a slightly more complicated
idea than that? And as for Hoagy's "it just reminds me" joke - it just
emphasises how far this series has fallen. Even some great art from Gibson (who's
interior art is much improved on this week's cover) can't hide the fact that this
just isn't going anywhere...
HP: I’ve
got a confession to make – I was never a fan of the old Robo-Hunter. Even
reading collections of so-called “classic” Grant/Gibson Sam Slade,
I was left cold. These new stories have done nothing to change my opinion. I find
it a sad fact that I can say a strip with a talking cigar, a head in a jar and
a giant robo-zilla just doesn’t seem crazy enough for the supposed pedigree
it has.
Amongst the death
and destruction of the rest of the prog, I’m glad Robo-Hunter is there,
if only to provide a change in atmosphere. Sadly it doesn’t measure up to
its heavyweight contemporaries, on account of it being so lacking. For a comedy
strip, Robo-Hunter is running painfully short on laughs.
I know I should
review this on it’s own merits (or lack of them) but even the art left me
unimpressed. There’s no sense of the insane future that the Robo-Hunter
of old was set in – just panel after panel of soulless white background.
While nowhere near the faxed-in performance Gibson put in for The Snozzbournes,
there’s an overall flaccid feel to the whole thing.
And as for the
Robo-Lizard pilot…felled by a single kick? By the slight figure of Samantha
Slade? What kind of two-bit hench-robot are evil villains hiring these days?
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Script:
Rob Williams |
Art:
Boo Cook |
| Letters:
Ellie De Ville |
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Part 4
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Holt
lets loose |
Synopsis: On
the island, Nayr summons Meg to a bay where a group of wounded and starving aliens
have set out to sea in a landing craft toward waiting warships to seek assistance.
Over in Sydney, Holt is manacled in an interrogation room, being questioned by
Buchanan, who quickly resorts to violence. Holt is driven to using his powers,
breaking his manacles, and hurls Buchanan to the wall with a blast of energy.
This was Buchanan’s plan: to force Holt to reveal his powers. Buchanan takes
Holt to meet his superior, who needs his skills as an alien hunter to stop the
murderous rampage of Run and Spore. The General promises to deliver food and medical
supplies to the aliens’ island in return. Back at the island, the warships
warn the aliens’ raft to turn back before opening fire and capsizing it
while Meg looks on in horror.
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GH:
This is all getting slightly confused - especially the character of Buchanan.
His constant manipulating of Holt seems odd when we really don't know what his
own agenda is. After this issue, we're left still unsure of whether we can trust
him or indeed any of the humans. Perhaps this is Williams' aim for the series
- to keep us on an uneven footing until later on when everyone's intentions become
clearer. I certainly hope so, because Asylum is a somewhat all over the place
at the moment and it could do with settling down into a more traditional plotline.
Perhaps utilising Holt's skills as an Alien Hunter may help this series to find
the direction it's been lacking up until now. The art's still top notch, though.
HP: Along
with last week, it’s finally beginning to pick up speed. There’s a
real sense of no-good-guys developing, with Run and Spore off to decimate Sydney,
the humans blowing the Alien refugees to smithereens, and Holt and Buchanan revealed
as having more than a few secrets.
Whether Meg and
Skunk do anything other than run around and look concerned for the rest of the
series is up for debate. At the moment they seem stuck on the island, a loose
end in what is otherwise a taut-looking story.
Boo Cook’s
artwork is still flawless. In fact, I almost suspect myself of overlooking some
of Asylum’s more obvious faults simply because it’s just so easy on
the eye. One
minor complaint – there’s a curious white space at the top of page
1 containing the credit card. Was it initially planned as a space for the series
title? Even amongst Boo Cook’s sumptuous paints, it manages to draw your
eye totally unnecessarily.
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Script:
John Wagner |
Art:
Carlos Ezquerra |
| Letters:
Annie Parkhouse |
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| Traitor
to his Kind - Part 4
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Alpha
loses his temper... |
Synopsis: On
their way to St. Albans on the trail of King Clarkie’s kidnappers, Johnny
and Wulf are pulled over by a police aircar. The bounty hunters are searched and
disarmed, and the police destroy Johnny’s weapons permits. The police force
Johnny and Wulf to dig their own graves out of sight of the road, apparently on
the orders of their superiors. Alpha takes off one of his boots, claiming there’s
something in it, which turns out to be a smoke bomb. Under cover of a smoke cloud,
Johnny and Wulf escape, and the police give chase, but they are no match for a
Strontium Dog and a Viking’s stranglehold. The police sergeant surrenders,
but Johnny kneecaps him anyway. The sergeant implicates Chief Superintendent Nelson
Culliver in the plot against Alpha, before Johnny shoots his other knee. After
Johnny and Wulf retrieve their weapons and resume their journey, Johnny reveals
to Wulf that Culliver’s grudge against him is personal: Culliver is actually
Alpha’s brother.
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GH: Up until now, things have gone relatively easy for Alpha and Sternhammer.
Sure, they've gone up against some unfriendly mutants and less than helpful officials,
but this is the first time that Wagner has really let the face of oppression rear
it's ugly head in Strontium Dog. Being forced to dig their own graves with what
seemed, at first, very little chance of escape brings back some of the brutality
that they used to go up against and make a strong contrast to the more entertaining
tales we've had recently.
Now, don't get
me wrong, I've really enjoyed those stories - especially last year's tax collector
storyline - but as with Dredd, it's good to see Wagner balancing out those more
upbeat tales with darker storylines such as this. It's also managed to bring out
the rarely seen darker side of Alpha. We know he can be a brutal killer when he
needs to be but this is something that the strip rarely touches on as strongly
as this, especially with his torture of the Kreeler. As for the revelation of
a brother? I'm not too sure. It seems like a cheap trick - but Wagner's been known
to make much of potentially trite storylines such as Brother against Brother,
so let's see what he pulls off next week...
HP: Just
like Total War seems to be developing into Joe and The Family Dredd, Wagner’s
also seems intent on making Traitor To His Kind a family affair for Johnny Alpha.
In
retrospect Nelson Culliver’s revelation as Johnny’s (half-?) brother
is hardly a surprise, with that face, that name, and a predisposition to anti-mutantism.
But the revelation itself a suitably retro-esque cliffhanger to this week’s
installment.
This
week, the extent of what Johnny and Wulf are up against was rammed home. Going
up against the Mutant Underground and factions within the human authorities has
the S/D’s as more outsiders than ever. Mix-in some heft violence and Traitor
To His Kind is shaping up to be everything it always promised to be.
“You
think that’s going to save you? You Kreeler scum”. A more excitable
writer would have loaded that with an exclamation mark, but Wagner and Ezquerra
have Alpha hard-boiled and merciless. A Good Man In A Bad Galaxy? Don’t
count on it. There’s a genuine sense of a man with a mission, and is more
than prepared for a bit of casual knee-capping, if that’s what it takes.
And
despite Wagner’s attempts to paint Wulf as an über-masculine heterosexual,
the Police seem to agree with Gordon Rennie gay-love conspiracy theory: “The
buggers got loose!”
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Overall
GH:
The comic is somewhat disjointed this week. A lack-lustre Past Imperfect and
a downright poor Robo Hunter threaten to drag it down. However, the sheer majesty
on show in Judge Dredd make this unmissable - while Strontium Dog rounds things
off perfectly. They'd be lost without Wagner, wouldn't they? I hope he gets paid
well...
HP:
Starting with a fantastic Dredd and ending with a meaty Strontium Dog, with a
good slab of above-average action in Asylum, I was more than happy to somewhat
overlook the failings of Robo-Hunter and Past Imperfect. In almost any other week,
Strontium Dog would’ve taken the top spot, but with such a cracking Dredd,
it’s pushed back in the fallout. Droid Life has become so sporadic, and
coupled with the quality of the rest of the prog, I’ll be honest and say
I barely noticed it wasn’t there till I started writing this review.
Best Story
GH: Judge Dredd
HP: Judge Dredd
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