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2000AD
Prog 1427 - 23 February 2005 |
Synopsis and review
by Gavin Hanly
2nd Opinion by David Knight
Summaries
and reviews contain spoilers for this issue. |
Cover by Cliff Robinson
& Chris Blythe
GH: Not
a completely successful cover, for me. Cliff Robinson has done his best to ape
the menacing visage of the Nosfertu inside the issue - picking up on the new design
from D'israeli. However, wheras the design works incredibly well within the main
tale thanks to D'israeli's particular style of cartoony artwork, it looks a little
too much like a bad special effect on the cover. But the cover does have something
of a pulply feel which helps to rescue it, and at least it's not another Robinson
"stock pose" Dredd shot.
DK: A nice,
muscular cover by Cliff Robinson that must surely make this Prog stand out on
the magazine racks. The alien Nosferatu looks a lot tougher than the one seen
in episode 2 of Horror in Emergency Camp 4. The colour scheme works well, with
the red, orange and green elements in Dredd’s uniform nicely complementing
the overall mauve look.
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Script:
John Wagner
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Art:
D'israeli
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Letters:
Tom Frame
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Colours:
Len O Grady |
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| Horror
in Emergency Camp 4 - Part 3
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Dredd
closes in... |
Synopsis: The
Norferatu feasts on a victim but is interrupted by his human accomplice who is
attacked by the beast. The accomplice stumbles back to warn others as the nosferatu
flees.
Elsewhere, people
are being killed, mistaken for the Nosferatu, and the eldsters we saw last week
are found killed too. They investigate the scene of the slayng and find a shoe
print but it's too common a brand to help at that moment. The killings grow until
Psi Division has a breakthrough. Innnocenti,
the Total War precog, has found something and keeps repeating the name
Pedro Martinez - there are 819 Pedro Martinez's in the city - and also a city
block by the name.
In Pedro Martinez
block the Nosferatu feels it has been away from its planet for too long and needs
to feed more than before to survive, while it looks for a way to return home.
Dredd and a unit of judges closes down the block and start checking the citizens
who match the shoe found earlier. Eventually they find the apartment of Roald
McDonald and see the owner hanging inside the cupboard - clearly a victinm of
the nosferatu.
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GH: Not
only is Wagner keeping us all happy by dragging out the fallout from Total War,
but he's already started referring to events that have taken place since
the disaster. The reference to Innocenti from a few issues back is extremely pleasing,
given that it further increases the sense of continutity that has been in place
since the last big crossover. While such continuity can occasionally be a bind
- see the countless issues of the Xmen for an example of continuiy gone wild -
Judge Dredd (the strip) was in dire need of somehting to keep the reader interested
for a longer period. One-offs are all very well from time to time, but a greter
sense of an overall story arc has been needed from Dredd for some time - something
that events since the Terror arc of last year have finally given us. There's been
a coinsistently high quility in the Dredd tales of late, and let's hope this keeps
on till well into 2005.
As ever, D'israeli's
art is revelatory. As many have said, he brings a bizarre weirdness to Mega City
one that few have managed. He laps up the more bizarre elements in Wagner's script
from the shot of The Big Meg vidzine (Big Pix, Big Print, Short Words!) to some
excellent images of the cornered and hungry Nosferatu - the shot of it half changed
and hiding behiond the door being a great example.
I believe some
have found his rendering of the Nosferatu not terrifying enough, but I love the
redesign, which works wonders here in depicting the creature as both a monster
and a cornered animal. Special mention must also go to O Grady's colouring too
- as he makes a perfect match for D'isralei.
All in all an excellent
job.
DK:
This story is developing well, with the plot growing in complexity with each part.
Di’sraeli’s depiction of the Nosferatu alien has improved greatly
compared with how it looked in the previous episode. It now exudes menace when
required, and evokes sympathy when cowering in its lair. The pacing is great,
because I’ve no idea how many parts this story runs to, and the rate at
which events are unfolding gives no clue as to whether it all ends next Prog or
runs for a bit longer.
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Script:
Kek-W |
Art:
Warren Pleece |
| Letters:
Ellie de Ville |
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| Part
9
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Another
"unexplained accident"... |
Synopsis: Mourn
Salter appears on TV telling the presenter how he pitted a team without gimmick,
the Second City Blues, against the other enhanced teams, and their gradual success
showed that it was something the audiences were looking for. He denies that the
accidents that have befallen the team are because he ignored safety regulations
or that he is linked with organised crime.
Elsewhere Minger's
dad, MacCready abducts one of Salter's ex-employees to find out what Salter's
really up to, while back at the team hedquarters, Danny is telling Minger to lay
off the drugs.
Salter is watching
everything from his close-circuit monitor room and wonders what will happen if
they confiscate Minger's drugs. He is planning for the next match to be their
last and starts drugging the ball - so that he can get one of the players killed,
and can boost the rating accordingly.
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GH: After somewhat
disparaging comments about this series in earlier reviews, my ire has dampened
somewhat.
Perhaps it's the
familiarity of the characters that is helping the series along, although so few
of them are likeable that I feel that's not the case. I think it's more likely
that the story finally appears to be finding its feet. Admittedly, last week's
cliffhanger (is it all some sort of virtual reality?) seems to have been a red
herring, and the true extent of Salter's machinations are yet to be revlealed.
One thing that is obvious from this issue, is that the series is better whenever
we're not subjected to some Slamboarding action. Indeed, the series might have
benefited greatly if the sport had been kept to a minimum and only told via clips
and excerpts on TV - as in this issue. Thus we could have seem some of the plot
threads built on earlier in the series.
I do still have
issues, however.
Ideas and plot threads are laid only to be forgetten or quickly wiped under the
carpet later (Shaila's experience, for example) and not enough has been done do
sufficently develop the individual characters of the Blues (Donna in particular
seems effortlessly one-dimensional).
However, despite
this, I find myself pushing the complaints aside and allowing myself to find it
mildly entertaining. I still feel it could be so much better, but as shown earlier
in the series, it can also be oh so much worse. But does
it deserve a second series? The jury's still out on that one.
DK:
SCB has won over a
lot of readers who, like me, didn’t warm to it from the very beginning.
It has turned out to be one of the most entertaining of recent new strips, and
features a host of amusing sci-fi concepts alongside some peculiarly old-fashioned
trappings like Brian’s gangster dad and references to page 3 girls, etc.
Given that the Birmingham of 2278 appears to be even more saturated with porn
than our present, you’d have thought that would be a page 3, 4, 5, 6, 7,
8 and 9 girl at the very least. Anyway, these oddball touches contribute to the
distinctiveness of the world depicted.
Arguably there’s
not enough of the sport shown, as only brief excerpts of matches are ever seen,
and here we see an entire season’s fixtures described in flashback. We’re
only getting the highlights, whereas once upon a time, a series like Mean Arena
would have drawn out a major clash over several episodes. Perhaps writer Kek-W
was strait-jacketed to condense a lot of plot development into a fixed number
of episodes. That’s fine as long as the story we get is as good as the sport
action we’re missing.
It was good to
have some light shone on the Blues’ lack of gimmicks by explanatory dialogue.
The alien sensory stimulation market struck me as odd, since one would imagine
all teams could be making mutli-sense recordings of themselves to sell to sponsors.
Just how Salter has cornered the market isn’t clear.
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Script:
Steve Parkhouse |
Art:
Steve Parkhouse |
| Letters:
Steve Parkhouse |
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| Part
2
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Defending
Ukiyo |
Synopsis: The
floating world of Ukiyo is a mishmash of Japanese culture from ancient times up
to the present day. General Mizo prepares the Lady of the exiled Imperial family
for an audience with Judge Kai. Kai has been granted an audience with its leader
Sashi - a young boy. Kai tells him that Warlord Chang has emerged from the radlands
and intends to strike at Ukiyo first. Judge Kai is to take them all to safety
as soon as possible, but before he can act, the attack starts. Sashi's protectors
fight off the invading armoured warriors, and Judge Kai destroys some of the incoming
ships. But the judge's craft has been destroyed too, and he is now stranded on
Ukiyo.
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GH: A somewhat disastrous decision seems to have affected Tiger Sun Dragon
Moon since it was first mooted. For some reason, the whole thing appears to be
set within the "Dredd universe" with multiple references to Hondo City,
Judges and Mega City One throughout. This seems so out of place and uncalled for
that the words and pictures could almost be from different series. Judge Kai's
uniform looks absolutely nothing like a normal Hondo City judge's and there is
nothing else in the strip artwise that seems to indicate it being part of Dredd's
world.
So, the series
seems woefully misplaced and almost gives the impression that it's the result
of a focus group/test screening (or whatever the comic equivalent is) that dictated
that it should be be set in Dredd's timeline to increase its sellability. Whetever
the reason for the setting, this is certainly coming across as extraordinarily
awkward, when a straightforward sci fi/Japanese legend mix would have been much
more acceptable.
A great deal has
to be achieved in the next couple of weeks to help the series get past this awkwardness.
DK:
The first part of
this The first part of this series did nothing for me, but the second really gets
going after the air raid on Ukiyo gets underway. For a single episode of a story
that contains so many genre elements I loathe, including nanotechnology armour,
it actually impressed me as the best single episode of this Prog. The nanotech
armour was itself such a good example of the form, and so well done, it was actually
one of the strengths of the piece. The shooting down of the fighter aircraft with
a hand gun is a cliché too, but one that is done with such style that Steve
Parkhouse gets away with it.
So far, so good.
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Script:
Rob Williams |
Art:
Simon Coleby |
| Letters:
Tom Frame |
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Rock and a Hard Place - part 3
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Indeed... |
Synopsis:
Dirty Frank destroys the bouncer droid that is attacking the lead singer of Kill
Kill Kill Kill and they both escape.
Later, he asks
Aarghhh what he was doing backstage who replies that he was only trying to steal
some gear. He tries to sing, but the bouncer droid had crushed his throat and
he can't get a note out. The Battle of the Bands gets underway and now Dirty Frank
has to sing lead vocals with Aarghhh out of comission.
As they are about
to go up on stage he discovers that Bloodaxe, the leads guitarist has set up the
pyrotechnics and has taken course in "advanced heavy metal explosives".
But Frank can't
pursue a line of quesitoning, as it's time to get up on stage himself...
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GH: This interlude has shown Dirty Frank to be the megastar we all thought
he was from his cameo appearance in the first Low Life series.
Williams is clearly
enjoying himself and this comes across in a highly entertaining strip. From the
introduction to the main players (each panel here being a classic - especially
"Yay Dirty Frank") to Dirty Frank's mistakenly teary eyed reaction to
Aarghhh's throat condition, this doesn't hit a bum note at any point. Everything
works towards providing a very funny strip that nears, but doesn't quite cross,
the line into complete ridiculouusness.
A joy to read,
and there'd better be more Dirty Frank soon.
DK: There’s
not a great deal to say about Low Life this Prog – it’s another episode
in a story that’s been consistently entertaining and how could it not be
with Dirty Frank centre stage? Dirty Frank’s habit of referring to himself
a) in the third person, and b) by his own name even when undercover is an endearing
quirk and a hilarious comedy gimmick I don’t think I’ll be tiring
of quickly. The plot device whereby the bouncer droid crushing the singer’s
throat would necessitate Frank fronting the band was heavily signposted last prog,
so didn’t come as any surprise, but why should it?
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Script:
Robbie Morrison |
Art:
John Burns |
| Letters:
Annie Parkhouse |
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| Agent
of Destruction - Part 9
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Marguerite's
last moments... |
Synopsis: The
refinery explodes into a ball of fire, as Marguerite and Dante are dangling from
their safety cords. The crest believes that Kraken will be susceptible to the
fire and that they have escaped. But the Kraken is still alive and leaps for Marguerite.
Dante kicks him back into the fire, but Marguerite's cord has burned through.
Danten manages to catch her by the arm, but it's now on fire too and he can't
hold on. Marguerite plummets to the floor of the refinery. Dante pushes Kraken
into the fire - breaking open more barrels of oil to keep the fire fuleled and
walks away. He finds Margueriete who asks Dante to promise that he'll protect
his mother, but Dante doesn't respond. They escape with her body in Lauren's ship.
Later, his mother
says she can't remember a time when Marguerite wasn't there to protect her - but
Dante grimly replies "It's Ok mama, I'm here now."
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GH: So
the latest Nikolai Dante comes to an end, and it appears that the huge gap in
between series hasn't done the character much good at all.
This lengthy series
has done very little to further the character, apart from putting him into a position
where he can potentially do damage to his mother's operation. it's certainly hinting
at some larger plan lurking in the bckgound, but Morrison has spent far too much
time skirting the issue. This series could easily have been half the length and
still achieved its main goals. Indeed, the introduction of Lauren should have
been ditched altogether and instead just Marguerite and Dante sent into the Refinery
together. We could then have had a little more time to see their characters spark
off each other, and learn more about what makes Marguerite, in particular, tick.
Unfortunatley, when her death comes, it doesn't quite have the impact that it
would have done had Morrison taken the opportunity to explore her character.
Now if Morrison
can concentrate on moving the overall polt forward, then this can certainly be
salvaged. Finding out what Dante's intentions to his mother actually are seems
intriguing - expecially given his refusal to tell Marguerite that he'll protect
her. So as long as we don't have another year long break, where we all forget
what was happening, this could get up to speed again.
Burns provides
some passable art, but it still feels like he's not putting his all into this.
Frankly, it might be worth giving another artist a short run on Dante while Burns
takes some time out. Dante did work well in the earlier days with alternating
artists, especuially in the Fraser/Burns Tsar Wars epic, so perhaps it's time
to try that out again and breathe some fresh air back in.
DK: Agent
of Destruction seems not to have been popular with readers, being such a departure
from the world Nikolai Dante usually inhabits. This last episode was a nice finale,
with dramatic art framed by very formal panel borders, especially the grid on
the third page. How sad was the demise of Marguerite? Well, in the great scheme
of things we never really got to know her that well, but John Burns’s painting
gave her death a great deal of humanity, and nobody reading the last page could
doubt the emptiness and the aching of the Pirate Queen’s heart.
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Overall
GH:
A good issue, mainly
due to the excellent Low Life and Dredd tales. SCB has become entertaining but
remains fairly forgettable, and Dante needs a good kick up the arse to get moving
again. Only Tiger Sun remains something of a great disappointment, bu it's early
days for that tale and maybe the Judge related elements of the tale will have
more of an impact in later issues.
DK: Not
a bad Prog. There have been a few duff stories since Prog 2005, and I really didn’t
like the brown and mauve colour palette seen throughout Prog 1426, but this Prog
was actually fun and pleasant to look at.
Best Story
GH:
Low Life
DK: Tiger
Sun, Dragon Moon
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