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2000AD
Prog 1431 - 23 March 2005 |
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Synopsis by
Gavin Hanly
Review
by James Mackay
2nd Opinion by Nathan Milner
Summaries
and reviews contain spoilers for this issue.
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Cover by Jason Brashill
JM: In keeping
with the rather marvellously retro feel of the whole Second City Blues concept,
Jason Brashill here comes up with a classic team pose. Good colour balance and
facial expressions, even on the horse, make this a really rather pretty picture.
I do have a slight argument with the decision to show them half-arsedly bursting
out of the page towards the reader. As no doubt our esteemed editor has already
picked up, this obscures part of the logo. Normally I quite enjoy a bit of logo
desecration, but when it's done to as little purpose as this I begin to see the
other point of view. Wouldn't this cover have been a lot better if the burst were
a real BURST - dramatically highlighted and with more of a sense of kinetic energy
about it?
NM: I’m
not too keen on this cover, but I don’t really know why. The art style Jas
uses is top-notch as usual and it is quite a striking image - but I don’t
like it. Maybe it’s because the ‘burst’ effect around the circle
is pointlessly white-on-white, except for where it covers up the 2000AD logo,
or (more likely) it’s because I just don’t like orange.
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Script:
Gordon Rennie
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Art:
Ian Gibson
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Letters:
Tom Frame
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| Missing
in Action - Part 3
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Dredd's
luck runs out... |
Synopsis:
The judges announce their presence and Schreck kills Nyman for leading them to
him. He orders his henchmen to dispose of Ritchie, but Ritchie is already starting
his escape bid by ripping the chair he's tied to from the floor. The judges pick
up Ritchie's life signs and blow the front door off, killing off a henchmen in
the process. Dredd storms the building, but Schreck gets off a lucky shot, sending
Dredd to the floor. Schreck is about to kill Dredd when Ritchie, still attached
to the chair, rushes at Schreck, sending him sprawling to the floor. The H Wagons
take their shot and vapourise Schreck.
Dredd orders the
med crew to take care of Ritchie despite the fact that he's a kook - acknowledging
Ritchie as the reason they were able to bust the Vid Zine operation.
Three weeks later,
Ritchie is back at planet Gary, where they now keep a seat free at all times,
in case Dredd wants to stop by. "He ain't such a bad guy when you get to
know him."
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JM: I find myself in these review always tempted to abuse Gordon Rennie. He's
a naturally gifted writer who seems set to inherit the throne of principal Dredd
script droid - the lucky git. But when he produces an absolute gem such as this,
I wouldn't really have legs to stand on.
It's strange to
think, given the focus of many an early Dredd tale, that writing the character
as a straightforward hero is now vanishingly rare. Sure, it must be great for
the script droids to have this ambiguous character, this fascist, and to play
with the "Who's the real bad guy?" thing. But isn't it nice to
have a script come along every once in a while that reminds us that Joe's a policeman,
and as such must at least occasionally be unambiguously one of the good guys?
Also, its great to see another reminder of Joe as just a human being, what with
getting shot in the shoulder and saved by a badly wounded old man. Rennie's clearly
set up the inhabitants of Planet Gary as an inexhaustible supply of these little
vignettes to show the other side of the Galaxy's Hardest Cop - a masterstroke
that simply proves his deftness of touch.
Gibson, on the
other hand, is a bit of a disappointment, yet again. There just isn't a feeling
of effort in his art any more - understandable when he's drawing the weak Samantha
Slade strips, less so when he's on a top-notch Dredd script like this one. Compare
and contrast with what he was able to produce on the forgettable "Almighty
Dredd" strip a few years back, never mind the Sex Olympics or Halo Jones,
and you'll see what I mean.
NM: This
has been a great story. The artwork is marvellous, the villains’ dialogue
on the opening page this episode is very funny, and Ritchie comes through to save
the day. He’s the real hero of the piece and I’m glad because I started
to really care about the guy.
Dredd makes a
mistake! “Forty-seven years on the streets. More citations than he can remember…
…but one lucky shot is all it takes.” Well, I think Dredd’s
mistake was actually in the panel before – when he tells the other judges
to cover him and goes in alone. Dredd’s had too many years of doing it all
himself, but if there’d been another judge in there with him then Schreck
wouldn’t have stood a chance.
I like the ‘cheesy’
ending too: it reminds us that Dredd is a goodie. Too often does Dredd get this
‘we love him because he’s a bastard’ press, but really we love
him because he gets the baddies and saves the day, just like a hero should do.
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Script:
Kek-W |
Art:
Warren Pleece |
| Letters:
Ellie de Ville |
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| Part
13 (final episode)
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The
Oboch starts to feel... |
Synopsis:
The Oboch are about to kill Minger but his dad, Macready, bursts in to save the
day. His men start beating the Oboch back as the coach tells them to disrupt the
suits which they use to restrict their senses. Shaila rips the leader's one open,
and the Oboch is overwhelmed by his senses, ordering the Oboch to retreat, taking
Salter with them. They prepare to set off the "Meson bomb" from orbit,
which will destroy the planet. The coach suddenly remembers that the ball, now
covered in blood, is about to go berserk. He throws it to Donna, who deflects
it into the retreating Oboch ship. Inside, the ball goes mad, ripping through
the Oboch before latching onto Salter's face. The ship's control systems are disrupted
and it crashes back down into the city, exploding in a ball of flame.
The blues were
awarded the match as they were the last to leave the arena before play was abandoned
and will be playing "off-world" next season. Minger's dad says that
he's going to be their manager...
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JM: What an
utterly bizarre experience reading this strip has been. I'll be honest at the
start and say that I've never read and enjoyed a sports strip, except Billy the
Fish and the gentle parodies like DEATHSPERE produced for Solar
Wind. Mean Arena, Roy of the Rovers: you can keep 'em. But Second City
Blues isn't really a sports strip: nor is it a proper science fiction strip. It's
been more like reading a magical realist novel crossed with a Brummie soap opera:
so, you've got your hard life choices, your star crossed lovers, your gangster
dad, your squid-headed alien and your spaceship full of beings out to destroy
Love. (Ok, so technically it's "all emotion" they want to destroy, but
we all know what that's a code for!)
Far, far too many
elements to fit into a short tale, and it's to 2000AD editor Matt Smith's great
credit that he took a chance and commissioned a 13-part series in a defunct genre,
with a creative team barely tested within the pages of the comic.
So has it worked?
Well... kinda. I've become slowly addicted, entirely against my will, to a story
that I know is full of cliché and unresolved plot threads. It's like Neighbours
- there's no good reason to like it, but vast sections of the population do. And
I have to admit that, despite my better judgement, I'd like to see it return for
a second series.
NM:
Now this is real cheese.
It’s got Father-Son reconciliation, it’s got a washed-up retired old
man regaining his former glory, and it’s got plucky young kids saving the
day with a healthy dose of meddling. What’s not to love? The design of the
baddies is brilliant, quite fearsome indeed. Best of all: it ends on a joke.
These needs to
be serialised as a Saturday morning cartoon immediately.
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Script:
Steve Parkhouse |
Art:
Steve Parkhouse |
| Letters:
Steve Parkhouse |
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6
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Mizo
gets into a tight spot... |
Synopsis: A
guard comes to warn Lieutenant Konda about Sukonami, but is immediately killed.
The possessed Suko demands to know - "where is it". A sword battle starts
until Mizo arrives, wielding Tiger Sun, the thing that the Kabal-controlled Suko
is looking for. Mizo orders Konda to take Judge Kai and the children to the escape
pod, while he holds Suko back. More ninjas arrive, and the battle moves to the
rooftops. Mizo transforms the statues of tigers into reality, and they tear through
the attacking ninjas. But as they disappear, a phantom Dragon stands ready to
attack him...
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JM: This, on the other hand, is unmitigated pish. Probably for big fans of
chop-socky there are all sorts of thing to admire, but I'm not among that crowd
and all I see is an artist capable of creating wonderful imagery but with no sense
of how to tie a story down to the 2000AD format. The fight is endless without
really being entertaining, and to be honest readers like myself would probably
have got more from reading the storyboard for Hero, sans script. Silent panels
can be a wonderful thing - but in situations where people are naturally silent,
not in a melee where you would normally expect character to make at least some
noise, even if its to say "ouch, that really HURT, you know!" I have
no idea who anybody is, and what's particularly unusual for me is that I don't
care. Bring on Valkyries II, please - at least I'll know some names.
NM: Fantastic!
Still not entirely sure about what’s happening – but whatever it is,
it’s happening in a very exciting way. Big sword fights a-go-go this episode,
and as blades Tiger Sun and Dragon Moon finally clash we see why these two swords
are so special – calling forth spectral Tigers and a Dragon.
Still not clear
on why this is set in Dredd continuity, but there’s no reference to that
this week. It doesn’t need to be set in Dredd’s world, it’s
a strong enough story on it’s own – and I feel the references to Judges
and Mega-City One detract from the atmosphere that has been built here.
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Script:
Dan Abnett |
Art:
John McCrea |
| Letters:
Ellie de Ville |
Colours:
Gary Caldwell |
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Vircade
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Extreme
Golf |
Synopsis:
Jake Snake's Vircade is the place citizens of Downlode go to escape from the reality
of their everyday lives. It's a virtual reality parlour where everyone plays games
ranging from all-action set pieces to golf games with firearms. There are hack
n' slash games, godzilla simulations and extreme driving simulators.
Everyone is playing
truly extreme versions of videogames - except for Finnigan Sinister, who has spent
8 hours playing Pong, waiting for Jake Snake - his target - to arrive. He performs
the hit and hits the streets to get back to his dead end job...
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JM: Broadly speaking, there are three parts to a script droid's job. There's
plotting, there's characterisation, and there's narrative voice. 2000AD is normally
stuffed full of writers who can do the first two of these brilliantly. Witness
the taut, relentless logic of a long John Wagner tale, defying probability to
knot all its multiple threads together in a single, final episode. Witness the
genius of Pat Mills when he births a new character, whether Nemesis the Warlock
or shootah-wielding Bill Savage.
But very few of
the Galaxy's Greatest really seem to pay much attention to the third - the words
that go into those funny little boxes. John Smith, of course, and recently Simon
Spurrier, have shown how much a lush wordscape can contribute to a strip - indeed,
The Simping Detective has proved the point by making the words easily equal to
Frazer Irving's genius art.
What's all this
got to do with Sinister Dexter? Well, here we have a typical Sin/Dex one-off.
The art, by John McCrea, is brilliant (love the Middenface on page1!). Yet the
plot is... well, it's just an extended series of 2-panel jokes, with the same
punchline in each, isn't it? And not a particularly new or profound punchline,
either. But with Dan Abnett's sleazy, instantly recognisable narrative voice,
playing delightedly with words and actually serving to do more than just push
the plot along, this rises much, much higher than, say, a one-off Dredd normally
does.
NM: Note:
Middenface McNulty and Elvis are in the first panel. Presumably put there to up
the ‘recognisablecharactersometre’ because Dexter is missing and Sinister
doesn’t turn up until the last page.
In the meanwhile,
we’re barraged with four pages of demonstrations that regular people enjoy
violent fantasy games. No shit, Sherlock. After I finish writing this review I
was planning on playing some GTA: San Andreas. Is it worth getting me into this
story: “Nathan spends all day in the office doing accounts and talking to
friends on the internet. In the evening he likes drive-by shootings, cappin’
hos and beating up dealers.”
It doesn’t
help that I don’t like John McCrea’s artwork, although it’s
better here then it usually is. Maybe because it’s better than the script?
I usually stick up for Sinister Dexter, but this one sucked donkeys.
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Script:
Robbie Morrison |
Art:
John Burns |
| Letters:
Annie Parkhouse |
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| How
could you believe me when I said I love you when you know I've been a liar all
my life... - Part 4
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The
king to the rescue... |
Synopsis: Dante
prepares for the meet at Big Ben with Lulu to retrieve Lauren. Jena warns him
that Lulu wants nothing more than to kill Dante, but he goes in anyway. Lulu has
blamed Dante for the betrayal of the Romanov family despite his claims of innocence.
They find Lulu,
with Lauren being held aloft by Lulu's monsters. The king storms in through the
clock face in a taxi, but this only makes Lulu release Lauren. She starts to fall
to her death, but Jena leaps to her aid, knocking her onto the stairs. Dante fires
at Lulu, but only nicks her shoulder as a warning shot. He tells her that he didn't
betray her, and that he could have killed her if he wanted to, putting his gun
away. Lulu finally accepts his word, warning him that if he has lied, there will
be hell to pay. She walks away.
Jena decides to
let Dante go too, as Lauren and he take off in the taxi. Lauren says she still
doesn't know if Dante was trying to kidnap or rescue Jena. He kisses her - "What
do you think?"
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JM: Ho hum, knockabout
fun. While it's good to see that Lulu will survive, and might even be available
to team up with Nikolai again, it'd still be hard to argue that this trip has
returned to anything like the high spots before the end of the Tsar Wars. Mad
King Henry and two sets of boobs do not a classic make.
Despite that rather negative
sentiment, I still think the best part of this strip was the words "returning
in prog 1433". Dante needs this good long run of stories to re-establish
himself, and there's every sign of a slowly recovering return to form.
NM: Dante’s
adventures are back on form. We’ve got romance, smut, action, insults and
comedy. Art-wise, John Burns has nailed Nikolai’s character but I don’t
much like his Jena. He’s given all the women huge busts – fair enough
– but in doing so half the time he’s increased the rest of their proportions,
making Jena look like she’s been coping without Dante by digging into the
cake & chocolate ice cream. So she keeps alternating between panels between
podgy & slim. If only she was one or the other, rather then fluctuating. I’m
probably being overcritical because I’m still missing Simon Fraser on the
series.
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Overall
JM:
If Dredd were any other week, it'd have been Sin/Dex as my favourite
story of the prog. But it isn't...
NM: A really
good prog, let down by the worst Sinister Dexter story ever printed. Looking forward
to American Gothic starting next week.
Best Story
JM: Judge Dredd
NM: Tiger Sun,
Dragon Moon
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