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2000AD
Prog 1454 - 31 August 2005 |
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Synopsis by
Gavin Hanly
1st opinion by Gavin Hanly
Summaries
and reviews contain spoilers for this issue.
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GH: Dear
oh dear. Boo Cook is normally a highly reliable artist, and is currently doing
a great job over at the Megazine this month. But an involuntary "oh, dear
god!" escaped me when I took this one out of the subscription envelope.
It has the appearance
of being drawn in minutes, the figure of Stogie is camouflaged by the robot hand
he's standing on, and the rather pointless window background is entirely superfluous
and overbearingly dominates the scene. Plus the fun quote from inside the issue,"Die
screameeng, beetch", is emasculated by taking out the word "beetch."
Even the fake cigarette packet design can't save this one.
I could go on,
but let's just draw a line under it and hope for a return to form with Cook's
next cover...
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Script:
John Wagner |
Art:
Kev Walker |
| Letters:
Tom Frame |
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| Mandroid
- part 2
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Nate
has trouble fitting in... |
Synopsis:
Nate has come to Mega City one with all his new mech armaments in place - which
are to be removed once the veteran's board approves the cost. Nate, Kitty and
Tommy move into the run down Dean Gaffney block - whereupon Tommy is knocked down
by a surfer and propositioned by a drug dealer before they even get to the apartment.
Later, Kitty brings
down a gun toting futsie and calls the judges. Dredd arrives on the scene, and,
despite her breaking the law by bringing the perp down, decides to let it slide.
Nate and Kitty get a visit from Miss Charming O Fletcher who arrives with a welcome
cake. she seems friendly, but it soon seems clear that she's part of a block crime
syndicate, offering an extortionate "protection". They see her to the
door - and all the time, Nate is getting more and more disillusioned with city
life.
The next day Kitty
doesn't come home from her job interview - she appears to have disappeared afterwards.
Then someone pours flammable liquid under the front door and sets it alight...
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GH: The
initial response to the announcement of Mandroid some months ago was that this
series would just be another big-ass robot/android getting ready for Dredd to
kick its arse. However, after only two episodes, it's clear we're getting something
different. Wagner is at his best when concentrating on the citizens of Mega City
One and the totalitarian nature of the city - as seen in his previous tale "Caught
in the Act". It's when he lets loose at the more mundane and desperate aspects
of Mega City life that he seems to come alive, seen here in the setting up of
Nate's short fuse of Nate and also the black humour in the family's predicament.
Small touches like "A lot of people call Dean Gaffney the ugly face of city
housing" are pure genius and the wait for Nate to go futsie is proving to
be a highly enjoyable one. There's some interesting characterisation for Dredd
too, as the older he gets the more he sees the wisdom in not arresting everyone
for the smallest crimes.
As for Kev Walker,
it's an extreme pleasure to see his work back in 2000AD. Since he moved over to
this new style, which owes something of a debt to Mignola, his work has been far
better than the painted style which always left me a little cold. Here, he manages
to bring home the family's predicament by depicting the city block as a throroughly
run down affair, reminiscent of the UK's worst housing projects. The dark palette
he uses throughout helps to emphasise the doom and gloom - at least until Nate
inevitable lets loose in future issues.
With no sign of
a duff Dredd story since the start of Rennie's Blood trails, there's clearly still
life in the lawman yet.
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Script:
Pat Mills |
Art:
Charlie Adlard |
| Letters:
Ellie De Ville |
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| Book
2 - Out of Order - Part 5
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| Savage
lives up to his reputation... |
Synopsis: At
New Scotland Yard, Jaksic suggests that a forced deportation of several hundred
refugees should bring Savage out of the woodwork before the president's arrival.
She begins torturing a prisoner and taking photos...
Elsewhere, Cassie
discovers Noddy hiding Vashkov's itinerary - and begins to despair of the way
Savage's life is heading. At that moment, Savage is escaping from the army, who
are riddling his car with bullets. He drives into the flame field where the Volgs
won't follow and where he and Jan jump out of the car and escape before it blows.
He returns Jan to Tom, who finally admits that Jack is right about the way he's
fighting Volgs and wants to fight too. But Jack tells him that he can help by
letting him get to Vashkov. Tom tells him the only way he'll get close is by growing
a beard and taking Tom's place as a journalist...
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GH: A recent interview with Robbie Morrison in the Megazine brought up the
point that he too was irritated by the script rewriting that seemed to take place
in 2000AD's past. This has always been a complaint of Mills for the same era,
although at the time many, including myself, thought this was the grumpy complaints
of a writer long past his best. Yet it seems that Mills may have had a point.
He really is only in danger of scraping the barrel with Slaine, whereas this,
ABC Warriors and Black Siddha over in the Megazine have seen him rejuvenated as
a writer.
Indeed, Mills seems
to be using this strip in particular as an opportunity to throw a satirical sideswipe
at today's governments, both British and American - with the photo taking in this
issue being a parallel with the reports from Abu Ghraib. However, unlike some
of his tales in the past, Mills has managed to avoid the heavy handedness he can
occasionally bring to his writing. By treating Savage as something of a psychopath,
the line between the "bad" and "good" guys is much more unclear.
While we're certainly supposed to be supporting Savage, Mills never lets us forget
that he's something of a bastard too. In addition to this, the action sequences,
expertly rendered by Adlard, are peppered throughout with enough frequency to
relieve some of Mills' rhetoric.
Perhaps the only
criticism is that Tom Savage's about-face in the way he deals with the Volgs was
a little too quick and it would have been good to see more of the situation from
his side before Jen's run-in. But despite that, this is the most out and out fun
and least self conscious of Mills' work in some time.
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Script:
John Smith |
Art:
Paul Marshall |
| Letters:
Annie Parkhouse |
Colours:
Chris Blythe |
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| Chapter
3
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Leatherjack
goes back to kindergarten... |
Synopsis: Mr
Whipcord, who has been "dead for more years than you've been alive"
and his pet hare, Hartley, are contacted by Lord Qwish with details on the contract
on Leatherjack.
Leatherjack himself
is still stuck in the middle of an icy nowhere. His mind starts to unravel the
programming from Lord Qwish and he starts to remember more about his life - potentially
including how to read. On Shibboleth, the Spinsters prepare to destroy the core
of the planet as the Dowager is announced to be on her way. The hive, meanwhile,
panics and starts breeding soldiers as they withdraw to the Arkhive - taking as
many books as they can.
Elsewhere, the
stolen book appears to be getting into Leatherjack's mind as he sees images of
a hanged man and a dead dog - and starts to go crazy...
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GH: Something
of an intermediate episode is in place here. It's clearly a groundwork laying
exercise, with the fragments of Leatherjack's mind appearing, the announcement
of the Dowager's arrival, the hive's preparations and of course Mr Whipcord and
his children's TV inspired friend. All of this set up is, however, far less impenetrable
than much of Smith's past work. While this difficult to grasp aspect of Smith's
writing is one I keep bringing up, it's rather inevitable as I still treat his
work with a degree of trepidation - similar to the way I approach Grant Morrison's
non-superhero work. How long before I don't have a clue what is going on? But
for a while now, since his writing for 2000AD picked up speed again, Smith has
shown much more restraint in his storytelling and it's paid off well.
There's a much
smoother meshing between the convoluted backstory and the odd bit of action to
keep things moving that has made this a highly enjoyable read. He still has the
tendency to do the odd irritating double-paged spread (which becomes particularly
irritating when your reading habit is to read the issue a page at a time with
the cover folded over) but aside from that, this is one of the more original space
faring stories to hit the comic in some time.
Marshall, too,
turns in a job which has some inventive panel layout without it ever detracting
from the ease of reading the comic (double-paged spread aside). His style has
also become far less fussy and more fluid than his work on, say, Firekind, and
he's clearly an artist we should see more of.
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Script:
Rob Williams |
Art:
L Campbell & L Townsend |
| Letters:
Ellie De Ville |
Colours:
Peter Doherty |
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Part 4
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Duritz
shows off his wares... |
Synopsis: Duritz
arrives just in time and (literally) disarms the attacking war droid. He had it
guarding his home as he believes Rinken is after him next - but he then adds judges
to the robots' friend list. He leads them past a row of the robots, culminating
in the Fem-mutilator 23. He also suggests that Rinken's wife had life insurance
which saved his business when she died.
Next they go to
visit Ellesmere. He and his wife are running their 9% of the Luna air business
as a way to keep people employed. His homely wife asks King to keep her husband
safe.
Later, King is
waiting by his laptop, obsessing over his affair with Judge Luge back when he
was in Mega City 1. He gets another email from his mystery source "The Earth
murderer's struck again. And you know who it is." Indeed, while Rinken and
Cameron are seen leaving Luna 1, Duritz lies dead at his house surrounded by his
puzzled war droids.
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GH: Breathing Space continues along a more traditional detective route than
we're used to seeing Judges on, with the parading of suspects being a staple of
any Sunday evening TV whodunnit. Supplanted to the world of the judges, it works
surprisingly well.
Part of this is
due to Williams' mining of the previously underused Luna colony and his adaptation
of it into a city that is even seedier than Mega City 1. The use of air as the
biggest commodity in the colony is particularly effective, being a concept that
a reader can immediately grasp and helps Williams in his job of introducing the
biggest industrialists on the colony. While I certainly have a top suspect for
the murder after this issue, I'm sure I could easily be wrong and the fact that
I am becoming intrigued by the murderer's identity is a good sign that Williams
is pulling the strings well. This tale also shows that there's plenty of room
for more stories set in Dredd's timeline - and Williams in particular is proving
to be particularly adept at this.
The change in artists
after the first two episodes has not been at all jarring - mainly thanks to retaining
Doherty as colourist. Although Campbell and Dows depiction of King at his computer
is also similar enough in tone to that of the opening episode to help the continuity
aspect. Indeed, they are turning in a job that is streets ahead of their work
on Synnamon - with the last panel being particularly effective.
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Script:
Alan Grant |
Art:
Ian Gibson |
| Letters:
Tom Frame |
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| Stim!
- Part 5
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Stogie
gets riled... |
Synopsis: Samantha
is attacked by the Robosaur. She fights back but is caught by the robot, which
flings her into a corner, disarming her. She asks Hoagie to help her, but the
curator makes the Robosaur bite Hoagie in two.
The curator says
he needed the money to restore his beloved old computer, Comrade Lennon. He also
says that man is intrinsically evil and robots need to take over as the next step
in evolution. Samantha tells the curator he's stoned if he thinks Stogie and his
fellow pusher are able to rule. Stogie is incensed by this and shoots at her -
but his tiny gun has no effect. Instead, the other pusher offers stogie Samantha's
dropped gun. Stogie hesitates, but finally shoots her. Samantha is left on the
floor, apparently dead, with only a legless Hoagie left behind with her.
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GH: Robo-hunter has been going from strength to strength - and with an issue
full of convoluted thrillers, it fits in perfectly as a bit of fluff at the end.
But things are improving generally in the series.
Finally Grant has
managed to find a way of making the best use of Hoagie and Stogie - mainly by
sending them off on their own mission. They actually work quite well together
when not playing second fiddle to Slade all the time, and thus their return to
her in this week's episode is all the more effective. As for that ending? Well,
while we don't expect for a minute for that shot to be fatal, it's still surprisingly
shocking ending. It actually brings back a much needed viciousness to Stogie,
and indeed brings back some brutality to the strip that was missing.
As for the art
- bloody hell! There was much criticism of Gibson in the last series for turning
in something of a half hearted job. Things improved in the Christmas issue, but
the work he's producing here shows one of 2000AD's top artists very much back
on form. Whether it's the opening panel of Samantha being attacked by the Robosaur
or the last panel of her being left for dead - this just looks so much better
than anything he's done for ages. He's also managed to settle on a characterisation
for Samantha that is much less prone to changing mid strip, which certainly helps.
Here's hoping for more of this level of quality in the weeks to come.
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Overall
GH:
Going over this review,
I've surprised myself by how much I liked every aspect of this week's issue. The
whole package really seems to be sticking together, with each story complementing
each other, in just the way a good anthology should. This is one of the most enjoyable
single issues I can remember reading for a while, and with all the stories continuing
for a few weeks yet, I can only see this level of quality being maintained. Lovely.
Best Story
GH: Savage
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