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1451 - 1456 ¦2000AD Prog 1456
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Cover: Clint Langley | 2000AD
Prog 1456 - 14 September 2005 |
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Synopsis
by David Knight
Review by Andrew Howe
Summaries
and reviews contain spoilers for this issue.
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AH:
I often wonder what my favourite character would look
like with Langley on the job and after a few hundred
panels of Sláine even Clint probably thinks
it too many. I imagine he jumped at the opportunity
to branch out, but it’s interesting to note
that Leatherjack’s noggin looks suspiciously
like Sláine’s, grafted onto a body that
appears to be wearing a gasmask for a codpiece.
This
could make for an amusing run of covers (Sláine
in a judges helmet, Sláine the SD agent, and
maybe the Caballistics team going to a fancy dress
party as a barbarian horde) but perhaps we should
just write it off as an interesting experiment and
let him get back to doing what he does best.
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Script:
John Wagner |
Art:
Kev Walker |
| Letters:
Tom Frame |
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| Mandroid
- part 4
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Dredd
plays chicken |
Synopsis:
Wounded war veteran Sergeant Nate Slaughterhouse and his family have relocated
to Mega-City One to live as civilians. They have met with intimidation from protection
racketeers at their home in Dean Gaffney Block, and been moved to Feinstein for
their safety. Slaughterhouse’s wife Kitty failed to return home after a
job interview, and the judges do not cease in their efforts to find her for four
days. On the fifth day, judges pull over a hover transporter wanted in connection
with Kitty’s disappearance, but forensic evidence suggests she was not among
the victims of the suspected organ leggers, unless they carried her away in one
piece.
Nate retraces Kitty’s
steps, asking passers by if they’ve seen her. Robot henchmen report his
movements to Denzo Shultz, the boss of the protection racket. Shultz plots to
get at Nate Slaughterhouse through his son rather than order a direct attack on
the man. Nate searches for his wife at war veterans’ hang-outs and extra-terrestrial
restaurants, all the while neglecting his own health by failing to maintain his
cyborg body.
While Nate’s
son, Tommy is left at home alone, he receives a phone call from someone claiming
to be his mother, asking him to come and meet her urgently by the underskeds without
telling anyone else first.
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AH: The fuse has been burning
for a couple of weeks now, and unless Wagner’s
out to confound our expectations we can safely assume
violent retribution is a foregone conclusion. I’m
starting to warm to Nate’s quest to determine
the extent to which flesh and blood define our humanity
- the sense that your body has become something alien
is a popular plot device for science-fiction writers
who want to delve a little deeper into the psyche
(Frederik Pohl’s novel Man Plus is a prime example),
and it adds an unsettling dose of detachment to a
tale that would have been grim enough without it.
This week Wagner stretches the tension
to breaking point, and since the limited page count
of the weekly often forces writers to proceed at an
ill-advised lightning pace the absence of action is
one of the story’s strengths. The leisurely
tempo provides us with the opportunity to consolidate
our bond with the protagonist, who appears to be genuinely
intent on making the best of a bad situation. You
could argue that his apparent calm represents the
measured tones of a madman, but I don’t buy
it – Nate’s conversations with his son
are conducted with authentic affection, and Wagner
nails the sense of impending doom that’s gripped
anyone who’s ever wondered if that morning’s
farewell might be their last goodbye.
Kev Walker continues his mission to
avoid using anything but the three darkest colours
in his paintbox, proving he took the time to think
about the best way to communicate Wagner’s concerns.
Fans of intricate pencilling won’t be lining
up to buy the original artwork, but the absence of
background clutter serves to heighten the sense of
isolation (the panel of Nate standing in the rain
on page 4 is a case in point – there’s
an entire universe of loneliness embodied in that
simple grey backdrop).
I’ve got a nasty feeling that
Nate is going to wind up dead or cubed before it’s
over, but it reminds us that Dredd could use a few
more continuing characters who don’t have to
put on a helmet before they go to work (Cursed Earth
Slaughterhouse, anyone?). Over the last twelve months
Wagner and Rennie have gone out of their way to bring
the narrative down to a personal level, turning it
from something I’d read out of a sense of duty
into the most consistently entertaining piece of work
in the weekly, and strong supporting characters are
the key to staving off stagnation (Dredd’s still
the man, but after thirty years he can afford to take
a backseat for a while). In four short weeks Wagner
has given us no choice but to adopt Nate and Kitty’s
problems as our own, and for a strip that occasionally
seemed to consist of nothing more than Dredd shouting
“Bike cannon!” that’s a significant
achievement. Quietly exceptional.
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Script:
Pat Mills |
Art:
Charlie Adlard |
| Letters:
Ellie De Ville |
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| Book
2 - Out of Order - Part 7
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| Svetlana
accepts the collateral damage... |
Synopsis: Captain
Svetlana Jaksic reports how her forces’ radar pinpointed the location of
a resistance group to guide missile fire on their position. A wave image was used
to spot concealed weapons carried by resistance fighters among the crowd, and
they were eliminated with machine gun fire, along with several civilians in close
proximity. An advanced technology detection system enabled the Volgan troops to
return fire on the exact position of enemy snipers.
The Volgans pursue the survivors using right-angled guns that
can shoot round corners. Savage and his resistance cell fight on, using a captured
technology weapon of their own: the ‘Steel Storm’, a gun that can
fire 120,000 rounds per minute, propelled by an electronic pulse. The screen of
bullets fired from the gun is such that it can deflect enemy fire. Volgan armoured
personnel carriers are forced to withdraw, which allows a mob of local people
to fight back alongside the resistance, using improvised weapons and the guns
of dead Volgan soldiers. As a consequence, the dissidents being deported by the
Volgans are rescued.
10 days later,
the Volgan President, Vashkov, arrives in Britain. He is unmoved by the hunger
and homelessness that makes the British hard to pacify, and is determined to rule
with an iron fist.
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AH: I’ve been wondering why so many punters
appear to be enjoying Savage considerably more than
I am, and a possible answer arrived as I was puzzling
over some of the slang in prog 1455. The narrative
plays out against the backdrop of a Britain in chains,
and this provides local readers with a personal stake
in the outcome. As an Australian, it’s akin
to watching a news report from a foreign land –
I can still identify with the situation, but unless
the Volgs invade Sydney I’ll never be anything
more than a distant observer.
Pat
Mills has been around the block more than once, and
he knows that whipping the readers into a revolutionary
fervour requires antagonists who fly a little higher
than your average villain. He achieves this by rarely
allowing more than a couple of pages to pass by without
injecting a healthy dose of rape, casual murder and
jackboot subjugation into the proceedings, with the
festivities orchestrated by a cute little sociopath
who makes Colonel Tavington from The Patriot look
like an amateur. Mills enhances the atmosphere by
setting the events within a twisted but recognisable
version of present-day Britain, and washes it down
with dialogue which, to my foreign ear, is pleasingly
natural (it could be stereotypical for all I know,
but it doesn’t sound like it’d be out
of place in a Guy Ritchie film).
All
of which adds up to a pleasant diversion, but it’s
unlikely to amount to anything more. The absence of
a strong supporting cast doesn’t help (it’d
be nice to experience personal sorrow when one of
the freedom fighters catches a bullet), but the biggest
problem with Savage is that Bill Savage has to be
in it.
Putting
aside my belief that it’s time for the weekly
to reassess its love affair with antiheroes, it’s
an unfortunate fact that Bill Savage is not a particularly
interesting individual. Mills has evidently been reading
his Nietzsche, but watching a man become the kind
of monster he’s fighting against only works
if the man in question was remotely appealing to begin
with. It’s not impossible for a hard case to
elicit sympathy from the audience - Ray Winstone’s
performance in Sexy Beast proved that a little vulnerability
goes a long way, but you get the impression that Bill
Savage would have simply blasted Ben Kingsley in the
face with his shooter and gone about his business.
I appreciate that Savage isn’t meant to be a
meditative character study, but at the moment it’s
the equivalent of a Vinnie Jones film, and that’s
not something that invites us to become invested in
the proceedings.
That’s
a commentary on the series as a whole, but I have
to admit that I enjoyed this week’s outing immensely.
Holding the reader’s attention throughout an
extended action sequence is one of the most difficult
tasks facing a writer (compared to CGI and Dolby Digital,
the printed page is at a considerable disadvantage),
but Mills achieves it through a combination of Svetlana’s
dispassionate narration and writing to Adlard’s
strengths. I’m also pleased that the insurgents
have proved to be anything but invincible (Savage
aside, of course), which increases the tension by
placing the outcome of every confrontation in doubt.
The only minus is the ludicrous concept of a weapon
that fires 120,000 rounds per minute – a quick
search of the internet tells me that modern-day miniguns
have a maximum rate of fire of 10,000 r.p.m., and
I reckon Savage would need a box the size of a refrigerator
to store enough ammo for a sixty-second burst (I know
this is literally comic-book action, but it doesn’t
hurt to maintain a semblance of credulity).
It
may only be a pleasant diversion, but there’s
enough personality that I can’t argue with the
decision to commission the strip for an extended run.
And there’s still hope for something more -
if Mills can bring himself to open Book Three with
a close-up of Savage’s grave, and actually put
Bill in it, we could be looking at a late-blooming
classic.
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Script:
John Smith |
Art:
Paul Marshall |
| Letters:
Annie Parkhouse |
Colours:
Chris Blythe |
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| Chapter
7
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Expurgato
unleashed ... |
Synopsis: Leatherjack
is woken from sleep in his snow shelter in the Arctic Circle by the voice in his
head. His dream of running from an unseen enemy is shattered by an energy weapon
attack by the Expurgato, there to sanitise, bowdlerise and expurgate him.
Back on the dying library
planet Shibboleth, the remaining insects teem into the ArkHive with as many salvaged
books as they can carry, while swarmtroopers and bombardiers hurl themselves at
the censorships of their enemies, the Empire of Spinsters. The ArkHive evacuates
by teleportation as the Spinsters’ world-core snuffers break Shibboleth
apart.
The Dowager Khan
declares the quadrant won for the Empire, and orders three censorships to be sent
to Earth to retrieve The Book of Sighs and the remains of the enemy agent Leatherjack,
whom she imagines has already been killed by the Expurgato.
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AH: We
all know that John Smith is capable of veering into
the impenetrable with deceptive ease, but when he’s
cooking, his fever-dream narratives and acid-trip
prose are nothing short of astonishing. Killing Time
and Swimming in Blood earned the man an almost limitless
level of tolerance in my house, though how much of
that he needs to call on with Leatherjack will depend
on whether the story gets the minimum number of episodes
it needs to do the job properly.
It’s
been an intriguing ride to date, but I’m wondering
if Smith is planning on throwing all of these ideas
into the mix without taking the time to flesh out
the premise. We’re seven weeks into the action,
and to date the questions outnumber the answers by
at least ten to zero. How did the Empire of Spinsters
come to power? What’s the exact nature of the
Expurgato? Who the heck is Leatherjack, and why does
he wear a gasmask for a codpiece? I could go on all
day, but you get the idea, and if history has taught
us anything it’s that Smith doesn’t usually
feel the need to explain his more oblique concepts
(whether he actually knows the answers himself is
another unanswered question).
Of course, you can argue that leaving the reader to
fill in the blanks serves to heighten the sense of
otherworldly mystery he’s so adept at creating,
so perhaps I complain too loudly. This week’s
instalment appears to be a bridge between the build-up
and the denouement, throttling back the weirdness
to focus on some sizeable action. I use that phrase
deliberately – pages 2 and 3 initially seem
like a waste of space, but on closer inspection the
sense of scale created by Marshall is admirable, and
depicting the explosion of a planet in anything less
than two-thirds of a page is an insult to its inhabitants
(I’m also impressed by Marshall’s wraithlike
depiction of the Expurgato, which is even more unsettling
than Langley’s Giger-inspired monstrosities
on the cover). Choosing an appropriate method of presentation
is definitely one of Marshall’s strengths –
his work makes some of the more traditional layouts
in the prog look positively static.
Will
Leatherjack be revered as a classic when it’s
all said and done? The eventual page count will probably
be the deciding factor (I’ve lost count of how
many promising stories have been wrecked by space
limitations in the last couple of years), but if nothing
else it’ll go down as a genuinely original strip
which proved that, where John Smith circa 2005 was
concerned, there was still plenty of wonderful to
go with the weird.
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Script:
Rob Wiliams |
Art:
L Campbell & L Townsend |
| Letters:
Ellie De Ville |
Colours:
Peter Doherty |
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Part 6
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Trent
& Godddard get caught out... |
Synopsis: Named
by psi-judge Bartram as the murderer of two oxygen tycoons, Rinkin’s bodyguard,
Breezeblok, lashes out, breaking out of his glass cell and throttling Bartram.
Breezeblock admits to paying judges Goddard and Trent to work for him, but denies
criminal wrongdoing. Trent (or Goddard – the blond one, anyway) also denies
it, but a lie-detector shows he is lying, and he tells Breeze-blok to kill Judge-Marshal
King. Judge Julius puts a gun to Breeze-blok’s head to dissuade him, but
Breeze-blok hits her across the face. The distraction allows King to knee Breeze-blok
in the groin and head-butt him, and he places him under arrest from murder. Rinkin
points out that the lie detector didn’t register a lie when Breeze-blok
denied being the killer.
Trent and Goddard
head for the spaceport. King and Julius follow, but get a lift from Moonwalk,
a lunar H-wagon. Crooked judges Trent and Goddard look for any ship by which to
get off the moon and escape justice. They attempt to jump their bikes onto a Saturn-bound
space-shuttle, but Moonwalk cuts in between them and the space ship, with King
and Julius on board. Trent (or Goddard; not the blond one) turns and flees, but
Goddard (or Trent – but definitely the blond one) jumps his bike at the
open airlock of Moonwalk to take down Judge-Marshal King.
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AH: Not much to say about this – it’s
a mildly diverting whodunit, heavy on atmosphere but
light on characterisation. King is a classic Byronic
hero (what William Goldman calls “a tall dark
handsome man with a past”), but it’s a
difficult line to walk without Humphrey Bogart delivering
the dialogue. King’s stoic demeanour makes it
difficult to give a damn about his fate, so we need
labyrinthine plotting or vibrant supporting players
to make up the difference. For six weeks Breathing
Space has exhibited neither of these qualities, but
a few last-minute plot twists could conceivably raise
the stakes.
The
art makes Kev Walker’s work on Mandroid look
positively psychedelic, and for fans of noir there’s
much to like. Unfortunately it’s becoming increasingly
difficult to follow –everyone appears to be
deliberately seeking out the nearest shadow, which
makes for some arresting visuals but causes frustration
when you have to constantly reread a half-dozen panels
to work out who’s doing what to whom, and the
artists appear to have dispensed with a few bridging
panels for reasons unknown (most notably the link
from prog 1455 and the first two panels of 1456).
Overall
a passable mid-tier thrill, but it’s not a story
I would have chosen to hype in advance of publication.
The weekly’s marketing department didn’t
do it any favours (“long-awaited” etc),
so in future I’d remember the adage about under-promising
and over-delivering and save the hyperbole for stories
that won’t be crushed by the weight of expectation.
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Script:
Alan Grant |
Art:
Ian Gibson |
| Letters:
Tom Frame |
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| Stim!
- Part 7
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Pavarobi
hits the high note... |
Synopsis: Sam
and Hoagy head for Crstal Palace, where World War III military strategy computer
Comrade Lennon is using the crystalline structure to amplify a signal carrying
its message to robots under the influence of the robot drug ‘stim’
to turn against humans. The war computer shoots down Samantha Slade’s hovercar
with a rocket launched from its head, and the plummeting car brings down overhead
power lines as it crashes.
Samantha forces the robot tenor Pavarobi at gunpoint to sing
high notes until the Crystal Palace shatters. Samantha hurls two field-dampers
stolen from the Museum of Robotics at Comrade Lennon and its bodyguard, Syke-Z.
The bodyguard droid is floored, but Comrade Lennon fights on with four side arms
and more rockets. As Samantha runs away she trips over a fallen power line and
uses it to electrocute the mad computer.
Samantha is declared
the heroine of Brit-Cit, but her million credits reward money is redirected to
re-growing the destroyed Crystal Palace. Stogie starts a brawl that gets him,
Samantha and Hoagy thrown out of the award ceremony, and Sam vents her fury on
one of the useless sandwich board droids that is failing to promote her business
anywhere useful.
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AH: After seven weeks I’m left with one
simple question - what was the point? The original
Robo-Hunter had its moments, but when I entertain
fond memories of the old school I lean towards rousing
adventure yarns like the original V.C.’s and
A.B.C. Warriors, not a borderline comedy that featured
a couple of moronic robots as one of its selling points.
That kind of thing wasn’t out of place in 1979,
but a quarter-century down the track it’s an
uncomfortable fit in a prog that epitomises the adult
flavour we’ve come to expect from the weekly.
Alan
Grant’s work on Anderson has resulted in one
of the most sustained runs of quality stories in the
history of the weekly and the Meg, and I’d suggest
that the absence of overt humour is one of the secrets
of Anderson’s success. When Grant decides to
play something purely for laughs it’s time to
duck for cover, since he possesses an unfortunate
tendency to discard subtlety for the sledgehammer
(check out the Snozzburns parody in Dredd if you require
evidence for the prosecution, or dig up B.L.A.I.R.
1 and remind yourself why you haven’t revisited
it since 1998). Comedy is a personal preference, but
I’ll take the snappy dialogue and sly wit of
Caballistics over the uninspired slapstick of Stim!
any day.
As
the plot exists to service the humour (as opposed
to, say, Strontium Dog, where the opposite is usually
the case) there’s little point in undertaking
a detailed analysis. However, if you ignore the dialogue
there’s much to like – Ian Gibson is Stim!’s
saving grace, and one look at the range of Samantha’s
facial expressions (the bottom-left panel on page
2 is a hairs-breadth short of perfection) consigns
any accusations of phoning it in on recent efforts
to the realms of distant memory.
If
you’re going to resurrect an old strip, take
a look at Savage to see how it’s done. The world
has moved on, and Bill has moved with it – it’s
not entirely successful, but at least Mills realises
that the days when we passed our progs around the
primary school playground are long gone. If someone
who’d never read 2000 A.D. picked Stim! as their
initial experience they’d dismiss it as a comic
for kids, and the many fine writers (including Grant)
who’ve expended considerable energy in taking
the weekly to a new level of quality over the last
five years deserve better. That’s why this generally
inoffensive strip has attracted a disproportionate
share of my ire, and if I get to review the return
of Rogue Trooper there’ll be plenty more where
that came from.
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Overall
AH:
If
it wasn’t for Ms. Slade this would be one of the most unremittingly
grim progs in recent memory, and given the weekly’s track
record with humorous stories that’s fine by me.
It
might seem like there’s a negative tinge to my individual
reviews, but that’s only because four of the strips are
good enough that they warrant serious consideration as to how
they could be even better. It’s not an outstanding prog,
but it’s on the right side of solid, and let’s not
forget that while we’re enjoying this week’s issue
writers and artists of the calibre of Rennie, Abnett, Davis, Morrison
and Burns are hard at work in the service of our future reading
pleasure. That’s a lot of talented individuals drawing a
wage from a single publication, and if they set their sights high
there’s no reason why the 05-06 season shouldn’t be
fondly remembered when we’re passing our progs around the
retirement home.
Best Story
AH: Judge Dredd
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