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1457 - 1462 ¦2000AD Prog 1462
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Cover: Paul Marshall
& Chris Blythe |
2000AD
Prog 1462 - 26 October 2005 |
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Synopsis by
Gavin Hanly
1st
opinion by Paul Ingram
2nd opinion by Marcus Nyahoe
Summaries
and reviews contain spoilers for this issue.
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PI: Now
this, in my opinion of course, is what you call a perfect 'practical' cover. While
it may not be my cover of the year it still ticks all the right boxes, and will
linger on in my memory for a long time afterwards.
So, what are these
ticked boxes, you ask? For a start, it actually relates quite well to the story
inside. This isn't just a stock pose of a character leering at you with his gun/axe/sword/proton
blaster 5000 or whatever; it links directly to what is
going on in the prog. It's also very eye-catching compared to other covers in
the past. When I was in Smiths recently, just a quick glance of the racks and
I could see it there, instantly. It stood out from the crowd, unlike some past
covers that have just blended into the background. It's colourful, different and
quite unnerving to look at. This is, and I'm sorry for flogging this dead horse
again, obviously helped by the fact that the logo is clear. Much like the cover
it's self, it doesn't blend into the image, it stands out. It screams '2000AD'
at you, and there is no mistaking it for anything else on the racks. So over all,
from a practical point of view, this cover is a complete success.
On the non-practical
side, I still think it's a lovely image. I'm not too keen on the black in the
background, just because it seems like the desk has suddenly ended and the blood
is running on in thin air. But that's just a minor niggle.
MN:
At first glance,
looking at the style of the pistol that graces the cover, I thought this was related
to Red Seas. Of course, following the line of the pistol I came to the message
about "Leatherjack's Shocking Secret Past...", which was intriguing
enough to make me turn to that strip first. Overall I liked the cover. It was
nicely designed and did it's job on this reader by enticing further investigation
of the strip in question.
The only quibble
I have is that the representation of blood is poor. It may be that the choice
of colour is dictated by technology, or by what WH Smiths will allow on their
stands, or maybe it's just a bad choice by Chris Blythe (although this is unlikely
given his generally effective use of colour). Whatever the reason, the blood looks
more like a pretty pattern than a sinister sign.
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Script:
John Wagner |
Art:
Kev Walker |
| Letters:
Tom Frame |
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| Mandroid
- part 10
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Slaughterhouse
retreats into fantasy... |
Synopsis:
Boss Shultz flees to Canadia to avoid the wrath of Slaughterhouse – but
word of this is leaked to the media by the judges – so they can draw Slaughterhouse
out. He is going for the bait, even though he knows it’s a trap. Lefty gives
him a war suit to even up the odds and plans his attack. He gets transported to
Canadia, hidden in a load of scrap – and starts heading to wards Shultz…
Meanwhile, Shultz
is meeting with an associate, Chilly, who has brought him something to ease his
troubles. One of his companions removes her helmet and reveals herself as Katherine,
Slaughterhouse’s wife – but she appears to have an implant controlling
her…
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PI: Alright,
so Nate gets some serious hardware! This prog marks the curveball that people
have been expecting from Wagner since this story started, taking it off the predictable
path that many people believed it was going to follow, making us
unsure what will happen next. Kev Walker on art is still a joy, although I can't
help feeling that his big stompy robot looks more like a carbon copy of a Dreadnaught.
Still, extra marks for a big, stompy robot! Perhaps we should christen this metal
monstrosity the Dreddnaught?
While other people
have been floored by the final revelation, I'm more interesting in what happens
next. How Kitty got there? Whether Boss Shultz is going to use her against Nate
when he comes battering down the door with his napalm infused Dreddnaught? Will
Nate just lose all sense of reason and brutally gun her down too? I really can't
wait to find out.
It's also worth
mentioned that the ghost of Kitty encouraging Nate to gun down the boss, and Dredd's
frank admission that 'whatever happens, happens. It's out of our hands now' were
some of the most chilling moments in the prog.
MN:
Ten weeks into the latest Dredd epic and Wagner's mastery of pacing has ensured
that this story has never flagged or bored. He just effortlessly keeps the plot
rolling along, revealing just enough, at just the right time, to keep the reader
coming back for more.
This issue Wagner
reveals the biggest shock so far as Slaughterhouse's wife, Kitty, turns up in
the last panel. It's nicely set up by the writer as he reminds the reader of the
missing wife mid way through the strip.
Kevin Walker's
art continues to impress, although having displayed his Mignola influences earlier
on, he appears to be allowing a sense of Carl Critchlow to creep into this issue's
work.
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Script:
Ian Edginton |
Art:
Steve Yeowell |
| Letters:
Ellie De Ville |
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Underworld - Part 3
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Revealing the enemy? |
Synopsis: Millions
of years ago, a meteor struck the Earth creating a huge crater in the sea. Gradually,
the Earth moved and covered up the crater – so the eighth sea is hidden
somewhere underground – along with its own array of fauna.
Jack’s men
are sceptical until Newton reveals a dead lizardman in a large jar – which
asked for Jack before it dies. On its neck was a cylinder with a letter from Jack’s
father requesting that Jack & his crew come to his aid. Alexander and Jack
argue about who was heir father’s favourite while the crew vote on whether
to go. The vote is a tie, so Jack says they need to discuss it among themselves.
Meanwhile, the
lizard men are getting closer to London…
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PI: I missed
the first tales of Red Seas, dropping in on 'Meantime' in my early prog-buying
days. Initially I really disliked the aforementioned story, but having read part
one of Underworld a few weeks back, I instantly dug it out and reread it. Red
Seas seems to have this appeal to it that draws you in and makes you smile. It's
light-hearted, yet still has plenty of meat on its bones. Yet there's still an
element of realism to it. I think this works because most of the humour itself
comes from Jack Dancer and his lads, as opposed to the world around them. If you
replaced Dancer with another more stern faced, serious crew, then no doubt the
story would take a
much darker tone.
The strip is also
bursting with good ideas, but it doesn't overwhelm you with them. They work with
the story, to create something that is ultimately enjoyable to read. I'm really
looking forward to seeing how this develops in the future, but for now
don't have much to say on this particular instalment. I think it's one of those
'wait and see' strips, but whatever happens, good or bad, it's bound to be a good
laugh.
MN:
This is shaping up
to be the best Red Seas story yet. Maybe Ian Edginton has come to the point where
he feels comfortable with the characters. In just one page here, he manages to
effectively fill us in on how the Eighth Sea was lost. It was nice, as well, to
see Dancer's crew making up their own minds about the mission, some contradicting
their leader. This gives some character development that is much needed, and helps
stop the supporting cast being mere ciphers. We've also got a good inkling now
of who these lizard people are.
Steve Yeowell's
black and white art appears to have improved tremendously on this run. Previously
his colour stuff has been great, His black and white work on Red Seas though,
whilst displaying all his undoubted storytelling skills, has tended to lack depth.
It was sometimes a struggle to decipher what was happening on a page. Happily
this seems to be a thing of the past, and some of the panels were simply gorgeous
to look at. Somewhat surprisingly, I'm really looking forward to how this story
pans out for Jack and the lads.
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Script:
John Smith |
Art:
Paul Marshall |
| Letters:
Annie Parkhouse |
Colours:
Chris Blythe |
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| Chapter
13
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Yet
more bad guys? |
Synopsis: As
Whipcord extols about the greatness of his torture devices, Leatherjack sees a
gun, which sparks off a flashback.
While Whipcord
and Hartley start to convulse, he remembers something from his childhood, when
his school was invaded by a vicious group of criminals. They kill what could have
been his friend or brother, Caleb, and proceed to rape his teacher while forcing
the young “Leatherjack” to watch. He manages to writhe loose and runs
home, but someone had already got there first. Whipcord, in shock, replies “I
was already there waiting…”
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PI: Interestingly,
the last time I reviewed the prog, I actually reviewed the first part of this.
And my, what a long way it's come since. The greatest feat of Leatherjack is that
John Smith has managed to turn a cold, heartless figure, who initially destroyed
a world of well-loved, literate insects, and changed him into somebody we can
really feel for and sympathise with. Now personally, I've really been feeling
for 'Jack ever since the book started to warp his body and mind alike, taking
him on a fractured,
emotional plight that I personally thought was wonderfully executed by both Smith
and Marshall. Here, though, is where he starts to become a fully formed character
in his own right.
In this prog we
basically take a trip down memory lane, into Leatherjack's traumatic past. Now,
this could have just been a bog-standard flashback sequence, and that would have
been fine and dandy, but some clever little touches from the creative droids make
it oh so much more. First of all, the first page of the flashback, that is laid
out very much like a shattered mirror, is the most breathtaking piece of part
in the prog. It sets the scene so perfectly, and is the first of many clever panel
layouts contained within. Take page five of the story, with the wavy reaction
shots of the resulting carnage these bandits are bringing to the school, or the
last page that cuts
between Whipcord and young 'Jack. In fact, using Whipcord as a narrator towards
the end was a stroke of genius. That, and the reactions of himself and his assorted
minions to Leatherjack's memories, really hammered home the drama of it all. It
reinforces this idea that it's not all happening in Leatherjack's head, it's shaking
his tormentors to the core as well.
I really can't
praise this instalment enough. It's been a long time coming, but definitely worth
the slow build up. If it continues at this pace from now on, to
the end of it's eighteen episode run (woo-hoo!) then it certainly deserves it's
place as a classic slice of 2000AD madness.
MN:
Thirteen chapters
in and, happily, Tharg revealed in the letters page that this has eighteen chapters
in total. Leatherjack has completely challenged all my initial ideas about the
strip. Far from being about the clash between the Khmer Noir and the Spinsters,
with Leatherjack as a potent weapon, it now seems, from recent chapters, that
this is a mere backdrop to the exploration of Leatherjack himself. This is reminiscent
of Alan Moore, taking well worn plot ideas and turning them on their head.
In this chapter
not only do we get a chilling glimpse into some of the suffering Leatherjack has
gone through since he was a child, we also get to see just how powerful he can
be. Paul Marshall pulls out all the stops to dramatically communicate the script.
Particularly effective are the closing in on the gun that triggers Leatherjack's
memories, and the splintered effect of these memories coming back, with the unmistakable
image of lynched bodies behind the memories.
Great stuff and
definitely vying for a best strip of 2005 award (if one existed).
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|
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Script:
Dan Abnett |
Art:
Simon Davis |
| Letters:
Ellie De Ville |
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| And
Death shall have no dumb minions... (Part 4)
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Dex
gets a wake up call... |
Synopsis:
Sinister tries
to warn Billi about Appellido, but she just replies that she goes where the work
is. Later Sin and Dex worry what will happen if she finds out that Appellido is
the clone of Holy Moses, who had her mother killed. Dex also refuses to give any
info on Appellido to his girlfriend Tracy, head of the task force that’s
after him.
Elsewhere Kal
and Ron are trying to track down who’s been stealing from the mover –
they lost a lot of info after someone killed Mal Folio, who was fencing for The
Mover at the time (this was actually Kal’s first hit). They get to the site
and find Sin and Dex there already – Charon opens fire…
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PI: Gorgeous Simon Davis art is about the only interesting thing in this little
slice of
Downlode, I'm afraid. Though, to be fair, it is all build up at this point, so
I'm not going to be too harsh. I
didn't really need to see the boys chewing the fat (quite literally) in a cafe,
nor did I really need to see Ramone's pillow talk (lovely as the art on it was),
but I'm not objecting.
The last few pages
set up the next part wonderfully though, and I'm quite looking forward to the
eventual confrontation between the gunsharks and Kal. Shame the Ferryman is going
to be whacked, I quite liked him.
MN:
There's been comments
on the message boards here that Sin Dex is simply retreading old ground with this
current storyline. While I can agree to a certain extent, there appears to be
more to be uncovered yet. Dan Abnett appears to be getting a little under the
skin of the two main protagonists. The constant emphasis on not letting the Shark
Code looks like being tested to the max. Kal is going to have to be taken out,
and it looks like this will almost certainly cause some introspection for Downlode's
finest gun sharks.
The usual stand
up job from Simon Davis again, with the panel depicting Tracy Weld kneeling naked
in bed particularly welcome for the fact that it shows a science fiction comic
book woman being drawn in much the way real world woman look. Is this a first?
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Script:
Gordon Rennie |
Art:
Simon Coleby |
| Letters:
Tom Frame |
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| Condor
Six Down- part 1
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Rafe
in action... |
Synopsis:
Rafella Blue,
AKA Rafe, is fighting Nort aircraft above Nu Earth. Before she can destroy the
attacker, the Norts mange to shoot down a MilliCom orbital installation, Condor
6. They have no data on the craft – but Rafe is ordered to head down and
report on the crash site. Her ship, powered by a bio chip, Gabe, tracks Condor
6, but says that nothing will survive the crash – “at least nothing
human”.
Elsewhere, a group
of Souther soldiers also heads out for the crash site, while Rogue Trooper decides
to check it out too.
Meanwhile, the
Norts have sent out warsuited soldiers after it too…
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PI: I honestly found this all but impenetrable, and I'm not sure why. I read
it. I
reread it. And I still have no idea what is going on. I know the basics, but I
have no idea why they all connect. I'm going to be bold here, and put this down
to the art. Don't get me wrong, each panel is absolutely gorgeous, but I think
this is a case of
style over substance. It's like there's so much gloss on each panel, that you
end up dazzled and can't concentrate on the story it's self. Basically, I think
it's poor story-telling. It seems such a jerky read, that it really does feel
like your reading it while
operating a pneumatic drill. Ok, so I'm exaggerating, but I'm not writing of poor
old Rogue just yet. I'd like to see where this goes, but I'd just wish the art
style had been simplified.
Although, extra
points for the big, stompy robots at the end! With the added bonus of not looking
like Dreadnaughts.
MN:
Oh dear! Just as it was going so well too. Confession time - in my opinion Rogue
Trooper should have been put to bed years ago. It has its roots in the sort of
old time war comic strip that sold well in Britain right up to the early eighties.
There's nothing to the character, no substance that allows him to function in
today's comic book market.
There's really
nothing to say about this script-wise. It would seem from the title that it's
going to be a take on Black Hawk Down, but even if it isn't, who cares? Rogue
will meet some people, kill some people and then walk off alone with just three
biochip comrades. Surely if they need filler, it would be better to try out some
new creators on Future Shocks or whatever.
Nice art though.
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Overall
PI:
Only two stories really
stood out this prog, the other two bobbed along, setting up their respective plots
and as for Rogue, well, better luck for me next prog. I hope. Really, the greatest
compliment I can pay to this prog is that I've had an immense amount of fun reviewing
it. I've actually enjoyed looking back through the stories and picking out what
I liked and didn't like. Even saying that nothing happened in Sin/Dex was an enjoyable
experience.
Still, there are
really only two contenders for the title of best story, and given my gush-fest
in the above review I think it's obvious which one I went for...
MN:
A great issue, let
down badly by Rogue Trooper. Interestingly this was the best issue for while for
art, as every strip had consistently good artwork. Dredd and Leatherjack continue
as epics which will surely be talked about for a long while after they finish.
The Red Seas is setting itself up to be a great romp, and Sinister Dexter is in
danger of giving the main two characters some depth.
It's just a pity
we finished on a down note with that eighties throwback of a GI. Still, for me
this was a very strong issue.
Best Story
PI: Leatherjack
MN: Leatherjack
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