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Cover: Kev Walker |
2000AD
Prog 1463 - 2 November 2005 |
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Synopsis by
Gavin Hanly
1st
opinion by Richmond Clements
2nd opinion by Martin Charlton
Summaries
and reviews contain spoilers for this issue.
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RC: A nice
dramatic image and a lovely big big gun pointing out at the reader. While this
makes for a moody cover, it’s not, to my eyes, really one that’s going
to stand out on the shelf and yell ‘Buy Me!’
MC:
A somewhat subdued palette is used on this cover, and although it’s hardly
the most eye catching of covers, it fits my criteria of a cover that ‘works’,
in that it’s done by the artist inside and actually represents the action
inside. So, once again, no random covers of Dredd with his gun pointing at the
reader, drawn by Patrick Goddard or some other artist.
Kev Walker draws
a lovely piece here with some nice lighting effects, using a palette that gives
both a cold & dark feel to the image, with the subtle image of Dredd watching
over Slaughterhouse’s every move, in a throw back to the first cover of
the series. I like it, but whether it’ll convince anyone new to curiously
investigate is another thing all together…
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Script:
John Wagner |
Art:
Kev Walker |
| Letters:
Tom Frame |
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| Mandroid
- part 10
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Getting
out of the heat... |
Synopsis:
Slaughterhouse reaches Schultz's hunting lodge and kills the first guard he sees,
alerting the judges hovering above in H Wagons to his arrival. Slaughterhouse
and his mech start to take everything out that moves in the lodge. He spots a
descending H Wagon and blows a hole in the wall, taking the mech through it.
Once inside, he
uses napalm to take out one of Schultz's robo body guards - but the resulting
explosion backfires and Slaughterhouse is forced to abandon the suit. Once out,
he destroys the other robo guard and tries to get some distance from the battlesuit.
Outside, Dredd
and the judges secure the roof, and detect the fire inside. Suddenly, the Mech
suit blows up sending Slaughterhouse flying and causing the roof to cave in -
and bringing the judges down with it.
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RC: As
Morgan Freeman said in Se7en, ‘This isn’t going to have a happy ending’.
What is astounding
about this particular tale is the way Wagner somehow manages to write Dredd as
compassionate and yet at the same time utterly ruthless in the pursuit of his
prey. Nate
Slaughterhouse is surely one of the most sympathetic characters to be introduced
to the Dredd universe in a long time, but the masterstroke is not the fact that
we empathise with him, but the fact that Dredd does.
This week's episode
is only the bridge between us finding out about his wife and Slaughterhouse doing
the same, but it’s no less entertaining for that.
I love Walker’s
work, very economic in both the line work and the colouring. The best thing I
can say about it is that I can’t imagine this strip in the hands of another
artist.
MC:
The bang bang shooty episode, leading to the final conflict over the next few
issues. While perhaps lacking the impact of Total War last year, 2005’s
‘long’ Dredd has had every bit the emotional impact, with an almost
conscious effort on Wagner’s part to keep this story on a much smaller part
that 2004’s mini-epic. While it would be easy to suggest that very little
happens in this issue, it’s hardly the point, is it? Even if this stretched
all the way to Prog 2006, it still wouldn’t feel stretched with
story telling and art of this quality. The only problem is, if you read the prog
front to back, the rest of the issue can feel somewhat underwhelming.
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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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Brotherly love... |
Synopsis: The
crew heads out for a night on the town. Julius looks at a poster advertising a
performance by Augustus, but tells the others "there's nothing for me here"
when they ask if he wants to see the show.
Meanwhile, Jack
and Alexander discuss their father as Alex says that the only way to get close
to him was to study - so he could be taken on as his assistant. In Armenia, he
met Jack's mother, descended from Sinbad, while searching for the Eighth Sea.
Jack mentions that Sarita told
him something similar. When he was born, Jack was spoiled and Alex
pushed aside. Eventually, Jack was pressurised into joining the navy - where he
eventually mutinied against a tyrannical captain. He says that this is when he
discovered his true self but Alex tells him that his father was aghast and he
made Alex keep track of Jack. He also tells him that Jack's mother is not dead,
but has moved back to the east.
Meanwhile, the
lads are winning money by betting that Billy the Bull can defeat anyone who comes
their way. A prostitute approaches Jim, only to be told by Tommy that she is his
mother...
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RC: Just
when you think this strip can’t get any better, it does. I was delighted
to see this series return, as the previous adventures have been firm favourites
of mine. So this week we find out a little about Jack’s past, no doubt setting
us up for some future meeting with his mother. And talking about meeting mothers,
the last page is spectacular!
Steve Yeowell
is one of my favourite ever artists, and he just keeps getting better and better.
Long my this strip continue.
MC:
It only struck me
this week how rich a tapestry has been pencilled in for this series, with many
little details and hints dropped at a potential wider arc than the self contained
swash buckling the strip can possibly be seen as. Somewhat exposition heavy, without
being clunky, this week fills in many of the gaps around Captain Jack Dancer’s
pre ‘Banner of King Death’ career. This fills me with hope that Edginton
has this strip planned way into the future, as I’d like to see it become
a regular annual feature for many a year to come.
On a side note,
the strip also feels like a more manageable, bite-size way of reading Alan Moore’s
Traveller’s Almanac from LoEG vol2, which is a daunting proposition to even
the most hardy of readers.
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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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Leatherjack
vs Hartley Hare... |
Synopsis: Leatherjack
(previously known as Aaron) remembers his childhood and returning home to find
that the crooks who had invaded the school have teleported back to his home ahead
of him. One of them removes his mask to revel himself as Whipcord. In the present
day, Whipcord doesn't remember any of this as Leatherjack breaks free explaining
that the book is bringing back his memories. The Werehare attacks him, but he
shrugs it off and continues after whipcord. The memories continue as we learn
that Aaron's father was forced to shoot his mother and turn the gun on himself
to save their son's life. he then took Aaron to Qwish who turned him into Leatherjack.
He's about to kill Whipcord when a voice speaks "No".
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RC: Here’s
a thing. I had a stack of eight progs sitting that I hadn’t read yet, and
then Gavin asked me to review this week’s one, so I used it as an opportunity
to catch up on the backlog.
Without a shadow
of a doubt, this has worked in the favour of this strip. Reading it almost all
in one go has helped no end. There are still times when I haven’t a clue
what’s going on, but they’re few and far between. If you’re
having a hard time with this strip, then I would recommend you wait until it’s
done and then reread it all in one go.
But as for this
week’s episode, it’s a total blinder. The flashback is genuinely harrowing.
I haven’t been sure about Marshall’s art in places during the previous
episodes, but have no complaints with this. And of course, it would be ridiculous
to praise the art and not mentions Blythe’s colouring. The warmer sepia
flashbacks, the cold blue/grey present and how he brings them both together on
the final page.
Brilliant.
MC:
Part 14! My goodness,
has it been that long? While having major reservations about this strip after
the first few issues, it’s progressed along a thread that allows us to trace
everything back logically to the first chapter, but seems a million miles away
on first glance. While chapters 13 & 14 have been somewhat similar, it’s
a credit to John Smith that he decided we did not require great amounts of background
information immediately, and gave the narrative room to breath for 10 or so weeks
before explaining things. It’s also a credit to Matt Smith for clearing
the space in the schedule to fit an 18 part story in an era when this is the exception
rather than the rule.
It’s easy
to herald the Winter special as a bold experiment, but this is equally bold, if
less immediately grand.
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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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Sin
patches himself up... |
Synopsis:
Ron opens fire
at Sinister and Dexter, wounding Sinister. Kal tries to get him to stop and has
to kill him when he has no luck. Sinister, instead of being grateful that he's
been saved, is appalled that Kal killed his own partner. Dex tells him that when
they are on a job - nothing is allowed to become personal. Later on, Sinister
patches himself up at Rocky's. Rocky tells him that Kal did the right thing, even
if Sin and Dex can't see this. They talk and seem to decide that things are about
to change. Dex goes to talk to Tracy, while Sin goes to retrieve Billi - they
seem to be about to quit as gunsharks.
Meanwhile, Kal
leaves a bar with a data CD...
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RC: There
are those among you who believe these guys should be put out to pasture. Perhaps
you’re hoping, with the final dialogue between our two heroes, that you
will at last have your wish granted. Me,
I think there’s life in the old sharks yet, and the fact that Abnett has
managed to find another tale to tell about them proves it.
The last series
of The VCs was strengthened by Abnett concentrating on the characters rather than
a flash bang plot, and the focus here on not only Sin/Dex, but the responsibility
they must take for what they have created in both Kal and Billi gives the tale
a depth missing from many other of the gunshark’s adventures.
Then again, if you don’t like the strip in the first place, anything I say
here will not make any difference.
Davis’s
art is as brilliant as ever, with the final panel on page 3 being almost with
the price of the prog alone. That’s a magnificent pot belly Finny’s
got going!
MC:
A few years back,
when I was heavily into Professional Wrestling, you could always tell who would
win a retirement match based on who was scheduled to appear in action the next
night. Likewise, you can always tell when a long running character in 2000AD is
to be retired as Tharg makes it known in the Nerve Centre well in advance, with
the recent climax of Durham Red being a prime example.
With all this in
mind, Ramone & Finnigan’s comments about leaving the business and retiring
seem somewhat empty, as if this truly was the end of Sinister & Dexter, I
think we’d know in advance. I’m not one of those SD bashers who will
look at this retirement comment and think ‘it’s cruel to tease’,
but I just think it’s a bit ‘gunshark who cried wolf’ syndrome.
While this is neither the best or worst strip to appear in 2000AD this year, it
reads nicely, features some lovely (as always) art, and is streets ahead of the
muck being produced over the waters by Marvel or DC, so I find it disheartening
when people have a go at this strip. If it’s not to your taste, reread Dredd,
or go buy Super Ultimate Awesome House of Infinite Identity X, published over
24 months at £3.75 an issue, with 6 covers available that fit together to
form a map of New York as an ongoing tribute to 9/11.
So there.
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Script:
Gordon Rennie |
Art:
Simon Coleby |
| Letters:
Tom Frame |
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| Burned
Out - part 2
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Covering
fire... |
Synopsis:
The Souther
soldiers reach the downed craft - four of them having died en route. As they near
the crash site, Rogue contacts them to tell them he's got their back and warns
them to get into cover because enemy forces are arriving. He shoots down a Nort
armoured transport but another manages to land, deploying mech soldiers. Then,
Rafe swoops down and takes out the remaining transports but has to land as she's
running out of fuel. Rogue joins the Southers and help scans the downed Condor
Six. They pick up an energy source and it leads them to an artificial intelligence
computer - this is what they need to protect.
Outside, the mechs
have arrived...
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RC: I’m
sure it’s been said before, but this wouldn’t even be here if there
wasn’t a game coming out soon. That’s not to say the writer and artist
are not pulling their weight; it would be insulting to both creators to suggest
such a thing. Rennie is building a solid intriguing tale, and Colbey has a nice
line in the cool pose: like the splash panel on the second page. But I do think
that the tremendous talents of both these men (sorry, droids) could be employed
elsewhere.
I’m thinking
that Rennie should be forced to write more Cab. Inc. and Colbey sent back to the
Low Life, and that the Rogue strip could have been used to break in a new writer
and artist or two.
Oh, and that’s
two weeks in a row this strip has ending with the same cliff-hanger panel. Hopefully
Rogue will off then next week, and we’ll get another final panel.
MC: Another
strip that gets a lot of slack, but which provides a nice, slight, drop of nostalgia,
and is a fun, high-octane way to end the prog, and keeps Gordon Rennie with enough
pennies in his pocket to place another Amazon order for books about the occult
to inspire the next Cabs series.
I know that’s
a somewhat philosophical approach to this trip, but there’s not much to
say, really. It's Rogue Trooper, isn’t it? You know what you’re getting,
and you take it or leave it. It’s part of 2000AD’s history that struggles
to be updated/altered without losing the crux of the story to the void. Short
of somebody having devine inspiration and writing Rogue Trooper: Year One, or
GI Maus: A Nu Earth survivor’s tale, this will remain what it is, for better
or worse.
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Overall
RC:
A solid prog, with all the
stories being somewhere in the middle of telling their tale (which come to think
of it, might explain the lack of a ‘Buy Me!’ cover), and only Rogue
pulling the standard down ever so slightly by only being there as a marketing
tool.
And Droid Life... you should all be ashamed of yourselves!
MC:
With parts 14, 11, 5, 4 &
2 of the ongoing stories, this isn’t a jumping on prog by any stretch, but
is a good issue nonetheless. With Dredd being awesome, Leatherjack going from
strength to strength, Red Seas developing nicely, and SinDex & Rogue doing
their parts to keep up the level of Thrill Power, I can’t really complain.
And neither should you, if you think about it…
Best Story
RC: (surprising
even myself with this choice) Leatherjack.
MC: Judge Dredd
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