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1463 - 1468 ¦2000AD Prog 1467
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Cover: Simon Davis |
2000AD
Prog 1467 - 30 November 2005 |
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Synopsis by
David Knight
1st
opinion by Stephen Watson
2nd opinion by Andrew Howe
Summaries
and reviews contain spoilers for this issue.
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SW: Simon
Davis’ cover featuring a solo Ramone Dexter is pretty striking with its
bold use of colour against a white background, but it really doesn’t do
it for me. It doesn’t yell out ‘excitement’ as it’s really
just an enlarged panel or even a detail of a panel.
Looking through
the archive I see the ubiquitous duo Sinister Dexter have graced 58 covers and
this is one of the less inspiring entries. Look at Prog 1105’s homage to
‘Scarface’ to get a great example of how a static image with few colours
can be a real stand out. As for the tagline ‘Wanted by the DCPD’ I’m
sure most readers
naturally assumed that a gun shark would always be on the wanted list!
AH:
Now this is a surprise. If someone had told me that Sin/Dex would be gracing this
week's cover, I’d have laid money on a shot of Finnegan and Billi fending
off Apellido's goons. Instead we get a static portrait of Ray against a white
background, and while it isn't going to sell progs to the casual buyer I'd suggest
that Davis deserves credit for trying something a little different (though given
the dramatic events in this week’s episode, perhaps he should have saved
the experimentation for another prog - a shot of Finnigan and Billi on their last
legs would have certainly set the pulse to racing).
Is simplicity an
underrated virtue? The jury’s still out, but a few more covers like this
and I could be convinced.
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Script:
Robbie Morrison |
Art:
Richard Elson |
| Letters:
Tom Frame |
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| Nobody
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Dredd
saves a bullet... |
Synopsis:
A man whose wife lies brain-dead on a life support machine after being caught
in the crossfire of a gang dispute goes on a revenge-killing spree, gunning down
the 5 gang members responsible. As far as the gang had been concerned, the bystanders
caught in the crossfire had been “nobody”.
After carrying
out the revenge killings without getting himself killed in the process, but nevertheless
badly wounded, the husband goes to see his wife at the Groening Memorial Hospital
to end her suffering with a bullet. Judge Dredd is already there waiting for him.
The woman’s wealthy parents are keeping her body alive against her husband’s
wishes, and have resorted to a legal challenge to prevent her machines being switched
off. The husband kisses his wife goodbye, and slumps over her body, apparently
failing to disconnect her life support before he dies, and Judge Dredd illegally
steps in to pull the wires out of the machine on his behalf.
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SW: Dredd’s
being enjoying a great run recently and this episode is no exception. The team
of Robbie Morrison and Richard Elson (ably assisted by Tom Frame of course!) cook
up an intriguing mystery cum moral dilemma which lives long in the mind afterward.
The set up is pretty basic with a gunman shooting holes through the underworld,
with Dredd and the team hot on his trail. The payoff is something of a surprise
with the gun man being the fiancée of a gangland victim, but the final
twist is a doozy with Dredd seemingly practicing some euthanasia.
There has been
plenty of debate of whether this action was in keeping with Dredd’s established
character or whether it was the sometimes sentimental Morrison droid overdoing
Dredd’s caring side. I side with the writer here. Dredd has a history of
random acts of niceness with ‘Wounded knee’ and ‘A Question
of Judgement’ being two memorably exceptions to the stoney face rule. Frankly
if he was nothing but an officious bastard the story potential of the character
would be dramatically lessened.
Dredd’s motivation
isn’t clear, but to my mind he’s thinking ‘What’s the
point of keeping her alive?’ and, given Black Bag is still on his rounds,
euthanasia is certainly not illegal. Of course Dredd has broken the strict letter
of the law, but he has always been the reed that bends occasionally rather than
the brittly snappy kind!
A word also for
Richard Elson’s excellent art. For one more often seen in the fantasy domains
he clearly shows he can render the dark streets of Mega City. His cleft chinned
Dredd is a bit too much Travolta for me but his colours and action sequences are
fantastic.
AH:
I’m normally given to praise any episode that paints Joe in a positive light,
and there’s certainly much to like in this week’s one-off tale. I’m
always up for a story about a workaday warrior ventilating scum, and though the
dialogue occasionally borders on the melodramatic it’s probably intentional
(the internal monologue appears to be a defence mechanism - romanticising his
plight is the only way this average citizen can avoid being overcome by the horror
of the situation).
You could argue
that the colourful artwork is at odds with the subject matter, but after a few
months of Mandroid I’m ready for something from the bright end of the paintbox.
Elson continues to raise himself in my estimation, combining his favourite facial
expression (anything requiring gritted teeth) with an obvious affinity for gunplay
that he had precious little opportunity to exhibit in Atavar.
So far, so good.
However, there’s still the penultimate panel to consider, and it’s
here I have to sound the only negative note. My problem is this – I don’t
believe Dredd would have pulled the plug on the life support (and that’s
definitely Dredd’s glove yanking out the wires).
Consider the following
two stories in which Dredd mixes a little fair with the tough: Bury My Knee at
Wounded Heart saw Dredd take pity on a bereaved eldster, while in War Games he
took the time to tell a comatose mother she had it right all along. The important
thing to note is that in both instances the recipients of his largesse had made
it their mission to do the very thing Dredd took it upon himself to action –
saving a wife from Resyk and proving a son’s innocence.
In Nobody, however,
the protagonist’s primary motive is revenge. His mission in life was to
waste the thugs who murdered his wife, and turning off the life support was obviously
a secondary concern. If the entire story had revolved around his quest to allow
his wife a dignified departure, I’d credit Dredd’s decision to bend
the rules. Alternatively, if he’d told the guy he understood why he felt
the need to take out the trash (prior to putting him away for life, of course),
I’d buy it without a second thought. However, since the central injustice
has already been laid to rest Dredd’s decision to commit murder is taking
things a little too far.
Heck, I still enjoyed
it, but as Dredd isn’t renowned for cutting people slack the circumstances
have to stand up to scrutiny. Unless, of course, Dredd really is in danger of
becoming a good man (or at least a closet supporter of vigilantes) – based
on the events of the last twelve months, it may not be that farfetched after all.
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Script:
Ian Edginton |
Art:
Steve Yeowell |
| Letters:
Ellie De Ville |
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Underworld - Part 8
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Bird problems... |
Synopsis: Pirate
Captain Jack Dancer and a crew of 6 including his half-brother Alexander and the
two-headed dog Erebus, sail a flying ship through wind-filled tunnels beneath
the Earth’s surface in search of Jack and Alexander’s father. They
follow a map showing the tunnels as concentric rings with the Earth’s core
at the centre. A giant statue resembling the Elder God Dagon stands as a marker
to indicate a right-hand branching tunnel up ahead.
Dancer steers the
ship into the new tunnel, and almost immediately he and his men are attacked by
Pteradon men armed with spears. Billy ‘the Bull’ shoots down one attacking
the captain directly, while Erebus leaps at another and goes overboard with it,
managing to clamber back up the side of the ship afterwards. The Pteradon men
follow the ship at a distance, and where the side-tunnel opens up into another,
a gargantuan flying beast lies directly in the ship’s path.
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SW: Although I have
been enjoying the run of the always readable ‘The Red Seas’
I do feel this particular arc has taken some time to get out of first gear. The
proceeding episodes have been full of back story and build up, but it was only
last week that the actual mission began. I’m not too bothered as I enjoy
the dialogue and I’m sure the detailed set up will bode well for future
episodes, it’s just I do have a sense of ‘Get on with it’ at
the back of my mind.
This episode redresses
the balance somewhat with the journey progressing apace with plenty of action
along the way. Whether the story developed enough to justify a massive 10 pages
is another matter! The bottom line is that it is enjoyable, but not too substantial.
There were plenty of laughs along the way with some snappy dialogue for good measure.
Steve Yeowell’s art does look somewhat rushed in some places with certain
panels needing close scrutiny to establish what is going on, but even half cocked
Yeowell is still a marvellous thing.
I did feel the
final panel, with the crew expressing great surprise “aw shite” was
very similar to last week’s ending and looking back over the ten pages you
could be forgiven for asking what has developed in the plot? My words here do
seem quite critical but I did enjoy the overall package and of course that’s
what counts. I just hope for an action packed finale to justify my faith!
AH:
Confession time. I
gave up on The Red Seas during its initial run, and was forced to read the entire
series in one go to write this review. My reason for ignoring the strip was a
simple one – most of my positive reviews feature phrases along the lines
of “hard-hitting”, “grittily atmospheric” and “thought-provoking
commentary on the human condition”. When I’m forced to reach for something
like “light-hearted romp”, it’s a sure bet I’m about to
damn with faint praise.
Until Underworld
hit the shelves, that’s exactly what I would have done. There’s little
doubt The Red Seas deserves an extended run, if for no other reason than because
Edginton and Yeowell are putting a great deal of effort into crafting an alternate
history of the eighteenth century while simultaneously providing a respite from
the weekly’s status as a halfway house for anti-heroes. However, until now
the strip has always seemed somewhat slight, heavy on the wonder but light on
lasting impact. A pleasant ride to be sure, but not something I’m likely
to think about after I’ve turned the final page.
With Underworld,
Edginton threw out the rulebook and spent the first four episodes building his
characters. It wasn’t strictly necessary that we meet Jim’s mother,
witness the reconciliation of Jack and his brother or watch a two-headed dog play
cards with Isaac Newton, but it’s these very scenes that provided me with
something I previously lacked – an investment in the major players. Loveable
roguery will only get you so far, and the time taken to script something a little
deeper means I’ve developed an interest in the continued existence of each
and every one of them.
The current prog
features another of the extended sensory assaults that have become the series’
stock-in-trade, with Yeowell obviously relishing the opportunity to cut loose
on half-page panels (the depiction of the descent on pages 2-3 creates an admirable
sense of scale). However, it’s here the strip runs into its final hurdle,
which is that I don’t believe for a second that the protagonists are in
any real danger.
To date you can
count the number of major characters who’ve bitten the big one on zero fingers,
and that robs the proceedings of anything resembling dramatic tension. The minute
one of the boys sails into the sunset all bets will be off, and that’ll
be the moment I become a true believer. Until then we’re left with a thoroughly
enjoyable (all together now) light-hearted romp that’s only beginning to
tap its true potential, and as praise goes it’s anything but faint.
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Script:
John Smith |
Art:
Paul Marshall |
| Letters:
Annie Parkhouse |
Colours:
Chris Blythe |
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| Chapter
18
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Speiss
falls apart... |
Synopsis: On
the island of Java, battle rages between the Librarian insects of Shibboleth and
the military forces of the Khmer Noir. The swarm synthesises a neurotoxin from
its venom and releases it as a gas lethal to mammals, turning the tide of the
battle decisively in the Librarians’ favour.
Meanwhile, Leatherjack fights his way through the press of Khmer
Noir soldiers to reach his sworn enemy, Lord Qwish, who turned him into a mind-controlled
assassin. Qwish’s henchman, Speiss, suffering the effects of the gas, pleads
to be let into Qwish’s protective sphere, but Qwish cannot let him in, nor
do anything to help him, and watches unsympathetically as Speiss’s head
explodes. Khmer Noir soldiers’ heads are exploding all over the battlefield.
Leatherjack confronts
Qwish, and breaks through his energy field. Leatherjack hurls Qwish and his control
console at the wall of the sphere, rendering him helpless. The Queen of the Librarians
lays her eggs in Qwish’s body before she dies, ensuring the survival of
the insect colony. The ArkHive throws up a new energy grid to protect the planet
from attack, and the Librarians begin building a new library to take the place
of the lost library planet Shibboleth.
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SW: Well after more than four months Leatherjack finally
concludes, and I can’t
say I’ll miss it. It certainly had it’s moments but I don’t
think the story was there to justify such a commitment from the comic and, of
course, the readership.
I must confess
to being a fan of the more conventional thrill and this frankly had me lost for
long portions of the run. Some of the flashback episodes were excellent and highly
accessible to we in the readership not attuned to the out there world of John
Smith.
The concluding
episode contained in this prog was fine, with a battle, a showdown and an enigmatic
conclusion. The scene is set for more instalments, and I just hope they are of
a less king sized variety!
Paul Marshall’s
art and Chris Blythe’s colours are excellent and I certainly doff my hat
to the achievement of maintaining their standards throughout. This continuity
is always welcome and of course a boon to the secondary graphic novel market.
I’m sure it’ll play well, read in a single sitting by European intellectual
types who will read a lot into the subtext, but personally I don’t like
working so hard for my thrills!
AH:
Whenever someone raises
the question of length, the editorial team responds that shorter stories mean
a punchier narrative and absence of filler. However, that's like saying Moby Dick
would have been improved if Melville had shaved off a few hundred pages - a tale
requires exactly as much space as it needs to make it memorable, and it's an unfortunate
fact that it's difficult to make your mark in eight episodes or less (though I
understand that writers usually set the page count without outside interference
- I'm making a point, not laying blame).
Leatherjack was
the longest self-contained strip in recent memory, and the epic saga we've enjoyed
over the last eighteen weeks would have been nothing more than a mildly interesting
diversion at half the length (the same could be said of the recently departed
Mandroid). I’m not suggesting that every story needs to be a marathon effort
(From Grace was a fine piece of work at a third the length), but Leatherjack proved
that the weekly will still welcome an extended page count if the writer needs
the extra room to move.
So what's the verdict
now that it's all said and done? You could argue that the plot wasn’t overly
complex when stripped of Smith's electric prose, and that some of the dialogue
would have been better suited to a dime-store novel (“Die in pieces!”).
You could argue that character development was limited, and that sympathetic souls
were in short supply. You could argue that even eighteen episodes weren’t
enough to explore Smith’s incredibly detailed universe. All of this is true,
but you don't strap yourself into a parachute to admire the scenery on the way
down. The rush is the thing, and Leatherjack is a thrill ride for the thinking
man. It's packed to the gills with twisted concepts, arresting images, A-grade
graduates from the school of villainy, and a hero who wrote the book on personal
demons, washed down with the kind of lovingly crafted prose you only get when
the writer is invested in his creation.
And that's why
it's easy to ignore the story's flaws. Smith and Marshall obviously believed in
what they were doing, and crafted the antithesis of back-of-the-envelope filler
to prove it (reading it in one sitting reveals the effort that went into creating
a coherent whole). This is what I expect from anyone who draws a wage from an
artistic pursuit, and since their commitment is evident on every page of this
long and involving journey I have no hesitation in proclaiming it a major success.
Highlights? The
flashback to Leatherjack's past stands out as a truly wrenching experience, Whipcord
joining forces with his quarry was both unexpected and appreciated, and the Empire
of Spinsters getting what was coming to them had me cheering from afar. The final
episode wraps things up in a satisfying fashion, and the demise of Qwish is a
case study in the way to take an arch-villain down (it's a pity Shultz from Mandroid
couldn't join the club).
Smith and Marshall
are probably due for a holiday after this monumental effort, but I do have one
request - I suspect Hartley is still alive, so perhaps it's time to give him his
own series. Leatherjack was cool, but homicidal mutated rabbits are in a class
all their own.
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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 9)
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Sinister
takes a hit... |
Synopsis:
After Billi Octavo made the monumentally bad move of trying to murder Senor Appellido
(the clone of the gang boss who got her older sister involved with the underworld
of Downlode city), Finnigan Sinister leads her to the stairs, but their exit is
blocked by Appellido’s bodyguards. Sinister leads the way downstairs past
the corpses of Appellido’s men, himself wounded in the exchange of gunfire.
On the ground floor he bursts into the foyer with his gun blazing. He leaves two
more guards dead before being shot by Appellido’s henchman, Gorgi, who he
shoots dead in an exchange of fire.
Billi is also wounded
by Gorgi, and Sinister carries her outside to his car. Sinister tries to contact
Ray on his mobile phone, but Ramone Dexter is busy talking to his girlfriend,
police officer Tracy Weld, who is leading a police chase after him following Dexter’s
shooting of a cop. Tracy tells him to stop, but he refuses on the grounds that
his partner being in trouble takes precedence over his own trouble with the police.
Then Dexter finds the road ahead cut off by a police roadblock.
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SW: I’ve long been a voice against the near omnipresent Sin/Dex (58
covers!), but feel I am starting to get interested just as things seem to be falling
apart. And I think that’s the appeal. I’ve always thought it a lazy
strip with pretty much the same sequence of events being played out in each adventure.
Noting they had 58 covers I was at a loss to remember more than half a dozen memorable
outings - even the one I remembered with JFK was actually a Vector 13!
What has happened
in ‘Dumb Minions’ (God I hate puns!) is that the whole carefully maintained
world has been systematically dismantled in a scant nine episodes. There have
been the occasional crises for the less than dynamic duo before - Demi Octavio
buying it for one - but in the past the reset button has always been pushed and
it’s pretty much business as usual.
This time around with a cop being killed and a gang boss beaten up there seems
no realistic prospect that the status quo will be maintained ,and it is this that
has caught my interest.
I don’t know
if this strip will be their finale, but if not at least there will be changes.
This prog’s episode was excellent with the guys having their separate but
equally devastating encounters with cops and sharks alike. Simon Davis art does
always look a bit sketchy to me but it really suits the frenetic pace of this
story with it’s ‘end of days’ feel.
I’m genuinely looking forward to next week’s episode
and I can’t remember when I last thought that about Sinister Dexter. But
if it turns out to be all a dream I’m taking the kind words back!
AH:
During my last two
reviews I mentioned a few things Abnett needs to do if he wants to save this strip
from the scrapheap. He needs to develop a strong supporting cast, jettison the
notion that the protagonists are effectively invulnerable, inject a dose of morality
into the proceedings (or at least make our heroes reap what they sow), and realise
that nobody's interested in reading a long-running story where nothing ever changes.
I'd given up hope that any of this would eventuate, but it ain't necessarily so.
Over nine episodes of "... No Dumb Minions" Abnett has scripted an appearance
by practically every major supporting character that's still drawing breath, doled
out a dose of grievous bodily harm to Finnigan, offered up a selfless act (rescuing
Billi) and a fall from grace (Ramone vs the law), and laid the groundwork for
the first major shake-up of the strip in as long as I can remember.
So does this mean
you can pull up a chair to my first positive Sin/Dex review? Actually, it does,
but there's a qualification. We've witnessed some comparatively momentous events
over the last few progs, and the elegiac atmosphere raises the story to the dramatic
heights usually reserved for the likes of Dredd (juxtaposing “I trust you,
Finny” with a shot of Billi lying in a pool of blood is light years away
from the cheerful carnage we’ve come to expect). However, there's no point
scripting a turning point if you're not going to make it stick. I don't expect
next week's prog to conclude with a shot of the gunsharks lying on a slab at the
morgue (though that'd be nice), but nor will I pleased to discover that none of
this actually means anything. You know what I'm talking about - Finnigan and Billi
patched up, Ray escaping on a technicality and Kal back in the fold, setting us
up for nothing more than a long-running battle with Apellido. I can feel my pulse
quickening at the thought, but then terror will do that to you.
On the other hand,
if Abnett comes through with the goods then we could be looking at a welcome and
entirely unexpected resurgence. Evil times, dark deeds, friendships forged and
broken, moral codes torn asunder, and a heroic exit at the last - it'd be enough
to dispel the ennui that's settled in over the years, and raise this strip to
the heights it's promised but only occasionally delivered. On the strength of
the last few progs I’m ready to be surprised, and I can only hope it’s
of the pleasant variety.
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Overall
SW:
The double length
‘Red Seas’ meant the strip count was down to four which, to my mind,
is one short. Clearly the decks are being cleared for the year end but that’s
not to say that the quality has suffered. Dredd had his second strong one off
in a row and ‘Red seas’ maintained it’s high enjoyment level.
‘Leatherjack’ concluded which frees up a strip and Sin/Dex had one
of their best outings to date.
Overall I enjoyed
the prog with three of the four strips vying for the top spot. I’m going
for ‘Sinister Dexter’ for it’s levels of excitement and surprise
and for daring to be different for a change.
AH:
Can I really be considering
Sinister/Dexter for best story? Unfortunately a potentially historic occasion
is derailed by my unbridled enthusiasm for Leatherjack, and there’s nothing
less than a fine episode of The Red Seas and a solid Dredd bringing up the rear.
For one of the
final progs of the year to be a filler-free zone is a testament to the size of
the current talent pool, and I’ll conclude by expressing my fervent desire
that the lessons we’ve learned from Leatherjack are put to good use in 2006.
I’m rarely happier than when it’s easy to be positive, and Smith and
Marshall have just made my day.
Best Story
SW: Sinister
Dexter
AH: Leatherjack
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