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2000AD
Prog 1479 - 15 March 2006 |
Cover:
Richard Elson |
Synopsis and
review by Adam Crabtree
Summaries
and reviews contain spoilers for this issue.
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Script:
Gordon Rennie |
Art:
Cam Kennedy |
| Letters:
Tom Frame |
Colours:
Chris Blythe |
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| Direct
Action - Part 3
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| What's
the point of those respirators then? |
Synopsis:
Wannabe scion
of the Chopper dynasty "Mercey" is cube-bound, but things may be looking
up. Her gang is launching an airborne assault on the transport and she has made
a friend on the inside. However, Dredd is fully expectant of these developments:
Mercey is the bait in a carefully laid trap, and her fellow prisoner is an undercover
Judge.
Using sleeping
gas and the technical prowess of their off-site oracle, the sky surfers break
into the transport, wherein they set about rescuing Mercey. The undercover Judge
pleads his case for being included in the rescue, but is refused. Unfortunately
for all concerned, the rat is still a greenie and gets trigger happy with the
surfers.
As Dredd and company
move in to try and salvage the situation, battle breaks out on the transport,
resulting in the undercover Judge plummeting to his death through an opened door.
This makes the surfers a cadre of Judge killers in Dredd's eyes, and he mercilessly
guns down one of the pre-teen surfers as they make their escape. As the Justice
Dept. struggles and fails to trace their escape route, Mercey and her crew set
about a revenge strategy…
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AC: A Dredd quickie comes to a close… and it's another set-up piece!
These prologues and scene setters are nice to have every once in a while but its
rather alienating to have so many stories set out over multiple stories. When
is the resolution to this gonna roll around then? When Gordon Rennie next gets
a Dredd run? We're still waiting for the next part of that online murder adviser
scenario presented in the last Ian Gibson drawn Dredd.
At any rate, Direct
Action was a pretty cool little number; brief but sophisticated enough to make
an impression, with particular highlights being the dilemma of the housing camps
for Total War refugees (Mercey's statistics were an especially well realised touch),
the more sedate explanation of the Chopper connection (I'm sorry, but I'll take
the fancy pants, realistic, psychological explanation every time; I'm one of those
buggers) and this week's typically, bluntly Dredd ending.
Golden Brain award
of the week goes to the undercover Judge; "liability" would be kind!
"That wasn't how it's supposed to happen"? How do you come back from
that?
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Script:
Pat Mills |
Art:
Henry Flint |
| Letters:
Annie Parkhouse |
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| The
Shadow Warriors - Book 3 - Part 4
 |
Hammerstein goes
under the blowtorch...
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Synopsis: Trouble
in the ranks of the Meknificent, uh, four, as it becomes apparent that Hammerstein
was felled by fire from their own side. Tensions run high as accusations fly,
Mek-Quake is prevented from offering a few pearls of wisdom, and Deadlock tries
to search for possible hidden agents. The group must confront the possibility
that a Shadow Warrior may be hiding in their ranks.
In the lab of
demented giggling Shadow Warrior Doc Maniacus, Hammerstein lies nailed to a surgical
table. After leering over his prisoners buff chassis and delivering a few painful
electric shocks, Maniacus sets about his real task under the watch of the Reverend.
The eggs of cybernetic snakes are implanted in the ABC's abdomen, then prompted
to hatch with the intent of using them to destroy Hammerstein's comrades.
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AC: A robot stripped to the waist, showing off rippling (metal) muscles and
a buzz cut to die for. This zesty romp charges on, with Pat Mills unafraid to
put out circa 1980's science fiction; fans of grittier material will wonder if
you can't do something more practical sabotage-wise than robo-snakes, and if machines
should really have so many cartoonish idiosyncrasies, and whether they're really
digging this whole magic amongst machines thing.
I'd of counted
myself among them if you'd asked me before this started, but it's really hugely
endearing stuff, doing pretty much what it was doing when it was first debuted
and being entirely comfortable with that. It hearkens from a time when the Galaxy's
Greatest was more kid centric, and perhaps, just perhaps, they can encourage others
to go in the same direction.
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Script:
Rob Williams |
Art:
Mark Harrison |
| Letters:
Ellie De Ville |
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The American Dream - Part 12
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Hero gets KO'd... |
Synopsis: Harris
struggles to remove himself from the wreckage of the fire truck in which he mowed
down Hero. The good news is that he is extracted successfully; the bad news is
that it is done by Hero, who is living still. Meanwhile Malloy bursts into the
Scientist's complex, and prays for guidance as he tries to rescue Jen from an
insidious scientific process. Suddenly, the Scientist strikes…
Harris is unrepentant
as he faces off against the enraged Hero, who laments the human race's folly in
not following him and his.
"We could have given you unity!" Says he, just prior to being decapitated
by Watchtower, who uses the very chain Hero held him captive with to destroy him.
The Scientist
tells Malloy he is making Jen into one of his own kind, and that he will palm
Malloy off with key information on how to fight the invaders if he will only allow
for Jen to be his. Malloy sorrowfully accepts. The two resistance boys head off,
with the "Mid-West" in mind.
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AC: A very exciting end to an exciting new title. I did raise an eyebrow when
it became clear that Hero was not yet dead; my first thought was that it devalued
the excellent penultimate chapter in the American Dream. But they made it work,
bringing Watchtower's storyline to fruition in the process, and letting the character
of Harris (who initially seemed a pretty standard brute character) a further chance
to shine.
This little beauty defeated all my expectations by not ending on a high note;
I'd envisioned a glorious full page hero shot of young Jen standing over her fallen
aggressors, infused with her newfound power. But no. Instead the creepy Scientist
gets to mess with her so entirely, carry her off and Malloy is left with another
lead, but a cracked conscience to deal with.
This can't come
back fast enough.
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Script:
Simon Spurrier |
Art:
Steve Roberts |
| Letters:
Ellie De Ville |
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| Freakshow
- Part 3
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| Bec
reverts to her true self... |
Synopsis: Jarrod
Kawl wakes up and is delighted to learn he has scored with the mysterious lovely
he met at the fairground. A pallor is cast over the happy situation however when
it becomes clear that Beccy has not yet turned up, but Kawl assures his new squeeze
that this is typical behaviour. He points out she can handle herself, her pissing
off of the "carrion clowns" being a case in point. The girl, Nadia,
disagrees sensing the possibility that she might have been eaten.
Beccy wakes up
surrounded by the freaks of the fair, who explain that they are vampires, and
it's not all it's cracked up to be. There are vampires of interest, the future
and joy, all operating within the fair, and when you are feasted on you become
a hideous slave. Beccy tries to fend off the hungry vamps with promises of escape;
in return for a little immortality.
In the meantime,
Kawl and Nadia get themselves captured by the carrion clowns as they try to rescue
Beccy and the ringleader taunts Kawl with the knowledge that Nadia is in fact
a succubus under his control.
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AC: A little bit of confusion over the concepts on show; the explanation of
the varied forms of vampirism is a bit squashed up. We do however get more depth
than we've come to expect from the strip that is by turns grungy in its humour
and then just zany. Kawl gets some character development in his sweetly unfolding
relationship with the lovely but mysterious Nadia. It'll be good to see how it
plays out on the perennial loser now that it's become clear what she is. The initial
setup showing Kawl grinning the day away is an innovative touch that actually
made me chuckle. This one's on the up, I feel.
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Script:
Ian Edginton |
Art:
Steve Pugh |
| Letters:
Tom Frame |
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New Model Army - Part 3
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Rogue gets blue... |
Synopsis: Rogue
gets the Nort prisoners on-side in a projected escape attempt from the camp. Morning
rolls around and Rogue does his trademark burst-out-of-the-ground schtick to catch
the operators of the powerful golems off guard. The prisoners join in the rebellion
and make for the control department.
The general in
charge, Kadis, does nothing to stop their advance; he states he has hinged his
plans upon such an occurrence. He boots up the prototypes for the independent,
biochip operated golems and personally leads the counter attack. In what we can
only assume is a logical quirk, he gives Rogue back his original weapons and encourages
him to fight.
Victory for Rogue
is a simple affair, seeing as how the biochips controlling the golems make for
easy targets. A rifle grenade soon fixes their wagon permanently. Rogue and the
biochips muse on the fact that they've technically killed themselves, arriving
at the conclusion that it was a mercy to do so, something of a rarity in war-torn
Nu-Earth.
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AC: Right. What?
Rogue trooper
continues down the same route of inoffensive sameness, though this latest Ian
Edington quickie is a bit more cerebral than the last by the numbers adventure,
Condor Six Down or some such. The opener to this instalment shows a very un-Rogue
moment, which is not a bad thing; Rogue is just typically too much the blue eyed
boy to show this much attitude.
We've nothing
to worry about though. Rogue immediately proves he's not going anywhere development
wise when he makes it clear the tempting proposition Kadis offered last prog has
not made any impression. No exploring of the various moral and personal quandaries
this should offer the eternal soldier for this boy. This is down to both the unmerited
briefness of the strip (this should have been longer than three parts) and the
fact that the blue guy's just a bit of a squib.
The less said
of the breathtaking stupidity of Kadis in the final pages the better. What is
the logic, huh? Undercover Judge? Give back that Golden Brain award, it doesn't
belong to you.
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Overall
AC:
Bec and Kawl galvanises its position with a little more depth, Dredd coasts
along as a standard adventure comes to an end and Rogue Trooper drifts around
in limbo like that dotty bag lady you see in your local Morrisons, taking bites
out of all the apples than putting them back. Strong support comes from the relish
of narration and sheen of Henry Flint's art in ABC Warriors and the final episode
of a new gem in The Ten Seconders.
It's nice to see
a good run of letters pages, possibly in wake of the recent storm Tharg kicked
up regarding the subject, let's keep it up. There's also excellent news of Harry
Kipling's imminent return and I await The 86'ers with anticipation and a degree
of caution .
Best Story
AC: The Ten
Seconders
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