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1498 - 1503 ¦2000AD Prog 1501
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2000AD
Prog 1501 - 16 August 2006 |
Cover:
Cliff Robinson |
Synopsis
by Gavin Hanly
1st opinion by Martin Charlton
1st opinion by Joe Saxton
Summaries
and reviews contain spoilers for this issue.
Cover Review
MC: Has
anyone reading this ever played Nintendo’s Pikmin games? They feature a
tiny little guy running around what is essentially a garden trying to collect
treasure and avoid being eaten by the nasties that inhabit said garden. The aesthetic
beauty of this game lies not in its character designs but in the revelation that
many of the game’s backdrops are not actually computer generated, but are
in fact scans from the garden of the principle creator, Shigeru Miyamoto (who
is to Nintendo what John Wagner is to 2000AD). I’d spent about five minutes
looking at this week’s cover before I even noticed that the background was
a photo of sorts, as is the subtely of the colouring to no make the overlaid characters
stick out. To cut a long story short, therefore, I think this has an imaginative
beauty about it, and I urge you all to move a single copy of it next to any gardening
magazines in your local Smiths, just to see what happens…
JS:
This is fantastic
artwork by Cliff Robinson that ticks most of the boxes for a great cover with
its striking, bold, main characters in the foreground looking like they do in
the strip, detailed background and well placed logos and other wording. This would
really stand out on a shelf among other titles.
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Script:
John Wagner |
Art:
Kev Walker |
| Letters:
Annie Parkhouse |
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| The
Connection - Part 2
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| Trouble
brewing ... |
Synopsis:
The judges investigate the deaths in the Cursed Earth and put out an APB on the
suspects.
Meanwhile, the
muties pop out for a bite, so the porter goes to see what they've got stashed
in their room, finding a small package hidden behind a vent. The muties, meanwhile,
take a trip past the Grand Hall of Justice and it appears that whatever they are
planning involves a trip to drop the package off there.
They return to
the sleepery to retrieve the package and find it missing. They threaten the porter,
but he's different from the night guy and has no idea what they are talking about.
As they pull a
gun on him, Dredd, who is investigating the deaths, walks into the sleepery...
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MC: Of course, what we all want from this is more info about the genetic connection,
isn’t it? This story about the mutants can wait, or should be played out
in the back ground, yes? In the hands of an inferior Dredd scribe it might be,
in a desire to give us want we think we want. However, Wagner time and again proves
himself to be above all these crowd pleasing shenanigans instead pushing the action
this week, with the story being no less for it. A truly superb last panel has
me waiting anxiously for prog 1502 although I’m not entirely sold on the
coincidence of Dredd walking in at that exact moment. Bit of an ex machina, you
ask me…
JS:
Wagner certainly knows how to build tension as we get an episode of character
exposition and a bit of motivation thrown in for good measure. The muties get
the exposition they need so that we can relate to them (the chatty villain who
turns into a psycho when necessary is a cliché, but a good one). Wagner
shows his experience of character creation here, producing a suitably psychotic
brain in a chest and appropriately base motivated lackeys. By the way I’d
wager money on Keever dying shortly as he’s had the least character build
up. The movements of Dredd that lead him to the muties are particularly well handled
- no one orders him to find them, they aren’t high priority perps, but he
gives them some thought and tracks them down. As Dredd meets the muties at the
end of the episode it seems it’ll finally kick off, but these two exposition
episodes have done their job superbly, setting everything in place. One quibble:
its dark, the guys been on since 9, yet Sven’s the night guy?
Kev Walker again
provides the goods with his art, suitably minimalist and with one of the best
rain effects I’ve ever seen, he conveys the mood of the piece well. The
background life of mc1 isn’t important to this story and Walker doesn’t
make it intrude into the art. I’m not sure what else I can say as in my
opinion his art's great and is perfectly suited to this story. I particularly
liked the design of Chuck - having no nose brings out the outlandish nature of
the character.
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Script:
Cal Hamilton |
Art:
Simon Coleby |
| Letters:
Ellie De Ville |
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Part
2
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| Clowns!
Scary Clowns! |
Synopsis: Malone
helps the girl out of the lift and she introduces herself as Missy Solemnis, who
does Trance Rap as a profession. Missy says she's looking for a break, but can't
seem to get one, except through a guy named Serge who she wants to avoid. They
gradually become friends over the next few days while Malone takes up his job
at the bar. He continues to have dreams about scary clowns and doesn't appear
to know much about his life before arriving at Generica.
The next night
a fight breaks out in the bar and Waldo is knocked down. Malone can easily take
out the attackers, but for some reason is incapable of acting...
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MC: Here’s a pleasant surprise or two. The first being the strip, the
second being the eerie silence surrounding it. I thought the Nerve Centre would
have hyped Cal Hamilton’s entry into the pages of the galaxy’s greatest
with louder fanfare than he has, even by saying his now typical ‘occasionally
I like to offer you earthlets something a bit different’ spiel. This really
is something different though, and I’d like to know the genesis of this
strip as it increasingly reads like something missing from DC’s Vertigo
imprint in terms of pacing & characterisation (like 100 Bullets in Space,
only less pretentious). I’d be lying if I said this was what I was looking
forward to out of this assault, but my god, I’m pleasantly surprised with
it so far!
JS:
the second episode continues at a pace akin to the first, though, like Dredd,
it looks like it might pick up next week. Cal Hamilton writes dialogue that’s
witty without being annoying and the friendship of the two leads is believably
presented. Its hard to evaluate this still as the main story doesn’t seem
to have kicked in yet but some of the themes explored seem very reminiscent of
Halo Jones: escaping the monotony and the protection of friendship being most
obvious. I’m sure that given time this will come into its own and so far
its been a joy to read. I’m also looking forward to using ‘sock-cutter’
as an insult.
Simon Coleby’s
art seems more comfortable than it did on Low Life, possibly as he’s had
the freedom to design the characters himself. One thing I have noticed, though,
is that he seems quite limited in templates for his tough-guy characters, a little
variation might be nice. The mixture of frame compositions is nice, though there
might be a few too many that rely on being just the character’s face and
space for the lettering, this may well change once the story picks up, though.
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Script:
Ian Edginton |
Art:
Simon Davis |
| Letters:
Ellie De Ville |
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Part 2
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Grice's new look... |
Synopsis: Sorrel
dreams about what led up to him killing his wife when he is woken by Rivers. He
tells Rivers that he can't remember anything about the murders, however, and although
the breakup was painful - he never wanted his wife dead.
They hear scrams
from outside and see what appears to be a monster trying to break into their cell.
Rivers decides that it's time to try his escape plan and shows Sorrel his tunnel
- he'd got transferred to their cell because he realised its walls would make
a tunnel easier.
As they open the
tunnel, the mutated Grice breaks through - they run and don't look back...
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MC: Yeah, I’ve seen the Shawshank too, and although I like where this
is going, it’s surely a bit clichéd, the whole ‘hole behind
a poster’ plot twist, isn’t it? More questions than answers again
this week though, and score ten extra points for the inclusion of the phrase ‘monkey’s
bell-end’, methinks. A cock last week, a Bell-end this week - Is the author
trying to tell us something? Overall though, Edginton has thus far created a fast
moving, dense little strip, with more than enough mileage in this to lead us up
to Christmas, hopefully, with the middle positioning of this strip giving us a
very dark prog thus far.
JS:
Ian Edginton could do almost no wrong in my eyes two weeks ago and Stone Island
just seems to confirm my belief. Confident and well written dialogue in a situation
that so far seems to fit the "Porridge meets Resident Evil" premise
promised in interviews has near blown me away. The entire first page uses pictures
only and makes only one point, but is incredibly atmospheric (thanks largely to
Simon Davis’s art) and grounds the current events into the past of David
Sorrel. Always nice to see writers give a nod to blatantly ripped off plot points
as well.
Simon Davis’s
art is spot on for this story. It never set me alight in Sinister Dexter (though
it was quite good in And Death Shall have No Dumb Minions…, probably due
to more controlled storytelling) but the more limited palettes and realistic setting
bring it down to earth and make it accessible. The scene at the cell door was
just beautiful, despite being a massive cliché.
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Script:
John Wagner |
Art:
Steve Roberts |
| Letters:
Simon Bowland |
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Robot Wars - Part 1
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Ready for action... |
Synopsis: The
Banzai Battalion appear to be sealed inside an old Munce Cake tin, when a strong
wind knocks it to the floor, activating one of them. The soldier activates the
captain, who decides they must break out. Upon escaping, the two of them find
another box marked pest control.
They head out into
the garden and note that the garden seems unnaturally free of pests, until they
come across a snail. The silence is broken as a mini tank crushes the snail and
more mini soldiers kill some butterflies. The new robots are Pest Patrol - and
it looks like Banzai Battalion may be obsolete...
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MC: Got a zany, off the wall strip? Need an artist with a seemingly simplistic
style who can turn the everyday into the enigmatic? Who ya gonna call? Steve Roberts!
After three year
it’s nice to see the Banzais back with us, and it’s nice to have a
sense that things have moved along in the garden. Very much the set up chapter
here, but this is a welcome change of pace and a charming little interlude from
an otherwise grim line up.
JS:
The Banzais were last seen four and a half years ago, and its about 5 years since
I read a story about them. This makes it all too fitting that a new story opens
with the Banzais boxed up and forgotten on a shelf. A fairly subdued opening still
manages to be funny, not annoying, and reintroduce the concept of pest controlling
robots to the public. Whether the characters will see much introduction beyond
this remains to be seen, but if memory serves, they didn’t need it last
time, and to do so would probably be a waste of space. Hopefully this remains
just what it should be, a light hearted story about small robots in Mega City
One, that doesn’t try too hard and is all the better for it.
Steve Roberts is
another artist that hasn’t set my world aflame in the past, but again, this
seems to be a case of art and story fitting like a glove. The cartoonish art and
a limited palette contain the story neatly in the small setting, aiding cohesiveness.
Can you taste the munce?
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Script:
Robbie Morrison |
Art:
John Burns |
| Letters:
Annie Parkhouse |
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The Depths - Part 2
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Dante as his usual cheery self... |
Synopsis: Dante
and his mother are trapped in the sinking boat, so Dante gets his mother up to
speed - telling them how he's only trying to protect the Kraken's children, Karl
& Mina.
His mother tells
him that she was born on a slave ship where her own mother died and he was a fool
not to trust her and ask for her help. She also tells him how Dmitri Romanov raped
her to conceive Nikolai - and although she loved Nikolai, he reminded her of Romanov
and she was afraid of what she might do to him.
He asks her if
he sees any of Romanov in him now - but before she can answer, she is dragged
away my Sagawa's henchmen and Dante is left to die in the sea...
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MC: Halt, ye fiendish plot, for thou hast no place here. This be the home
of good honest repetition and exposition, specifically that of the clunky disposition.
For god’s
sake, didn’t we just do this episode at Christmas? Get. Drokking. On. With.
It. Nice to see those mutants from Dark Knight returns can still get comics work
though. Other than that, nothing to see here. Last week was a red herring. What
we need to do is nominate one person to keep reading this to let the rest of us
know when it gets good again, that way the rest of us won’t have to suffer
this. Any volunteers?
JS:
this issue hardly moves the story from the point where we left last week, Dante
and his mother in the water, their fates uncertain. This is almost entirely backstory
and it is sorely needed, having encountered Akita and the kids a few times and
had no idea who they were or why they were there its nice to be told. In some
ways I think this should have been done last week to get it out of the way, but
I suppose a jumping on issue should have more action. Ideally the backstory should’ve
been handled in the summary at the front and in a paragraph on page one of the
strip last week, still its better than nothing and hopefully we’ll get more
than exposition and Dante’s relationship with his mother next week. Its
not bad, but it is frustrating as Dante can be a fantastic strip.
John Burns’s
art is a similar quality to usual, if you like it you like it, if you don’t,
you don’t. this weeks issue suffered from having to illustrate the same
two characters and the same setting over and over. The use of yellow to show past
events makes a clear division but isn’t the most appealing effect I’ve
seen used. Hopefully next week he’ll get to draw big ships, flying things
and the odd monster.
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Overall
MC: A fine
prog, let down by the drawn out demise of Dante. Four of the finest strips to
grace the prog this year, already giving me the feeling that I can’t wait
for next week, and it’s still two days before the prog officially hits the
shelves. All this and another funny Droid life. Tharg, with these thrills you
are really spoiling us.
JS:
these last two weeks have made me realise that, although I had been enjoying the
prog, it was far from its best. Judge Dredd benefits from having direction, Stone
Island continues apace and the other three will hopefully move out of slightly
slow (but still well written and enjoyable) introductions.
Best Story
MC: Malone
JS: Stone Island
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