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2000AD
Prog 1504 - 6 September 2006 |
Cover:
Mark Harrison |
Synopsis
by Pete McCosh
1st opinion by Pete McCosh
1st opinion by Adam Crabtree
Summaries
and reviews contain spoilers for this issue.
Cover Review
PMcC: Absolutely
fantastic. Everything about the pulpy design – from the lurid taglines to
the digital creases – works to give you an idea of Dante which is far more
evocative of the series’ high points than the story inside. Seeing this
a couple of weeks ago on the site I’d assumed it was John Burns but, up
close, Mark Harrison’s work is much more detailed. It’s probably too
late in the day now but, on this evidence, I’d love to see Harrison tackle
a full Dante strip.
AC:
There’s a lot of fascination in the modern comics scene with the earlier
parts of the twentieth century; these artists, you feel they’d all be more
at home in an Edwardian era Reform Club rockin’ the Absinthe than in the
land of turkey twizzlers and gold plated bling bling that we know today. The romanticism
of and unabashed hyperbole of fiction in these times has ensnared luminaries as
high up as The Moore (or maybe they just like taking the piss) and this is a worthy
addition to the canon.
Dog-eared effects,
stirring taglines and a striking action pose from Nikolai Dante all conjure up
an exciting yet good humoured cover. John Burns’ art is always beautiful,
and it lends itself particularly well to imitating the lavishly painted covers
of the old pulps. The lighting is gorgeous to boot.
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Script:
John Wagner |
Art:
Kev Walker |
| Letters:
Annie Parkhouse |
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| The
Connection - Part 5
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| Gant
escapes... |
Synopsis:
Last week’s –
presumably intentional – confusion over the identity of the judge on the
last panel is cleared up as Dredd responds to a report of the mutant Tooey fleeing
on Gant’s hover-buggy. Attempting to escape, Tooey leaps onto a passing
vehicle but is killed when it enters a tunnel. The mysterious box is not on the
body
Units searching
Gant’s apartment also find nothing, but it is revealed that the eldster
is a former judge who opposed the changes that led to the current Judge system
and has been a lifelong anti-judicial campaigner.
PSU pick up Gant
in the vicinity of the Grand Hall of Justice and Dredd heads to intercept him.
Unfortunately, the shock of discovery is too much for Gant and he dies of heart
attack when arrested. Once again, there is no sign of the box and Dredd muses
that perhaps they are destined never to recover it.
Meanwhile, a young
scrawler – paid by Gant – climbs the steps to the Grand Hall with
a familiar package under his arm…
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PMcC: Aaargh! How can Wagner do this to us? I was sure we’d find out
what was in that box this week!
The Connection
has been a fantastic intro to Origins: drip-feeding us some tantalising hints
about what’s coming up while still managing to function as an exciting story
in its own right. This week’s revelation that the eldster Gant was himself
“an old-style” judge automatically raises questions about the arguments
that must have gone on then and how they were eventually settled. There must still
be others who were alive at the time, so what are they up to? In amongst all this,
Wagner still has time to make us laugh out loud at Chuck’s full name and
then leave us with that cliff-hanger. This is writing of the very highest calibre.
Of course, good
writing is only half the story in comics and Kev Walker’s art has really
amped up the brooding, portentous atmosphere which has characterised this tale
and the dynamic panel of Dredd flying over the hill on his Lawmaster like some
avenging angel is something really special.
The preview of
next week’s Bolland cover only serves to turn the anticipation up to 11.
There have been criticisms of Rebellion on the boards for their perceived lack
of marketing push for Origins but I have to say that little touches like this
clearly show the editorial staff are trying to make it something special for the
fans.
AC:
Kev Walker’s oh-so-distinctive art is still impressing the hordes, and in
the final part of the Connection we get an awesome picture of Dredd “intercepting
that hover buggy” in true Dredd style. A lot of artists fumble the “En
route to kick some ass” moments in Dredd (there are rather a few), but Walker
gets you interested immediately. What say we not keep this droid away for so long,
eh Tharg?
John Wagner continues
to exemplify what drives a good story; solid action, good pacing, with character
moments deftly woven into the flow without compromising the speed of the narrative.
It’s hard to be mad at so many of the young bucks for not being able to
boast his array of skills; this is what he does.
This has served
as an exciting lead in to the shining jewel in this year’s roster of strips.
Voices of complaint have decried the solidity of the Dredd material of 2006 up
to this point, but I tend to think that with such an event on the horizon, there
was decidedly little they could have done about that… short of having a
few more lead in strips of course but hey ho.
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Script:
Cal Hamilton |
Art:
Simon Coleby |
| Letters:
Ellie De Ville |
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Part
5
 |
| A
new man/clown |
Synopsis: Missy
has managed to get Malone back to the hotel, but is unsure what to do next. As
she searches his room for some clue who to contact, Malone disappears taking the
gun with him.
We next see him returning to Serge’s pool hall where he advises the bouncer
he forgot something earlier then tells Serge he has an answer for him before placing
his revolver on the pool table. After allowing a moment for the significance of
this to sink in, he kills the two heavies while Serge makes a run for it. Malone
strides menacingly after him and, as he walks through the back door of the club,
the shadow that falls on the alley wall is that of the dream clown…
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PMcC: Sweet Lord, when will this garbage end? Simon Coleby’s horrid
art (people don’t appear to have real features in the future) does precisely
nothing for me. I can see what the idea behind this pairing was: get some moody
black and white art to give it a Sin City in space vibe. Perhaps that might have
worked if the story – which I must admit is competently scripted –
was anything but a collection of lazy clichés. Mysterious guy arrives in
town, hidden past, femme fatale, takes on local hoods, blah blah.
If it wasn’t
already obvious from the comments about his voice (I also wondered if the sudden
appearance of a couple of Irish mannerisms was deliberate) the last panel makes
it abundantly clear that the Clown persona is now in control. Hopefully, we’ll
find out what the Clown’s actually all about and what Missy’s role
in creating it was next week rather than drawing this out any longer.
AC:
Cal Hamilton’s expertly scripted future noir continues apace. Noir is ANOTHER
area that many funny book writers foolishly, foolishly plunder for their own pedestrian
stories; ever take a look at some of the crappy Catwoman books they’re putting
out where some hard boiled PI is ways on her case? Luckily, Malone doesn’t
fall into the trap; it isn’t too obvious.
We as an audience
believe Malone as a naturally tough and savvy character, not someone putting on
a front, or worse, someone not as tough as the writer thinks he is. It’s
more urban and modern than most stabs at the genre, which owes a lot to Simon
Coleby’s dark depictions of ear ringed, tattooed players and grim cityscapes.
Some of the comfort
and ease is taken out of the strip with this instalment; Missy’s monologue,
pleading with a comatose Malone, and Malone’s possessed threat to the gangsters…
they just don’t ring true like some of the earlier dialogue. The story moves
up though, and I remain intrigued as to how the various elements will come together.
I fear this will
be a criminally underrated series, but the privileged will continue to enjoy it
for its reserve and competence.
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Script:
Robbie Morrison |
Art:
John Burns |
| Letters:
Annie Parkhouse |
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Dragon's Island - Part 3
 |
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Katarina makes an impression... |
Synopsis: As
the bomb-ship reaches its target and the pirate fleet begins its assault on Pacifica,
it becomes clear that Lauren had deliberately attempted to provide for Dante’s
escape. Unbeknownst to her, Nikolai is dragging himself out of the water and pauses
only to slaughter a couple of guards before heading off in search of his mother
and the children.
Meanwhile, Katarina
manages to overpower Sagawa’s guard as Nina and Karl look on. In her control
room, Sagawa appears relatively calm under the circumstances; it seems she has
a trick up her sleeve and she is about to leave for “the Dragon’s
Lair” when an urgent communication is received from the Tsar himself.
As she deals with
this, Dante stumbles into a massive lab where the mass-production of Sagawa’s
mutant ninjas is under way and Crest identifies the base material as the remains
of the Kraken…
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PMcC: I’ve been very surprised with how quickly this story’s going.
It seems that, after years of procrastination, Morrison is now keen to get the
swashbuckling over with and get back to the business of wreaking revenge on the
Tsar. On that point, it was very nice to see him pop up here; proof that we’re
heading in the right direction at last. In the next few weeks, I imagine we’ll
see the last of Katarina, either killed saving Nikolai or disappearing into the
sunset with Karl and Mina to make up for abandoning him. I’m also interested
to see if Dante destroys Akita’s genetic infantry or manages to convert
them to his own private army to complement his pirate navy in an assault on All
the Russias.
Funnily, I don’t
have much to say about this episode itself, it seems to be just a stepping stone
on the way back to the proper story.
The news that
Simon Fraser will be back on the Dante at the same time is very welcome in my
house and seems quite fitting. John Burns can be great – and this week’s
double page spread of the pirate fleet is excellent – but his faces seem
to be getting more and more identikit and I’ll be glad to see the back of
him for a while. Lauren and Akita are both rendered as amorphous blobs with different
coloured wigs this week.
AC:
Now we’re getting to the good stuff; a little disappointed in this week’s
Malone, I was happy to see a falling out of epic proportions spilling out onto
the pages, as depicted by the flourishing paints of John Burns. They sure as Hell
spent enough time building this up, now let’s hope they see fit to stretch
it out for a spell.
The scale of the
thing is perfectly judged, as is the consistency of the stew of historical elements;
piracy and swashbuckling sits side by side with industrial revolution*10 architecture,
and double page spreads of wonderful oily, smoky battleships going at it.
Naturally we have
a few human drama threads complementing the warfare, with Dante searching for
his Mama and the kids, Lauren facing the destruction of her lover by her own hand,
and the resurfacing of Vladimir giving Akita a fright. The ending is a deliciously
old-fashioned cliff-hanger, with plenty of gruesome imagery.
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Script:
Ian Edginton |
Art:
Simon Davis |
| Letters:
Ellie De Ville |
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Part 5
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Sorrel sees things differently... |
Synopsis: After
a brief bit of history of the prison, we find our gang of five climbing along
the pipework between the inner and outer walls of the prison. Harry tries to probe
Sorrel about his background – which doesn’t seem to match up with
his abilities – but is interrupted as he takes a dizzy turn. From Sorrel’s
POV, it seems as if he is somehow seeing the energies of those around him…and
his own are quite different.
Arriving at the
prison garage, they find that all the vehicles have been sabotaged and all the
tools and parts taken by the creatures. As they are standing discussing what to
do, Sorrel seems to sense before the others that the creatures are coming for
them and they run to close the garage door. Sorrel gives an over-eager monster
a good hard whacking, allowing the others to lock the door.
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PMcC: Although it’s slowed down a bit to give us some background on
the prison, I’m still enjoying this. We’ve now gone to a disparate
group of survivors, not all of whom will make it out alive and, for the moment,
I’m enjoying George the cynical warder getting all the best lines. This
week’s episode also introduces something else unexpected. What is behind
Sorrel’s “Matrix-moment” and how does it influence his obvious
connection with the mutated monsters?
Simon Davis style
is pretty good at evoking the claustrophobia of the setting, but I’m looking
forward to seeing him cut loose with some seriously gory scenes in the near future.
AC:
The last couple of instalments of Ian Edington’s answer to Wentworth Miller’s
sleep-acting have been rather dense in comparison to the uniquely decompressed-yet-fast-moving
instalments that opened the series. They’ve also conformed more to type.
We’ve seen our two heroes, who are fairly interesting on their own, forced
to team up with the requisite band of unappealing “other survivors”;
a drippy bit of skirt, a drippy bit of shirt (destined for an insanity/death combo),
and a slightly evil one whose inevitable, bloody death you won’t mind.
I’m still
intrigued by the main plotlines of amnesiac murder and monsters that work to an
unknown blueprint, but the stand and talk conformity of the past two parts has
brought the quality level down.
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Script:
John Wagner |
Art:
Steve Roberts |
| Letters:
Simon Bowland |
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Robot Wars - Part 4
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Captain Bug Stomper steps over the line... |
Synopsis: The
Battalion infiltrate the Fitzenheimer house in search of the remnants of Pest
Patrol. The Patrol have been making some repairs and are regrouping when the Banzais
take them by surprise and massacre the survivors. Wakened by the noise, Rosie
stumbles on the scene and grabs hold of a trooper as the Banzais beat the retreat,
whereupon Captain Stomper stabs her in the leg to free him.
Becoming increasingly paranoid, Stomper declares all house humans enemy combatants
and attempts to crack down on the growing dissent in the ranks. Meanwhile, Rosie
and Mrs Fitz take delivery of a new robot guard dog which seems like just the
thing to root out the Battalion…
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PMcC: I’m not really sure how I feel about the turn this has taken.
A fun story about tiny robots fighting slugs and foiling dastardly plots somehow
doesn’t seem like the right place for a meditation on where the line is
drawn between brutality and justifiable force in combat and whether following
orders is justification for a soldier’s actions. Or maybe I’m just
taking the whole thing too seriously.
The first couple
of pages still show some amusing touches as the Banzais have to overcome such
monstrous obstacles as doorknobs and birdcages and I think Steve Roberts is eminently
suited to such light-hearted fare. By the end of this episode, things are looking
grim. Could this be the last outing for the pint-sized pest-controllers?
AC:
It’s become increasingly hard to maintain interest
in Banzai Battalion; it’s a fairly lightweight offering amongst the meatier
titbits surrounding it. John Wagner seems to be moving away from the endearingly
whimsical tone and focusing on some rather nastier and mildly philosophical themes.
Trouble is, it’s a strip about pest control robots; you don’t want
nasty and mildly philosophical from a strip about pest control robots.
Steve Roberts
is dong the best work I’ve seen from him on this strip; irregardless I still
wouldn’t call myself a fan.
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Overall
PMcC:
A good Prog which I think seems a lot better simply because of the strength
of Dredd at the moment. Dante is going places at last and Stone Island has just
gotten doubly complicated. The only story I have a real problem with is Malone,
but that seems like it’ll go away soon.
Ultimately, Origins is the only show in town and I can’t imagine anybody
missing an issue for the foreseeable future even if they start filling the other
24 pages with Red Razors reprints.
AC:
A solid prog, albeit with a few strips letting the side down, and my personal
favourite Malone taking a mild dip in quality; hoping for some ass-kickery and
a return to previous confidence next week. Kev Walker and John Burns provide art
that would be worth the cover price all on their own. Truly top notch work.
In the meantime
you can hear John Wagner limbering up for his “piss dee resistant”
in Origins. I can just see them now, he and Carlos Ezquerra meeting in some hallowed
studio to construct their latest work, with all fellow creator druids assembled
outside trying to peer through the crack under the door, trying to absorb some
of the greatness…
Though more likely,
long phone calls and endless cups of tea figured more prominently…
Best Story
PMcC: Judge
Dredd
AC: Nikolai Dante
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