|
|
|
Synopsis
by Gavin Hanly
1st opinion by Gavin Hanly
2nd opinion by Adam
Crabtree
Summaries
and reviews contain spoilers for this issue. |
|
|

Cover
by
Simon Davis
GH: If
it's the Christmas issue, then it's time to dust Tharg off and get him onto
the cover. This is actually one of the better end-of-year covers, with Davis
managing to inject an air of fun into the proceedings that's been missing from
previous attempts. It feels nice and Christmassy and although I'd question the
inclusion of characters that aren't in the comic, the inclusion of the main characters
as elves is fun.
I do think the obstruction of the logo in the Christmas issue
when you should be trying to attract new punters is an odd decision (and something
that regular visitors will know is a bugbear of mine), but it's fun
overall and that's enough for me...
AC: That
most elfish and sprightly of art droids Simon Davis spreads the Christmas cheer
with this warm and funny pastiche of all our favourite heroes. While not quite
as inspiring as last year’s Kev Walker cover, it is a great deal more seasonal,
and I appreciate that.
|
|

|
| Origins -
Part 14 - The President's Man |
| Script: John
Wagner |
| Art: Carlos
Ezquerra |
| Letters: Annie
Parkhouse |
|
 |
|
|
|
Dredd's
shows his inexperience... |
Synopsis: The
cadets and Kinnison stormed a house and came across a group of soldiers raping
a woman. In the ensuing firefight, the soldiers were all killed, but Kinnison
was also mortally wounded.
Later, the bombs stopped falling, but irreparable damage was
already done to much of the world. Howard Lint, a senior aide to the president
approached the judges and indicated that Arnold Benedict, the President's special
advisor was killed on the orders of Booth, after he indicated he was going to
reveal something to the country. Lint says it was that Booth had rigged the election
and stole the presidency...
GH: After
an undeniably shaky start, things are moving at almost breakneck speed in Dredd's
history lesson. There is a certain amount of revisionism going on here,
especially as Booth seems a very different man from the one we met in the original
Cursed Earth storyline, but the changes are welcome and indeed necessary to start
adding some real continuity and backbone to Dredd's world.
Wagner is on top form
here, managing to cram an enormous amount of plotting into a scant 6 pages that
will leave the inevitable collection being one of the best examples of compressed
storytelling on the market. Although it would have been more welcome if Wagner
had taken even longer to set things up - maybe spending more time in the origins
of the Academy than on the "present
day" Cursed
Earth diversions - there's no denying that the storyline is currently living
up to expectations as well as taking some surprising turns. The political satire
is certainly showing up in full force this week, with the references to vote
rigging sounding faintly familiar. In some respects, the political scenes have
much in common with the best Hollywood political thrillers from the 70's and
that's significant praise.
Of course, Ezquerra's been on top form throughout the run too.
While I would agree with comments that the photo-montage of famous landmarks
being destroyed in previous issues was a rare low point for the artist, he's
being excellent elsewhere and it would be impossible to imagine another artist
taking on the task.
Only another 9 episodes
to go - and let's hope that this storyline has huge ramifications for Dredd going
forward...
AC: Origins
surges onwards; Christmas special, you cry? No Christmas special shall halt nor
otherwise impede the progress of this mighty juggernaut! Although, it should
be reflected that “juggernaut” isn’t necessarily the word that
comes to mind when I look back on what has gone before in this expose of Dredd’s
world.
All change in recent weeks though, as the rather
anachronistic Cursed Earth ride-along (there’s only so many ways you can
do that, and 2000AD have pretty much done them all thrice) being shunted into
the background (yeah, that’s right, you SIT in that damn cave, and you
come out when you’ve got something interesting to offer) in favour of the
real substance of this story.
Indeed, I’d readily accept the jarringly inconsistent
early part of Origins if an impatience to concentrate on the riveting “future
history” could account for it! It’s truly fascinating, on an artistic
and a technical level, to see this sprawling epic presented as a masterful exercise
in story fragmentation and compression (something of a byword for the 2000AD
boys).
The variety REALLY works for
Carlos Ezquerra as well; he is at his best when he can throw out a mighty palate
of computer-aided colours (and he does better work within cityscapes these days)
and the purple and grey Cursed Earth gets old pretty fast.
This month we finally get to
see that which has been missing from the story thus far; the HUMAN factor. That
magical empathy that John Wagner has annihilated me with again and again in the
past. We got a little flash when Fargo tried to bite the bullet a few weeks back,
but suddenly we find ourselves confronted with properly shocking scenes of degradation
and despair among the ruins, as well as the whole other plateau of political
conflict unfurling its filthy tapestry, high above the heads of young Dredd and
Rico.
If you have one Christmas wish;
make it for world peace. If you can scrounge up a second, make it so that Origins
stays like THIS for the rest of its run!
|
|

|
| Mother London
- Part 1 |
| Script: Ian Edginton |
| Art: D'israeli |
| Letters: Ellie
De Ville |
|
 |
|
|
|
Valentine
Bay meets his match ... |
Synopsis: In
ancient Albion, Gog and Magog are sacrificed so that they may live forever as
part of the world...
Much later, in 19th century London, Abdul Alhazred is conducting
a seance during which a suspended light incapacitates his guests, allowing
Alhazred to divulge information about their fortunes. However, the
guests are undercover policemen, including Detective Valentine Bay and Sergeant
Leonard Chipps. Bay smashes the light, shattering the illusion and freeing the
mesmerised guests. Alhazred's female assistant begins beating up the policemen
and it soon transpires that both she and Alhazred are mechanical contraptions.
The police destroy them both and discover a secret room at the rear of the building.
Later, Bay and Chipps discuss the case. Philo Thyne, an ex
professor of mechanical engineering was being sustained in a "greenhouse" and
used the clockwork mechanoids to raid people's minds and houses to sustain him
in his refuge and allow him to build more machines. They think he might have
been afraid of someone - maybe Stickleback.
However, an odd conjoined twin appears to be eavesdropping
on the policemen's conversation...
GH: Ian
Edginton had a rare and unexpected misfire this year with Stone Island. However,
the news that he was reuniting with D'israeli (Matt Brooker), with whom
he has arguably produced his most consistent work, promised great things in the
future.
In the much anticipated strip, Edginton and D'israeli
return to the ground that they seem to enjoy best - that of an earlier England,
unfettered with today's technology, yet still slightly more advanced than the
true-life Victorian era. This is an era that seems very much in vogue as of late,
with films like the Prestige and books like Jonathan Strange or the Glass Books
of the Dream Eaters also managing to blend sci-fi with Victoriana remarkably
well. Here, in one chapter, Edginton has managed to get me immediately hooked
with all manner of intrigue as well as creating a good introduction for the policeman
protagonists.
As for the work of D'israeli - it's just mind blowing. It's
immensely gratifying to see a 2000AD artist continually trying new approaches
and improving with every published work and Brooker takes another quantum leap
here. Building on the greyscale style of Leviathan, he has evolved this with,
adding a more "painterly" look
to it that is simply stunning to behold. He has easily become one of my favourite
artists working in comics today and his work in this story alone makes 2000AD
a must purchase for the next few weeks.
Overall, very very promising indeed.
AC: Ian
Edington is one of the finest creative minds on staff in 2000AD today; not only
this, but he has an acute sense for shaping this boundless creativity into a
coherent whole (certain, aheh, “mishaps” put to one side of course).
Snippets of art displayed in the Megazine earlier this year caught my interest,
with a pleasingly macabre glimpse of what is presumably the title character (who
does not make an appearance here).
It’s playing its cards close to its chest with
an amusing sort of séance double bluff, and a Celticky prologue that will
undoubtedly have greater significance later on in the story. It’s competently
scripted as ever and I’m sure I won’t be able to guess what connects
the two elements introduced until the final reveal, but I think this is mainly
preamble, and will take a while revving up.
D’israeli goes for a smokier, mustier feel
than in previous outings; generally I’d prefer something a little sharper
and more defined from this art droid, but in the spirit of the festive season,
I’ll give it a chance, particularly when the steampunk settings are so
well realised!
|
|

|
| Walking to
Eternity |
| Script: Gordon
Rennie |
| Art: PJ Holden |
| Colours: Chris
Blythe |
| Letters: Ellie
De Ville |
|
 |
|
|
Synopsis: Deep
inside the citadel in Acoma Station, Doctor Friedkin is talking to an unseen
subject. He gets word that a new expedition is underway to the "anomaly
site"
on the surface of a gas giant. High intensity Stomper rigs have been sent
across the surface, with many refinements after those sent before have been crushed.
Friedkin continues his one-way conversation, indicating that
he was part of the Genetic engineering programme in Milli-com. After the Quartz
massacre, he was sent home only for his ship to experience a "catastrophic
drive accident" on the way - another unidentified, huge and apparently biological
craft had entered the jump gate at the same time as his and the wake of that
craft had caused the accident. Following this Friedkin turned his interests towards
Xeno Archaeology and believed that there were ancient races in the galaxy that
operated on a different level to humanity. He discovered what he calls a "tomb"
that gave directions to Acoma - where he feels the secret to the ancient race
lies.
Meanwhile, the team sent out to the anomaly is close to their
destination, and is beginning to realise that this must be a one-way trip. They
radio that they can see something and hear voices and then panic and warn that
no one else should attempt the trip and they should stop the expeditions. Then
they are cut off.
But Friedkin vows to continue the expeditions and discover what is down there
as he continues to talk to his prize - an alien apparently preserved in some
sort of cryo stasis. Friedkin believes that the secret to eternal life lies down
on the planet...
GH: With
each new installment, the 86ers shows continued improvement and gains more distance
from its Rogue Trooper origins. We're finally beginning to see that Rennie has
a much larger plan at work here and if he continues to balance the over-riding
arc of ancient beings with the Future War aspects, this has the potential to
develop into something very impressive. The ancient race storyline has some
similarities with the Polity in the VCs, but Rennie seems to be heading much
further down the mystical route here - taking in elements of Event Horizon and
other such Sci Fi for good measure.
Upon hearing the strip was returning in Prog 2006 I was a
little underwhelmed, but this episode has left me eager for future installments
of the 86ers and quite keen to learn where Rennie's taking things. It may not
be Caballistics Inc. - but it'll certainly do for the moment.
Holden is also improving every time I see his work and is becoming
a valuable (and clearly reliable) asset to 2000AD. His work on the stompers
in this issue is particularly impressive, and in general his art appears to
be getting more fluid with each outing. Ideally, he'll stay as the main artist
for the 86ers, which will allow him to further develop.
AC: WHOAH.
Back up a second…
Let’s flash back to earlier this year… The
86ers made its distinctly indistinct debut earlier with Touchdown,
a story I can barely remember and have not been inspired to revisit. I greeted
the second story with a little more charity; the strip takes an interesting approach,
flipping reader expectations on their widdle heads and delivering a tough talking
ensemble piece.
Nothing though could prepare
me for this.
Will you just take a look at
some of these visuals...? It takes a unique combination of a writer with the
horrors on an epic scale, and a writer skilled (and crazy) enough to follow him
down into the pit. One forum goer described it as a positively Lovecraftian experience
(something I want to be recorded for posterity, as I know Rennie will get a kick
out of that; his work on Necronauts and Cabalistics Inc. shows that), and when
you read this genuinely scary tale of an expedition just trudging deeper and
deeper into the s**t, the connections do happen…
It says something that even
in the world of 2000AD, where this kind of thing will ALWAYS, ALWAYS, ALWAYS
result in death, that Rennie still manages to make us feel some kind of empathy
for these characters; the pleading with command for Jenny to go back to base
is a cunning and invaluable move.
And then there the Fishie. The big, flying, space
jellyfish type mother-hubbard that creeps me the Hell out but good, and here’s
to PJ Holden (“our boy” as some of the forum goers have come to see
it) who I have a whole new level of respect for. And another thing! Even with
that KILLER splash page, Rennie doesn’t entirely surrender to the decompression
bug, putting a corner panel on it; just a little thing, but I wanted it mentioned.
Top marks, baby...
|
|

|
| Christmas
Time |
| Script: Dan Abnett |
| Art: Simon
Davis |
| Letters: Ellie
de Ville |
|
 |
|
|
|
Sinister's
wildest dreams ... |
Synopsis: Sinister
is caught in a conundrum with the revelation of Dexter's paralysis. He can't
see a way to rescue Dexter from the prison and to get things back to the way
they were. Killing him could lead Sinister to the chair - and letting him live
means letting down his friend....
GH: Ok
- this really can't be seen as anything other than a filler episode, but it's
nicely paced and does help to emphasise the impossible predicament that Sinister
finds himself in. The revelation of Dexter's paralysis has been the second time
Abnett has wrong-footed the 2000AD readership, with many asking for his head
when Dexter had inevitably survived the shooting (did no one read last year's
Christmas episode?). However, by painting himself in such a corner, he seems
to be thumbing his nose at all those readers who doubted him - and once again
Sinister Dexter could be one of the most anticipated series of 2007.
So - while
there's not much to this episode beyond the excellent Simon Davis art - it sets
the scene for what could possibly be the end of the gunsharks in 2007. Let's
hope they go out with a blaze of glory...
AC: The
Dutch have a word for it, as the Dutch often do. It’s that feeling you
get when you want to laugh so hard your throat collapses, and at the same time
weep until there are simply no fluids left in you. The word is Schaggenmolotoiya,
and was on no account made up just then.
This instalment of Sinister
Dexter is Schaggentolla-whatever-the-Hell-I-said in motion.
I have never laughed so hard at anything within the
pages of the Galaxy’s Greatest as I have at the splash page showing the
two possible forms of escape for our gun-toting comrades.
The renaissance continues apace, with a remarkable
year for the strip closing on an achingly poignant interlude. Abnett, I don’t
know what kinda place you’re in creatively, but you oughtta stay there,
and I don’t care how thin the booze they serve is.
|
|

|
| The Volgan
War - Vol 1, Part 1 |
| Script: Pat Mills |
| Art: Clint
Langley |
| Letters: Simon
Bowland |
|
 |
|
|
Synopsis: The
ABC Warriors take Mek Quake to the Broadband Asylum as he has become too deranged
to work with them. Blackblood seems quietened by the visage of the asylum, while
Hammerstein checks Mek Quake in. The nurse wonders whether Hammerstein needs
a spell in the Asylum himself after seeing a message written on Hammerstein's
hammer
"Fight for Peace, Live for War, Die for Nothing" - a message from
an old war comrade that he copied from his original hammer.
As the Warriors leave the asylum and head to pick up Mek Quake's
replacement, Hammerstein recalls the Volgan War. Hammerstein was the prototype
for fifty thousand Hammerstein robots and was the only one able to fight with
independent action. He asked the humans if they would grant his brothers the
same opportunity as the cold was affecting them and, without the ability to over-ride
certain commands, they would be unable to survive. His request was turned down
and as a result, many of the Hammersteins were lost in battle, unlike the Volgans
who were prepared for the lower temperature.
Elsewhere, the head of the Volgan Mechs - Volkhan - prepared
to attack the invaders who have come to take their oil...
GH: Showing
some similarities to Origins, Mills has decide to investigate some of the history
of the ABC Warriors - specifically Hammerstein's experiences in the Volgan War.
Mills work on the ABC Warriors has always been his most consistent, retaining
the spirit of the very earlier strips, while injecting elements of contemporary
satire. He also seems less intent on preaching in the ABC Warriors tales (despite
the Volgan War already showing some parallels with present day events) and
much more on entertaining the readership with the battles of these unfeasibly
huge mechanoids.
But the main selling point of this strip is Clint Langley's
art. When it was revealed that he would be illustrating the Warrior's next
tale, there were echoes of concern from the readership - and indeed
myself. Langley's work on Slaine, while beautiful in many respects, did have
a "photo
story"
element to it which occasionally proved to be rather jarring. Could he create
impressive artwork without his human models to fall back on? Well, it would appear
that all our fears were unfounded as this is simply a stunning effort.
From the impressive and omnious visage of the Asylum to a couple of astonishingly
good double-spreads of war robot carnage, Langley sweeps aside any criticisms.
A fantastic start.
AC: Ok,
I’ve got it all worked out.
I’m going to go and live with Clint Langley.
It’ll be alright; I’ll wash dishes, I’ll do chores, at night
I’ll sleep in any floor space allotted to me. I’d keep out of the
way of his family and he wouldn’t have to, y’know, TALK to me or
anything like that. I’ll just be there to… just absorb the creative
germ.
When mortal men display so much talent, it is only
natural that there should be an abundance of run-off, like a blue tide of energy
only just visible to the naked eye; not dissimilar to that gorgeous blue glow
in the robot asylum of this month’s ABC Warriors. Or Hell, that luminescent
RED glow from the exterior of said asylum. Or forget the glows, it’ll more
likely be akin to the deep, rich shadows of the final pages…
I’m fond. Comprehendé?
At nearly THREE TIMES the length of a typical instalment,
this rises into the air like a Hammerstein’s head after its chassis has
been popped by gunfire. Langley was wasted on Slaine, never having enough room
for his renderings, and it’s helpful as well that Pat Mills is having one
of his more lucid weeks!
I’ve never seen anything like this, and I may
just go read it again before I pack my stuff…
|
|

|
| Winder Wonderbrand |
| Script: Simon
Spurrier |
| Art: Boo Cook |
| Letters: Annie
Parkhouse |
|
 |
|
|
|
Kipling
spreads Christmas mayhem ... |
Synopsis: Kipling
and his crew arrive on the planet Industropia where one of the districts "Worktown
10", some sort of business venture is under attack from murderous barbarian
gods. Kipling helps them to drive back the first wave as they try to
discover what the problem is. Most of the other worktowns have avoided problems
with gods except for Worktown 10 which always seems to get attacked 4 days before
Christmas. Kipling recognises the attackers as Solstice Winter gods and
asks what Worktown 10 makes - discovering that they produce a galactically popular
drink, which is even more popular at this time of year with their winter
branding in place. Kipling suddenly realises what the problem is and manages
to destroy the attacking gods, while reminding Worktown 10 to stop plastering
their drinks with imagery of the Winter God when next year rolls around...
GH: Boo
Cook seems to have found a better medium between
his painted work and him more heavy "inkline" work. By combining the
two, he's managed to create a much clearer image and has certainly avoided the
confusion that occurred with his last work on Kipling. This is much easier to
follow and still allows Cook to to embellish his painted style while telling
a coherent story. A Marked improvement.
Unfortunately, the story this time out isn't so coherent,
with even a couple of readings failing to give this Christmas tale much clarity.
It seems rather like Spurrier was trying to get a few too many things into one
episode here. Mixing up the Christmas stlyed narration, the introduction
of the industry planet, the winter styled gods and a frankly botched punchline
of the branded drink makes the whole thing a little muddled. Certainly when you
have to read the thing a couple of times to get the punchline, it hasn't quite
done its job.
It still passes as a pleasant enough diversion - but not top
Kipling by any standards...
AC: And
the hits just keep on coming. I slightly fell in love with this title at the
first instance earlier in the year, but it has since struggled to find its niche,
to sort out what it wants to say and how. This festive special right here represents
both ideal message and ideal method.
It’s just FUN, con-sarnitt, and presented in
such an irresistibly anarchic and luminous fashion that you can’t help
but be entirely swept along.
This is the best instalment
to come along since the initial three-parter wrapped up. It gets away from the
some of the smart-arsery and mean-spiritedness, stripping it down to an Earl
Grey sipping corpse and his posse cutting loose on a shower of behemoths and
beasts against a powdery pink, celestial backdrop (Boo Cook makes up for some
recent scrappiness by returning to his usual awe-inspiring standard).
As ever, the sheer level of
invention is just flowing by the tapful, with a clever play on the yuletide conventions
of culture the world over (galaxy even, if we are to believe Simon Spurrier,
and you do so at your peril).
“Tally ho ho ho”!
|
|

|
| Part 1 |
| Script: Dan
Abnett |
| Art: Richard
Elson
|
| Letters: Ellie
De Ville |
|
 |
|
|
|
The
Hackman gets ready... |
Synopsis: A
group of Warriors is on a long march as sent by their "Masters", led
by their Alpha Male leader - Gene the Hackman. They reach water and see what
appears to be a "land bridge" as identified by their oldest member
- Old Man Gary. As they go to investigate, they smell something and are immediately
attacked by insectoid monsters. Some of them dies fighting them back, including
Gene's mate, until the battle is finished.
Later, around a fire, Old Man Jack
tells the survivors the "tale" which
appears to be that of mankind being wiped out by something that "rose up".
Something they call "Them". Mankind made the warriors strong
enough to resist this new threat and "went to sleep" while the Warriors
protected the planet.
The story over, they are disrupted by the
insectoids who attack but the team fights them back. The team is also comprised
of "Jack
So Wild",
Beta Male "Tod
of Much Slaughter"and "Maryan
Faithful" and they are all forced to back away from the new fight. After
the battle, Gene believes Tod will soon challenge him as Alpha Male - but there
was worse to come...
GH: "Intriguing"
is about all I can say of this at this early stage. Abnett appears to
be plumbing the far future aspect of Sci-fi to great effects in this outing that
allows him to effectively create a new world. At this early stage, it's difficult
to gather what's going on but it appears that Earth has been overwhelmed by
insectoids, and that these group of Warriors were bred to fight them.
It's intriguing
indeed and certainly bears watching, especially as it looks like it will offer
Richard Elson the chance to get his teeth into something really decent.
AC: Now
this is an oddity; it was enough to stir the interest when it was discovered
that Dan Abnett and Richard Elson were putting out a whole new thrill for the
Christmas edition, and I’m not sure what I was expecting.
There’s a clear Warhammer 40,000 influence
in the scripting (I’ve been fortunate enough to read some of Abnett’s
comics work in the “Black Library) with the distinctly Orky catchphrases
and behaviour of the characters. The broad humour of those comics also carries
over in the form of “Gene the Hackman” et al, which doesn’t
always sit well with the serious and rather distanced “nature show” commentary,
and the inherent brutality of the goings on.
Richard Elson gives us business as usual, creating
a variety of colourful visuals and a creatively realised assortment of sci-fi
beasties. His faces, as ever, are a bit samey, but if it didn’t bother
you before, it’s not about to start now.
It’s got a certain mystique about it, and I’m
officially intrigued, but it’s not what I’ll remember about this
Christmas edition.
|
|

|
| The Road of
Bones |
| Script: Robbie
Morrison |
| Art: John
Burns |
| Letters: Annie
Parkhouse |
|
 |
|
|
Synopsis: Magadan
is a remote district of the Empire, heavily run down and oppressed and home to
one of the fiercest prisons, Kolyma, reserved for those deemed most undesirable
to the Empire. It is now run by its commander, German
Gref, who is told that an imperial craft is incoming.
Elsewhere, one of the inmates, Elena Kurakin - a fellow
soldier-in-arms of Dante during the war, is called out of solitary and is told
by her friend Nadya that the pilot of the Imperial ship gave out food parcels
to the inmates. Kurakin is taken to this pilot who is, of course, Nikolai Dante.
he has brought an official pardon for Kurakin with him and is offering her a
position as his bodyguard. She asks him to help the inmates, but he replies that
she's the only one he can free for the moment - so she turns him down.
Back in her dorm, she discovers that Nadya has been taken by
the guards for their New Year enjoyment. She returns to Dante, agreeing to join
him, and he gives her permission to settle a few scores. She kills the guards
who are trying to rape Nadya. In addition, Dante tells Grep that the Tsar has
discovered that he has been siphoning off Uranium ore and has sentenced him to
life imprisonment in Gref - but the inmates descend on Gref as he starts his
sentence and tear him to pieces. Kurakin walks off with Dante - now working
for those they tried to destroy - but Dante might have a trick or two up his
sleeve yet...
GH: I'm
still shocked that the tales of Nikolai Dante have taken such a positive turn.
I was always hopeful that the Russian Rogue would somehow find the spark that
made him so popular in the first place. However, I never imagined that Morrison
could confound the naysayers, myself included, with
such panache. Dante has gone, in a few short weeks, from being a tired character
to one of the best in the comic.
The return to the strip's Russian roots seems to have
energised Morrison who is once again producing the compressed and intricate storylines
that made the character so popular. He's also got back the balance between Dante's
smart arsed antics and the drama of an oppressed society. Once again, I actually
care about the character and can't wait to see where events are leading.
John Burns also seems to be back on form, creating
some wonderful visuals in this episode that have been missing from his long run
at sea. The scenes between Dante and Kurakin in the lavish office are particularly
impressive, as is the violence that erupts as Kurakin exacts her revenge.
Dante's back firing on all cylinders and ends prog 2006 on a
very high note indeed.
AC: Back
to the art of John Burns, and I think perhaps Burns’ prominence during
Dante’s recent slump has seen him tarred with a bad brush. He is a remarkable
artist, whose work summons up immediately an era of sweepingly rendered pulp
paperbacks.
Dante seems to have well and
truly found its path again, producing an exciting and evocative little one-shot
here that serves as the prologue to further adventures. Robbie Morrison is one
of the most competent script droids in the whole spot, marked out by the level
of COMFORT that shines through in his work, of self assurance. In this respect
he is contemporary of Ian Edington.
I can’t say I don’t miss the dynamism
of Simon Fraser, indeed I was rather getting used to it, but Burns facilitates
Morrison’s script with the ease of one so experienced in this particular
collaboration and he captures perfectly the slavering bawdiness and thrilling
affray.
|
|

|
GH: An
undeniably wonderful issue. Every single story is a winner (even if Kipling gets
a "must try harder" award) and there are many that rank among the best
that 2000AD has ever produced.
With an excellent article on Bishop that heralds the
forthcoming publication of Thrill Power Overload rounding everything up, this
might well be the best end of year prog yet.
As 2000AD sails into its 30th year, nothing could be a better
advertisement for its continued excellence than this issue. Picking a best story
is harder than ever, but the mighty team of Edginton and D'israeli is hard to
beat.
Best
Story:
Stickleback
AC: As
well as the above, we get a bumper episode of Droid Life to kick things off,
and here’s
hoping we see plenty more of Cat Sullivan in 2007; as is demonstrated herein,
Sullivan’s
creation is steadily building a little universe of its very own, with a water
cooler operated by the brain of a former Doctor Who, suicidal droids, and various
cut-price renditions of all your favourite Tooth characters.
We get two extracts from forthcoming book Thrill
Power overload from Fiends scribe and editor incomparable David Bishop. It’s
a cut above the usual fare we get in the Megazine; it is tightly and engagingly
written and I may well pick it up if it manifests itself within my reach. In
the tradition of last year’s Button Man profile, we get an update on campy
70’s favourite MACH 1; amusing but the real item of interest is Greyshirts,
the “spiritual successor” to John Probe (yeesh…) from Pat
Mills.
I’ve sayed it before, I shall say it again; “Hmmm…”
Overall, the Christmas special is a magical thing is
it not? The shiny, durable format of the thing actually lends an air of extra
credibility to even the worst strips… I suppose under that reasoning,
all the stories contained herein could be absolute dross, and I might not even
know about it.
However, with no true evidence of that, I’m
going to have to conclude that this is simply excellent stuff!
So, Dredd picks up for the festive season, Kippers
shows his original potential once more, Dante and Sinister Dexter remain abreast
of their current wave of resurgence, The 86ers is actually GREAT (“Issa
miracle!”)!
The two new strips, it has to be said can’t
really compete when the established characters are out in such force; Kingdom
and Stickleback have yet to leave the starting block, but I remain optimistic
about their futures.
With so much good stuff flying around, you’d
think it’d be a challenge to pick a favourite. Not so. There is a clear
winner this month. And even if its extended size lends the impression of a larger,
bullying school-kid shunting his peers out of the way to get to the front of
the lunch queue, I would happily be its acne ridden crony.
Merry Christmas to all readers of 2000AD, and here’s
to a truly storming new year…
Best Story:
ABC Warriors
|
|
Give
your own comments about this week's issue in the review
forum.
Want to write a
review? Let
us know. |
|