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¦ Reviews ¦ Meg
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| Meg
202 - 11 February 2003
Cover by Simon Davis
Synopsis and
review by Gavin Hanly
GH:
Pat Mills' new character gets a showcase cover from Simon Davis this week.
However, there's something about this that doesn't work for me. It just seems
a little too indistinct to work as a cover, and the pose of the Siddha is somewhat
lost among the detail.
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Script:
Gordon Rennie
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Art:
Simon Coleby
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Letters:
Tom Frame
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Colours:
Chris Blythe
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| Bato
Loco
Synopsis:
Fatty Louis
the Gut smuggles contraband through customs, but has a heart attack and dies.
Carlito Aggara - Bato Loco (Crazy Guy) - hears about this while playing cards,
and like others is thinking of the fortune in uncut diamonds inside Louis' belly.
Don Morte's men come to take Bato to the Don. The Don is dead and stuffed, and
"gives orders" through his consigliore, Vito Machievelli. He orders
Bato to get back the diamonds from Resyk.
Hiding in a funeral
car he breaks into Resyk, but the judges are onto him. As he emerges from hiding,
he meets up with two other hired goons with the same idea plus a third, Guignol,
who smuggled himself in inside a dead fatty - and gets out using a chainsaw. All
hell breaks loose, and Dredd goes in as Bato and Guignol come flying out on top
of Loius' gurney. The gurney smashes to a halt, with Louis' body landing on Dredd
on the resyk conveyor, from where he shoots Guignol. Bato takes this opportunity
to escape, as Dredd narrowly avoids going into the grinders with Louis. But as
Bato escapes under Resyk, the gears give way under the stain of processing Louis,
and a rain of blood and diamonds covers him. And Bato escapes with them all...
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| GH:
An OK episode from Gordon Rennie, but not up to the standard of some of his recent
Dredd outings. Focusing primarily on the bad guys, and with very little Dredd,
this is certainly quite entertaining, but it's missing something of a spark for
me. Perhaps it's that I don't care enough about this new Bato Loco character for
me to worry too much about the outcome.
There are some
high points, though. There's a nice use of a fatty to smuggle stolen goods, the
runaway trolley knocking down Dredd is funny, and we certainly don't get to see
Resyk enough, if you ask me.
Simon Coleby's
drawing, in the meantime, benefits from being in colour, as his art can be a little
too over-detailed to take in black & white. It's still a little cramped in
places, but he certainly draws a dynamic Dredd. I do think his art could benefit
from a certain amount of restraint, and perhaps in a lighter touch on the inking.
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Script:
Alan Grant |
Art:
Graham Manley |
| Letters:
Annie Parkhouse |
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| Phoenix
Falling - Part 1
Synopsis:
Psi Division
Auxillary Juliet November is a pyrotechnic who has some difficulty in controlling
her power. She's going out on a date with Antonio Gloop, and Psi Division have
to sign off on it first which, after some stern warnings, they do. November gets
ready for the date, while her house robot puts out the fires that she caused while
"excited". The date goes well, and they head to the Vox Theatre, where
members of the public "act out their life's frustrations in return for cash".
A group of kung fu acrobats, The Van Family, come on stage and berate Casting
Director Jimbo Lynt. But things go too far as Jimbo's neck is broken with a flying
kick...
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| GH:
I'm afraid this story didn't really hit home with me either. It's the art that
I have the most problem with. While highly detailed in places, the characters
have a degree of stiffness about them, especially in the earlier pages. It also
reminds me a little too much of 2000AD 15 years ago, and a style that I didn't
particularly like back then either. If I didn't know better, I'd originally have
assumed this was a reprint.
The story doesn't
do much for me either. I like a great deal of Alan Grant's work, but I just can't
see the point in this. Juliet November just doesn't seem like an interesting character.
I only became involved in the story in the last two pages, with the Vox Theater
segment - so perhaps this bodes well for next month's episode.
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Script:
John Smith
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Art:
Colin MacNeil
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Letters:
Annie Parkhouse
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| Red
Tide: Part 1
Synopsis:
Devlin Waugh is on a cruise towards Fangland, and joins professor Helsing
at his table. Waugh is heading to the "institute" to perform a vivisection
on a violent vampire Gangstress, Lilith, that they have captured. Meanwhile, aqua
vampires swim beneath the boat, sensing Lilith's presence and preparing to act.
Uuth is kept below in a cell beside another captive, ex SJS nutter Rohmer. Lilith
suggests to Rohmer to bash his own head in - and he promptly does. The guard threatens
to taser Lilith but she replies: "It's too late. They're coming. You're dead
on your feet." The vampires board the ship and attack. "What beastly
rotten luck. And just when everything was going so swimmingly..."
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| GH:
Extremely good artwork from Colin MacNeil make this the series to watch in the
Megazine. His highly detailed painted artwork has rarely looked better, with the
scene where Rohmer bashes his own head in being particularly effective, and downright
gruesome. The only complaint is that at 5 pages a month - it's a bit too damned
short. For my £3.95, I'd like to see a bit more than this.
Kudos must go to
the story too, as I'm becoming more drawn into this Devlin Waugh story than any
other before it, and this is mainly down to the slow dread that this episode and
the prologue last month have helped to instill. So far Smith has restrained himself
from overly complex dialogue that can weigh down his stories, a trait he shares
with Grant Morrison, and I can only hope that this continues, as it allows his
superior plotting to shine through.
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Script:
Rob Williams
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Art:
Simon Fraser
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Letters:
Ellie De Ville
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| Part
2
Synopsis:
One of
the gangsters, Ritchie, crackles with energy as the other, Chrissie, holds a gun
to Kurt's head while the rest of the gun morphs into shackles around him. Talia
- still naked - comes in and knocks Chrissie down. They order her to come with
them, and despite telling them they don't give her orders - she eventually does
- also telling them that Kurt's a cop.
Meanwhile "Gio"
is interrogating a man who stole $100 from him. On a whim, his heavy, Cane , breaks
the man's neck - pissing off Gio in the process. Gio orders "Tiny" to
get rid of the body. Tiny is outraged at being called that - but as Gio owns the
town, he has no choice but to comply. Gio is told about Kurt asking questions,
but he makes an order for no more cops to be killed for a while, after the warehouse
disaster. Tiny reminds him that of the "old gang", Gio's the only one
still alive. Crabs comes into to report on the Warehouse disaster, and says only
one made man had that power - but he's dead. Gio tells him to get the DA to warn
Kurt off the case.
Kurt, back at the
station, learns that only the Family has powers - due to the Sicilian bloodline.
He discovers that Talia is daughter of the head of the family...
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| GH:
Things progress this month, as we learn that this is more than any old mob story.
It's a super-powered mob story! The main characters are pretty much rounded out
in this episode, and we learn everybody's place - with the true identity and purpose
of Sliver from last week's episode being the unknown quantity that should start
turning things topsy-turvy. It's a clever prospect giving only the villains powers
for a change, and we'll have to see if Williams can keep that up - or whether
he'll have a super-powered cop before too long. It's an intriguing set-up, and
as mentioned with last issue, Rob Williams handles suspense and intrigue very
well - so this is becoming a worthwhile read.
Simon Fraser continues
to excel, again making the most of the limitations imposed by black & white.
As I've mentioned before, one of his strengths is creating recognisable characters,
and it's praise indeed when you're able to tell everyone apart in a character-heavy
piece like this.
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Script:
Pat Mills |
Art:
Simon Davis |
| Letters:
Ellie DeVille |
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| Bad
Karma - Part 1
Synopsis:
An Indian
family, Rohan, Rahul and their mother, are on their way back from another failed
potential arranged-marriage meeting. Rohan is apparently into "weird"
stuff, and no-one wants to touch him. His mother wants him out of the house. However,
Rohan is apparently having an affair with the house cleaner, Mirabi.
Later that night,
Rohan goes to stay with Rak, a black magician, and Rita, his "Tanktrika".
Rohan goes to sleep. and begins to dream. He dreams of a village being attacked
by Asuras, drunk on "Soma". They are about to attack the villagers when
a masked and cloaked man walks towards them through the flames. They throw spears
at him, but he gets up unharmed - he is the Black Siddha, and he attacks and kills
them all with the urimi, the Serpent sword...and then Rohan is woken up by Rak
and Rita.
They go to bed
as Rohan waits up with a coffee, musing about the drug Soma - when a priestess
appears across the table from him, claiming to be the Black Siddha...
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| GH:
Pat Mills' new creation has much in common with his others. Magic plays an important
part in the story, as does folklore. It's not bad - but I'm not sure it works
for me yet. I feel it demands a great deal of knowledge about Indian culture,
and the reader can be left feeling somewhat bemused at many of the terms, especially
when we get to the dream sequence. It's still a little early to say if Mills is
going to avoid the trademark earnestness that has dragged recent Sláine
sagas down, though. I'll reserve judgement until I've read episode two.
The art is highly
impressive and lets Simon Fraser show that he's capable of much more besides Sinister
Dexter. I'm still not sure about the Black Siddha design, based mainly on his
cover appearance, but elements like the dream sequence are handled extremely well,
with an originality not seen in Fraser's S/D work.
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| Miscellaneous
Material
- Slaine: Time
Killer (2000AD Gold)
- Darkie's Mob
(2000AD Gold)
- The Bounty
Hunters
- Thrill Power
Overload Part 12
- Gordon Rennie
Interview
- Sinister/Dexter:
Bouncers
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Time Killer regrettably highlights all the flaws in Sláine's epic
currently running in 2000AD. It has more interesting, less earnest characters,
Sláine is depicted as little more than a mindless thug, which is far more
enjoyable, and Ukko is a thieving scumbag, who Sláine both relies on and
has to keep in check. And Nest was always a more interesting character than the
dull Niamh. Great fun. It's also fascinating to see how Glenn Fabry has developed.
This is the first
time I've come across Darkie's Mob, not being a previous reader of Battle,
and a mighty fine find it is too. Classic artwork together with a fairly uncompromising,
if a tad jingoistic, plot make for great reading. It shows there's plenty of scope
for the Megazine to dig more into Fleetway's past. Perhaps some reprints of Hookjaw?
The Bounty Hunters
meanwhile reminds everyone just how a future shock should be done, from the master
Alan Moore and John Higgins.
Thrill Power
Overload continues to impress, although I would have enjoyed a little more
information on just how and why the Dredd movie went so wrong - perhaps with more
input from Danny Cannon.
Finally, there's
a short, and a bit crap one page Sinister Dexter story.
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Overall:
GH:
Some pretty decent stories which rate higher than much of what is appearing in
2000AD at the moment. some of them would benefit from longer page counts, though,
as a month is a very ling time to wait to just get the next 5 pages in a story...
Best
Story:
Gavin Hanly: Devlin Waugh: Red Tide
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