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¦ Reviews ¦ Meg
201 - 206 ¦Prog 203

| Meg
203 - 11 Mar 2003
Cover by Cliff Robinson & Chris Blythe
Synopsis and
review by Gavin Hanly
GH: A fantastic Valentine's themed approach from Cliff Robinson this issue
- perfectly summing up what's in store inside. It's raised slightly above the
norm by the little flying Dredd shooting Cupid through the head with an arrow
- such a fantastically detailed little drawing that I'm even willing to forgive
it for obscuring the logo. My only slight complaint about this cover is that the
tag line is pretty unreadable and lost in the bottom left corner.
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Script:
John Wagner
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Art:
Ian Gibson
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Letters:
Tom Frame
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| The
Marriage Game
Synopsis:
Walter and Mrs Gunderson are in the studio audience for the Marriage
Game. While the 3 contestants looking for a husband are announced, Dredd and the
judges are behind the scenes scanning the crowd for perps - it's a sting operation.
Crayton Fudd is the first one to be lured backstage and arrested. The potential
husband is brought on stage, dressed in Judge Death garb - it's Troy, Mrs Gunderson's
latest tour guide of Death's old haunt. He seems a little on edge, an opinion
shared by Walter: "I'm a twifle wowwied about Twoy's state of mind".
The show continues,
with most of the potentials horrified by Troy as the Judges continue to lure more
perps backstage - eventually leaving Gurning, a potentially violent perp. Meanwhile,
Troy picks Pru, who seems a tad worried about Troy too, but also pretty desperate.
The ceremony starts, but the Reverend wishes them a happy life together. Wrong
move, as this sets Troy off (all life is a crime etc.) who starts to strangle
the Reverend. Two old ladies rush outside and call a judge to help - Judge Gross
responds and before control can warn him about the sting, he's stormed inside.
Gurning grabs a
hostage, firing at Gross, who takes cover behind Walter - while they're still
trying to pry Troy off the reverend onstage. Gurning is gunned down by Dredd,
as are two other perps, and Troy is daysticked off the reverend - who's now dead.
Gurning's taken away, while Dredd warns Mrs Gunderson he's concerned about the
frequency this sort of thing is happening. Meanwhile, last week's contestants
return to the stage, looking the worse for wear after a ski honeymoon on Everest,
but only Walter and Mr Gunderson are left in the audience.
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GH: Ian
Gibson's recent return to full colour painted artwork has resulted in a major
improvement in some already stunning work. The 12 pages on show here are some
of the best work he's produced in years, and very few artists would be able to
pull off this story - devoid as it is of much of the usual Dredd uber-violence,
and re;lying far more heavily on slapstick. All his characters look fantastic
- and as usual, his female characters are worth highlighting in themselves. In
an episode that demands a certain variety in the models, this is fantastic art
all round, and here's hoping these talents are put to use again another longer
collaboration with John Wagner.
Wagner saves his
best light-hearted stories for the Megazine, and this is an entertaining satire
on the usual reality dating show (although the recent ITV programme with the same
idea behind it means that reality is catching up with 2000AD faster than ever
before!) It's also always a joy to see Walter and Mrs Gunderson in any story.
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Script:
Alan Grant |
Art:
Graham Manley |
| Letters:
Annie Parkhouse |
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| Phoenix
Falling - Part 2
Synopsis:
The Van
family panic about the killing, and start to restrain the crowd, killing at least
4 people who try to escape. Finally everyone's under control, as November's pager
from psi-div goes off. She tries to leave but is dragged on stage. Her boyfriend
tries to save her and is knocked down. November's ordered to entertain the crowd
telling them about their date - she's worried he'll be put off her after all this.
But he's not, and they kiss to the applause of the crowd. Suddenly, half the wall
comes down as two bank robbers storm in - to the wrong building. A face-off begins
between the two crews, as November's pager goes off. Deezl Van grabs the pager:
"She can't talk. She's in a hostage situation!" Justice Dept picks up
the call and ask Dredd to check it out...
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GH: A significant
improvement on the 1st, rather pointless episode, this gets things moving nicely.
Grant manages to have fun with a completely absurd situation as the hostage taking
gets underway. It's much more visibly tongue in cheek than the opener, and all
the better for it. I still don't know what the point is behind Juliet November
- she still doesn't appear to be a character with a whole lot to say or do. I'm
sure this will change in future episodes, but at the moment I'd like to see her
with a little more backbone. The art also shows improvement, despite certain panels
being a little stale. Although I'm not sure about Manley's Dredd on the last page
- his helmet looks totally wrong - let's see what he can do with him next week.
So overall - a improvement and a much more entertaining read - but lets see the
art develop a bit more, and take a few more risks.
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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 2
Synopsis:
Vampires start to attack the ship, as the crew begins to break out weapons
- too late. Waugh starts fighting them back - hoping it's just a scouting party
- but it clearly isn't as they're all over the ship - including the bridge. Waugh
and Professor Helsing head down to get Lilith. The lights are shut off, as Lilith's
guard down below starts to worry, with good reason as two vampires storm in and
kill him. Lilith seems highly unimpressed with the sea vampires - who are after
her because she has the "daywalker gene" Waugh kills one, as Lilith
takes out the other - and Helsing warns her not to try anything else or he'll
detonate the suit she's wearing. Waugh tells Helsing to take Lilith to the life
rafts below - protected by Chem Repellent - as Waugh sets the ship alight. But
the chem repellant is months out of date, and useless.
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GH: I have
but one complaint for this story, so let's get it out of the way first. It's too
damned short! 6 quickly read pages a month really isn't enough for this story.
It's fast-paced, which means that the action is halted badly by the significant
break between episodes. A shame this wasn't put in the main comic.
That aside, the
art is still fantastic, with some exceptional use of colour by MacNeil throughout
the episode. He also delivers an extraordinary amount of violence in a short period
of time, and the shot on page 3 of the ship being overrun is brilliant, evidencing
a great hold on the pacing of the story. As mentioned last time, this is a Waugh
story that I'm actually managing to keep up with, and not be bored by psychobabble,
and is therefore one of the best 2000AD stories I've seen in ages. here's hoping
the quality remains this high for the entire run.
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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
3
Synopsis:
Mr Cane
is showing one of his casino managers the view from the top of his casino. But
it seems the manager's an undercover cop. Cane tightens his fist, and the cop's
head explodes - he's then thrown off the side. Gio won't be happy - and this could
be seen as a leadership challenge - Cane doesn't care.
Meanwhile, Gio's
concerned at his daughter Talia's clubbing and sleeping around, and warns her
to keep the bloodline pure for the powers - but Talia's still not happy about
being ordered around and storms out. Chrissie and Ritchie are in the Casino. Lara,
Stone's girlfriend is there with Chrissie as Stone comes in. She refuses to go
with Stone, who lives up to his name, turning to stone and knocking her brutally
to the ground. Chrissie fires up his gun powers, but is pulled back by Ritchie
- who's trying to avoid a gang war. Stone leaves and Chrissie goes outside to
cool down.
Outside he's met
by Silver, who says he wants to start a war, and as to make Gio think Cane is
"gunning for him". He drops a decrepit building on Chrissie...
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GH: The police don't really appear this week, and the story's the better for
it. We get a chance to develop the growing war between the rival gangs, and really
start to get under the skin of the main characters, as well as learn more about
their powers. Silver's crusade to set up a war between them is moving along smoothly,
and keeping him to the shadows is a good approach. This is shaping up into being
a true classic, and let's hope it stays that way, and Williams doesn't use the
excuse of the gang war to cut loose too much.
Fraser's art gets
better all the time, and the use of the moody clouds in the opening scenes are
extremely well done. I'm still not convinced by Chrissie's guns, though - but
then I guess I don't have to worry about that any more... Fraser doesn't shy away
from some really unpleasant violence in the Stone vs Lara section, which has the
intended shocking effect on the reader.
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Script:
Pat Mills |
Art:
Simon Davis |
| Letters:
Ellie DeVille |
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| Bad
Karma - Part 2
Synopsis:
The priestess
tells Rohan she's there as the counsel for his defense against the Lords of Karma.
The original Siddha is accused of mass murder for using his power to destroy his
enemies, the Asuras. Rohan is disbelieving of this, but the priestess tells him
he must now fight for justice. But Rohan tells her of his father who took on the
Bollywood mafia and was killed - so he's unwilling to follow him. He's also more
concerned about Mirabi and her father's approval than being the Siddha.
The priestess pulls
him through a mirror as they begin their journey to the Lords of Karma. The original
Siddha believes he was right to use the powers, so with his attitude, he couldn't
go before them. They reach the lords who are watching the scene where the Siddha
was unarmed and attacked by 3 Asuras. He defended himself using his "death
finger" - attacking an enemy by pointing at them - causing one to have a
heart attack, another's blood to boil and the last one to drown in his own mucus.
Rohan just thinks that it was a cool way to kill someone...
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GH: It's still hard to know what to think of this. It's better than Sláine,
that's for sure - mainly due to the fact that Mills has remembered that it's good
to offset all that mumbo jumbo with a bit of self deprecating humour. But there's
an awful lot of mumbo jumbo - and two episodes in, I'm really not at all sure
what's going on (something that's made the summary on this one rather hard). Is
Rohan the Siddha? If so, why? It's not really elaborated on in this issue - so
we don't know why he's been chosen, or what has happened to the original Siddha.
Very confusing indeed. Perhaps a little more foreshadowing would have helped here?
The art still suits the story very well indeed, and gives Davis the chance to
really show off in some key scenes. Overall - it's not bad - but still has to
totally grab me.
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| Miscellaneous
Material
- Slaine: Time
Killer (2000AD Gold)
- Darkie's Mob
(2000AD Gold)
- Future Shock:
The Collectors (2000AD Gold)
- Thrill Power
Overload Part 13
- Pat Mills Interview
- Sector Control
- Gordon Rennie Column
- Sinister/Dexter:
Dead Famous
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GH: Just a quick rundown on these. Sláine is still great, and puts
the current new series to shame. It's also now revealed Elfric, who was always
a great Sláine villain. David Pugh, meanwhile, does one hell of a good
warped Slaine - whatever happened to him? Darkie's mob still provides some classic
Battle action, plus there's a really great Future Shock from Ian Kennedy - one
of the greats. I note how the Future Shocks, at only 4 pages, don't outstay their
welcome. Something to carry over to the main comic?
As for the features,
Thrill Power Overload still rules over all - but there is one irritating omission.
There's a whole section on the offensive 2000AD ad in Loaded, but we don't get
to see any of them - a missed opportunity. The Pat Mills interview is a decent
size, if a little unadventurous in the questions, and the Sin/Dex story is still
a bit crap. I also thought the Rennie column was pointless in the extreme.
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Overall:
GH:
Generally a great comic with much more consistency in the quality of the strips
than is currently being managed by the weekly. 36 pages of original material for
£3.95 is still a bit harsh - and I'd like to see longer parts for Family
and Red Tide in particular. But the Megazine is miles better than it used to be,
and well worth picking up for any curious ex-readers for the Dredd Story alone.
Best
Story: Judge Dredd
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