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| Judge
Dredd Megazine
214
18 November 2003
Cover by Greg Staples/Ark VFX
Synopsis and
1st review by Gavin Hanly
2nd opinion by Leigh Shepherd
Synopses and
reviews contain spoilers for this issue
GH: An OK
cover by Greg Staples. In many respects, it gets the job done by featuring all
the main characters (even if Judge Anderson looks a little odd) but there's something
that's a little too generic about the poses. However, the overall package of this
month's Megazine is quite impressive, with the jiffy bag adequately describing
what's on offer this month (especially important as you can't browse though) making
it clearly a "special issue". Overall, a much more enticing package
than Prog 2004.
LS: On the
surface, there's nothing inherently wrong with this month's cover. For a start
it's by the ever reliable Greg Staples, and it's showcasing his pretty spiffing
black and white line work. However, there's something about the whole composition
that doesn't work for me. It looks like random images bunged together, than a
whole. Not bad by any stretch of the imagination, just a less than the sum of
its parts.
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Script:
John Wagner
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Art:
Cam Kennedy & Henry Flint
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Letters:
Tom Frame
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| Turkey
Shoot
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Dredd
gets ready for dinner |
Synopsis:
Daddy Realfarm has created a farm in the Cursed Earth full of turkeys
that are genetically modified - able to talk, pluck and baste themselves, and
actively look forward to Christmas! But some, like Dennis the turkey and the leader,
Ms Wattle are smarter than the rest. Outside, the trucks getting ready to take
the turkeys to Mega City 1 have arrived a day early, full of perps who tie up
Daddy Realfarm and his workers. The turkeys are then all ordered into the truck,
unaware that they are being stolen, but Dennis has his fears.
The turkeys start
plucking while Dennis says he just can't get into Christmas. He grabs a feather,
sticks it in some oil and scrawls a makeshift message that they are being kidnapped.
The trucks make it into MC 1 but shortly after, Dennis' message flies into the
helmet of a judge. Dredd is called and orders them to pull over. The perps realise
they've been made, and fire - but Dredd shoots the driver, and the first truck
crashes. Another speeds away, with Dredd in pursuit, who shoots a tire before
anyone gets hurt. The truck turns over and the turkeys burst loose. Dennis leads
two of them to safety while a mob descends on the others. They are confronted
by a gang, but again Dennis leads them to safety, and they hijack a pram.
Dennis, Cranberry
and Ms Wattle hide out in an alley. They overhear a judge saying they'll be brought
to the slaughterhouse - something which Ms Wattle hadn't really thought about
before. They spy an empty car and get in. They driver sees them, but not before
Dennis accidentally uses the voice command, and the car speeds off. The car comes
to a halt at customs, but the turkeys manage to evade capture - and Dredd doesn't
see the point in chasing after them. Dennis says they can't go back to the farm
or they'll be slaughtered, and that he and Cranberry have to make their own way
now. Reluctantly Ms Wattle chases off after them...
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GH: Wagner has really been saving up his best, and most bizarre, Dredd stories
for the Megazine. This harkens back to the good old Dredd tales where Wagner comes
up with a completely bizarre notion, and makes it work within Dredd's world. And
yes, surprisingly, talking turkeys do not seem out of place in Mega City One.
As for Flint/Kennedy's
art - it seems that Flint won the fight on this one. This is never more obvious
than when you compare the Kennedy pencils that form the background of the credits
page. That's very much Kennedy's style - but the same image, inked by Flint looks
much more like a Henry Flint piece - especially with regards to the helmet. Was
he told to make it look more consistent through the piece? - seems a shame if
he was. That said, the whole story does hang very well together and there isn't
a jarring change of styles when you get to the work that's all Flint. Here, he
handles himself wonderfully giving the Turkeys personality and drawing a Dredd
tale like they used to make them.
All in all a great
Christmas treat for Megazine readers.
LS: Of the
seasonal stories on offer this month, The Megazine gets the best. For a start,
the Cam Kennedy and Henry Flint team up (if a little short lived) produces some
stunning results, and Henry is able to finish off the tale with his usual panache.
It perfectly complements Wagner's tale of talking turkeys, whose classic 2000AD
ingredients are off-the-wall ideas, some straight faced action and some great
lines. Last month, I was bemoaning the fact that this years Dredds have seemed
a little reminiscent of previous tales, and there's no change here - Wagner's
written this story before with Dinosaurs, and certainly that ending before (with
the Dinosaurs and an alien dragon and more than likely other critters that have
escaped my memory).
That said, there's
something about the sheer quality of both the art and the dialogue in this story
that more than make up for any sense of deja-vu. Two great lines that spring to
mind: Dennis' instruction to the turkeys to "act natural", and Dredds
response to Judge Gomer's turkey hunting zeal make this a story top of anyone's
Christmas list.
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Art:
Frazer Irving |
| Letters:
Tom Frame |
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| The
Wilderness Days - Part 6
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Death
nears his goal |
Synopsis: Hocus
Ritter (last seen in Meg
211) arrives at a settlement which Death has clearly passed through, as
there are bodies everywhere. They give him a car, and he follows Death's trail
of destruction. Elsewhere Death and his "dog" arrive at SURF - the US
Govt Secure Underground Research Facility. They break in and are immediately met
by tanks and armed robots. They decide to take them to the General - while Death
warns the dog to keep quiet. They reach the General, deep at the heart of an underground
base. The General is a senile old man, the last human in the facility. Death uses
his essence to take control of the man. The robots start firing, but as soon as
he has control, he gets them to stop. As the General, he tells the robots to obey
all of Death's orders, and to leave them alone. Once they are gone, he releases
the General, and kills him - his "reward". The dog tries to leave, but
Death says he needs his "reward" later too, and carries him to the bunker
- full of 24 working nuclear missiles....
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GH: While this still remains a high point in the megazine, I didn't find the
sight of Ritter carrying his horse very welcome. So far Wagner has managed to
balance the horror of Death's actions with the black humour of his quest for mass
destruction. However, with this episode he steps over the mark with a fairly jarring
humourous opener. Something of a surprise when we all thought we were getting
back to Death's horror roots.
That aside, the
rest of the strip is still up to the high quality we've come to expect from the
two creators. Irving has fun with the US base and the senile general, and Wagner
also seems to be enjoying himself - the quick dispatch of the general being as
funny as it is sinister. The story may contain more humour that we were originally
led to expect - but it's a better balance than many that have gone before it (Death
in a dress anyone?).
LS: Death
is on the verge of unleashing a Nuclear holocaust, and there are still two parts
to go. It's certainly got me wondering where this is going. Of course, Death's
dabbled with WMD in the Three Amigos story, and you kind of get the sense that
Wagner might have written himself into something of a corner - will Death really
get to kill millions at a stroke? It seems unlikely, which means that the cliffhanger
is potentially a bit limp. That said, whenever I find myself a little unimpressed
by the way things seem to be playing out in perhaps too predictable a fashion,
Wagner often throws a curveball in there that reminds you just why he's arguably
the best writer 2000AD has ever had. Hopefully that's what we'll see in next month's
installment. Frazer Irving's art remains, as ever, top-notch.
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Script:
Pat Mills |
Art:
Chris Weston & Ungara |
| Letters:
Ellie De Ville |
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Heidi
unwittingly reveals
her true plans |
Synopsis: Heidi
von Heartworker is visiting Tweak on this home planet.
She is a "Space ager" who wants to help Tweak - who replies that she
can help by leaving. She prattles on about how she is ready for his "great
wisdom" and says that he can look into her mind to see that she speaks the
truth. But Tweak sees that she just wants to use him to make money from him. Tweak
is worried by her intentions, despite the fact that Dredd has made Tweak's world
off limits to humans. As she leaves, Tweak tells her this but she ignores him,
consulting her "pendulum" which tells her that she will return. There
is concern that Dredd will not keep his word, but Tweak believes he will.
Back on Earth,
Heidi visits Dredd asking for dispensation to the spiritual development of Tweak's
planet. But Dredd arrests her instead, and says she is to be held incommunicado
so that she doesn't tell people what she learned. Her crime is attempted Xenocide
- murder of an elder culture.
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GH: Something
of an odd story, this one. The answer to the title's question seems to be "not
much really" and this seems little more than an excuse for a Pat Mills polemic
- this time against "new agers" (hmmm - pot, kettle, black?). It's fairly
amusing (although the "will you stop looking at my jugs" line was jarringly
juvenile) but I would rather have seen a little more development for Tweak to
make the story worthwhile. Hopefully the remaining "what happened to"
installments are more productive.
This marks the
return of Chris Weston to the Megazine in quite some time, however, and that is
certainly to be celebrated. He puts in some great work here, even though he doesn't
have much exciting content to work with. Not positive who Ungara is, but last
month's "coming soon" said Garry Leach was inking him - so I guess it's
a pseudonym.
LS: Now
here's a story that is really just Pat Mills taking the mick out of New-Agers.
Nothing new there, and potentially this could fall as flat as all his other "rants
about people I don't like in place of a story" strips. So why does this work
so well? For a start, there's Chris Weston's fantastic art, backed up by Garry
Leach's inks. They put in a great job, and really capture the spirit of the story,
be it the Cursed Earth flashback, Tweak's homeworld or Mega-City itself. Secondly,
apart from some jarring swearing from Tweak and his mate, the tale does nothing
to diminish Tweak as a character, and the new age bashing fits pretty seamlessly
into another tale of Tweaks aversion to humans and their destructive ways.
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Script:
Pat Mills |
Art:
Duke Mighten |
| Letters:
Tom Frame |
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| Blood
of Satanus II - Dark Matters
part 1
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Dredd
reveals Justice Department's
latest weapon |
Synopsis:
A man calls a cat over and brutally kills it - but attracts the attention
of Judge Dredd. He arrests him for sociopathic tendencies, but is called away
as hear here's a sonic boom "it's Hotfoot again". He orders the man,
Caleb Johns to Sector House 7 for psychiatric evaluation, and runs after Hotfoot
- a perp who wears a zoom suit, which breaks the sound barrier. People are killed
and injured in his speed wake, as he taunts Dredd into catching him. Hotfoot speeds
past Dredd and unscrews his lawmaster in seconds forcing Dredd to roll to safety.
But Dredd is prepared, with a speed seeking bullet, which finally brings Hotfoot
down.
Meanwhile Johns
has returned home to Jasmine Salem, the convicted slabwalker he lives with. He
tells her what happened, but she's brought him a cat from the pet store. His hands
grow scaly and he shoves the cat into his distended mouth, growing ever more reptilian
as he becomes half man/half dinosaur. She tells him that i;s time to pray, as
he sits on an altar, as she kneels before him, worshipping him as a direct descendent
of Satanus, and they prepare for the second coming.
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GH: While Mills' work on the above Tweak story didn't work for me, this is
far more successful. Starting off with a bizarre cat slaughter (which should shock
some, knowing how oddly protective people are of their cats) and moving into an
impressive chase scene, this begins very well indeed. Hotfoot may seem like an
American style super-villain, but it's such a well paced action scene that it's
hard to care. It all works so well, in fact, that when Mills gets down to the
mysticism part at the end, it fits in perfectly, making for a very well rounded
tale. Easily the best single episode Mills has done for quite some time, and one
which has left me with high hopes for the series. And it's just as good to see
Duke (accident Man) Mighten teaming back up with Mills.His art has dramatically
improved since the last time I saw him and hopefully he'll stick around and do
some more work for 2000AD after this.
Mind you, that
title's a bit bloody long...
LS: More
reasons to fear a Pat Mills strip - this time featuring an anti-authoritarion
Cult. We've been here before with Mills' previous output, yet again he manages
to avoid the pitfalls of his past diatribes (so far at least). I suppose if in
the scene where they're watching King Kong you substitute "Christian"
and "Pagan" for "Ape" and "T-Rex" you might say
this is Pat still on rant mode, but I'm much more interested in hearing about
Mills love of Dinosaurs than his other pet obsessions. What really impressed me
in this strip was how well Pat's future criminal "Hotfoot" harked back
to the glory days of bizarre crime, and the speed seeking bullet was the perfect
Dredd solution to the situation.
The only other
note that doesn't seem quite right is Dredds sentence - Lobotomy is usually the
order of the day for people who know too much - perhaps Dredd wasn't up for taking
chances!
Duke Mighten's
art certainly has moved on since I last saw his work in Toxic, and other than
a slightly stubbly and weak chinned Dredd, his art was a perfect match for the
story. Great stuff, and I hope to see more of him in the future.
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Script:
Paul Cornell |
Art:
D'israeli |
| Letters:
Digital Derci |
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| Part
6
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Rex
and Father face off |
Synopsis: Instead
of fighting, the dinosaurs begin copulating, with only Raptor fighting and killing
his other self (although they don't know which one won). The combined forces march
towards Father's fortress, and are met by a third group of dinos. "One orgy
later" they are a united group, and arrive at the fortress. They enter, but
Rex orders the plant form "Forest" to remain outside. They confront
Father who tells them he's made billions of clones of himself which will be able
to survive after he brings down an asteroid, ending life on the planet apart from
his. But Rex decides to stop him, and Father sees that he's evolved another brain.
Before he can do anything - Father launches the missile, but the three Aviatrix
block the silo and the missile destroys the fortress. The clones of Father, along
with Rex's second brain are blown outside. One of the Forests picks put the brain,
puts it with his own, and they lead the surviving children away...
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GH: So Xtnct
comes to a "sort of" conclusion. It's been a bizarre ride the whole
way through, and I'm not sure Cornell has been successful in getting his point
across (something about the cyclical nature of life? I don't know). This episode
has been slightly less enjoyable than the rest due to the highly confusing confrontation
and ending, but that shouldn't detract from what has been a generally very enjoyable
series, with enough original flights of fancy to make it well worth reading. Certainly
I'd like to see Cornell used more in either the Megazine or in 2000AD as he's
brought a fresh sense of storytelling to the comic that deserves a wider audience.
As for D'israeli,
what can we say. He's proved himself this year to be one of 2000AD's, and Britain's
best artist, and one that is as responsible for the uniqueness of this strip as
Cornell. And with a Judge Dredd story to come soon, we'll hopefully see more of
him in 2004.
LS: A comic
strip of two halves really - the first part, where last months cliffhanger is
resolved in an extremely funny, original yet perfectly obvious way, to an ending
that fell a bit flat for a number of reasons. Certainly, there was no shortage
of ideas floating around this strip, and some great storytelling techniques show
just how much Paul Cornell comic writing skills have improved since his last outings
for the Megazine (the juggling Raptor images on the third page being a prime example).
The whole confrontation
with Father was something of a letdown for me though, with his bog standard Bond
Villain plans to repopulate the world all being resolved in the space of three
pages. I'm not too sure I follow his logic in trying to bring an asteroid down
onto the Earth - haven't Rex and his chums wrought enough damage? There's a nice
idea about someone trying to live on after accepting his inevitable fate somewhere
in there if you look for it, I suppose - but three pages? On top of this, there's
also the revelation (or at least implication) that the Dinosaur Messiah was more
than just a figment of Rex's imagination. Again, three pages just wasn't enough
to do justice to the story. A bit of mystery doesn't do a story any harm, but
there was enough of an overdose of mystery (or at the very least unexplained loose
ends) to end what has been one of my favourite stories of 2003 on a slightly puzzling
note. Hopefully, we'll see more of Cornell's stuff in future Megazine.
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Script:
Alan Grant |
Art:
Arthur Ranson |
| Letters:
Annie Parkhouse |
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| Half
Life
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De'ath
shows his true colours |
Synopsis: The
teenage Sandra dreams of being treated with a variety of bizarre treatments until
she wakes up screaming. Her mother warns her to forget her dreams - but she can't.
She leaves to go to her new school, to be followed by her dental appointment,
and sees a boy being picked on by three bullys who she chases away. The odd boy
doesn't seem to mind - "it makes me more determined". She eventually
goes to the mobile dentist and sees the boy she met earlier, Sydney De'ath (the
young human incarnation of Judge Death from an alternate dimension - see Boyhood
of a Superfiend). His father lets Sydney have a go at treating Sandra, but
he lets her off with a "quick polish". She goes home and dreams again
that night - running through a graveyard into a tombstone marked "death".
Later - she goes
to the latest gig of "Skool of Hate" and sees Sydney there. She
sees the three bullys too, and as the band plays watches Sydney wire up their
seats. As the final lights show starts, the bullys are electrocuted. A shadow
- looking a little like a portcullis falls over Sidney's face - Sandra feels she
should remember something about him, but can't.
The years go by,
and Sydney disappears to become a judge. The nightmares continue and grow less
frequent but more intense. Now attending university, she's about to leave for
a lecture when she sees Sydney, now a judge, on a TV talk show, Insulted by the
host, Sydney executes him. Sandra sees the badge "De'ath" and is shocked
back to reality. She realises that she's Judge Cassandra Anderson, trapped in
the mind of a 19 year old girl...
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GH: It's been some time since Anderson's last tale (being left in a coma after
the first Judge Death series didn't do her any favours). Bringing back what is
arguably the classic Anderson team of Grant and Ranson certainly gave us high
hopes for this series (although I only really found out about it last month -
shouldn't this have been shouted around a bit before now?) and the team certainly
lives up to the expectations. Getting Anderson out of the hole that Wagner helpfully
left her in was always going to be tricky, but rather than rush to a conclusion,
Grant has jumped at the opportunity to play around inside her head again.
Admittedly, from
the opening scenes (presumably the Mega City Psi Judges trying all manner of ways
of getting her back) anyone who didn't know what happened to Anderson would have
been lost (a quick one page summary would have been very welcome). But that said,
Grant's having a wonderful time playing around with the character of De'ath and
he does a great job of building up an air of dread. Much like Wagner on Death,
he's adept at mixing humour with shocking violence, with the execution of the
Graham Norton-like chat show host particularly shocking. So far, it's been some
of Grant's best work for a while.
And Ranson's photo
referenced art is, as always, a perfect match for him. He easily creates a sympathetic
heroine in "Sandra", and works with the template set up in Boyhood
of a Superfiend by Peter Doherty to great effect. The aforementioned execution
is a particularly well handled moment, matched only by the sinister shadow falling
on Sydney's head.
A very good story
indeed. I just hope it's not over too soon, as with most of Grant's stories these
days.
LS: Hopefully
no-one working for Trades Description will read this installment of Anderson,
as it reads more as a missing episode of "Young Death" than an outing
for Cassie. However, that's one of this episodes strengths. Both script and art
capture Wagner's previous tale (only the rather obvious 'Graham Norton a-like'
jars), and the set up is intriguing enough to get you wanting to know more about
what's going on.
Arthur Ranson's
art works surprisingly well, and he draws Sidney, his father and the Dead world
Judges in a way that turns Pete Doherty's caricatures into quite realistic looking
people without losing their likeness at all. Not much more to add really - Anderson
as a character seems to have been drifting for far too long, but might this be
the story to turn that around? Time will tell.
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| Miscellaneous
Material inc.
- Henry Flint
Interview
- Dredd Files
- Apocalypse
Soon
- Bloodline of
Satanus
- Judge Dredd
Text story
- Gordon Rennie
- Charlie's War
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GH: Just a
quick round-up here. The Dredd Files looks like it could be an entertaining look
back at Dredd's entire history. With over 1400 issues to get through it should
keep Bishop employed for about 7-8 years at my reckoning - clever man! Much more
entertaining than the ultimately disappointing Blazing Battle Action, it's perfect
for the Megazine. Apocalypse Soon finally makes sense, but still feels a bit pointless.
Bloodline of Satanus looks interesting, but I must admit I haven't read it yet,
and the same goes for Charley's War and the text tale (but regular readers know
my feelings on those). Rennie's piece is clearly filer, but reveals the interesting
tidbit that he's finishing off Rogue Trooper this year. Oh - and the Strontium
Dog reprint was a good choice for the supplement.
One other point
to make - the editor's letter reveals some great new information about strips
to come in a 10th of the space used for Tharg's nonsense in the weekly. Still,
they could improve the point size of the writing...
LS: Thankfully
Apocalypse Soon finishes and Charley's War continues in a similar vein. I tried
to read the text story, but stories about peoples faces being cut off belong to
a different and less loved era in my mind, so I lost interest before getting too
far into it. The Dredd Files feature is quite a nice idea, but the sort of thing
that as reference would work better as a collected volume, and didn't have enough
new material to really grip me in the way something like TPO or the Battle articles
could. The Strontium Dog reprint is probably Alpha's worst outing (it's his first
long multi-parter and it shows), but it's still entertaining in its own way. I
could stare at that cover art for hours as well - One of Ezquerra's finest images.
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Overall:
GH:
A wonderful way to end a year of top notch Megazines. If this level of quality
continues, we're in for a good 2004.
LS: A
great issue, raised by an above average Wagner Dredd, some more interesting installments
in the rehabilitation of Pat Mills and an intriguing Anderson opener. with the
jump in quality here and over in 2000AD, were looking at a pretty good start to
2004.
Best Story:
GH: Judge
Anderson
LS: Dredd: Turkey Shoot
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