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219 - 224 ¦Megazine 222

Judge Dredd Megazine
222
01 June 2004
Cover by Frazer Irving Synopsis
by Gavin Hanly
1st
review by Sam Wilkinson
2nd opinion by James Mackay
Synopses and
reviews contain spoilers for this issue
SW: With
covers like this, and the art within, it's not hard to see why Mr Irving is swiftly
becoming one of my top artists at work in the House of Tharg. For me, this one
ticks all the boxes - there's a nice action pose crossed with some humour as Point
tries to hold his hat while battling alien killing machines. The gun, quite importantly,
isn't following the old cliché of pointing straight at the reader out of
the cover, but rather doing something far nicer. No logos are obscured, which,
while not high on my list of priorities, I know will keep Gavin happy. There's
an equisitely alliterative and rhyming cover, presumably so some wordsmith somewhere
can feel satisfied with himself, and finally, putting myself in the perspective
of a non-reader catching sight of this nestling seductively on the shelf at WHSmith's,
I'd be sure to think to myself "A clown? Fighting some kind of alien monsters
with blood everywhere? I'd better give this closer examination!"
Just one question,
though: Why is the logo in those camoflage tones? It just looks like it's trying
to hide from the Raptaurs or something.
JM: Fraser
Irving has discovered the colour button on his computer (it was next to the magenta
and cyan ones all along!) and the end result is a truly awesome image. The light
coming from the muzzle flash is simply perfect, since it gives a landscape of
sharp contrasts and thus makes sense of Irving's gothic style.
Point’s ashen face has a wonderfully human expression
that contrasts with the horde of Raptaurs, and his choosing to hold onto his hat
at the point of certain death brings home the combined menace and slapstick that
makes up the Simping Detective.
However, I do have
a couple of grumbles. Firstly, couldn't the house style have been relaxed to allow
for a bleed image? The picture screams not to have a big white wasteful border
all around it. Secondly, there's one line in the blurb on top that's irritating:
"Is Judge Dredd on PJ's death list?" Well, um, no. Nobody familiar with
PJ's modus operandi would have thought he was, either. Why raise the question
if it's not even an issue in the strip?
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Script:
John Wagner
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Art:
Chris Weston
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Letters:
Tom Frame
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| Six
- Part 2
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Maybe
plys his trade... |
Synopsis:
The next victim on PJs list is Aurora Devine, who was thrown into the
grinders at Mrs Shubert's pie factory, on production line 6. Again, she grew up
on Berger Block, like the other victims. Dredd now believes that Maybe gave up
his heart to escape justice, but that he's arrogant, and they'll find out what
the connection is soon. They interview the relatives of the families and people
who would know him, but come up with nothing. Meanwhile, Maybe, in his guise as
Montez, is sorting out the deals for his Montezuma projects and even meets Dredd
at a reception held in his honour. Dredd makes the connection that they are from
the same area but doesn't take it any further than that.
Later, Maybe kills
Larson Sidowski. He meant to drown him in the bath but, with the water cut off,
he has to make do by tying a bag around his head and drowning him with bottled
water, leaving six rubber ducks around him. Maybe is left dissatisfied by the
murder and still has nightmares about the event that set off the spree. However,
Sidowski wasn't a member of Berger block, so Dredd feels he could be the breakthrough
they need. Interviewing his father, they learn of a play that Larson took part
in while he stayed with his aunt.
They identify the
potential sixth victim, Robert Boxx. Undercover judges enter Boxx's apartment,
who seems to already know that he might be next on the list. But Maybe is leaving
Mega City, while Boxx is still alive. Boxx tells the judges the story of the play
from his childgood: how someone tampered with the hoverjets on the fairies, and
the kids all believed it was Maybe. He left, swearing revenge, but never taking
it until now.
Meanwhile, Maybe's
robotic pilot has put an hallucinogen into a hovertanker captain's synthi-caf,
and told him to drive his tanker into Moxon's block, killing him and 20,000 others.
Dredd swears revenge...
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SW: I'm very much in two minds about the conclusion of this tale. For the
first part, I'm suitably impressed at Wagner's penmanship - not a clumsily worded
and unneccesary thought bubble to be found anywhere, despite more than one opportunity
for him to stick one in there. On top of this, now that the big secret has been
revealed, PJ's trademark spelling mistakes are more common and obvious, serving
the dual purpose of letting us all revel in his return for a bit, and reminding
us that Maybe isn't entirely mentally intact - as his motivation for the murders
would indicate. And, of course, there's the way Wagner makes us feel clever, as
he did last month when we worked out it was PJ just before Dredd, and this time
as we (or at least I) realised his motivation just before the judges worked it
out.
Having said that,
though, the motivation itself seems a remarkably silly reason to kill six people
plus umpteen thousand bystanders, even for one such as PJ. But, on the other hand,
I tell myself that PJ Maybe is a certified psychopath and as such is unlikely
to follow any kind of logic which we normal types would understand. Both a blessing
and a curse, perhaps.
Art-wise, though,
I can't even find such a niggling fault as that with Chris Weston's art, which
continues to bring the amazing combination of a city backdrop you can spend quite
some time pondering over and an array of facial detail you can't help but be impressed
with. The worst frame in the entire job is that of Maybe's ship leaving the city
in the penultimate page - the computer effects just don't mesh with the huge hand-drawn
explosion taking up the majority of the page, but that's just nit-picking. Which
is more than made up for by the fact that he draws a damn fine lawgiver.
JM: This
last 18 months has seen a lot of new visions of Mega City One come to the pages
of 2000AD and the Megazine, and many artists compete for the “second only
to Carlos Ezquerra” crown. Well, it’s just possible that, with the
stunning art on display over the last couple of issues, Chris Weston has laid
the question to rest. This is great, detailed art that very clearly owes a particular
debt to Cliff Robinson, but without the static quality that frequently invades
Robinson’s work.
The story, meanwhile,
is spectacularly well written. Alan Barnes deserves appreciation for having had
the wisdom to keep this under his hat, which lead to such a great thrill in the
last issue when we realised that those occasional misspellings weren’t typos
but heralded the return of quite possibly the best of Dredd’s recurring
foes. But here the surprise is more visceral. Up until now Maybe’s crimes
have always had the kind of camp precision of an Adam West Batman villain: elaborately
constructed, with lots of clever gadgets and laden with PJ’s own line of
mordant wit. The sulk that he falls into following the botching of the death of
Larson Sidowski merely reinforces this idea.
So the shock at
the final bloody attack, which leaves all his previous atrocities in the shade,
is all the greater for being unexpected. The comparison with the terrorist actions
of 9/11 is obvious, and it leaves this reader extremely hungry to see what Wagner
has planned for the showdown that must surely be coming. The twist also has the
effect of removing the residual charm of PJ Maybe’s narration. Up until
now, readers have always been encouraged to root for Maybe as being something
like the dark opposite of Chopper (Maybe’s hunger for material wealth contrasting
with the other overgrown teenager’s contempt for it). By the end of Six
I found myself for the first time firmly on Dredd’s side, as he stands among
the debris, fists clenched in impotent rage, left to do the dirty work.
Overall, a triumph.
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Script:
Gordon Rennie |
Pencils:
Carlos Ezquerra |
| Letters:
Annie Parkhouse |
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Kuss
Hard - Part 2
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Koburn
cuts things short |
Synopsis: Koburn
and Castilenno head for Mama Kuss's prison, easily spotting an ambush and killing
Kuss's men, leaving one alive for the buzzards. The ambush gang should have been
locked up in the Hoosegow, a private prison owned by Mama Kuss, but were sent
after Koburn to give her boys time to escape. Riding into the Hoosegow, he tells
her that they're there to celebrate "Fargo Day" and frees all the prisoners
in the Hoosegow to teach MAma Kuss a lesson. However, he shoots one, Weezil, in
the leg and takes him with him to help him find Mama Kuss's boys.
Weezil used to
run with the Kuss's and should be able to help track them down. They tie him out
on some stakes and wait for the wildlife to come and eat him. Weezil cracks pretty
quickly…
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SW: After starting
with an interesting, if hardly original first episode, featuring a Justice Department
maverick and a strait-laced, rule-following, juniour judge sent to assist him,
Koburn begins to show exactly why we should still show an interest, besides Ezquerra's
artwork. Unfortunately, it's a double-edged sword. As the character of Koburn
becomes a little more than just a judge who has sex with hookers and won't wear
the uniform properly, Bonaventura slides far too quickly into the 'dreary sidekick'
role.
Taking Koburn first,
the addition of a hard-bastard side of his persona is more than welcome, since
I was beginning to worry that he was due to become a yahoo-shoutin' hard-fightin'
heart-of-gold cowboy. Leaving Snake to die on the cactus erases that one quite
quickly, showing us a Koburn not bothered enough to put a bullet through his head
and save his misery. Brilliant.
My major gripe
has to be with Bonaventura, though. Clearly, in the long drive through the Cursed
Earth, her sense of generic rule-obeying judge-ness fell off the back of the car,
to the story's detriment. From last week's shennanigans, I'd expect at least a
questioning of Koburn's methods, if not an outright shouting match. He let out
a prison full of dangerous miscreant's for Grud's sake, and yet she stands there
doing nothing. The closest we get to any friction between the two supposed diametrically-opposed
judges is the question "Fargo day?". Good character interaction, this
is not.
Having said that,
Carlos Ezquerra's fine art continues to be the saving grace of the series, After
all, who else could draw a scruffy maverick judge with such clear recycling of
their old stuff and still get away with it?
JM: Well,
it all rocks along in rollicking style for another week. Both writer and artist
are clearly enjoying themselves, Rennie presumably because he read these stories
when he was growing up, Ezquerra because he was creating them. The decision to
commission a new series must have been positively facile. But
there's a definite flagging of the pace here. Rennie makes the wonderfully over-the-top
slang ("Ya pizzle dicked, mule-shuckin' cactus jockey" being a standout)
seem effortless, and gives Carlos a simple yet perfect last page to work on, but
I do hope this isn't going to turn into another long chase sequence. It just doesn't
suit the extra length or the monthly frequency of the Megazine, and at the end
of the day it's all a little too
undemanding. Also, I know that Koburn's
cool, now I want to see him get into a situation that makes this unflappable hero
flap a bit. Breaking all the prisoners out in a single shot was a bit too uncomplicated
as well.
There you go. An
entire review, and not once did I mention the word "easy". Oh, drokk
it.
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Script:
Alan Grant |
Art:
Arthur Ranson |
| Letters:
Annie Parkhouse |
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| WMD
- PArt 2
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King
is the first to go... |
Synopsis:
Death
prepares to give Anderson the "kiss of Death". King is finding Anderson's
mind difficult to handle but the others remind him that what is happening is symbolic
and they can overcome it. They fly to Anderson, using Psi blasts to subdue Death,
while Gistane provides psionic shields around them, although a little belatedly.
Death is destroyed and they grab Anderson to a safe location. But Anderson changes
into a sister of Death and invades King's mind. They destroy her, but King is
deeply traumatised. Shatka informs Psi division, and King is removed. Fauster
tells Shenker that the mission will be worth it despite this loss. "Once
we learn the secrets of death, we can move beyond death".
The judges head
deeper into the desert of Anderson's mind, and find signs of life, itself a sign
that the virus hasn't taken over that part of her mind. But a group of black riders
charges in, subdues Gistane, and surrounds the others…
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SW: It's
been mentioned before that stories about groups don't work so well in the 2000AD/Meg
format, with the exception of Caballistics, Inc and possibly a few others I can't
think of. Nonetheless, this story is one such demonstration of a team dynamic
not really hitting the spot. Although, yes, overall it's supposed to be a story
about Anderson and the Half-Life infection, the fact is that the psi-judge group
are a fairly important part of that story, and shouldn't really have cookie-cutter
personalities. With the exceptions of Gistane and the angry Behr, the team seem
to act as generic judge-types, which they really shouldn't, considering that they
each have these amazing psychic talents and come from a department famed for housing
mavericks. Perhaps Mr Grant should have kept George King around, and traded out
one of the less-interesting psis, instead.
Just a word on
Arthur Ransome's artwork - yes, it's good and all, and the bright blue rings of
protection cast by Gistane seem somehow appropriate for both caster and situation,
but I have one question for him - Fauster. Man or woman? In last episode, I was
convinced Fauster was an old-ish woman, yet now he/she demonstrates some male
features. So which is it?
JM: Looking
back at the reviews and comments that surrounded Fraser Irving's turn on the first
part of "My Name Is Death", it seems strange that he was seen as the
perfect choice to make Death scary again. The baroque stylings of his art, coupled
with the histrionic sibilants of the dread Judge, were a fun kind of horror, sure.
But it's here, in bright sunlight, on an open desert plain, that Judge Death can
be seen as truly horrific. Arthur
Ranson is sometimes criminally underrated for his reliance on photo reference,
as if it’s all too easy compared with “proper” artists who,
you know, make stuff up. But the brilliance of the art (on full display here)
is in the choice of images, the colour scheme, the arrangement of objects, and
the power of the combination. His Death has nothing remotely amusing– this
is an embodiment of evil, not a ghost-train prop.
But the greatest art in the world would be nothing without a
good script, and Alan Grant has really come up with the goods here. Inside Anderson’s
mind seems to be a thoroughly Jungian universe, with archetypes springing up at
every turn – the snake writhing from the bowels of the woman, the dead men
trapped in the bowels of a blasted tree, the ghost horsemen. It’s this ability
to draw on deep reserves of meaning that allow a second episode to go by without
Anderson herself and not come across as drawn out or over-expository.
The team lose a
member and sadly it’s the empath, King, who made such a good contrast with
his rather harder colleagues. This makes me suspect that what we’ve seen
so far is nothing compared to the horrors coming up – then again, this shouldn’t
be a surprise: a writer like Grant was hardly going to deploy the term “WMD”
without good reason.
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Script:
Simon Spurrier |
Art:
Frazer Irving |
| Letters:
Tom Frame |
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The
Simping Detective badly needs a pick-me-up... |
Synopsis: Point
escapes through a Crystal Blue factory, followed by raptuars, violent silicon
life-forms that can hypnotise you, who decimate the laboratory. Outside, he's
picked up by Muggro Keevish, a pusher who wants to know who's flooding the market
with Crystal Blue. He's taken to the docks and roughed up by Keevish's monkey
bodyguards, but the raptaurs aren't far behind. Keevish escapes, but the guards
are evicerated. Point uses his hand buzzer to escape from his ropes and realises
that the raptaurs are tracking him. He blows up some explosives, and just manages
to escape, mugging a pusher for some Red Stims to get him back on his feet.
Meanwhile, the
nun is on the vidphone with Daveez telling him they had a deal, but Point returns
and the call is cut short. He takes a gun from the laboratory and escorts the
nun upstairs, but a raptuar is waiting for them...
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SW: I didn't even realise that this episode had a subtitle until about my
third reading, when a slightly creepy interest in the man being torn apart on
the first page revealed that the blood spurting everywhere actually spells "Raptaur
Released." It's this kind of read-it-too-fast-and-you'll-miss-it detail which
runs all the way through Frazer Irving's art on this series, and we're all much
better off for it, his style being perfectly suited to the grim humour and thoroughly
dark elements of the script.
On to Si Spurrier's
script, then, which races through the plot at a nicely balanced speed, letting
us spend time with the various characters and places in Angeltown, but not letting
us get bored with them. Although, a little more time with the gangster who dresses
more shabbily than his ape mobsters wouldn't go amiss - if nothing else, they
could probably get some kind of job on the comedy circuit.
On top of this,
of course, is the fact that Si Spurrier is a script droid who actually knows how
to show monologue without resorting to cloud-shaped bubbles attached to little
circles. Well done, that man.
JM:
Jack Point, The Simping Detective, is without doubt one of the finest creations
ever to have strolled in clown boots through the dark alleys of Mega-City One.
So strong, in fact, that he shows up the efforts at creating new heroes in Dredd's
universe attempted in the Megazine of the 90's - Calhab Justice, O'Rork, even
Armitage - as the pallid imitations they were.
It would be criminal
to let a review go by without picking out at least one line from Jack's world-weary
commentary, but which one? Maybe the "point of logic" concerning the
overeager apes' attempt to beat the truth out of Point without giving him the
chance to speak? Maybe the "Virgin-drokking-Mary"? Or maybe just throw
in the towel and admit that this is writing at a sustained level of stylistic
brilliance very rarely seen in comics, and to extract any one element from the
flow is to dull its shine just a little.
Irving's art continues
to be about the best I've ever seen from someone who was already one of my favourite
artists: all the little touches, like "Raptaur Released" written in
the entrails of the lab technician on the first page, or the fade to blue on the
second, or
well, you get the picture.
In fact, the only
vague criticism I can come up with is that I really, really want to know more
about why Point dresses as a Simp.
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Script:
Pat Mills |
Art:
Simon Davis |
| Letters:
Ellie De Ville |
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| Kali
Yuga - Part 2
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Siddha
vs Jovian... |
Synopsis: Rohan
decides to make the doctors in the facility pay, as they try to talk him out of
it. But the head doctor has injected himself with "acto phase" and has
reverted to his Jovian phase, in which he has phenomenal strength. They fight,
but Rohan wins, besting the doctor who returns to his human self.
Lakshmi appears,
directing him to a cell containing Sati, one of her fellow priestesses, with
whom she fought over the love of a gardener. Akto Phase has brought her
back as one of the patients. Lakshmi and Sati argue, while Rohan tries to appease
them. Rohan surmises that the Acto Phase must be based on the shamanic medicine
Soma, and then realises he must have got it from Rak, who appears, followed by
the freed aliens. Rohan realises that he'll have to fight them and kill them with
his sword, as there are too many. Rak decides to get involved himself and starts
opening fire at Rohan...
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SW: Like some others, I was more than a little sceptical at the idea of Earth
as a prison colony being used by Mills, not least because of bad memories of Interceptor
residing in my head. Nonetheless, I think I've been converted, partly due to the
antics of the doctor and Jillie, with their inane, never-ending grins and pure
evil hidden beneath their smiling facades. On top of this, we have an intertwining
of the two apparently radically different concepts of the Lords of Karma and the
aforementioned Earth as a prison thing, and one which makes at least some vague
sense to my headache-addled brain. Just one point, though - does anyone take a
Babylon-5 watching bad guy seriously?
As for the art,
it's a pleasure to see Simon Davis demonstrate exactly why a social worker can
be the bad guy, drawing eerie emotionless grins even in death, and huge quantities
of alien nasties in the same strip.
JM:
Rohan seems to have got over being the first British superhero called Rohan, and
started settling down into the role, which is a good thing. You have to like a
strip that can fit Martians, Jovians, soma, reincarnation, Babylon 5, New Labour
satire and really, really strange views about women into just 8 pages.
Reading this strip
is like being on a see-saw: within the space of just a few panels Mill's writing
goes from the new highs of Savage to the depths of Slaine Book MCCLVIII. The principal
faults being the really odd mock-feminism leading up to Rohan's "I forgot.
I'm only a man." and some expository dialogue that is very obviously the
author's monologue with himself.
But, in the end,
for all Pat's attempts to ruin it, Mills has created a great mix of instantly
likeable and interesting characters, and I for one would be quite happy to see
them continuing to fight each other with a backdrop of loopy-looking aliens amid
the gleaming grottiness of an NHS ward forever. It's just that, Mills being Mills,
"forever" takes on a scary vein of literalness.
Simon Davis' art
just continues to get better and better with each page he draws. The sight of
Rak surrounded by the alien beasties is a particular stand-out and it's the first
time I've ever been tempted to actually try to buy a page of comics art.
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| Miscellaneous
Material inc.
- Editorial
- Dreddlines
- The Interrogation
Cube
- The Dredd Files
- Metro Dredd
- Charley's War
- Hell Trekkers
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SW: I'm afraid
to say I'm not all too impressed with the quality of the various bonus stuff in
this month's Meg. Charley's war, which has been an on-again off-again affair for
me, is off again, while Helltrekkers is read only because the bus ride takes longer
than I'd like. The only vaguely saving grace is the Metro Dredd which backs up
the 'fatties losing weight' LowLife story over in the progs, thus proving me right
about said story being perfectly valid and not out-of-tune with the rest of the
Dredd universe.
JM: The Dredd Files, however, having started out as an interesting idea,
has descended for this reviewer into an awful slog that I dutifully undertake
each month. "But I've read these strips!" I want to cry, to no avail:
my inner completist forcing me to wade through them anyway. Whether the format
would make sense to anyone who's new to Dredd I can't say. Charley's War really
is superb. Helltrekkers a lot less so, but still fine as filler material.
What I really want
to draw attention to, though, is Alan Barnes' statement of intent in his short
editorial piece, and to say "Good for you". The punchy confidence in
those words demonstrates just why the Megazine is right at the top of its game
and producing its best, most interesting and varied issues ever (so much so that
trying to choose a "Top Thrill" is a complete bloody nightmare - they
ALL deserve it!).
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Overall:
SW:
While not quite up to the uber-quality of last month's Meg, 222 still deserves
quite a deal of praise, with only the characterisation of Cursed Earth Koburn
and the various extras lacking some extra ooomph.
JM:
The Meg’s (very) slight wobble a couple of issues ago is all forgotten about
as four or possibly even five truly great stories grace the pages. It’s
truly a pleasure to be unable to say a bad word about any of it.
Best Story:
SW: The Simping
Detective
JM: The Simping
Detective
Give
your own comments about this week's issue in the review
forum.
Want to write a
review? Let
us know.
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