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219 - 224 ¦Megazine 220

Judge Dredd Megazine
220
29 June 2004
Cover by John Ridgeway
Synopsis and
1st review by Gavin Hanly
2nd opinion by Leigh Shepherd
Synopses and
reviews contain spoilers for this issue
GH: A
great front cover - despite the fact that you can't actually see what comic you're
buying - with Ridgeway providing decent character art for both Dounrey and Dredd,
and a great tagline. However, the back cover suffers - especially with the slightly
crude landing ship - and thus seems a slight waste of a double cover.
LS: Well,
there's not much to say about this that won't leave my Dredd review a little short
- suffice to say just two things: Firstly, it certainly doesn't warrant a wraparound
cover - there's very little going on on that back page. Secondly, while I'm not
a complete cover Nazi like Gavin when it comes to covered up logos, the flag seems
a pretty pointless and ugly distraction.
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Script:
John Wagner
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Art:
John Ridgeway
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Letters:
Tom Frame
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| Damned
Ranger - Part 3
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The
culling begins... |
Synopsis:
The New Mutant Army is driven back to the Black Hills, where they turn
and fight. Dredd orders the judges to flush them out, as the mutants prepare to
make their last stand. As they make their way through a wooded area, a judge and
rangers are killed by booby traps. Dounrey takes point to make sure he goes before
any more of his troops. Dredd sends the robots out first, which flush out the
mutants, as Dounrey narrowly misses another trap. An air-strike is called down
to destroy the mutants, and the combined judge/ranger force moves forward. As
they reach a stream, a ranger is shot and wounded by a sniper. The other rangers
can’t get to her without being fired at, but Dounrey rushes out anyway attracting
the sniper’s fire so that the rest of his men can take her out.
The remaining mutants
are grouping on Hill 31, as Dredd increases the ferocity of the bombing. Some
judges suggest offering terms of surrender, but Dredd refuses – “These
are my terms”. As the bombing eases off, a final push begins, and the remaining
mutants are trapped in the mining tunnels under the hill. The rest of his men
dead, the leader Red Eye, gives himself up. But Dounrey suspect something, and
as Red Eye gets out two stick grenades, he kills him. He then jumps on the grenades
before they can go off, but both grenades are duds, and Dounrey lives to fight
another day.
The cull is over,
but it has surely sowed the seeds of bitter mutant revolution. Dounrey admits
to Dredd that he wants to die for letting his men down, but Dredd says they his
casualty stats were the lowest, and they can’t afford to lose him. Dounrey
realises that he doesn’t have to die to make amends.
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GH: This is quite a difficult story to review. It is very much a tale of two
layers. The first, the more traditional story featuring the “redemption”
of Dounrey and the second concerning the judges brutal put down of the insurrection.
However, the two parts don’t quite mesh well enough to provide a completely
satisfying tale.
The Dounrey section
is particularly poor. Part of this is down to the fact that he is such an unlikable
character. He comes across as a killer with no thoughts other than the safety
of his men. Perhaps this is a genuine portrayal of a soldier at war – taking
orders unquestioningly while embarking on a truly reprehensible cause. But Dounrey’s
thoughts are of revenge alone and he seems willing to stop at nothing to get this.
It’s entirely possible, and indeed probable, that Wagner has set Dounrey
up as an example of the danger of this type of unquestioning soldier, but there
isn’t quite enough to back this up. Indeed, the only ones who seem to be
questioning the ethics behind the slaughter actually happen to be judges.
This brings us
to the second and more successful part: the overall actions of the judges in bringing
the Mutant rebellion to an end. As Wagner clearly states, this is the beginning,
not the end of the conflict, and he does seem to be slowly building up to something
much bigger (though knowing Wagner, who knows when we’ll get to see the
real results of this rebellion). As mentioned in pervious reviews, this is a considerably
darker view of the judges that we’ve seen in recent tales and adds a welcome
black satire of current events that has been missing from Dredd for quite a while.
It’s a successful portrayal of the futility of large scale action against
a guerilla force, and how such action can create enemies, not eliminate them.
Dredd’s actions
in particular show him giving absolutely no quarter to the mutants, which on one
hand is somewhat refreshing given the perhaps overly touchy-feely Dredd we’ve
seen recently. However, it does mean that his character doesn’t actually
stay stable between episodes – he can fluctuate from being a hard bastard
with a good heart to neo-facist. Wagner’s recent episodes in the weekly
focus on Dredd’s belief system more, and the Terror storyline in particular
clearly shows why he comes down so hard on such terrorism. Perhaps this storyline
could have done with a little more comment to help it all hang together a little.
As it is, it’s a worthy tale, but not an overly successful one.
As for the art,
the same issues as with previous episodes remain. Ridgeway continues to be an
exemplary artist, but his first steps into computer art have not been completely
successful. However, this episode, in particular the wooded scenes, show the computer
art merging a little more gracefully with the line art. When he uses the computer
to enhance his linework as opposed to taking it over, the art becomes much more
interesting. Indeed, the pictures of the hoverships at the end are much more effective
as a combination of line art and computer colour than the obvious computer effects
seen earlier in the episode. So there’s promise here, as long as Ridgeway
backs off a little from the obvious CGI.
LS: One
of the great things about Wagner's writing is how he can capture any number of
viewpoints and sell them as if they were his own beliefs. You could argue the
beauty of Dredd is the way Wagner can have you sympathising with the perp one
minute and Dredd the next. This story certainly tries to have it both ways, with
the mutant army on one side and Dounrey on the other, but for me, doesn't quite
pull it off. In particular, Dounrey's moping isn't very endearing, and the way
he continually fails to get himself killed ends up as a little laughable. Of course,
the mix of humour and drama is another great strength of Dredd, but something
just didn't quite gel for me - the overload of odd contrasts left me a little
non-plussed about what this story was trying to be. The fact that the art was
also an uneasy mix of two styles probably made this seem more prominent than is
probably warranted.
I always seem to
remember reading somewhere that the printing process dulls the colours in the
original art, so perhaps Ridgeway just needs to work out the right brightness
to work with now he's switched to computer colouring - even the robots were wearing
lippie this episode! That said, the appearance of the cgi washing up liquid bottle
spacecraft really didn't do the strip any favours. Still, a lot of artists have
taken time to settle into the new technology (compare Ezquerra's first digital
work with his current stuff), and the problems could be fairly easily ironed out
with a bit of practice.
Having said all
that, overall it was an enjoyable enough tale that may pave the way for future
developments in Dredd's world.
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Script:
Simon Spurrier |
Art:
Frazer Irving |
| Letters:
Tom Frame |
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The
simping detective at work... |
Synopsis: Jack
Point is a PI in Angeltown Mega City 1, who wears simp gear as “my shrink
tells me I need to lighten up”. He gets a visit from “Molly”
who tells him that her husband wants her dead. They are interrupted by some thugs
who accuse Point of being a judge, but Point beats them up and leaves the club
with Molly, getting into her car. Molly asks if he’s a judge, but Point
says “not any more” as he and his partner were removed after a perp
was killed in suspicious circumstances.
They arrive outside
Molly’s apartment where she asks what happened to his partner. He says he
was beheaded by a sword – just as he is surrounded by similar sword wielding
ninjas. Molly tells him that the “boss” had taken the execution of
the perp badly – as he was his brother. The ninjas attack, but Point easily
defeats them with an array of weapons hidden in his simp gear. But Molly gets
one up on him and prepares to kill him with her sword. But before she does, he
tells her that the fight in the bar was a fake so that some friends could put
a tracker on him. The friends are judges, who arrive to arrest Molly as Point
shows her his judge badge…
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GH: A highly impressive debut for Mega City Noir, which helps to rescue what
would otherwise have been a slightly disappointing issue. The most striking thing
about this story is Frazer Irving’s art which easily hits a new high. Showing
influences of Bill Sienkiewicz, especially the image of Molly with the sword,
this is fantastic work, successfully bringing a noir feel to a potentially very
silly premise indeed. From the opening shot in the gumshoe’s office to the
“surprise” reveal ending, this bodes very well indeed for the Simping
Detective next month. As for the writing, Spurrier is at his best when he’s
not writing Bec and Kawl, and he seems to have uncovered an area of Mega City
One well worth exploration.
LS: When
DeMarco left the Justice Department and was set up as a Private Eye, I expected
great things. It was a shame when Wagner made her first case part of the Doomsday
mega epic, as the setting and characters had such potential. Of course since then
DeMarco has had a solo run of tales, but since they feature a gorilla butler and
lots of crying children, the whole "noir" angle seemed to have been
thrown out the window.
Given that, it's
a straight cert that I'd be inclined to enjoy MC Noir, if only for the potential
of the setting. On top of that, there's also the great twist of making the main
character a simp. It's a perfectly Wagnerian idea that leads to some perfectly
Wagnerian dialogue ("I ain't found a squeaky nose or a novelty button hole
that couldn't be rigged."). Add to this some suitably moody yet silly art
by Frazer Irving and you have a great recipe that should really take off when
allied to a strong plotline.
If there's one
thing that slightly niggled (and this is probably more a matter of individual
taste) it was making Jack Point an undercover Judge - it would be nice to see
an actual citizen (or even ex-judge) as the star of a strip for a change. After
all, it's long been established that it's the City and not the Judges who make
the strip such fun, yet how many stories in the Megazine have focused on a citizen
rather than a Judge?
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Script:
John Wagner |
Art:
David Millgate |
| Letters:
Annie Parkhouse |
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| Angel
Heart - Part
3
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Mean's
goes Butt Crazy |
Synopsis:
Cyberfreak
attacks Mean after he asks him to leave. Mean manages to keep his cool, but Cyberfreak
keeps attacking as the guests flee. Porsha tries to intervene but is thrown across
the room. The med judges try to intervene, but are unarmed, and easily beaten,
as are mean’s cyber supporters. Mean goes to Porsha and says that she is
dead, turning his dial up to 4. He fights through the pain, and kills Cyberfreak
with the perfect butt, and continue to butt him into little pieces, going into
a butt frenzy. It turns out that Porsha is actually alive, and she tries to stop
him. He almost butts Porsha, but seeing her, shakes him out of the frenzy, and
he turns back down to 1. He decides not to marry Porsha as the judges take him
back into custody…
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GH: By
some margin, this is the worst story in the issue. There’s just been something
about this Mean Machine tale that has been completely pointless, and a re-tread
of many similar Mean tales. In fact, so little has happened that this didn’t
even need to be three episodes, when two would easily have done. It just seems
like a tired idea stretched to fill a gap in the schedule. If this is what we
can expect from Mean Machine stories in future, then can we keep the headbutter
locked away for a very long time?
As mentioned in
previous reviews, the art is also a failure, coming across as distinctly amateurish
in places – not something you’d expect from a professional such as
David Millgate.
LS: If this review reaches you later than normal, this strip is the reason.
I don't think the art has drained my enthusiasm for a story so much since the
days when the prog was filled with this kind of stuff. I've spent a long and hard
time trying to see what others see in Millgate's art, but it's not happening.
Perhaps I wasnt helped by the fact that over the weekend I got hold of Don Lawrence's
Trigan Empire books, which feature some of the most beautiful and well thought
out art ever to grace a comic. By comparison, Millgate's art looks like the result
of adolescent doodling in the back of a school exercise book during a particularly
dull science lesson. The story itself had some fun moments this month, but any
sparks of interest were extinguished in the sea of apathy the art created.
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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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Rak
makes a big mistake... |
Synopsis: Rohan
is forced to take the bus, and goes to see The Oaks – where the crazed druggie/alien
came from. Inside the oaks, it appears that they are using it to hold Aliens prisoner
on earth. Elsewhere, they meet with a new patient who they are about to begin
treating with a new drug called Akto-phase.
Outside, Rohan
meets Rak & Rita. Rak is quite put off by Rohan’s perceived betrayal
and he asks Rohan to stand down. But Rohan refuses, and they get into a fight.
Rak quickly takes the upper hand, and Rohan is beaten t the ground. Rita tastes
some of Rohan’s blood but I dragged back by Rak. She says she’ll make
him pay for that one day. They walk off, leaving the Rakshasas to feed on Rohan…
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GH: It’s the “big fight” episode, featuring an entertaining
turn from Rak, who feels he’s being unjustly betrayed by his friend –
a nice touch by Mills. As Mills continues to surprise with Savage in the weekly,
he continues to entertain with Black Siddha here (although this strip can be more
prone to varying degrees of quality). OK, the idea of using Earth as a penal colony
may be a little too close for comfort to the entire plot of Interceptor, but hopefully
that’s just a throwaway side story. Mills does put in some nice touches
here, such as Rohan sitting on the bus in Siddha gear, very well caught by Simon
Davis, or his slight rant against the over management of the NHS. It’s with
the latter, where Mills manages to make his point without going over the top,
that he avoids the pitfall that has marred much of his recent work, and shows
that there’s a lot more life left in Mills yet. As for the big fight? Davis
does a wonderful job of showing Rohan get an almighty kicking, that you just know
Rak’s going to get this back on himself before to long…
LS: It's
a shame that Pat Mills has done so much damage to his reputation over the last
decade, as here's an episode that had just about everything. There was some (believe
it or not!) great dialogue ("I didn't realise the Lords of Karma ran Capital
Radio"), some patented Mills off the wall ideas, nice characterisation and
a proper cliffhanger. All of this was aided and abetted beautifully by Davis'
art, which really does seem to have found its niche with this strip.
It's possible that
people reading Mills stuff now fall into two camps - those who choose to overlook
the clunky and the cliched elements of Mills recent work and those who see Mills
repeating his old routines (such as the evil homosexual over in the otherwise
interesting Savage strip) and quite understandably lose any interest in the rest
of the strip. It's a shame, as this episode makes me feel confident in Mills ability
to still hack it. Of course, come the next episode there's every possibility there
will be more clunk than funk, but I'll enjoy this installment on its own merits.
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Script:
Alan Grant |
Pencils:
Patrick Goddard |
| Letters:
Annie Parkhouse |
Inks:
Dylan Teague |
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Brigadoom
- Part 3
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Middenface
has a bone to pick
with the Kreelers |
Synopsis: As
Middenface hides from the Kreelers, the sheep attracts their attention and they
start firing at him. He runs for cover, while elsewhere, Scaly is being dragged
through he village in preparation for the feast. Bonnie Jean tries to stop her
father, telling him that she loves Scaly, but to no avail. Meanwhile, the Kreelers
have tracked Middenface to the house of bones, full of human remains. They all
fall on the Kreelers, Middenface grabs a gun and brings them to the villagers,
offering the four of them in return for his and Scaly’s freedom. Sawney
accepts, and they go free, with Bonnie Jean and her sheep joining them. The village
disappears back into the mists at the sounds of the Kreelers screams. Bonnie Jean
and Scaly also go their own way leaving Middenface with the sheep – which
he soon decides to cook and eat…
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GH: The “funny” side of Middenface comes to an end, with the promise
of more moodier adventures to come before too long. Middenface makes for a good
“regular” for the Megazine, and while the previous series was much
more successful, it’s hard not to warm to this tale by the end. From the
nasty end to the Kreelers (thankfully kept out of sight) to the similar end for
the sheep, this is the kind of lighthearted story that may seem a little old fashioned
in 2000AD these days, but actually ends up being a welcome change from the rest
of the comic. That said – it’s still been very much a “read
it – will never read it again” series, and even some very fine work
from Goddard can’t quite pull it up to anything more than a nice diversion.
LS: It's
been an enjoyable tale - the difference you get when Alan Grant is working on
strips he likes (such as this and Anderson) really shows in the quality of the
writing. So where the recent Snozzburns parody over in the weekly felt by the
numbers, the parodies here are matched by a sense of fun and energy that carries
the strip, despite its rather flimsy nature in comparison to the more serious
McNulty tales we've had prior to this one. The
art team continue to deliver the goods with solid, quality work that shows you
don't need a comical style to sell a comical strip - a lesson that the Mean Machine
tale could have done with learning...
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| Miscellaneous
Material inc.
- Dredd Files
- Gordon Rennie
- Charley's
War
- Metro Dredd
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LS: Charley's
War continues to shock (or would if Garth bloody Ennis hadn't given away the biggest
spoiler EVER!), while Hell Trekkers continues to rock - I always thought the pseudonym
used for this strip was more the consequence of management trying to disguise
the comic was being written by two people, rather than any inherent embarrassment
on the creators' part. The Dredd files seems to have been going on for a while
now - perhaps a rest would do it some good - how about replacing it with an in-depth
look at the history of the Megazine - after all, Bishop himself is the longest
standing editor and given the Meg has been running for longer than the prog had
been running before the Meg was launched, I'd imagine there's a hell of a lot
of material.
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Overall:
GH:
A slightly below par issue thankfully saved by the introduction of Mega City
Noir. But a stellar line-up for next month's promises very good things indeed...
LS:
Not a bad issue, but lower than it's own high standards - next months line
up should hopefully shake things up.
Best Story:
GH: Mega City
Noir
LS: Black Siddha
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