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Judge
Dredd Megazine 229 - 8 March 2005 |
Synopsis &
review by Gavin Hanly
2nd Opinion by Paul I
Summaries
and reviews contain spoilers for this issue. |
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Cover by Cam Kennedy &
Chris Blythe
GH: Unlike
last month's this cover does have a Scottish feel to it that accurately warns
readers of the Caledonian tone inside. It's a great cover, but I find myself slightly
preferring the version that appeared on the weekly as an advert for this issue
- showing the image as a fake cover of "The Hoolie". Still - the och/drokk
line is inspired, and Kennedy and Blythe do produce the goods here...
PI: How
can anybody not love this cover? As soon as I saw it on the 2000AD website, I
knew it was a winner. Cam Kennedy produces something not only visually striking
(which most defiantly stands out from the crowd) but also something that I, personally,
found hilarious! If I'd never seen the Meg in my life, and was walking along the
magazine racks of WHSmiths, this would defiantly grab my attention. It's also
good to see the Hoolie in colour as well, even though most of him is obscured
by Dread.
Aside from that,
the information is still bold and shows up well... well, how can it not? It's
in tartan! It's also nice how the cards don't obscure any major part of the image.
However, this cover would have probably gone perfectly with the Scot invasion
last Meg.
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Script:
John Wagner
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Art:
Cam Kennedy
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Letters:
Tom Frame
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Colours:
Chris Blythe
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| Who?
Dares Wins - Part 2
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Dredd
didn't quite understand
the concept of irony... |
Synopsis:
Dredd looks over Kenny Who?'s latest work depicting "Judge Dread"
as a psycho. Meanwhile Kenny is visiting the remaining publishers in Mega City
one but is getting nowhere until finally they get to Grudzines.
The publisher,
Bill Doggitz, won't publish either but recommends they try self-publishing and
offers them the use of the old broken Printmaster machine if they can get it running.
Little Ken does just that and after a contribution from Doggitz (who can escape
prosecution due to his "Mental" card) they finally print the first issue
of "The Hoolie" with Doggitz's streetdroids selling it alongside the
religious tracts. Dredd promptly arrests Who? and his wife heads over to Mega
City 1 to help him get out.
Kenny gets an appeal,
hiring a robot lawyer, 314, who has a tendency to make asides that comment on
his actions ("Laws that carry - pause for emphasis
- quite severe penalties!"). Despite being a little eccentric, the lawyer
droid points out that the image of "Dread" is sufficiently different
from a judges uniform and indeed that the name is different. The appeal judge
finds in Who?'s favour and he is released and allowed to leave the city.
Dredd is understandably
miffed at having lost and warns Who? not to slip up again. but now Kenny is a
success: "I've done what I came for. I'm going to be a big name in Trashzines.
I can go home now."
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GH: After last week's issue I was left rather unsure of whether or not the
return of Kenny Who? was a good thing. It was an entertaining tale but, aside
from the excellent excerpt from the hoolie, didn't strike me as a good enough
reason to drag up yet another character from the past. However, this issue has
happily proven me entirely wrong.
This is possibly
the most enjoyable Dredd tale I've read in ages, including the Total War masterpieces
in the weekly. There's just something about this episode that evokes the magic
from the totally insane early days of Dredd. Whether it's the knowing in-joke
of the "The bearer of this card is mental" reference or the utterly
lunatic trial that takes place later on, this is such an entertaining strip that
should be a must read for any Dredd fan. The trial is alone is almost worthy of
a strip of its own and do hope that 314 makes a reappearance from time to time
with asides like "brandish it, brandish it!" being
a stroke of comic genius. All this and a final heartfelt line from Kenny Who?
that makes it all worthwhile.
This is backed
up by some stunning work from Kennedy. If the best stories bring out the best
artwork, then this is certainly the case here. Dredd's chin never looked bigger,
there's some great characterisation in the 314 droid, and just a great "labour
of love" feeling about the whole thing. As ever, Chris Blythe makes a perfect
partner for Kennedy, managing to ape the watercolour effect that Kennedy himself
used to use, so that the join is seamless.
Overall, a complete
triumph that can't be missed.
PI: Now,
before I leap into praising the combined genius of Wagner and Kennedy, I'll just
get some minor niggles I had with this story out of the way.
First of all,
I can see why Who? may be bitter against Judge's in general, but why intentionally
pick out Dredd who was the only Judge in the Big Meg to give him a chance? Perhaps
that's the only name he can remember, but it just seemed rather odd. Also, didn't
he actually have a daughter last time around? I wonder where she got off too...
Anyway, one of
the great joys of doing this review was the fact I got to read both parts of this
story a third time through. They really are that good! This is a story made up
of two things for me, eccentrics and robots. The ever-optimistic Who? is a joy
to read about on his own. However, the people around him prove just as interesting.
From the camera eyed robo-publisher in Big 1, to the quite insane publisher of
Grudzines and of course, the hilarious lawyer, this story is full of little quirks
that just make it a joy to read. It's also great to see Dredd cut down to size
in the courtroom, and Kenny finally make it. Over
all, the story is near faultless. And I'd also like to add, a lot of TV courtroom
dramas could learn a lot from this story...
The art, of course,
is also a big drawing point. Kennedy brings a life and 'Scottish essence' to this
strip. He has the perfect feel for it, and everything is quite detailed and clear.
He also did a good job of aging the Who? family since their last appearance in
the Meg.
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Script:
Robbie Morrison |
Art:
Andy Clarke |
| Letters:
Ellie De Ville |
Colours:
Gary Caldwell |
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| Deus
X - Part 2
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Shimura
's handiwork... |
Synopsis:
Shimura starts to battle the cyborgs eventually besting them by using
skill over their enhanced weapons. But one remains intact and almost kills him
until it's spotted by Inaba who has come, in plainclothes, to warn him about Deus
X. She tells him that Deus X are organised into cells called components and that
one is led by Kira Katagiri, former head of security at Taoka. Inaba believes
Amber wants him dead to save the company's face, but she denies this.
Meanwhile Katagiri
sets his cyborgs on a Hondo city temple - killing innocents before Inaba, Shimura
and Amber track him down. Katagiri beats Shimura to the ground and prepares to
kill him...
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GH: In a recent review of the trade collection for Shimura, I mentioned that
the character himself never really hit home for me, being an uneasy combination
of arrogance and whining. That said, I'm still enjoying the latest run of Shimura
tales much more than many of those in the collection. Andy Clarke's art seems
suited to the visceral nature of the strip, and the tale seems less laden with
the distracting backstories and intrigue that occasionally made the previous outings
somewhat impenetrable. That said, the intercutting in the last couple of pages
should certainly have been rewritten by somebody along the way to help it make
a little more sense.
Otherwise, it's
not a masterpiece, but it's paced fairly well so that it speeds by fast enough
that you're already onto the next story before you can worry too much about it.
So if I had to sum it up, I'd call it undemanding and inoffensive. Slight praise
indeed, but there you go...
PI: I actually
enjoyed the start of this story in the last Meg. I had high hopes for this month's,
and was still hopeful reading through the first couple of pages...
However, as we
come nearer and nearer to the end, things just began to slip. It seemed to be
jumping between two situations at different times, and not doing a very good job
of distinguishing what exactly was going on. Even now, I'm really not sure what
the end has to do with the rest of the story, but I'm sure (or at least, I hope)
everything will be made clear in the end.
However, confusing
or not, it's still very nice to look at. Clarke seems to take great care and consideration
into drawing acts of violence and decapitation.. or maybe he just enjoys it a
little too much. Whichever it is, the art of this issue is bold and striking,
it really leaves an impression. And as a final thought, isn't it convenient how
Inaba just keeps happening to bump into Shimurat? Hondo must be a small place
indeed.
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Script:
Alan Grant |
Art:
John Ridgeway |
| Letters:
Annie Parkhouse |
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| Killoden
- Part 5
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The
Kreelers' mantra... |
Synopsis: Gadgie
shoots one of Middenface's lumps off but Middenface manages to kill Gadgie' accomplice.
Gadgie reveals his mutation as having no eyes but he can see through his skin.
Medusa shows her face and he immediately turns to stone.
Meanwhile Charlie's
father is killed in the attack, and Charlie swears to stay by his side, but is
knocked out and carried to safety instead.The mutants are being massacred but
many manage to escape using a bulldozer to create an exit. An estimated 100,000
are killed, next to only 2417 Kreelers. The mutant bodies are burned and buried
in quicklime, with the corpses of the leaders hung on Edinburgh Castle. Jack McWeasle
is jailed for the deaths of the Holyrood MPs and Sir William Cumberland is elected
First Minister by a landslide.
Mutants are hunted
down over the next few years like animals but the remaining Mutant rebels swear
vengeance on Cumberland...
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GH: So the latest tale of Middenface comes to the tragic end that we could
certainly see coming. The slightly contrived use of Medusa aside, this is a powerful
conclusion to a series which, although a little uneven in places, certainly had
a dark undertone throughout that Grant handles well and finally brings to the
foreground here.
We could all see
that the mutants were heading for a fall, but Grant still manages to shock with
some scenes of Kreeler brutality and in the summing up of the events that follow
the massacre. The talking heads premise works much better this issue round, with
the bigotry of the Kreelers in the spotlight. My only niggle with this is that
the Kreeler who was "just doing his job by killing them" could have
been a little more subtle in his intentions and it still would have gotten the
message across. Elsewhere, Grant still manages to instill an element of comedy
in the chaos - particularly with Spider Dan's comment about having plenty more
arms after one is blown off.
As mentioned in
an earlier review, Ridgeway's art is perfectly suited to black and white (or coloured
by another artist as in the reprint later on) and he turns in a fantastic job
here, especially where needed in the closing scenes of the "clean-up".
A fitting end to
a series which will hopefully continue in the same vein soon.
PI:
I'm in two minds on
this story, I really am. I'm enjoying it, no doubt about that, however even in
the heat of the battle with the Norms, I'm still feeling nothing for the mutants
cause. It's a great piece of light hearted humour, no doubt. And perhaps that
is what it is intended to be, but while the last three pages (up to the last three
panels) stirred something in me, I can't really feel anything for the main characters
plight. Both Ironbroo and Gadgie were a laugh, Medusa made herself useful (although,
it still doesn't justify her quite out there powers... maybe later?) and there
was a nice bit of commentary on the after war situation. Overall a solid story,
that wasn't a let down for me.
The art was a
bit too scratchy and unclear at times in this story. But for the most part, I
still believe it suits the story well and it really shines in scenes like the
mutant exodus after Middenface had stormed the ranks. And do I spy a Graham Norton
cameo at the end there?
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Script:
Gordon Rennie |
Art:
Simon Coleby |
| Letters:
Tom Frame |
Colours:
Chris Blythe |
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| Head
Job - Part 1
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The
deal comes to a head... |
Synopsis: Bato
Loco has been summoned to see Don Morte who tells him that they are about to enter
business with the Cubans in the organ legging racket. Bato realises the Cubans
are nasty work, but the Don is sending him on the operation as he views him to
be expendable.
Elsewhere, Dredd
is pursuing some perps when he hears a report about an organ legging deal going
down. After subduing his quarry, he picks that as his next job.
Down on the docks,
Bato Loco meets with the Cubans, and he's shown the goods - a bunch of dead heads
in ice. Bato says he can't possibly go through with the deal as there's no market
for heads - but the Cubans tell him the heads are from the last people who walked
out on a deal...
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GH: The return of a character who is, in some ways, better than Rennie's other
megazine character, Koburn, as the strip seems far less self-reverent. The use
of the full page intro of a severely wounded Dredd helps to get us immediately
into the story and Bato's transport into the Don's compound also lets us know
that Bato's luck still isn't running that well. Of course, we know that he'll
go through hell and somehow end up next month having got the better of all the
characters, including Dredd, but it's a pleasure setting him up so nicely so we
can witness the inevitable escape.
Coleby, meanwhile,
has clearly stamped his mark on Bato Loco and turns in another wonderful job that,
combined with his work on Dirty Frank in the weekly, sees him working on two of
the most outright entertaining denizens of Mega City 1. It's been a pleasure to
see him working for 2000AD again these past couple of years, and when coupled
with Chris Blythe he can produce some outstanding work.
Even simple things
like being able to create an instantly recognisable futuristic docks are raised
up a level or two by some excellent detailing on the various crates and vessels.
It's this astonishing attention to detail combined with some great characters
that are fast making him a very big name again.
PI: Well,
it's an interesting one, this. I'd never read any previous tales from this story,
so I don't know if any of the little references (such as the Resyk incident mentioned)
have any prominence. However, while part of me says it's too early to judge this,
another says it's an intriguing tale. One with a lot of loose ends left hanging
that slowly draws you in. How does Bato end up apparently about to gun down a
roughed up Dredd? What can you actually gain from selling frozen heads? And of
course, the classic, how will he get out of this one? It's all left me wanting
more, so that can't be a bad thing.
I'm not so sure
on the art though, it's adequate for the story, but something bothers me about
it. Perhaps it's that Dredd looks like one of the frozen heads in the crate with
a helmet? I'm not sure, but in time it will probably grow on me.
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Script:
Alan Grant and John Wagner |
Art:
Robin Smith |
| Letters:
Robin Smith |
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| Return
to Casablanca - Part 3
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Francis
doesn't take no for an answer... |
Synopsis: Rab
Mc Nab is headlining at the George Jackson Rooms calling his old band, the Fab
Dab Ceilidh Band mere session musicians. Francis and "Ilsa" break in
through the back of the rooms, knocking out a security guard. He finds a room
full of swords and other stage props and thinks they are torture devices.
Back at the Rix
Bar, the McCurdies beat up the manager but they soon realise that he's not the
Bogie Man. They try to find out where "Miss Albania" is while beating
him up further and trashing the bar.
Back at the Jackson
Rooms, McNab is on stage but is heckled by his own ex-bandmates who say they deserve
a cut of the profits and starts attacking McNab with beer cans. Clunie sees this
and rushes him off stage, shooting at the audience, while Detective Douglas identifies
him...
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GH: Never being a particular fan of the Bogie Man in his earlier incarnations,
I'm warming up to this nicely. Maybe it's a "growing older" thing. I'm
certainly starting to appreciate the humour derived from the clearly completely
insane Francis Clunie and Grant/Wagner's grasp of black comedy is at its best
when he starts shooting into the audience. Ilsa's rather bizarre complicity in
events, especially when she helps him hide the unconscious guard also raises a
smile, as does the line "I didnae find an axe. I'll just huv tae use ma ain!"
Robin Smith's art
compliments the script well with a strong retro feel and one that helps to bring
out the best from the slapstick moments.
It all adds up
to something much better than I was expecting and a worthy inclusion in the Megazine.
PI:
If this story
has done anything, it's made me want to go out and watch Casablanca just to get
all the little quirks and in-jokes. This story is one I've enjoyed from the start,
and I can't really understand why people new to the character are having trouble
following it. This issue was quite extraordinary though, as not only did we have
Rick's off the wall action and more of infamous shortbread swindlers, but also
the whole sequence with eccentric mega-star Rab McNab and his former band members.
All quite well done and highly amusing, and thankfully lacking the fart jokes
this time around. All very clever, and I look forward to more.
I feel the art
is perfect for this story, it complements it so well. And really, I can't think
of any higher praise I can give it for the moment. It's not a thing of it's own,
like some other stories, it just merges with the script to create and all around
enjoyable experience.
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Script:
Alan Grant |
Art:
Arthur Ranson |
| Letters:
Annie Parkhouse |
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| Lock-In
- Part 3
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November
lights up... |
Synopsis:
Anderson is eating in the justice department cafeteria when it's hit
by an infestation of insects. Yughes, whose psi powers were burnt out, is the
only one not affected and Anderson orders him to run and switch off the mind probe.
Elsewhere a possessed
judge starts killing the prisoners and almost kills firestarter Juliet
November before she sets him alight in retaliation. Yughes cuts the power
and the bugs vanish. Shenker calls an assembly to work out what's attacking them
and send out Shakta and Anderson to investigate the cells. They find the dead
burned judge and hear a report that two dead perps are also on the loose. They
finally find November who says she burned something that stopped the bugs - leading
Anderson to believe that the manifestations might be linked to something tangible
- possibly nanobots created by the Justice Department.
Elsewhere, two
judges find the dead perps at the armory and are blown to bits.
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GH: Although not quite on a par with the issues set in Anderson's mind, this
is still an enjoyable return to the wisecracking Anderson of old who didn't take
anything too seriously. Grant and Ranson also manage to put across an element
of claustrophobia and tension throughout this episode, with lone stretches of
dialogue-light or free panels that help to give the whole piece a real "ghost
house" touch. The return of Juliet November is a welcome surprise, as by
the end of that older series it was becoming clear that the character has promise
if the darker side of her character was brought out.
All in all, a lightweight
tale that is raised several notches by some, as usual, outstanding work by Arthur
Ranson who just seems to be improving every time we see him. And Andy Clarke could
learn a thing or two from the rather brutal end that he depicts for the two unfortunate
judges.
Still looking forward
to getting back to the Half Life plot, though...
PI: Well,
this one goes from the pretty average horror situation at the beginning, and ends
with quite a nice twist. I quite like the idea of taking the firestarter along,
she piqued an interest in me and I for one am happy we'll be seeing more of her.
And of course, how can you go wrong with goons with a drokkload of guns?
One thing that
is bothering me about this run of Psi Anderson is that we seem to be getting clonked
over the head with her age. We've established that she's an old woman, we even
know it's suggested that she take the long walk (are Psi-Division trying to kill
themselves off or something?) but did we really need lines like "Indulge
an old lady"? I'm probably being picky here, but it bothered me a little.
There's some nice
detailing in this strip too, while the shootings weren't up to the standards of
mass killing on Shimura we saw earlier, the shooting to pieces of the Judges was
nicely done. And of course, the bug storm was quite dramatic.
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| Miscellaneous
Material inc.
- Cam Kennedy
Interview
- Dreddlines
- Judge Dredd
- Dog Fight
- Metro Dredd
- Dredd Files
- Heatseekers
- Free cards
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GH: David Bishop
turns in yet another excellent interview with Cam Kennedy, showing up a significant
amount of research which clearly helps to get the best from an interview subject.
Kennedy comes across as a highly entertaining interviewee, especially with comments
like "Wow. I must have been really drunk when I did this. I don't remember
it at all." A nice taster for the 2000AD related section coming next month.
The Dredd Files
were more of a draw this time around, focusing on one of the best epics ever -
the Judge Child. As for the text story - I'm afraid i still can't be bothered
with reading them. I'd much prefer more features like the Modesty Blaise one last
month.
The Heatseekers
are somewhat hit and miss. The two page spread on Will Eisner is welcome and will
hopefully spur more people on to read his work while Jonathan Morris turns in
another entertaining Cult TV section. One thing I would like to see is Simon Spurrier
talking about something that he actually likes. His pieces, in particular, are
becoming unwelcome diatribes and it's time to put that film degree to use and
start educating us about what we should be watching, not what we shouldn't.
Reading Bishop's piece, meanwhile, made me remember how he used to be the best
thing in Comics International.
The Dredd classic
was one which I can only barely remember, and was thus glad to see its inclusion
here. There's a wealth of excellent, never reprinted, Dredd tales out there, and
this is an inspired choice. I'd still love to see some Eagle reprints, however.
The latest suit
in the pack of cards is still a fantastic idea for a free gift.
PI:
The Cam Kennedy interview was quite insightful. I didn't actually read the MacNeil
interview over the last couple of Megs, but I was drawn to this one. And it was
indeed quite a great look into his early years, it was also quite interesting
how he'd forgotten he'd even drawn a Charley's War strip, amazing what we forget
over time isn't it? I'm really looking forward to the next installment of this.
Alzheimer's Block
was a good old dark humour tale from Wagner. A nice parody of murder mystery novels,
and yet towards the end quite disturbing. Of course, euthanasia is by no means
an uncommon thing in Dredd's world, but it made for pretty good reading none the
less. Especially seeing as it was all legal, above board and happening without
even the resident's knowledge. 'While she can...' is also a chilling closing line
if I ever saw one.
Unfortunately,
I find a majority of Heat Seekers quite... well, boring, to be fair. However,
Si Spurrier continues his vendetta against Hollywood and I have to say, he does
it well. While I've never seen Sea of Souls, the analysis of why British cult
TV works (and doesn't work) made for an interesting read, and while Rennie took
a break from his column writing escapades, David Bishop filled in nicely. About
time the writers took some stick!
Metro Dredd was...
well, pointless. Citing Jedi as a religion in the Big Meg doesn't make much sense
to me. Nor does the fact that Dredd is taking a census in the first place. Not
the best introduction to Dredd, but I suppose once a writer gets a joke in his
head...
I haven't managed
to read the text story as yet, but I'd like to hear some opinions on it myself.
And while I've read bits and bobs of the Dredd Files, having never read the Judge
Child story (I know, I'm deprived) I don't feel able to make a useful comment.
The pack of suit
of cards didn't fail to please either. Although, shouldn't Hershey and McGruder
be in the fem suit? And I was kind of hoping for a Jack Point card, but ah well,
can't have everything. The Dredd card though, is quite impressive indeed.
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Overall:
GH:
An extremely good
issue, possibly the most enjoyable I've read in quite some time. The megazine
recently received a lukewarm review in SFX citing its reliance on Grant and Wagner
as a crutch. But when they can turn in excellent work as they have done here -
what's to complain about? This is British comics at its best - but if you'd prefer
reading some sub-standard superhero fare, then you're welcome to it. I'll stick
with the quality fare on show here. PI:
Well, I have to say, this is quite possibly the best Megazine I have picked up,
personally. The only strip letting it down was Shimura but I'm still hoping all
that will be sorted out by next time around. With Kenny Who? Finally reaching
his dream, Young Middenface ending on a somewhat light hearted note, Bato Loco
leaving us hanging and Anderson Psi and the Bogie Man in full swing, the next
Meg should be quite interesting indeed. Let's just hope the new stories that come
along are just as good, if not better.
Best Story:
GH: Judge Dredd
PI: Judge Dredd
(With the Bogie Man coming in a close second)
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your own comments about this week's issue in the review
forum.
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