Home
¦ Reviews ¦ Meg
231 - 236 ¦Megazine 232
|
Judge
Dredd Megazine 232 - 31 May 2005 |
|
Synopsis by
David Knight
Review
by Gavin Hanly
2nd Opinion by Martin Charlton
Summaries
and reviews contain spoilers for this issue.
|
|
Cover by Colin MacNeil
GH: Now
how can you argue with a cover that has a ninja badger on it? If this doesn't
turn heads at the news-stand I don't know what will. Excellent work from the ever
reliable MacNeil with a contender for cover of the year.
MC: Okay,
I’ve got to admit it, this is the first comic I’ve ever had with a
badger on the front. But even if it hadn’t been, it would still probably
be the best badger cover in my collection. Some lovely use of colour, and the
reflection of Devlin make this really something special. I doubt anybody is going
to look as this in Smiths and think ‘ooh, a comic with a badger, I’ll
buy that for a dollar!’, but I like it.
However, I do have
two problems. Firstly, the title is covered again, and upon glancing at the unspoiled
version, the moon in the background is lovely. Shame it’s covered up. All
in all though, a great cover, and one that will certainly sit in my memory for
a long time.
 |
Script:
John Wagner
|
Art:
Carlos Ezquerra
|
|
Letters:
Tom Frame
|
|
|
| The
Monsterus Mashinashuns of PJ Maybe - part 2
 |
Maybe
claims another victim... |
Synopsis:
While the Mega-City One delegation to Cuidad Barranquilla sleeps, P.J.
Maybe’s remote controlled robot assassin bug creeps into their quarters.
It injects Mrs Synthia Eucre with a deadly poison. Her death throes draw the attention
of Judges Dredd and Gordon, but the robot escapes into an air vent and moves in
to attack Judge Rymes, who has taken sleeping pills. Councillor Sutch is found
murdered in his room, but Judge Rymes hasn’t appeared, prompting Dredd and
Gordon to try her room, where they are in time to stop the killer robot bug. P.J.
Maybe could have controlled the machine from anywhere within 5 kilometres.
Dredd is awaiting
the outcome of a DNA analysis on a sample of Pedro Montez’s blood, which
may prove the suspect is really P.J. Maybe in disguise. When the results come
in, the samples do not prove to be a match because Maybe deliberately provided
the judges with a false blood sample.
Meanwhile, P.J.
Maybe’s robot girlfriend and accomplice, Inga, is on a mission in Calhab,
abducting the philanthropist Dr. Byron Ambrose for her master’s nefarious
purposes. Ambrose is the leader of a desperately poor rural community. Inga tells
Ambrose that she represents his grandfather who wishes to leave him a vast fortune.
Using her feminine wiles to get the doctor on board her ship, the robot kidnaps
him and subjects him to automated surgery for the removal of his heart.
|
|
GH: John Wagner and Carlos Ezquerra on potentially the last ever PJ Maybe
adventure was never going to completely disappoint, but there's always room to
be wary of such a hyped up story. Thankfully, this is showing both creators at
the top of their game as Maybe goes straight back to his murderous ways, revelling
in his own cleverness at the outwitting of the judges.
And just when we
thought this could be a standard Maybe vs Dredd battle of wits, Wagner pulls in
the deftly handled sub-plot of Doctor Ambrose and his rather unfortunate fate.
In some ways, another complete body transplant should have been an obvious turn
for Maybe, but I simply didn't see this coming until the final page, which is
what makes this and much of Wagner's recent output such a joy. The knowledge that
this is going to lead to more "mashinashuns" next issue as maybe goes
after even more money makes this a fascinating read.
Whether Dredd,
who has an instinct that Maybe perhaps underestimates, will catch him this time
is already proving in doubt. One way or another, this is an excellent series and
no matter how good Rennie is proving to be in the weekly, he's got some way to
go to top this...
MC: It’s
great, this is. That could quite easily do for this review. I mean, look at the
composite parts – Wagner, Ezquerra, Maybe – it was never gonna be
a stinker, was it? Some great action again this month, with a real sense that
the subtitle could be ‘the plot thickens…’ or some such. I did
feel this chapter lost steam somewhat towards the end, with the occasional piece
of clunky dialogue, but nothing major. I do have just one request though. Could
Dredd possibly catch Maybe sometime soon? I know the fun is in the chase, but
I’d love to see it happen this time. It won’t though, and this predictability
does ruin the narrative somewhat…
Art wise, Carlos
turns in the quality of performance we expect, with a glorious blend of ‘proper’
colour and ‘Carlos-colour’ adding depth and texture where needed.
Superb, but then, you knew that…
|
|
 |
Script:
Simon Spurrier |
Art:
Cam Kennedy |
| Letters:
Ellie De Ville |
|
|
| Part
2
 |
Backed
into a corner... |
Synopsis:
Cuidad Barranquilla Judges Xavi and Sofia’s local guide leads
them to Zancudo Picchu, a city built by sentient giant mosquitoes. It is easy
to enter the city, but getting out is another matter. The mosquitoes tax their
slaves, taking payment in blood, and lay eggs under their skin. Slaves and mosquitoes
alike are afflicted by the blight, a debilitating sickness.
A high-ranking
mosquito demands payment in blood from the uncommonly healthy intruders, but is
killed by an armour-piercing round from Judge Xavi’s gun. As the judges
flee, mosquitoes capture the girl and disarm Xavi. They are cornered in an alley,
but are shown a way out of the city by a stranger.
The slave girl
is examined by the Divine Empress mosquito Culextl, whose vizier pronounces the
girl has been cured of the blight. One of the mosquitoes’ prisoners, a telepathic
criminal named Fendito who escaped from Xavi and Sofia’s custody, gets himself
released by offering to help capture the judges, whose medicine may be the key
to curing the blight.
The judges follow
the stranger into the jungle, where they see diseased mosquito larvae in the river,
and their benefactor tells them to wait for him to bring the Old Ones in the morning.
They spend the night in an old military hut, and in the morning Xavi is captured
by giant mosquitoes led by the outlaw telepath Fendito. Before he can capture
Sofia as well, his mosquitoes are frightened off by the Old Ones – giant
ants that have existed in this part of the Amazon since perhaps as long ago as
1978.
|
|
GH: So Simon Spurrier reveals his hand as this is beginning to look more and
more like a sequel to that pulp favourite, Ant Wars (Perhaps we should be keeping
a closer eye on the Extreme Editions for ideas on what to expect from future issues?
Maybe M.A.C.H.1 is the new Dredd nemesis, Mandroid?).
Realising that
you simply can't write a story like that in this day and age and make it "serious",
Spurrier goes straight for the absurd approach. Unlike his writing on Bec and
Kawl, which suffocates under the use of far too many obvious film references,
this is a far more satisfying read given that Spurrier has to try harder to get
to the punchline. Most of these are limited to the wonderful captions and overuse
of bold ("in the rancorous rainforest you must snatch what
comforts you may!) but the whole story is pleasantly ridiculous.
Spurrier's way
of making his characters act more or less straight-laced helps to reinforce the
humour, as does Kennedy's artwork, which never makes the mistake of laying it
on too thick. Indeed, this has all the comforting allure of a cheesy B movie,
and I can't believe no one's ever attempted something like this before...
MC: Ah,
so that’s what Spurrier is doing, revisiting a classic, and giving it a
new twist, while walking the fine line between repetition and tradition.
Whenever I read
something like this, I’m always reminded of that Durham Red story that looked
again at Fiends of the Eastern Front. Some gentle parody/homage to Ant Wars original,
much maligned, writer adds a sort of ‘carry on Anting’ vibe, although
this isn’t all together unpleasant. I must admit, Fendito seems to be as
much a plot device as an actual character, but I’ll let that slip, when
the story is this much fun. I love the work of the Spurrier droid, and its always
pleasure to see him try his hand at something new/old, with the obvious comparison
being that every time he does so, he moves closer to the title of ‘the new
Alan Moore’. And I mean that.
Cam Kennedy, whilst
never going to be remembered as ‘the man who drew Zancudo’, turns
in another stellar job, fitting the ‘retro’ category nicely, while
still being contemporary enough to stop this looking at first glance like a reprint
story.
|
|
|
Script:
John Smith |
Art:
Colin MacNeil |
| Letters:
Annie Parkhouse |
|
|
| All
Hell - Part 2
 |
Little
riled Waugh more than ruining a
good coat... |
Synopsis: Devlin
Waugh, Ralph Beerbohm and Harry Kiri fly in over Sino-City Two. The I Ching warns
of trouble, and Harry detects something evil taking form in the realm of the afterlife.
Their intelligence has discovered that Grand Master Tsung leads a group of enemy
magicians intent upon using the stolen Eye of Sekhmet to retrieve someone or something
from Hell. It is also known that Tsung has allied himself with Devlin Waugh’s
old adversary Jakob Sprenger, known as the Catechist; and a demon, Kolkiss.
Having set down
in Kowloon, Devlin and his comrades are attacked by the Yen Mei, five ninja demon
animal spirits. Ralph uses his body magic to accelerate the rat spirit’s
demise through bacterial decay, while Devlin and Harry fight off two more. Devlin
Waugh draws the remaining fox and badger spirits away from his fellows and hits
the badger in the face with a wok of boiling oil. Devlin issues a challenge to
the Catechist through the senses of the badger before killing it with its own
sword.
Wu Master Tsung
opens a doorway to Hell, and asks his companions who will be the first to go through
it.
|
|
GH: Unlike the last Waugh series from Smith and MacNeill, this is less of
an action romp and harks back to the more convoluted tales like the Herod affair.
Indeed, the publication of the recent trade collections make the return of the
larger supporting character community much easier to bear.
But despite the
emphasis on plot this time around, they do manage to throw in a fine fight sequence
that superbly illustrates how Smith and MacNeil are producing a wonderful team
effort. While I have to admit there are moments where I don't have a clue what's
going on (although David's synopsis above certainly helps), I can't help but think,
to quote Devlin, "isn't it ripping?"
MC: Making
it three great strips in a row, with John Smith and Colin MacNeil both reminding
us why they are so pivotal to the roster of droids currently at Tharg’s
disposal. Look at the top row of page five, the way the panel disintegrates with
its occupant. It seems so obvious, but it would be so easy to miss. The perfect
synthesis of art & script, in my view.
The story itself
continues to hurry along, and while I must admit to occasionally not knowing what
exactly is happening in the wider picture, panel to panel it continues to thrill.
So mission accomplished.
|
|
 |
Script:
Gordon Rennie |
Art:
PJ Holden |
| Letters:
Ellie De Ville |
|
|
|
A Bullet in
the Head - Part 2
 |
Woo
tried to hold it in... |
Synopsis: Inspector
Liu Chan Yeun, also known as Johnny Woo, has been assigned to provide police protection
to a criminal boss named Tommy Heung. The inspector meets Heung’s bodyguards,
whose cousins and brother he himself shot dead. Woo, Heung and Heung’s bodyguards
set off in a hover limo as Heung conducts his illicit business, flanked by two
more cars for protection. Heung asks Woo about his private life. The inspector’s
wife was a justice officer like himself, but disappeared while undercover and
is presumed dead.
Woo sees an attack
formation of assassins on flying bikes in the rear view mirror, and climbs up
through the sun roof to return fire. Heung’s own car is shielded against
rocket attacks, but his other cars are not. They take refuge in a safe house with
a concealed hover-car port, but all is not as it should be. Heung’s men
are not there to protect him, and a sniper lies in wait. Heung’s bodyguards
die protecting him, then Woo is hit in the shoulder. He fires at the sniper, but
the sniper’s armour deflects his shots. The sniper turns and runs, having
lost the element of surprise and having failed to shoot to kill the inspector.
|
|
GH: I remain slightly unconvinced by the Johnny Woo character. There's not
a great deal in him that's making him particularly sympathetic and that the story
appears to exist mainly so that Rennie gets to write an old-school John Woo epic.
It has a feel of a story written to order, rather than the writer actually trying
to achieve something with it.
That said, such
tales can still be entertaining and looking past the almost paper thin main character,
there's still a lot to like. Rennie can keep a tale moving fast enough so that
you don't have time to be too concerned about originality, and Holden improves
every time I see his work, with some outstanding action pieces on show here.
MC:
Third Dredd spin
off, and the first one I wasn’t looking forward to. I never liked Woo’s
character in his previous meetings with Dredd, so much so that I didn’t
read the first part until the second arrived. However, while Rennie doesn’t
hit the heights of his other work (you know what I mean), there’s nothing
wrong with this. It sits nicely in the Meg, as an all action counterpart to some
of the more ‘considered’ strips, and has some lovely internal monologues,
that give the impression that if Dredd allowed it, Rennie would get us inside
his head more often, with fascinating results.
PJ Holden’s
art fails to offend, and fits the story well, once you get into it. The dialogue
is often sparse, which means Holden has to tell much of the story visually, and
does so without risking that moment where the readers thinks ‘which panel
do I go to next’. So far, so good.
|
|
 |
Script:
Alan Grant and John Wagner |
Art:
Robin Smith |
| Letters:
Robin Smith |
|
|
| Return
to Casablanca - Part 6
 |
The
"motorcycle maestros" show their
dedication to duty... |
Synopsis: The
Bogie Man, believing himself to be Humphrey Bogart in the role of Rick Blane from
the film Casablanca, has tracked McCurdie’s gang to their hideout by a stroke
of luck. McCurdie believes an Albanian fugitive to be his old flame Ilsa Lund,
currently in the clutches of the gang whom he believes to be the Gestapo, whom
he calls the ‘Scuzi’. The Bogie Man shoots the Albanian woman’s
chains to set her free, and hatches a plan to put her husband Viktor Laszlo (Sir
Rab McNab) on a plane out of Casablanca (Edinburgh) and for ‘Ilsa’
to remain with him.
The Bogie Man kneecaps the McCurdies’ henchman and returns
fire on the other gang members whose attention is attracted by the shots. Outside
the hideout, the rescued Albanians climb aboard the dray the Bogie Man (Francis
Forbes Clunie) hijacked outside the Rix Bar. Clunie causes a pile-up with the
truck, giving McCurdie’s men their chance to get on board, while the Albanians
attempt to fight them off.
Clunie heads for
Edinburgh Castle, believing it to be the way to the airport. He crashes through
a barrier straight into the Edinburgh Tattoo. The barrel with Sir Rab McNab nailed
inside falls off the dray, and as he emerges drunk, he sees the audience and thinks
he is performing in his one man show at the festival. Inspector Douglas spots
Clunie and attempts to arrest him, but is flung into the motorcycle display team
for his trouble.
|
|
GH: In previous reviews, I've mentioned how I never really got the point nor
joke of the Bogie Man before. But the more I think about it, I believe it's because
I've never particularly paid any great attention to it. But with it being in the
Megazine on a regular basis there's been plenty of time to get to grips with the
utter nonsense of a storyline and warm up to the general insanity that permeates
the strip.
It's always infectious
when you can sense that a writer or artist is really enjoying what he's producing,
and it's certainly the case here. This brings back memories of early Grant/Wagner
collaborations where they would bring out one daft situation after another. Once
you get to the kilt-wearing police motorcycle display team, paying scant attention
to the fights going on around them, you know you're onto a winner.
Far, far better
than I thought it might be, and it's given me new appreciation for Robin Smith's
art too - and I couldn't imagine anyone else taking on Clunie from now on.
MC: When
this started, I wasn’t bowled over, then I warmed to it. However, over the
past two issues, I’ve kinda lost it again. Maybe it’s the month gap
that’s doing it, a similar effect that blighted Red Tide in 2003.
This month sees
more lunacy, but I personally am going to wait till the conclusion of the tale
before re-reading it. Robin Smith turns in another great performance, but I’d
put this tale down as a failed experiment for all concerned. I know most people
are enjoying this, and I hate to sound like a purist, but this story isn’t
pushing the thrill buttons I ask for in a 2000AD tale. Sorry. Don’t hold
it against me.
|
|
 |
Script:
Alan Grant |
Art:
Arthur Ranson |
| Letters:
Annie Parkhouse |
|
|
| City
of Dead - Part 2
 |
Redefining
the term "bad dog" |
Synopsis:
Under the
control of a nanotech virus, Psi-judge Janzen has gone berserk, killing fellow
judges and taking a hostage. Anderson orders Psi-judge Moog to put on a psychic
amplifier helmet and separate Janzen from his hostage by telekinesis. Moog’s
control of his boosted powers is inadequate, and Janzen is flung through a window
onto a spike. Shenker, head of Psi Division, orders a ban on telepathy to prevent
the spread of the Half-Life virus among his judges, but also orders a mind probe
of Janzen’s corpse.
The effects of
the virus are felt elsewhere, as it influences a self-proclaimed prophet to set
fire to himself. A minor criminal named Dazzy Beatle commits a spontaneous murder
as a first step on a new path. The pets at a robot dog show turn on their owners
and every human within the arena.
Judge Anderson
visits Judge Shakta, who has been attempting to contact the witch-judge Gistane
and is being blocked by his superior, Fauster. Anderson and Shakta head down to
the Extispicists’ laboratories in the basement. Fauster tries to fob them
off, but reluctantly calls Gistane. Gistane speak to them formally and shows no
signs of personality. Returning upstairs, Anderson resolves to read Fauster’s
mind to discover what he’s hiding.
|
|
GH: Things are building up nicely here, although I must admit that I'm not
quite getting to the same levels of excitement as witnessed during the first two
parts of the Half Life saga. Indeed, the revelation of the Half Life virus being
out in the city has come as something of a disappointment - partly because I don't
really understand what this means and what Half LIfe actually does. But Grant
throws things in like the "blanket ban on telepathy", which is an interesting
turn, throwing more limitations on an already stretched department.
Ideally we'll see
things pick up speed now that Anderson is more aware of the real villain at the
heart of the piece, and I'm looking forward to next month's episode where the
plot laying of this issue should have some pay-off.
Ranson is still
utterly excellent, and his work seems to be getting more gory every time he appears.
He's a truly outstanding artist, and certainly one of the best working for 2000AD
at the moment. However, when this epic is done, I'd be happy to see him try his
hand at something else for a while as it'd be good to see him stretch beyond Anderson.
MC: It’s
great to see Anderson back in the big Meg, rather than in her mind. Of course,
we all know that Mega City 1 is capable of producing things more terrifying than
the worst nightmare, and this has really been the case with this tale thus far.
Another story which feels like its just getting going, Grant really is taking
the Caballistics approach, spinning this story out slowly, focusing on the day
to day events, while drip-feeding us the over arching narrative.
The dog show is
my personal favourite moment this month, itself not being part of the main story,
but worthy of inclusion because it gives Arthur Ranson something wonderful to
draw. And he really does a grand job here. Maintaining the monthly output can’t
be easy, but he really seems to be having a ball depicting this version of Dredd’s
world – grim, gritty, and seemingly populated by Judges who are WAY out
of their depth. Good stuff.
|
|
| Miscellaneous
Material inc.
- Bryan
Talbot interview
- Sexton Blake
feature
- Dreddlines
- Judge Dredd
- Curse of the Spider Woman
- Metro Dredd
- Heatseekers
|
|
GH: The back
up material this month is certainly decent enough, but I must admit to skipping
the article on Sexton Blake, time getting away from me.
I do feel that the Heatseekers contributors should be doing something a little
more like columnist work as opposed to reviews of whatever comes their way. Only
Simon Spurrier's column does seem to be heading in the right direction, with a
much more coherent piece, less prone to the rambling that inflicted his earlier
articles. I feel there could be some interesting analyses into comics themselves
in these short articles, and the Yojimbo piece just doesn't cut it for me.
I've said it before,
but they should really get David Bishop in, who did such a wonderful job in Comics
International. This section needs someone to replace Rennie, and so far none of
the other columnists are quite up to the job.
Good choice of
Dredd reprints, however, even if I find myself less impressed with Will Simpson's
colour art than I remember being at the time.
MC:
I love Bryan Talbot’s stuff. It’s that simple. He produces some deeply
subversive work, and deserves to be much bigger than he is. Tale of One Bad Rat
was a masterpiece, his Nemesis work is equal to any other done on the series,
and this interview just reminded me what a minor classic Memento was. The interview
itself could have had more of Talbot’s dialogue, rather than this timeline
we are presented with, but no real complaints. (incidentally, I bumped into Bryan
in Sunderland a few months ago, and came over all fanboy. Happens to the best
of us.)
The Sexton Blake
piece was well researched, interesting and quite funny, but I failed to connect
with it due perhaps to the writing style, which seemed less interested in giving
a fair appraisal of Blake, and instead was just a snatch too celebratory for my
tastes. Like an extended Heatseekers gone wrong.
Dredd: Curse &
Return of the Spider Woman added a nice insect feel to the issue, like the Ant
Wars EE, but Will Simpson’s art is a bit too ‘washy’ for me,
especially in the later tale. Wagner’s integration of ‘The Raven’
into ‘Return’ is nice, and adds a feel of class, but hides a somewhat
wafer thin plot, but then again, isn’t that a nice feature of reprints?
That they should read quickly? All in all, I’d say ‘an inoffensive
reprint, but one which also fails to inspire.’
No Dredd Files?
Shame…
Some more interesting
Heatseekers, with some interesting comments on Nostalgia from Jonathan Morris
(and he’s right, you know…), although Simon Spurrier’s piece
seems to be one of his University Essays turned into a lay audience article. Nothing
wrong with that, but I don’t half miss Gordon Rennie. Come back, big man...
Metro Dredd? Not
a classic, but again, better than most of Bishop’s strip work, and some
nice art to boot.
|
|
Overall:
GH:
Another good issue, the enjoyment of which was slightly spoiled by my accidentally
spilling a glass of water all over it and having to do this review looking through
the warped pages (didn't make those scans above any easier either...). It's still
an absolute must read though - with not a dud story in sight. Highly recommended,
and anyone not reading should correct that immediately.
MC: A good
Meg, with variety being the spice of life at the moment… A well rounded
fella, with the new line up taking root, and becoming normalised. Reprints that
don’t offend, an awesome Dredd, a feeling of progress in Anderson, and the
supporting strips all pulling their weight. I don’t know if this is my mind
playing tricks with me, but aren’t the Bendatti Vendetta & Middenface
back soon? Oh well, I guess the defining characteristic of a run of success is
the way in which it ends…
Best Story:
GH: Judge Dredd
MC: Judge Dredd
Give
your own comments about this week's issue in the review
forum.
Want to write a
review? Let
us know.
|