Showing posts with label carlos ezquerra. Show all posts
Showing posts with label carlos ezquerra. Show all posts

Thursday, May 23, 2013

202. Other People's Heroes

August 2010: The summer of 2010 saw several major series underway, and two that I wanted to look at just a little more closely are a pair written by 2000 AD veterans Pat Mills and John Wagner. They are both revisionist looks at much older series. Savage, of course, has been giving 'em both barrels for several years now. "Crims" is Book Six of the series, written as always by Mills and drawn by Patrick Goddard. It sees Bill Savage, now using another undercover identity, getting help from several of London's criminal gangs to get the manpower and resources to infiltrate a Volgan command center. The Volgs have countered the Allies' super sci-fi robots with teleportation, and somebody needs to get in there and shut them down. As it is, Allied robots have already been pushed back out of Wales...

"Crims" is just beautifully drawn by Goddard, who piles on the detail and the ink. It is, surprisingly, a little longer than the usual Pat Mills story of late. For the previous six or seven years, Mills had been working in blocks of 60 pages broken down into ten episodes. When episode ten of this story didn't end the book -it continues for another 30 pages and wraps with part fifteen - it really surprised readers who'd become used to Mills' tropes. But the really splendid part comes with an interlude in the middle of the story.

Some of the dialogue is a little labored when Mills introduces the surviving player of a '60s rock band who, like Syd Barrett, retired into hermitage after a short time in the spotlight. Only this fellow kept his considerable record royalties to live in some peace and quiet on Eel Pie Island. He was happy to let the world think that he was another acid casualty; it was actually his girlfriend, a hippie chick who'd been linked with Brian Jones and all the big names back in the day, who had lost her mind. He retreated from the limelight and spent the next few decades engaged in research into the sort of sci-fi physics that would come in handy fighting the Volgans' teleporters. So it's a little contrived, but the human elements to the story are incredibly effective, and Goddard's artwork is just amazing. It is some of the best black and white artwork that 2000 AD has seen in years.

But the thing that really demands comment this time out is the first chunk of "The Life and Death of Johnny Alpha." It's an interesting case of Wagner aping Mills' technique, and using the style that Mills had designed for his Slaine and ABC Warriors stories many years before. When this story concludes in 2014, it will be at least 40 episodes long, a huge epic that sees Johnny Alpha's revival and the second war between mutants and humanity. But before we get to that point, there's the major and controversial business of Wagner killing off the character of Feral.

Okay, so there are two things to explain before getting into this, both the factual and the fictional background of what has happened previously. I'll try to keep this reasonably simple. Feral is a character who was introduced by Alan Grant in his final Strontium Dog serial in 1990. That story concluded with Johnny Alpha's death, and Feral was one of a number of supporting players who made their way into a sequel series, Strontium Dogs, which was helmed by Garth Ennis from 1991-93, and then by Peter Hogan until its cancellation in 1996. This coincided with then-editor David Bishop letting Hogan know that his services were no longer required at 2000 AD and finishing off Hogan's final scripts for the series with the pseudonym "Alan Smithee."

Now, depending on who you ask, Strontium Dogs was either a long-winded bore of subplots that never went anywhere, whose main cast were characters not strong enough to anchor a strip of their own, dropped irregularly into the lineup as space filler until the next launch prog, or, alternately, it was one of the few things during the dark days of the early 1990s that held any promise and was written with a sense of maturity and intelligence, especially when half or more of every issue was written by Mark Millar in "explodo-vision." I say this, respectfully, because the Ennis-Hogan Strontium Dogs certainly has its fans, many of whom came to the comic during this bleak years and have stuck around. I may not be among them, but there are certainly more readers who remember Dogs fondly than there are who liked, say, Bix Barton as I did.

But one thing seems clear: John Wagner didn't seem to think much of Peter Hogan's work. He puts his opinion in mean black and white about halfway through the story. "The Life and Death of Johnny Alpha" is structured as though it's excerpts from an academic history of situations famous enough to warrant multiple, competing, biographies. What we're about to learn about Feral is very much at odds with the reports from previous chroniclers, and Wagner flatly dismisses the earlier work by "the notorious fantasist Ho Gan." Ouch. This won't be good.

While Ennis and Hogan's Feral was a tough, scared kid dealing with an increasingly bizarre mutation and slowly gaining the maturity and insight to become a leader, Wagner reveals him to be a coward and a bungler, who wanted to do the right thing from time to time but lacked the spine to do it. The story opens with longtime supporting player Middenface McNulty teamed with newcomer Precious Matson, who has heard from reliable sources that Johnny Alpha's skeleton was not left behind in the other dimension as depicted in "Final Solution," but rather, his body was returned to Earth by Feral. The trail eventually leads them to Feral, who is a condemned man awaiting execution on the planet of Garn.


Garn is one of those planets that really only makes sense in the context of Strontium Dog. It's a perfect mix of an oddball culture and black-as-coal comedy. The Garnians do not have noses, and consider any species that does have noses to be ungodly. They allow McNulty and Matson to visit the condemned, in deference to the renowned hero Johnny Alpha, but while they're in public, they have to wear masks that cover their offensive honkers. Feral is sentenced to die here for an act of small-scale sabotage to cover his escape from a spacecraft, but there was an accident and dozens were killed. Capital punishment on Garn is carried out by immolation: Feral is to be burned at the stake. Worse, they're fattening him up so that he'll burn cleaner. When our heroes meet him, he weighs at least three hundred pounds.

Feral is a very bitter and ugly man, not at all the person who starred in the Ennis and Hogan stories. He is willing to confirm what McNulty and Matson have already learned: he brought Johnny's body back, where it remained in some state of preservation, not decaying at all, and spread the lie that the beast that we saw in the last episode of "Final Solution" left him nothing but broken bones. Beyond that, he won't say a thing, including where Johnny's corpse is now, until McNulty and Matson spring him. The following episode sees our heroes doing exactly that, because this is an action-adventure melodrama, and we expect that sort of thing.

So Feral goes on to explain that he took Johnny's corpse to the mysterious planet Zen, where the land is in a constant state of flux and where bizarre, towering Stone Wizards - great big pillars of animated rock - are said to have the power to revive the dead or reverse the effects of evil sorcery like what killed Johnny. Feral eventually finds the Wizards, who are unimpressed with the work of the Lyran magic. They agree to revive him, but only in return for Feral's life. He declines, buries Johnny in a forest, and makes his way into the troubled life that seemed to end almost ten years later at Garn until McNulty and Matson rescued him.

And then we get the blunt stick of reality. McNulty is an alcoholic has-been and Matson is a journalist. They didn't rescue him. Of course they didn't. They staged the abduction with the assistance of the Garnian authorities to persuade Feral to talk. The execution is going on as scheduled. Ouch.


I'm not saying that Feral's fans are legion or anything, but this just plain ticked off a few people. Over the course of about four episodes, Wagner and Ezquerra completely demolished the character of Feral, declaring his earlier heroics to be unreal fictions and giving him an ignominious and pathetic end. Myself, I always thought that Feral was cut from far too close a cloth as what was trendy and kewl in American funnybooks. He was all claws and spikes and everything that every Wolverine wannabe was like in the early 90s. Still, it's a heck of a bad way to go out.

Sometimes, heroes don't get to go out either in a blaze of glory or down the happy path of retirement. Feral screwed up, often, and lots of people died, and his execution - preceded by the ritual slicing-off of his nose as one final indignity before death - is ugly and horrible. It kind of goes without saying that it is unlikely that any American superhero book would be so bold. Can you imagine a character like Hawkeye or Aquaman meeting a final fate so ugly and demeaning? Heck, you can't even imagine a character like Hawkeye or Aquaman meeting a final fate, period. They get resurrected as quickly as a new writer can flick the reset button.

Actually, the nearest thing that I can think of was a stunning 1997 issue of Starman by James Robinson and Dusty Abell, in which the criminal the Mist killed off at least four DC Comics D-listers: Crimson Fox, Ice, Amazing Man, and Blue Devil. At least one of those four seems to have stayed dead.

And on that note, we'll come back to Johnny's very controversial resurrection when the second chunk of this lengthy epic appears. More on that in chapter 212.

In the next chapter, however, 2000 AD gets its first really memorable female lead in quite some time with the debut of Rowan Morrigan in Age of the Wolf See you in seven!

Thursday, May 9, 2013

201. Mega-City Justice

July 2010: Is there anything, and I mean anything, more satisfying in fiction than watching a great villain finally get his comeuppance? You've got to emphasize "great," though, otherwise it doesn't mean as much. See, for me, part of what makes a bad guy a classic is that I can believe in them. I need to see a real motivation, and I need to see a character who inspires real loyalty on the part of his underlings, who are also practical and believable characters. The best villains don't surround themselves with morons and squabbling dunderheads. The best villains force the hero to change plans and strategies. I could fill this entry and ten just like it with the names of classic criminals from films and comics and TV shows who just leave me bored and you might be amazed who I'd have on my list of shame. Gene Hackman's portrayal of Lex Luthor. All those laughable dweebs from 1980s American cartoons like the Shredder and Cobra Commander. John Simm's Master. Dr. Doom. Voldemort. Especially Voldemort.

2000 AD gets it right more often than not, although in at least one case I am in the minority. I really have to grit my teeth to make it through "The Day the Law Died" because Judge Cal is just too ridiculous for words. I know. And I hate dogs, too. I'm a bad person.

But if you want to see a villain who really does work, who really is one of the all-time classic bad guys in Judge Dredd or any other work of serial fiction, whose comeuppance is the most air-punching, fantastic bits of awesome ever, I respectfully submit the name of Deputy Chief Judge Martin Sinfield. He is a majestically awesome foe, whose crimes are far from legion. In fact, as near as I can remember - and please correct me below if I've missed something - he's only actually guilty of one actual crime. He's not a genocidal terrorist or a megalomaniac with a crazy body count. No, he is guilty of drugging Chief Judge Dan Francisco with a compound called SLD88 that leaves the victim incredibly susceptible to suggestion. He just suggests that Francisco continue to take some considerable time off recovering from his many injuries and leave the running of the city to him.

That's it, isn't it?

The two years of Judge Dredd episodes prior to the climax of the epic "Tour of Duty" established that the senior ranks of the aging, administrative judges are completely filled with stodgy old bureaucrats who do not like mutants, and who are in no hurry to have their lifetimes of bigotry toppled by Dredd and his wacky ideas about reform and human rights. Really, ever since it was hammered home so cruelly in April 2009's "Backlash" that the rank-and-file were never going to support these reforms and resented Dredd's position, it has been obvious that the two sides weren't going to meet without amazing compromise.

So Sinfield just wants the city back to normal. He wants the mayor to start coughing up some new revenue to pay for walking back all of Dredd's reform, and he wants pretty boy Francisco to stay out of his way and let him and his buddies run things, and he wants that liberal Dredd and his aggravating proteges out of his way, assigned to details far from the center of government, where he won't have to look at them. If Dredd likes mutants so damn much, let him police them in the Cursed Earth, not the city. That's where decent, normal people like him live.

Of course I can believe in Deputy Chief Judge Sinfield and all his toadying cronies. From where I sit, we had to put up with that guy for eight damn years, only his name was Vice President Dick Cheney. I had to deal with him for two years of high school, too. He was an assistant principal whose name escapes me, but who hit the ceiling and suspended every punk who came in the day after the Circle Jerks played Atlanta wearing one of their T-shirts, screaming "obscenity!" No doubt British readers have their own equivalents in their government or their backgrounds. He's that guy. He's that growling, compensating, bureaucratic asshole who doesn't quite have the center stage, but he's just close enough to it to make a huge and ugly influence on policy while keeping social progress and human achievement stunted, giving positions of power, influence, and profit to all his mercenary friends (Halliburton, if you're losing the metaphor), and, basically being an unreasonable jerk to your friends and heroes.

This is why, when Dredd finally - finally! - gets proof that Sinfield has broken the law, and a squad of SJS officers march down the corridor to take him in for questioning, no exclamation points are needed and no thunderous narration appears in the captions. It's just simple justice, coming to take down somebody we just wish would go down in the real world with as much satisfaction.


That image is so awesome that we can totally forgive Carlos Ezquerra for only half-drawing the people in the offices on the side. One real crime - the SLD88 - but one much bigger crime: being that guy.

But let me walk this back just a little and talk about how this buildup works so incredibly well. It started when Sinfield started making bureaucratic, municipal demands of the city's beloved Mayor Ambrose, the great philanthropist who'd been at the right place at the right time when one of the city's political parties needed a figurehead. Just Sinfield's bad luck that Ambrose was actually the serial killer PJ Maybe, who everybody thought was dead. A couple of botched assassination attempts convinced Sinfield to swallow his pride and demand that Dredd investigate who was after him. Conventional wisdom was that Sinfield was being paranoid and ridiculous, but no, it turns out somebody really was coming awfully close to killing him.

Maybe's mistakes led to his undoing a few episodes prior to the climax of the story, which seemed to bring his part in the narrative to a close. Dredd, finally able to make a formal complaint against Sinfield's machinations, had no luck convincing the Council of Five - Sinfield's hand-picked fellow bigots and toadies - that this guy had made strategic errors in assigning personnel to the mutant townships. He, grim as ever, was ready to return to his distant assignment when some of his allies, led by Judge Niles, persuaded him that the only real way to get Sinfield out of power was to force an actual election for the position of chief judge.

PJ Maybe got the news along with the rest of the city, and requests that Dredd visit him in his death row cell, where he sits waiting execution. Maybe - who is no damn slouch in the "classic villain" category himself - knows that Dredd no more wants to be chief judge than he himself wants to die, so he proposes a "life for a life" deal. He'll save Dredd from the chief judge chair if Dredd will spare him in return. Dredd is very skeptical as he listens to Maybe's oddball story: he absolutely believes that Francisco was doped with SLD88. He should know; he's an expert in the stuff, having used it in stories dating back twenty-two years.

Dredd thinks it's hogwash, of course, a desperate delaying tactic by a condemned man, and, frankly, the sort of wild, hairbrained story that PJ Maybe would come up with. He leaves, not really appreciating the waste of his time.

Except, you know, all these years on the streets, you get these instincts.

I love the way that Wagner and Ezquerra punctuate episode six of "Tour of Duty: Mega-City Justice" with a silent panel as Dredd remembers certain odd connections from earlier in the story, Sinfield covering up his actions. We don't need thought balloons of Dredd thinking "Wait a minute, what if...?" because we're past that. Wagner uses the narrative captions to do such a good job getting into Dredd's head that when the narration stops, we fill it in ourselves naturally.

Sure, I understand that lots of people name Judge Death as Dredd's arch-enemy. Sixty million plus dead, a terrific design, and lots of great dialogue, it's easy to understand that. Killing all those toddlers and babies like he did in that Frazer Irving story back in 2002, that'll help. But Martin Sinfield, for the crime of being that guy, when Dredd finally digs in and investigates him, and gets the SJS to back him up and march down that corridor, I don't know there has ever been a villain that I've enjoyed seeing facing judgement so much.

Next time... The lonesome death of Feral. See you in seven!

Thursday, February 7, 2013

191. The Ginger Ninja

February 2009: In previous installments of this blog, I'd sort of glossed over Greysuit, a super-spy thriller by Pat Mills and John Higgins. It launched in the same issue as Defoe in the summer of 2007, and was immediately overshadowed by it. When you seem to wait around forever for a new Mills series and then two show up at once, they'll always be compared to each other, and Defoe is just so darn terrific that not very much is going to come out very well head-to-head.

But Greysuit isn't without its charms, and nobody can deny the huge, visceral pleasure of looking at Higgins' artwork. He and Mills discussed making this series visually realistic, and showing that when superpowered people slug somebody with a fist traveling about just under the speed of sound, it's going to destroy their victim's face. Mills has gone on the record many times as hating superhero comics, but this desire for something like authenticity actually dates back to late 1976, and Greysuit's antecedent, MACH One. This was one of 2000 AD's original five stories, a rip-off - slash - cash-in of television's very popular Six Million Dollar Man. This TV series featured a superpowered spy occasionally toppling corrupt governments and battling UFOs and Bigfoot, but usually he just drove around Burbank wearing a turtleneck looking for counterfeiters, because that was easier on the budget.

When MACH One was developed, a "pilot episode" was drawn for the 2000 AD ashcan that, in one panel, showed its hero, John Probe, decapitating a soldier with a karate chop. This over-the-top violence was toned down considerably before publication, but when Greysuit started thirty years later, Mills finally got to indulge. In this spy epic, the agents are all pumped up on brain chemicals that give them amazing reaction time and they can punch through walls, so when some meathead Afghan policeman or hired bodyguard gets in John Blake's way, that man's going to have his jaw broken into twelve pieces. Instantly, just as Colin MacNeil became the go-to artist for amazing exit wounds, John Higgins got the reputation as the man you want to have drawing your superpowered thug breaking skulls, leaving teeth flying and skin and muscles ripped by shattering bone. It had been a long time since 2000 AD artwork really made us do double-takes, but this did it.

But it was the script in the second story that prompted a double-take, because after John Blake has gone rogue and starts targeting a government-shielded pedophile ring, one of them calls in an agent from another department to defend himself. And suddenly, the story goes really loopy.


Here's the funny thing: I missed this completely. Every so often, I just don't pay as much attention to my thrillpower as I should, and, I guess when this run of issues showed up in the US in April, I was just focusing on Strontium Dog - and the wedding I'd have the next month - and not letting details of the other strips sink in. So when "the Ginger Ninja" debuted, to howls of derision and mockery from fans, I quietly agreed that it was a silly name, and figured that Mills was making a flat reference to some British comedian or media figure or something, but never caught on. Years later, some friends explained to me that this wasn't some crack about Chris Evans or a DJ, but just a premise that doesn't make any sense whatever. He... well, he masks himself so that he doesn't appear to have a head...? and that makes him... invisible...?

We love Mills, of course, he's the guv'nor, and it's nice to say that even when he bombs, he doesn't bore. Greysuit was filed away after this second story, but a third is anticipated later this year.

Meanwhile, Strontium Dog was kicking all kinds of ass. After doing several stories with Johnny Alpha and Wulf set somewhere in their partnership, John Wagner and Carlos Ezquerra turned the clock back to the earliest days of Johnny's career, before he met Wulf, and when he was still recognized by mutants as a hero of the war, and not a mean bounty hunter. "Blood Moon" is the first of two Strontium Dog adventures to see print in 2009, and, at thirteen parts, one of the longest stories for the character in quite some time. It's also completely wonderful.


I like the structure of "Blood Moon" a great deal. It starts with four episodes set during the earliest days of the war, when a younger Johnny Alpha first meets Colonel Moon. He's a really strange figure, sort of a glam rock messiah terrorist. Some years previously, Ezquerra had painted a two-part Judge Dredd story that featured a goth criminal gang and not quite got the look of the villains right. They looked like fat kids in the KISS Army and not Nephilim obsessives. But the design of Col. Blood Moon is completely perfect. You can't look at the guy without singing "Gotta make way for homo superior."

Moon's terrorist ways and no-compromise law set him at odds with the mutant generals from the outset. Moon wanted extermination of the norms, not co-existence. Since he refused to be represented by the Mutant Army, he was a wanted war criminal, not party to the terms of the armistice, and his mystique carried on into the setting of the strip. Most people believed he was dead, killed in the war, but every so often, a terrorist assault on humans would be carried out in his name. It's like Ziggy Stardust crossed with Osama bin Laden, and completely compelling.

Part of the fun is seeing all these old faces from previous Strontium Dog adventures again. Evans the Fist and Blubberlips had been killed off in the 1980s, as had all three Stix brothers, who appear in cameo in this story along with a previously-unseen cousin, every bit as ugly. But there's room for new characters as well. In this story, we meet Precious Matson, a very young and very pretty mutant journalist. She has three breasts, infuriating other reporters because she has an unfair advantage in getting stories over their ugly mugs. Precious would be reincorporated into Stronty continuity in 2010, when we begin, at long last, the first stories set after 1990's apocalyptic "Final Solution." And what a tale that will be.

"Blood Moon" is also notable for being the first story to feature Ezquerra being assisted on art duties by his son, Hector. He will be his father's regular inker for the next three and a half years, and, if I may be so bold, they'll be three and a half years of some of his very best artwork. We don't like to talk about the reality of our creative heroes getting older, but Carlos's eyes, in 2009, are not quite what they were, and, in 2011, he'll rest for several months, recuperating from major surgery. Since he's been working without Hector for the last year or so, his inking has become much heavier, as though he's trying out yet another new style. The change in inking that came when Hector came on board also a surprising development in style, and attracted a great deal of commentary. I think the art's absolutely terrific, the whole story's a fun triumph, and it's available in a collected edition with the follow-up, "Mork Whisperer." Definitely check those out.

Next time, it's D'Israeli on Low Life, mutants in Mega-City One, and the dazzling debut of Dandridge!

Thursday, October 25, 2012

183. Noir on the Doc Cox

May 2008: In the previous chapter, we looked at a particularly rough patch at the House of Tharg, a period of about three months when there was nothing particularly good appearing in the pages of 2000 AD. This was a sad hiccup, and one isolated to the weekly, because Judge Dredd Megazine was really terrific at this time. Even the oft-maligned Extreme Edition reprint book was going out in style. For most of 2007, that magazine had been incredibly skippable, reprinting as it did both the agonizingly long sports saga Mean Arena across three issues, as well as the similarly-named Mean Team, a rare and massive misfire from the otherwise reliable Alan Grant, John Wagner and Massimo Belardinelli that is - somehow - on the calendar to be reprinted again in book form in 2013. But with that title closing down, soon to be supplanted by a new series of reprints in the Megazine itself after the summer, they went out in style. The final two issues, # 29 and # 30, are excellent. They collect a pile of great Ian Gibson-drawn stories, including all of the episodes - four stories! - that might have appeared in a potential never-published fourth Robo-Hunter book in the Rainbow Spine line, along with the classic shoulda-been hit character Maze Dumoir's single two-part adventure, a couple of Anderson: Psi Division stories, and two Tharg the Mighty stories from the early 1980s.

These Extreme Editions went a long way toward satisfying fans who were not pleased with how the graphic novels treated our old pal Sam Slade. While Rebellion was partnered with DC Comics, there had been two books, Verdus and Day of the Droids. The second of these suffered from that periodic DC malady of having pages printed in the wrong order. Once Rebellion started its superior line of books, a third collection, Play it Again, Sam was one of the first. It sits on the shelf, alone and unloved, the number "3" on its spine reflecting its awkward status, as the first two books were never reprinted with the Rebellion trade design, and the potential fourth book was used for the last two Extreme Editions instead. Eventually, in 2010, they'd all be replaced by two excellent phonebook-sized editions.

Meanwhile, in the world of new comics and not reprints, writer Rob Williams teams with artist Rufus Dayglo for a new Low Life adventure. This is the seventh story, and the first to appear outside 2000 AD itself. It is Dayglo's only work on the series, and one of the installments that uses Aimee Nixon as the lead character. Dirty Frank doesn't even make a background cameo appearance this time.


Low Life seems to bounce back and forth between the harder-edged, undercover noir thrillers and lighthearted romps, and "War Without Bloodshed" is firmly in the first school. It's an incredibly mean story about labor issues at one of the city's ports. Union agitators are putting the squeeze on business owners, forcing them to hire human workers instead of using robots, even for dangerously unsafe jobs. Williams hits on an incredibly interesting topic here; I don't know that the subject of organized labor in Mega-City One has ever been addressed before, except in passing, and probably tongue-in-cheek. Of course, it's all a cover for something bigger and uglier.

I have mentioned in previous installments that the artwork of Simon Coleby, who illustrated the previous several Low Life stories, never appealed to me. Holy anna, is Dayglo ever a revelation. He just nails this bleak, dark story of desperate blue-collar workers. His Aimee Nixon is ugly but commanding, a character who can blend into the shadows or dominate the action. I love his designs and his use of balance on the page. It's just a superb triumph, and while this series would, in 2009, take a quantum leap in another direction, this brief, tough detour into "On the Waterfront" territory reads like the pilot for an incredible, downbeat series that never was. Put another way, Low Life's next reinvention would instantly become a huge favorite with everybody, but this story, and the direction it pointed, was equally thrilling to me.

Another story that pointed at other things was Bob the Galactic Bum by the veterans Alan Grant, John Wagner and Carlos Ezquerra. A version of this eight-part story had previously been published, in color, by DC Comics in 1995, although the creators retained the trademark on the characters that they devised for it, and the copyright on the story itself. Reprinting this story, and placing all of its elements firmly within the creators' purview, required a few art and lettering corrections. The original printing of Bob was set in DC's mid-90s outer space continuity, including a military superhero force called L.E.G.I.O.N., a bloodthirsty alien race called Khunds, and the incredibly popular antihero Lobo, who prominently appeared on the covers of all four issues of the miniseries.


So, with a little bit of ink and white-out, the Khunds became Guunts, and L.E.G.I.O.N.'s leader Vril Dox became Doc Cox, and, triumphantly, Lobo became a very big and very ugly woman named Asbo. That's her, uglifying the panel above, while Bob, a WC Fields-like grifter who only has a mind for himself and can think his way out of every conceivable situation, dusts himself down.

Since I have never found Lobo particularly amusing - I was just too old and boring when he was introduced, I suppose - I passed on these comics when DC first released them, despite the track record of the creators. Man alive, did I ever miss out. This is completely hilarious. It's huge fun watching Wagner and Grant design another completely bizarre feudal planet with lunatic old traditions - this one involves blindness and broccoli - and having Bob, a silver-tongued devil who manipulates the hell out of everything, skate through the proceedings bent on short-term gain and having no idea, and no concern, what havoc he is wreaking around him. Asbo, who is tracking down a lost prince of space who's been caught up in Bob's latest scheme and, naively, thinks this hobo is his guru, is similarly a gem of a creation. 2000 AD does not own the character of Asbo, but she'd be welcome in the comic anytime as far as I'm concerned.

For about a year and a half prior to this story beginning, the Megazine had printed a one-off story by a Small Press creator. This was a good way to include comic pages but keep costs down, since the rights were retained by the creators. This transitioned into the "creator-owned" slot in the comic, with Bob first up for eight issues. Bob would be followed by quite a lot of Tank Girl, about which, more soon, and then Lilly MacKenzie, American Reaper and most recently Snapshot. Some of these have been more popular than others, but honestly, I would trade most of 'em for more from Bob and Asbo. Either in separate series or on their own, they are each phenomenally fun and hilarious characters, and I would love to see them both again.

Heck, can you imagine how poor ol' Sam Slade would fare against Bob? Great god of robo-hunters, your old pal wouldn't stand a chance!

Next time, Dead Eyes ends with a triumphant surprise, and Defoe returns with guns blazing. See you in seven days!

Thursday, April 26, 2012

167. Dredd Rides Into History

September 2006: Scheduling this good just can't be accidental. "Origins," a major Dredd epic that will run for 23 episodes, continuing - with a nine-week break after part 16 - until prog 1535 in May of '07, launches in this issue after nine months of hints and teases. It's got a cover by Brian Bolland, which means you know Tharg's taking this epic seriously. This classic-model droid is only brought back into service for the important things. Bolland's cover pays tribute to two important personal losses, who are given tribute names on the city blocks behind the judges. Longtime letterer Tom Frame, a friend to many who've worked on the Galaxy's Greatest, is given front-and-center treatment on the Mega-City One skyline, with former Pink Floyd vocalist Syd Barrett named on a tower behind him.

There's nothing unsatisfying about the opening episode of "Origins," but it does have that feeling of slow burn about it. Readers can tell that this is an epic that will unfold gradually, and that the hints that there is much more to Dredd's - and the city's - past than we've been told is going to keep everybody hooked while the story shakes out. In other words, this isn't a story that's going to knock anybody out in episode one in prog 1505. No, for that, there's "Cal Hamilton" and Simon Coleby, doing a Dead Man twist in episode six of Malone.

I did vow, some chapters previously, that this blog was done with Sinister Dexter, but Malone deserves a little more comment, because it's just so audacious and so unexpected and so incredibly successful. This is a remarkable fake-out, where it looks like we're following an amnesiac, well-dressed man on some future frontier planet in a noir thriller. The story had seemed a little lost and nondescript among all the wild business around it, especially Dredd, which was probably the plan all along. Amazingly, it is exactly the same twist, told exactly the same way, as The Dead Man. The writer is hiding under a pseudonym, the artist is an established talent not known for or identified with the original subject, and at the end of the penultimate episode, we learn that the protagonist is an established character from another series who has lost his memory. In prog 660, "Keef Ripley" (John Wagner) and John Ridgway showed us that the Dead Man was Judge Dredd, and this time out, "Hamilton" (Dan Abnett) and Coleby revealed that Malone was Finnigan Sinister, who vanished from Downlode one year previously, wiped his memories and had face-change surgery to avoid detection by the police or hitmen working for the crime lord Appelido. The event was hailed from the rooftops as a resounding triumph from every quarter.

Well, I say exactly, but not quite. The big difference between the two twists is that The Dead Man led into one of Dredd's most memorable and amazing adventures, "Necropolis," and Malone led into five years of slow-paced, irregularly-scheduled and incredibly frustrating and unsatisfying stories. And on that note, back to Dredd.

Like "Necropolis," "Origins" was preceded by five weeks of tone-setting episodes. In a story called "The Connection" by Wagner and Kev Walker, Dredd hunts down a pair of mutants - or is it a trio? - who successfully enter the city in order to get a mysterious box into the hands of the judges at a critical moment. Walker illustrates the story with the same moody, dark tone that he had mastered on some earlier Dredd adventures, principally the celebrated "Mandroid." There is some remarkably interesting foreshadowing, as Dredd dreams of conversations with Eustace Fargo. Decades previously, he had been the first chief judge. Dredd and his clone "brothers" had been grown from Fargo's cells, but there had always been confusion as to when this history unfolded. A fan, Robin Low, is given a "special thanks" credit on "Origins" for tracking down all of these very old, throwaway references to the past in such earlier adventures as "The Cursed Earth," "Dredd Angel" and "Oz," and coming up with an actual timeline to put Fargo's life, the emergence and establishment of the judges, and Dredd's rookie days, into an actual, linear sequence for the first time.

"The Connection" ends with the two - or is it three? - mutants dead and that box missing. Dredd, eternally unsatisfied, figures that he'll never know what the heck all this pointless running around and shooting was for and gets back to patrol duty. Unknown to him, a kid, paid fifty creds to deliver the damn box, slowly makes his way to the Grand Hall of Justice. He's silent, the box under his arm. Wagner and Walker have put an awesome, imposing weight around the proceedings. Without a word or a sound effect or a narrative caption, the weight of the final panel is impossibly ominous. This boy is going to change everything. He does. He doesn't even get a name, but all of the astonishing, world-shaking changes that have come to Dredd's world in the last six years all come from this kid.

"Origins" sets up the mutant referendum, which sets up the mutants in Mega-City One stories of 2008, which sets up "Tour of Duty" in 2009-2010, which sets up the currently-running "Day of Chaos" spectacle. I don't even know if "epic" is a big enough word to describe or explain "Day of Chaos." The unimpeachable fact of the matter is that Judge Dredd has spent the last six years being the best comic being published anywhere. It has always been great, well, mostly, but for the last several years, the only comic that I have seen that has been as good as Dredd has been Jaime Hernandez's "Love Bunglers." It's an ongoing, incredibly dense set of game-changing, daring storylines that upend the status quo and destroy reader expectations. I know that I'm preaching to the converted when I say this here at Thrillpowered Thursday, but maybe the word will get out. Nobody, in any genre, is telling continuing adventure drama in the comic medium with half the impact or success of John Wagner in Judge Dredd for the last six years. If you think that you like comics, then the collected edition of "Origins" should be on your shelf, and that's just the start. Period.

So what's in the box? Tissue from Eustace Fargo. Tissue from a living subject. This is hardly the first time that Dredd's gone into the Cursed Earth on a quest for some McGuffin or other, leading him into episodic encounters with strange settlements and ugly situations - see also "The Cursed Earth," "The Judge Child" and "The Hunting Party" - but the stakes have never been so high, nor have readers been so invested. "Origins" begins quite surprisingly slowly, with the first few episodes establishing the ugly reality of life in the wild for mutants, before the second chunk of the story finds a novel way to introduce this never-revealed backstory of Fargo and the introduction of police-with-judging powers to the city streets in the early 21st Century.

The story continues, winding its way through flashbacks and following the demands of the mysterious antagonists who seem to have Fargo's body. Along the way, readers learn a lot more than we ever knew and meet a very, very old enemy again. I'm still not entirely convinced that "Origins" is really the best kind of "new readers start here!" story that some think that it might be - I think that it just relies a little too heavily on continuity that longtime readers take for granted - but it is absolutely a triumph, and it is always a huge pleasure to reread, with a hell of an ending. If you're among the few reading this who have not read "Origins" before, then you definitely need to, and if you already know it, then it is absolutely worth a revisit.

Stories from this prog have been reprinted in the following collected editions:
Judge Dredd: Origins (2000 AD's Online Shop)
Stone Island: The Complete Stone Island (2000 AD's Online Shop)
Nikolai Dante: Sword of the Tsar (Volume Seven, 2000 AD's Online Shop)

Next time, there's an equally important event playing out for Dredd in the Megazine as we meet Cadet Beeny! See you in seven!

Thursday, January 12, 2012

160. It's not dark yet, but it's getting there.

January 2006: The year begins with a pretty strong lineup of four popular returning series and one new thrill, a fairly typical breakdown of stories for a relaunch period. Judge Dredd is investigating a serial killer in a six-part story by John Wagner and Patrick Goddard, and Slaine is at work in a carnival-set storyline only notable for the appropriation of a Bob Dylan lyric as the cliffhanger to the penultimate episode. The Dredd story is reliable and engaging, but it's the other three stories that catch my eye this time out.

The Ten-Seconders is written by Rob Williams and illustrated by Mark Harrison. It's set in a grim future, where pockets of surviving humans manage a meager existence in the wake of the planet's devastation. Some years before, a "family" of powerful aliens arrived, affecting the appearance of angelic superheroes. They were hailed as saviors, but turned on the world and left it a wreck. The series, therefore, explores a possible future in the wake of the sort of carnage depicted in previous iterations of this kind of story, such as Alan Moore's Marvelman or Grant Morrison's Zenith. The color, the fighting and the mayhem is all in the past, and the gray, miserable present is all that small outposts of survivors have left to them.

The series, for one crafted to avoid the "hook" of watching the superbeings betray the planet and destroy it, is nevertheless written very effectively. It is one of the most promising series to emerge in the mid-2000s, and that's despite some surprisingly ineffective art by Mark Harrison which threatens to sink the whole thing. Normally a very reliable and engaging artist, Harrison's work here doesn't move me at all. Perhaps he's guilty of overthinking things, but while it's certain that a world this devastated would exist in a permanent state of clouds and darkness, it's no fun looking at page after page of battleship gray backgrounds. Men no longer able to reliably find disposable razors probably would have trouble shaving, but it doesn't help readers determine who is who, when, in a main cast of four, three of them are older fellows in fatigues with full facial hair. So it's the story of Beardie, Beardie, Welsh Beardie and Teenage Girl in Ball Cap.

Occasionally, we cut to see what the aliens are up to, and Harrison's panel compositions are bizarre, to say the least. Throughout the story, nobody is posed in a conventional way, and the "camera" is never at the same point that any other comic artist would consider placing it. It is a huge challenge to follow, and things will get much more difficult when the second story, in 2008, sees three separate artists assigned to it.



Still, despite all the many problems with the art, readers who persevered found something exciting and different within. Given an artist more inclined to follow expectations and play this safe, this might be better remembered, and not quite so much the near-miss that it's considered.

Running alongside it is an extremely interesting six-part Caballistics Inc. adventure. "Changelings," by the regular team of Gordon Rennie and Dom Reardon, sees the writer feeling very confident that his readers are ready to follow along without question, and he quite safely throws the expectations of narrative right out the window. For fans who have been around since the beginning, knowing the characters and the subplots, this is business as usual, if more frenetic than some earlier adventures. I accepted all the goings-on without question, and it was not until I sat down and looked at it before I realized just how weird the structure of the story is.

Take this week's episode. It moves through four separate scenes with different sets of characters with just a single caption. Not a "Meanwhile, back in London..." and not even a "Meanwhile," just abrupt transitions from one place to another, expecting the readers have read the previous episodes carefully. Anybody coming to this as their first episode of Cabs would be hopelessly lost. And that's an overused cliche, but I mean that on a slightly different level than usual. This week's episode, as it jumps from scene to scene, does not even have a single narrative clue or establishing shot to allow readers to understand that the incidents are happening in different places.

Over the course of the story's 30 pages - and I use "story" pretty darn loosely, as it's really more "a chunk of narrative time where various subplots are recounted and expanded somewhat" - we catch flashbacks to 4000 BC, 1672 and 1922, and see members of the team kill a rakshasa. Chapter and Verse meet a little girl who sends them on a quest into the underworld kingdom of fairies, Ravne shows Jenny "his etchings" and we see that he's got the supporting player, Mr. Slater, in a tank of some kind, Dr. Brand finds clues that their benefactor Ethan Kostabi is many hundreds of years old, and then, in one of the comic's all-time classic cliffhangers, he gets pushed to his death in the London Underground, brutally murdered by his teammate Ness for as-yet-undisclosed reasons. Over the last two pages, the long-imprisoned Magister, a character introduced a year and a bit previously, is seen to have escaped his island prison. Now, the first of these two pages is pretty striking and the last is absolutely glorious, but at no point does the script pause even a breath to explain who this character is. Strangely enough, this will be the last appearance of the series for more than a year, as it takes a very disagreeable hiatus until late 2007.

The Ten-Seconders, with its unconventional artwork and after-the-fall premise, is challenging to anybody who tries it. Caballistics Inc. , with its unconventional script, is challenging to anybody who comes to it fresh. From the perspective of knowing the characters, the Cabs "story," despite giving no quarter at all to its audience, is certainly terrific, and only has one flaw: the plots do not appear to proceed across the same length of time. There is, for example, a necessarily large gap in time between the death of Dr. Brand and the questioning, by Inspector Absolam, of Ravne and Jennifer about his death. This gap is not matched at all by the concurrent plotline with Chapter and Verse and the fairies, which continues as though everything else in the story was happening at the same time. This is a common danger to comics that I don't think writers ever even notice while they're constructing them. David Anthony Kraft, writing Marvel's Defenders, did this once in the 1970s, where a single fifteen minute chase-and-fight scene between Valkyrie and Lunatik in New York City was taking place just one "meanwhile" caption away from the B-plot in Russia, which stretched over the course of several days. Suffice it to say that once a reader notices this, it's not possible to ignore.



So these are two stories that I enjoy in spite of the obstacles thrown up by the creators. On the other hand, there is Strontium Dog, which is lovely, conventional and the great gag this time is that the characters don't look quite right. Working on a planet where the natives don't have hair, Johnny Alpha and Wulf have to go bald to fit in.

Their previous adventure, "Traitor to His Kind," was a mean, downbeat and serious political thriller. This, however, is one of the lighter Strontium Dog adventures. Assisted by a big fellow bounty hunter whose mutation is thick, white, Womble-like all-over body hair - he's one of the occasionally-appearing Fuzz family - they've tracked a criminal with the trademark-tweaking nickname of The Plastic Man to a planet where he's waiting out a statute of limitations, and where Fuzzy is wanted on multiple counts of bigamy. His hair has had the native girls swooning, but the local police take monogamy very, very seriously on this world, particularly when hirsute fellows come to town and woo princesses.

While the death of Dr. Brand proved to be among the most stunning dramatic cliffhangers in 2000 AD's history, Johnny and Wulf losing their hair, and Wulf's trademark bushy beard, is certainly one of the funniest. Prog 2006 had run the first two (produced) episodes as a single, double-part installment, and that's how that chunk of the story ended, with our heroes shorn and shaven and ready for action. I'd like to think that Carlos Ezquerra had to pause for a few moments and spend a little more time with his sketchbook than usual figuring out what Wulf actually looked like under the beard. It's terrific.

Stories from this prog have been reprinted in the following collected editions:
Caballistics Inc.: Creepshow (2000 AD's Online Shop)
Slaine: The Books of Invasions Vol. 3 (2000 AD's Online Shop)
Strontium Dog: Traitor to His Kind (2000 AD's Online Shop)


Next time, before there was Zombo, there was... Harry Kipling (Deceased)! See you in seven days, friends!

Thursday, December 1, 2011

154. Mission: Avengers

June 2005: Now, man alive, that is a fantastic front cover. Frazer Irving is certainly among my favorite artists who were working with 2000 AD and Judge Dredd Megazine during this period, and this is my favorite of all of his covers. It spotlights the return of Jack Point, the Simping Detective. At the time I'm writing this entry (November 2011), Tharg has hinted that Point might be returning in 2012, although it's questionable whether he will be drawn by Irving, who has spent years making better money drawing inferior material for American publishers.

Also at the time of writing, it's just been announced that an American company, Boom!, best known for its comics based on licensed properties, has landed the reprint rights to Steed & Mrs. Peel, the early-nineties Eclipse/Acme miniseries by Grant Morrison, Anne Caufield and Ian Gibson, and that we can expect to see this cute little adventure again in 2012. I mention this because, as you see on the front cover of this Megazine, there's an article about The Avengers this month. It is part of an occasional series of really entertaining articles called British Icons and it features writeups on the likes of Sapphire & Steel, The Tomorrow People, Desperate Dan, Sexton Blake and other such fun creations. Each installment looks at the ancillary merchandising and exploitations of the property as well as the "primary source." In the case of Sapphire & Steel, that meant a pretty in-depth look at the comic by Angus Allan and Arthur Ranson that appeared in Look-In.

The Avengers had a much more sporadic publication history as a comic strip, with short runs in several different hardback annuals and weekly papers. A part of me is incredibly curious to see these old comics - who wouldn't be, as the original show is one of the four or five best TV series of the 1960s - but I have to wonder whether the article's writer and editor didn't go out of their way to find some of the most ridiculous and uninspiring artwork, by John Canning, to illustrate the feature. Or maybe it really was an awful comic and best forgotten? Whatever the case, one thing we can all agree on is that, in a perfect and just world, The New Avengers would have generated a weekly comic by Allan and John Bolton for Look-In. Wouldn't that have been terrific?

As for Jack Point, his current adventure is called "Playing Futsie" and it is one of the wildest and most unpredictable of all of his cases. This thing runs through left turns, misdirections and plot twists at breakneck speed, and is probably my favorite Point story. "Futsie" is Mega-City slang for somebody suffering from "future shock," and it begins with Point being thrown in jail, under orders from his corrupt sector chief to find out what has caused a happily employed citizen to crack. Point was not told in advance that, by "crack," Chief Davees meant "murdered a room full of citizens with a machine gun after convincing himself they were robots."


It's another day in the studio for American radio talk show host Neal Boortz...


So this story gets going and it doesn't let up at all. It's one thing to go from zero to a hundred in a comic, but this one does it on one of those crazy curvy Italian mountain roads. By the time Point figures out that somebody is deliberately targeting citizens with jobs and doing something to drive them crazy, it's got gang fights, Point's pet raptaur, the debut of a mysterious new supporting character with her own agenda, the surprising return of Elmort DeVries' old Hunter's Club from way back in 1984, and Point totally pulling one over on Judge Dredd to wrap up this three-part case.

Incidentally, most of us thought that writer Si Spurrier was being dead clever coming up with a terrific, terrible name like Miss Anne Thropé for his new addition to the cast. One reason that I enjoy looking back at 2000 AD from a little distance is that it affords us the time to see small connections here and there that we might have missed before. I bet Spurrier had no idea that his Miss Anne Thropé wasn't the first occasionally-appearing supporting player in a comic by that name. As Mr. Kitty's Stupid Comics, a site that every one of you should be reading, pointed out just a couple of weeks ago, Dell's idiotic superhero take on Frankenstein had the same bad joke almost forty years previously. At least Spurrier acknowledges the awfulness of the joke. When Point figures it out during his ongoing first-person narration, it's a really funny and clever moment. Not many writers even try to use narrative captions to mean anything anymore, let alone use them to help define the lead character the way that Spurrier does in this series and in his other strips like Lobster Random and Numbercruncher. It's one of the reasons that I really enjoy his work so much.

Speaking of pulling one over on Dredd, holy anna, does PJ Maybe ever play our hero like a fiddle this month in the final episode of "Monsterus Mashinashuns."



So, over the course of the previous three months, we've seen Maybe, disguised as Barranquilla billionaire Pedro Montez, put several apparently-unrelated schemes and pieces into place, ranging from allowing Dredd to get a sample of his blood to sending his sexbot companion to the Cal-Hab wastes to kidnap an aging philanthropist do-gooder to attacking the Mega-City delegation with a giant robot to arranging a huge bonfire on his property for his migrant workers to burn.

What writer John Wagner and artist Carlos Ezquerra come up with to tie all this together is just completely stunning. Have you ever seen the classic Mission: Impossible episode "The Mind of Stefan Miklos," written by Paul Playdon? Speaking, as I was, of the best things on TV in the 1960s, well, I wouldn't count this series among them, but this one episode stands out as one of the densest and most amazing scripts I've ever enjoyed. See, Phelps's IM team, in that episode, has to convince an agent from "the other side" (like The Avengers, Mission: Impossible was never so common or vulgar as to actually call Russians Russians) of a certain fact by allowing that agent to think that he has spotted one teeny error in their grand deception, when the teeny error is, of course, deliberate.

In this fantastic twist, Dredd is actually back in Mega-City One when he remembers that the bandaged finger that Pedro Montez waggled in front of him, illustrated in the panel above, was not the same finger that was cut when Montez broke a glass and allowed Dredd the chance at a small blood sample, wiped away with a napkin. Dredd, convinced that Maybe has finally slipped up and this time he's got him, storms back down to the estates outside of Ciudad Barranquilla with a team of Mega-City judges.

It doesn't go as planned for him, but this time he leaves absolutely convinced that Maybe has died in a bonfire, while Maybe, now using the disguise of the well-known, selfless, Byron Ambrose, heir to a mammoth fortune, makes his way back home. His story will resume about two years down the line, in 2007's "The Gingerbread Man," where it really picks up. It's absolutely delicious.

Stories from this issue are available in the following reprint editions:
The Bendatti Vendetta: The Complete Bendatti Vendetta (2000 AD's Online Shop)
Judge Dredd:The Complete PJ Maybe (out of print, link to Amazon UK sellers)
The Simping Detective: The Complete Simping Detective (2000 AD's Online Shop)



Next time, back to 2000 AD for the debut of Leatherjack and the stunning second book of Savage. See you in seven!

Thursday, October 6, 2011

150. Men With Mustaches

April 2005: Chris Weston provides the wonderful cover art for Judge Dredd Megazine 231, although sadly, he doesn't do the Dredd story inside. This is a semi-launch issue, with mostly all-new serials and stories starting in this issue, the only holdover being The Bogie Man. Now, this might seem like the most tenuous point upon which to ever hang a blog post, but I couldn't help but notice, as I was looking for decent images to scan and stories about which to write, that there sure is a lot of facial hair in this issue. Seriously. Okay, well, maybe not in Johnny Woo, the first solo story of a character introduced as a supporting player in a pair of Dredd stories some four years previously. In the three-part "A Bullet in the Head" by Gordon Rennie and PJ Holden, who is tasked to draw an insane amount of extraneous background crowding and detail and rises to the challenge, we learn that Hong Tong inspector Liu Chan Yeun is not the only policeman in the city to work both sides of the law.

There's a brand new serial starting this issue called Zancudo, and both the hero and the villain of the piece are mustached. This weird little strip crept under everybody's radar and seems sadly forgotten today. Drawn by Cam Kennedy, it's written in a very over-the-top and winking way by Simon Spurrier, and feels like a knowing, ironic throwback to comics of the 1970s. Readers familiar with the crazed, edge-of-your-seat narration in the recent, third Zombo story, which just wrapped a month ago, might know what I'm talking about. The narration seems a little misplaced for this story at first. It's set in the South America of Dredd's universe, where the mega-cities of that continent are not separated by a radioactive desert, but by an overgrown super-rain forest that takes up much of the continent's interior. The transfer of a psi-criminal goes bad when the transport crashes near the ruins of an old native city, and the heroic judge learns that there are gigantic mosquitos enslaving helpless tribesmen.

What makes this a really memorable and spectacularly fun story is how a throwaway line in part one is revealed to be something much bigger and utterly unexpected in the cliffhanger to part two. Zancudo, we learn, hilariously, is actually a sequel to an over-the-top, well-remembered 1978 2000 AD serial called Ant Wars. It really doesn't do the serial any favors in the long run; as we'll see when this blog comes to such serials as Malone, The Vort and Dead Eyes, whatever happens in the pages of the new story is almost instantly subsumed into the mythology of the larger series that connects to it. It changes from "Zancudo was a three-part story about a psychic criminal in South America, and giant mosquitos" to "Ant Wars had a sequel, 27 years later." Still, the ride getting there was a blast.



Back in action this month is Devlin Waugh in "All Hell," a six-part story by John Smith and Colin MacNeil. Have to say, Smith is repeating himself just a little this time out. We've seen this opening, with Waugh being all decadent and lazy and trying to relax but the forces of magical evil require him to stop being so selfish and get to work saving reality, at least twice before. On the other hand, once this story does get moving, it turns into one of the very best for the character, with Devlin and two battered-and-bloodied allies on the trail of three occult criminals, descending through planes of Hell on the trail of some McGuffin or other.

Actually, now that I think about it, that Indigo Prime article that I wrote a few weeks ago reminds me that Smith's done descent-into-Hell before as well, in the Fervent and Lobe story "The Issigri Variations." Heck. Nothing new under the sun, is there?

Happily, the actual story in Devlin Waugh this time out is much better than my grumbling might lead readers to believe. It's certainly better than "The Issigri Variations," anyway. Devlin's such a fun character, and the stakes feel genuinely high and dramatic, and Colin MacNeil, clearly drawing inspiration, as he always does when painting this strip, from Tom of Finland, pulls off the requisite violence and gore with expertise. It's a terrific story.

That said, suddenly everything is really in Dredd's shadow again. "The Monsterus Mashinations of PJ Maybe," by John Wagner and Carlos Ezquerra, is a four-part story that proves really critical to Maybe's overall exploits. Really, anybody left thinking that Judge Death or Mean Machine Angel are Dredd's greatest enemies have not read the strip in a decade. Maybe's natural evolution into the series' all-time greatest villain is a joy to watch unfold.

I was a little disappointed when I first saw that Ezquerra was the artist for this installment, which is a pretty darn odd feeling for anybody to have. It's just that with the previous story, "Six," Chris Weston made a huge impact, and even surpassed Maybe's co-creator Liam Sharp as the definitive artist of the character in my book. ("Six," which originally ran in June 2004, was discussed ten chapters back in this blog.) It was a nice touch, asking Weston to provide this issue's cover; it's a subtle way of allowing one artist to pass the torch to the next.

So this time out, Dredd has taken a team of judges and diplomats to Ciudad Baranquilla - the scheduling of Zancudo was pretty appropriate, it turns out! - in the hope of smoking out Maybe, whom Dredd is certain is somewhere close, hiding out in plain sight, his face changed and using his secreted wealth to buy favors from that city's corrupt justice department. The cat and mouse game that emerges is unbelievably satisfying. Light and L in Death Note don't have a patch on these two. Maybe is a good three steps ahead of Dredd, but every so often, the judge's instincts and experience give him a critical advantage that Maybe could never have predicted.

Since the story has continued to unfold, develop and strike out in stunning new avenues every few months, I hate to say this for fear of spoiling any potentially new readers, but it's obvious that Maybe gets away in the end. This story concludes with Dredd satisfied that Maybe is dead, but he's actually wearing another stolen body - a philanthropist doctor who is heir to a great fortune - and going home to the Big Meg after far too long away. What happens next is just amazing. I can't wait to read "The Gingerbread Man" again.

Stories from this issue are available for purchase in the following collected editions:

Sadly, only the Judge Dredd story has been reprinted so far, in The Complete PJ Maybe. (Amazon UK)


Next time... well, you'll have to wait a little bit. This concludes the original, planned 13-week return of the blog, but readers have been very encouraging and kind with their notes of appreciation, and so I'll be resuming for a good few more blog posts. I'm already sketching out the next few installments and deciding what images to scan, and will be back after a short recharging break.

In the meantime, bookmark my Hipster Dad's Bookshelf during the hiatus, where, among other things, I'll be writing about The Bendatti Vendetta, Lenny Zero, and the new series of Indigo Prime, along with some Walter Mosley books and other things. Thanks for your support, and see you in November!

Thursday, August 25, 2011

144. What Wagner Was Writing

November 2004: Prog 1415 reminds me of just how much I dislike the loudmouthed comic book fandom literati. This is because, while the prog has some pretty darn good stories in the form of Faces by Mindy Newell and John Higgins, Lobster Random by Si Spurrier and Carl Critchlow and Sinister Dexter by Dan Abnett and Jack Lawrence, they're all completely blown out of the water by the two veteran series that bookend the issue. John Wagner has written both the current stories for Judge Dredd and Strontium Dog and they're both completely incredible. You know what comics were better than these in 2004? None of them. John Wagner's name should have been in lights that year. And every year. He's consistently the very best writer in all of comics. "Total War" and "Traitor To His Kind" just prove it.

So the situation in "Total War" is this: the terrorist group of that name, last seen putting things together in the recent story "Terror," has issued an ultimatum to the judges of Mega-City One. They have secreted several nuclear devices - much like the "dirty bombs" that were all over the news that year - of varying power into hiding places throughout the city. They detonate a small one, killing hundreds of thousands, to prove that they're serious, and announce that larger bombs will be going off at regular intervals until the judges hand over their power and leave the city. Simple as that.

With one caveat, this is a completely terrific story. For readers who enjoy the more cerebral, detective fiction side of Dredd, this is one of the all-time best stories. Future technologies and the oppressive city surveillance are incredibly important in this race against time to find the bombs and find the terrorists. Watching the judges, especially long-time supporting player PSU Judge Roffman, desperately working under incredible pressure for any clue and any lead, is a real treat. The dead ends are completely heartbreaking. There's a real sense of despair when so much work goes into identifying one of Total War's top men, and the arrest goes flat when the judges learn he'd killed himself hours previously.

Two-thirds of the way through the story, there's a twisting development that I did not enjoy. Perhaps Wagner had created too clever a villain, and an organization that covered its tracks too well for even the trained investigators of Justice Department to find, but the twist that brings the judges a needed break is just too convenient for my liking. On the other hand, it really didn't matter at the time. The simple appearance of an old man with an eye patch somehow, in the hands of Wagner and artist Henry Flint, turns into one amazing cliffhanger when read weekly.

There's also a very cool subplot dealing with Dredd's niece Vienna. Early on, before the terrorists' demands are made, we are introduced to another clone made from Dredd's genetic stock, but this one has suffered severe brain damage and is deteriorating quickly. The tek judges consider Dredd the clone's next of kin and ask his permission to euthanize him. Dredd replies that he's certainly not any "next of kin" and tells them not to involve him. So they involve Vienna instead. Vienna's dealing with this and keeping her uncle Joe dragged in brings the two story threads crashing together as millions try to flee the city by any means necessary. Mega-City One being what it is, everything spirals completely out of control.



As good as this Dredd serial is, I'm not sure that Johnny Alpha's latest case isn't better. "Traitor to His Kind" is a mean political thriller. Alpha is called to Earth to track down Clarkie, the King of England, who's been abducted by mutant terrorists. King Clarkie had first been introduced back in the 1980s, a fun little parody of "I Say, Jolly What"-styled upper class twits. Now, his government is quietly keeping his abduction secret, and the minister who's brought Alpha into the picture, to smoothly and discreetly rescue him, is playing a really interesting game, keeping many plates in the air.

This is a really great story that has Alpha working pretty far outside his comfort zone. I mean, it's normal that he can't really trust anybody, but this time out, the stakes are a lot higher. He's been using the wealth of his bounties to help rebuild the mutant ghettos of Milton Keynes, and is much loved by that community. But now, as gossip is filtering around that somebody has abducted the king in a bid for more rights for mutants, Alpha is on entirely the wrong side of public opinion. Add in the usual Strontium Dog tricks of a hatefully two-faced British government and previously unmentioned family members making appearances, and this one's a taut and mean winner of a story.

Honestly, I'd have bet good money on Clarkie not getting out of this one alive. The character had earlier, in the epic, controversial "Final Solution," been seen to be executed, but in these revisionist, untold tales of Strontium Dog, there was always the feeling that Wagner and Carlos Ezquerra were going to change things around in a big way. Here, they don't, although "The Final Solution" would come up for major reappraisal in 2010.



These are both absolutely excellent stories. Wagner may not be writing darn near everything like he seemed to in the 1980s, but his work is consistently of the highest quality. He's absolutely the best, most reliable craftsman in the medium of comics, and this issue provides all the evidence that I need to make that claim. Comic fans that ignore Wagner's work are doing themselves a huge disservice.

Stories from this issue are available for purchase in the following collected editions:

Judge Dredd: Total War (2000 AD's Online Shop)
Strontium Dog: Traitor To His Kind (2000 AD's Online Shop)


Next time, Anderson's new do and the Meg premiere of The Bogie Man get the spotlight as I look at what Wagner's frequent collaborator Alan Grant was doing. See you next week!

Thursday, July 28, 2011

140. The Megazine Takes it Eazy

June 2004: Well, here's an entry that I can tell is going to be a little frustrating to write. There's so much that I want to say in the next two entries, and get up on a couple of pet hobby horses of mine, but instead I have this utterly flawless issue of Judge Dredd Megazine to discuss. Wow. Reading this again reminds me of how utterly perfect a comic it was during this period. It's a big, thick chunk of a book with a pile of features and some classic black and white reprints (Charley's War and The Helltrekkers) backing up five downright excellent new stories.

On the cover, it's the return of Judge Koburn in his own series, Cursed Earth Koburn. He'd previously appeared as a guest star in a two-part Judge Dredd adventure. Writer Gordon Rennie did this several times, introducing new characters like Johnny Woo and Bato Loco as spotlight-stealing guest stars in Dredd, usually pulling the rug out from under the ostensible lead or otherwise looking much more fun, before they moved out to their own strip. Hey, it works for television spinoffs.

Koburn, of course, is a Dreddworld remodeling of the classic Major Eazy, a delightful World War Two strip by Alan Hebden and Carlos Ezquerra that ran in Battle Picture Weekly in the late seventies. One run of the series was set in North Africa and another in Italy, and it featured a laconic, droopy tactical genius who routinely bettered the Nazis and the fascists by way of being an independent thinker who fought his way, never panicked and never hurried. He was visually modeled on the actor James Coburn, and apart from stick-up-their-rears children who weren't in on the joke and wrote unintentionally hilarious letters to Battle complaining that it was a jolly poor rum show to suggest that the disgraceful, unshaven, disrespectful Eazy should have such luck.

Naturally, a character like Eazy is going to have all kinds of fun making the judges of Mega-City one look like idiots. Too much fun, as it turns out, which is why he's a circuit judge bringing law to the lawless of the Cursed Earth wasteland. Here, he's free to drink, brawl, smoke, have girlfriends in every frontier town and occasionally be tasked with cleaning up some city problem in the desert.



And tool around in his great big car. Or hover-ship thingy, whatever. So, teamed with a young stick-up-her-rear Mega-City judge named Bonaventura in this series by Rennie and Ezquerra, he brings law to the lawless and has a ball doing it. The series tackles darker drama with a grain or two less success than it does comedy - the most recent story, featuring an indestructible monster killing everything in the Cursed Earth, felt a little stale - but most of the time, it's terrific fun. Koburn has been resting since his most recent appearance in 2006, but will be returning to the Megazine in 2012.

There's a lot more of interest in this issue. Old hands Alan Grant and Arthur Ranson are putting the comatose Anderson: Psi Division through hell and introducing an incredibly neat set of supporting characters, fleshing out the judges' very weird department of psychics, pyrokines, telekinetics and witches. Somehow Grant is able to make this believable and compelling.

Pat Mills and Simon Davis are collaborating on Black Siddha, which is really neat. Mills has gone on the record many, many times about how much he dislikes superheroes, but when he does them here, the results are really fun. Black Siddha is an Indian superhero operating in London, featuring a young, put-upon lead who really, really doesn't want either the great power or the great responsibility thrust upon him. This impacts his karma-based superpowers and leaves him vulnerable at awful moments.

Surprisingly, this isn't actually a comedy, but it's written with a much, much lighter touch than most of the Guv'nor's work during this period. I think it's a complete trip, a sometimes smutty Bollywood action romp through criminal gangs and reincarnation that plays out very well. There have been three Black Siddha adventures so far, and while it has yet to be collected and the character is currently resting, I certainly hope that we will see him again.

The Simping Detective by Simon Spurrier and Frazer Irving is continuing a celebrated run of stories. Jack Point, a wally squad judge who poses deep undercover as a private investigator, is one of the best characters to emerge during this period. He gets to indulge in all the vices that Koburn enjoys, but he never gets to take much enjoyment from them. He's constantly riding a knife-edge, about to be busted by either the judges' "SJS" internal affairs unit or sent to certain death by a corrupt sector chief. The series is lovely, dense and complex, and Point's ability to think on his feet and manage spiraling chaos is really entertaining.

But it's Judge Dredd who beats even this tough competition of excellent strips. This time out, in the first episode of "Six," written by John Wagner and drawn by Chris Weston. It's an investigation into the work of a serial killer, obviously following in the footsteps of the David Fincher film Se7en, but it takes a fantastic new twist as readers gradually realize that the killer is actually our old, illiterate, super-genius friend PJ Maybe...



Maybe was last seen in a trio of one-episode stories in 2002, where it was revealed that he had engineered a fantastic breakout from the prison where he'd been sent almost a decade earlier. By the time the judges have any idea that he had gone, Maybe had already left the city, established a new identity in Ciudad Baranquilla and then faked his death, leaving his heart behind as evidence. Since the judges never found his many millions tucked away, he was able to live in unimaginable comfort.

Except, well, killers have that urge. Now accompanied by a sexbot called Inga, real estate mogul Pedro Martinez returns to Mega-City One to take care of some old grudges. Time in the sun hasn't dulled Maybe's senses. The story is inventive and the killings are gleefully sick, and once the judges find out what's going on in the concluding episode, the peripheral bodycount gets pretty enormous.

I think I can safely bet that nobody reading this story had any idea how Maybe's story would play out. Wagner probably didn't, either. It's a great example of what I was talking about last time, how Wagner puts so many pieces into play in his stories that subplots naturally arise from all over his world and weave into things. I'm sure it might make Judge Dredd a denser comic for newcomers these days, since there is just so much going on, and an occasional pain in the rear to collect in book form - lost in the nevertheless quite readable Complete P.J. Maybe collection is the reality that the stories unfold over the course of about twenty years - but man, the payoff is amazing. This is terrific stuff.

Stories from this Megazine are reprinted in the following editions:

Cursed Earth Koburn: The Carlos Ezquerra Collection (2000 AD's Online Shop)
Judge Dredd: The Complete P.J. Maybe (Amazon UK).
The Simping Detective: The Simping Detective (2000 AD's Online Shop).


Next time, a little change of pace, as my own personal daydream of what it might like to be Tharg runs up against a reality exemplified by Bec & Kawl and The ABC Warriors. See you in seven, friends!

Thursday, May 27, 2010

136. Judge Dredd's in a Family Way

March 2004: Judge Dredd's supporting cast grows with another newly introduced clone in prog 1380. Inside is episode three of "Brothers of the Blood" by John Wagner and Carlos Ezquerra, in which we meet Dolman, a rookie who, like Rico before him, is a clone of Old Stony Face. However, Dolman is very much his own man, and, as the story continues, he looks forward to leaving the academy and making his own way. Rico is assigned to spend a day with him on the streets to try to shake some sense into him. He introduces him to Vienna, last seen in progs 1350-1356, who is recovering from her ordeal in Brit-Cit, and who welcomes him to the "family."

Dredd's reaction to meeting another clone is one of stoic resignation. He's known for some time that he's had a few clones working their way up the system, and that he is getting older and can't keep working the streets forever. It's in the city's best interest, after all to take advantage of such good genetic stock. But Dolman proves to be far too loose a cannon for Justice Department and makes good on his threat. Vienna sees him off at the spaceport, and the young man leaves the city. He makes a couple more appearances over the next few years, reinforcing Old Stony Face's awkward acceptance of his "family."

Returning to action in prog 1380 are Sinister Dexter and Rogue Trooper, about which more next time. These step in to replace The V.C.s and The Red Seas, which concluded its second story, "Twilight of the Idols," in prog 1379. This was the one that I found extremely frustrating, and really colors my opinion of the series as a whole. It should have been an incredibly memorable adventure, filled with harpies and djinns, Sinbad's granddaughter and the immortal Aladdin, and an awesome fight between a kraken and the Colossus of Rhodes.



Unfortunately, it's one draft away from being one of 2000 AD's greatest moments, because Captain Jack Dancer and his still incredibly anonymous crew just luck their way out of danger every week. Ian Edginton and Steve Yeowell did a really good job on the story, and it's better than darn near any American superhero book, but if the hero is just handed precisely the magical items he needs to overcome whatever weird new obstacle comes his way, it's awfully hard to root for him. We prefer heroes who have to use their brains, not gadgets specially designed for each incident. Over time, Edginton and Yeowell got past this problem, and I think the series has evolved into one of 2000 AD's most wonderful series. The Red Seas will be returning to 2000 AD for its eleventh story in a couple of weeks, and everybody's really looking forward to it.

The two stories featured here have been reprinted in Rebellion trade paperbacks. Judge Dredd: Brothers of the Blood collects several stories from 1999-2004 which deal with Rico and Vienna, wrapping up with this adventure. The Red Seas: Under the Banner of King Death collects the first three adventures of this series.

Next time, the blog is about to take its summer holiday, but before we go, one last look at Durham Red and a gloriously awesome Rogue Trooper cover by Chris Weston. See you soon!

Thursday, March 11, 2010

125. Team Andy and Team Pat

April 2003: My reread has brought me to an interesting six-week period where two of 2000 AD's former editors, Pat Mills and Andy Diggle, had new series running at the same time. Diggle, who's not long from signing an exclusive contract with DC Comics at this point, has devised a new, contemporary-set political thriller called Snow / Tiger which is illustrated by Andy Clarke and Chris Blythe, and the Guv'nor has written a new, mammoth epic for his long-running ABC Warriors which will be told in three chunks of 48-60 pages. It's called "The Shadow Warriors," and Book One of the epic is illustrated by veteran Carlos Ezquerra. It is Mills' best work for 2000 AD for many, many years.

Did the bad feelings between Mills and Diggle inspire the Guv'nor to better things? Around this time, David Bishop is finishing the serialized first edition of Thrill-Power Overload for the Megazine, and he included a gauntlet-throwing quote from Mills in the final installment about the new work since Diggle stepped down as editor. There was a lot of side-taking in fandom at the time. For myself, Diggle was the much-loved, fandom-embracing editor who wrote me a very encouraging rejection letter for a Pulp Sci-Fi installment I proposed, and Mills was the cranky old pagan who lost the plot around 1990.

Hindsight tells a different story. Diggle had some great work ahead of him for DC, including The Losers and Adam Strange, both of which I strongly recommend you all check out, but Snow / Tiger is a derivative bore with an unbelievable bad guy and very nice art, and The Shadow Warriors is delightful, full-on, twelve-gauge lunacy. The art's the worst thing about it, and it's freakin' Ezquerra, one of the best artists in comics.

Actually, some of my dislike of the art comes from Mek-Quake's latest body. It was established decades previously that Mek-Quake collects new bodies and enjoys downloading his consciousness into each of them, but this is the only tale that sees him wearing a body best termed as "Stumpy." Either that or nobody told Ezquerra that he was supposed to be the tallest and broadest member of the team.



Readers today can judge for themselves as both stories are available in collected editions. You can read Mills' adventure in the sixth volume of ABC Warriors, and Snow / Tiger was reprinted in the freebie graphic novel bagged with Judge Dredd Megazine # 276 in 2008.

Speaking of collected editions, I decided one way to quit writing such carpal tunnel-inducing entries was to simply review any 2000 AD collections as and when they would normally come up for review at my Bookshelf blog and just link to them here. That said, in case you missed it, I reviewed last year's collection of The V.C.s by Dan Abnett, Henry Flint and Anthony Williams here.

Next time, the circuit-charming tale of cranky ol' Lobster Random begins. Be here in seven!

Thursday, November 19, 2009

119. 2000 AD Gold

December 2002: Veteran art droid Cliff Robinson gets cover duties for the first issue of the stunningly neat new look Megazine. A year and a half after its last successful format change, it has now settled into what must surely be the best incarnation yet, and since the Meg starts getting smaller a few years down the road, I think this is the very best version of the Meg. This being a special Christmas edition, it's a shade different from what will follow, but basically, it's 100 pages long and comes bagged with a supplement that reprints the classic 1980 serial Fiends of the Eastern Front by Gerry Finley-Day and Carlos Ezquerra. With the reprint confined to the separate supplement, the Meg itself is mostly all-new material this time. A Devlin Waugh text adventure from an old Dredd Yearbook is dusted off, but everything else inside is new.

Starting with the next issue, the Meg's monthly reprints, now using the umbrella heading "2000 AD Gold," will shift into a separate section within the Meg's 100 page size. First to be serialized in its pages: the Slaine epic "Time Killer" and a classic serial which ran in Battle Picture Weekly from 1976-77. It's called Darkie's Mob and it was created by John Wagner and Mike Western. In 1984, Wagner adapted the format for a pilot in the Dredd universe called B.A.D. Company, which was later revised by Peter Milligan into the 2000 AD classic with a similar name.

As for the new content, it's a really nice mix of strip and text articles. Judge Dredd is represented by two strip adventures, a moody continuity piece by Gordon Rennie and Lee Sullivan and a lighthearted 20-page romp by Wagner and Carlos Ezquerra about gaseous aliens, along with a prose story by Rennie with illustrations by Adrian Salmon. The new Devlin Waugh epic, "Red Tide," gets started with a six-page prologue by John Smith and Colin MacNeil and an article by David Bishop detailing the character's background and his periodic publishing hiccups.



Bishop also contributes another installment of Thrill-Power Overload, taking the story of 2000 AD up to 1993-94, and an interview with IPC publishing bod Barry Sanders. There's also a one-page interview with Simon Fraser, artist on the brand new, Rob Williams-scripted Family, which starts this issue, and a one-off pilot episode called The Kleggs! by Ian Edginton and Mike Collins. A series is never commissioned, but it's always nice to see Collins' artwork. And in the next issue, two new series will start: Juliet November by Alan Grant and Graham Manley and Black Siddha by Pat Mills and Simon Davis. This is a really exciting time, with editor Alan Barnes bringing lots of new ideas to the table, and giving readers five new ongoing stories a month along with classic reprints. This is a hell of a package!

Family is pretty rough around the edges, but I am certainly enjoying rereading it. It is, alas, our only chance in this period to see much of Fraser's artwork. At this time, the artist was living in Africa and was taking an extended leave from Nikolai Dante. He and Williams came up with a great idea about a city in the near future being under the thumb of organized crime, a family of gangsters with super powers. It's a really good concept: what would happen in a world where such powers existed, but there weren't any super heroes?

And what if the only fellow to challenge mob rule in the city was even worse than the gangsters?



Well, Family doesn't quite live up to its promise, though it is still a good strip. It's really not suited to monthly serialization, and this is going to become a problem for the Meg during this period. Strips just need more than six pages to make a lasting impact and advance the story if they're only going to run every four weeks. It reads much better in the collected edition - Rebellion released a hardcover album in 2005 - than it did in 2002-03, much as the Devlin Waugh story did when "Red Tide" was released in the second Waugh collection the same year.

That's all for Thrillpowered Thursday for now - we're taking the annual Thanksgiving break and will be back on December 10. See you then!