Showing posts with label chris weston. Show all posts
Showing posts with label chris weston. Show all posts

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, September 8, 2011

146. Indigo Prime is back, and it's about time. And other things.

September 2011: Today, we jump about seven years ahead in the narrative in order to look back more than twenty. We can only do this - well, that's not true, it's my blog and I'll do what I want with it, but play along - we can only do this when there's been such a massive upheaval to reality that somebody needs to come along and manipulate time, space, parallel universes and the building blocks of matter and fix things to our liking. It's time to contract with the agents of Indigo Prime, and hopefully, paying the invoice won't mean wiping your great-grandfather out of history. For new and recent readers of 2000 AD, the comic is about to get really, really weird. Old fogeys like me are rubbing our hands in anticipation and glee for the first proper new Indigo Prime adventure since 1991, but newbies might need a little explanation for what's about to be unleashed in the pages and pixels of prog 1750. This issue will be available from Clickwheel in digital format on September 14, but hard copy subscribers in the UK got their prog in the post five days ago. This is one of those times when the eleven-day gap between the two causes a small but nevertheless thermonuclear explosion between my ears.

I'm also writing this entry at the end of August, before the subscribers get their copy, and before I ruin things for myself by reading the spoiler threads on the message board. I'm very impatient about this.

So, what's the deal with Indigo Prime that warrants this kind of discussion? Most comic series, after all, even the ones returning to action after a long absence (such as Flesh) have a simple premise and a coherent backlist, so a newbie can hear a sentence description, grab a collected edition and jump right in. Well, Indigo Prime is a trifle incoherent, confusing, complex in the most lovely way and intermittently utterly brilliant, and despite the good intentions of a previous graphic novel editor, the "complete" collected edition is missing the first three stories and a sense of grounding to explain what the heck this series is about. So if you're sitting uncomfortably...

Back in 1986, John Smith was among the wave of writers breaking into 2000 AD, and the larger industry, through several one-off comic episodes, usually under the Tharg's Future Shocks banner. He was punching these out alongside the likes of Peter Milligan, Grant Morrison, Alan McKenzie and Neil Gaiman under Steve MacManus's editorship. Under MacManus's tenure, 2000 AD's format was a good bit more flexible than it is today. While, for years, we've had a fairly strict lineup of five stories in each issue, with one-offs usually scheduled to mark time between the end of a serial and the next relaunch prog, back then, MacManus was telling these and other rookie writers to turn in Future Shock scripts anywhere from one to five pages in length. With strips like Ace Trucking Company varying its page count week to week - probably to give its artist Massimo Belardinelli occasional chances to catch his breath and only draw three pages once in a while - and wild variations in the number of ad pages, 2000 AD was able to release weekly editions with as many as seven strips an issue. Actually, sometimes it was eight - I was forgetting that Peter Milligan and Brendan McCarthy's Sooner or Later was appearing most weeks on the back page at the time.

The point being, these rookie writers were able to fling a hell of a lot of ideas at the wall, far more than rookies get to these days, while learning the rules of short weekly episodes, and Smith found an interesting way to try building a small "universe" of interconnected strips. In 1986, with artist Nik Williams, he came up with a Future Shock called "A Change of Scenery," in which two strange beings named Basalt and Foundation, representing a company called Void Indiga, offer to spare Earth from a pending alien invasion, in return for a huge amount of the Earth's natural resources: the Pacific Ocean. Their offer is declined, but humanity quickly calls them back when the aliens overwhelm us. Basalt and Foundation change reality so that the invasion never happened, but the world's leaders, led by a Clint Eastwood-like American president, renege on our end of the deal. Basalt and Foundation cannot be found again when the next alien invasion comes. This story was finally reprinted in Rebellion's The Best of Tharg's Future Shocks collection.

Eighty issues later, in March of 1988, a new series by Smith and Steve Dillon was launched, without much in the way of hype or announcement. Tyranny Rex debuted as a light and odd little three-parter about a reptilian girl in a world where clones of 1980s pop stars are hugely profitable for big mega-corporations, and where pirated clones of these performers are singing across the black market. Tyranny was a sort of underground celebrity, an art terrorist one step ahead of The Man. It was a pretty stupid story, but just strange enough to be memorable. She returned in July with another three-parter about an actor opening a supermarket that gets swallowed by a giant floating whale. This was a weird series, albeit, up to this point, one told in a pretty straightforward way.



Things got really demented in July with the release of that year's Sci-Fi Special. The Tyranny Rex story here is untitled but referred to as "Woody Allen." Madly, it has never been reprinted, and confusingly it references another story, "Soft Bodies," which wouldn't see print in 2000 AD for another four months. (And then there would be a five week gap between its last two episodes. Seriously.)

Anyway, anybody who was expecting another frothy and light adventure for Tyranny Rex quickly got a wake up call when Basalt and Foundation showed up again. Now the company they are working for has been renamed Indigo Prime - Smith explained that he changed the name when he learned of a Steve Gerber property that was one letter off from his - and Tyranny has hired their services so that she may build herself a universe from the atoms of one that's just expired. She's actually there not to play God, but to cause enough spectacular damage to the fabric of everything that the universe where she came from starts suffering cataclysmic aftershocks. She's basically using parallel universes to avenge the death of her species, and it leaves Major Arcana, one of the company's directors, out for the blood of the two freelance "psilencers" who cleared Tyranny for this level of power, and then overbilled the company. (Though I suspect that Arcana has really, really hated these guys for ages anyway.)

We finally get to know the freelancers Fervent and Lobe, the time-traveling psychic cowboys who made that fleeting appearance in "Woody Allen," when "Soft Bodies," illustrated by Will Simpson, appeared sporadically throughout October and December 1988. They got their own eight-part story, "The Issigri Variations," the following autumn. It's a comic about an opera that the characters wrote after an adventure descending into Hell on a false trail that results in Satan breaking free of his shackles and threatening a universe or two. Basalt, Foundation and Major Arcana have to bail them out of this mess, which also introduces Lobe's former girlfriend, a morbidly obese fortune teller named Almaranda.

It must be said here that Simpson and Mike Hadley, who drew "The Issigri Variations," deserve combat medals for making any sense of Smith's scripts. In much the same way that the late John Hicklenton would often throw down his gauntlet and confrontationally challenge what we expect as traditional comic art storytelling, Smith just goes to war with conventional narrative in these stories. Some chunks of "Soft Bodies" are excerpts from the film adaptation of the actual event, and some chunks of "Issigri Variations" are highlights from a musical stage performance of what really happened. Neither the film nor the opera are fair or accurate adaptations. At one point in "Soft Bodies," Fervent and Lobe are shown at a screening of the movie, protesting that the director got it wrong. Perhaps this is why the comic adaptation of "Soft Bodies" saw print after "Woody Allen." The actual event came first, but the movie came later? Anyway, both are just huge fun, but when you take these very, very challenging ways to tell stories, and then tell very dense and confusing tales about art terrorists, disintegrating bootleg clones, rewriting reality and, somewhere in the background, a corporation that unzips the walls of time and space for profit, and then tell these narratives with Smith's over-the-top purple prose - the "shatterlight shatterlight p o p p y c o c k" stuff, as Garth Ennis once parodied it - it's no wonder this stuff was trying people's patience.



So about seven months passed, and in May 1990, we finally got the first of five episodes, illustrated by Chris Weston, that actually went out under the Indigo Prime banner. Somehow, the Tharg of the time (Richard Burton, I think) resisted the urge to promote it by saying "At last! Those weird-ass supporting characters who've been making your head hurt for four years have their very own series!" These appeared in issues 678 and 680-82, and they are completely terrific, although still wonderfully weird and challenging. We learn that Indigo Prime is in the business of re-making and re-modeling whatever reality and whatever events are paid for, through the use of sceneshifters, who manipulate space, seamsters, who manipulate time, and imagineers, who have the most fun and manipulate dreams and the collective unconsciousness.

Indigo Prime employs at least fifty-four operatives, working in teams of two, for full-time field work across all the parallel universes, along with another eighteen or so freelance Psilencers and moderators and countless office staff to monitor events. Most of them, by far, are never seen (about which, more in a moment), but we get to meet the signature team of Winwood and Cord, seamsters, in a little adventure tracking an important inventor from an Earth's future back through a hole in time to prehistory. Max Winwood is a well-dressed dandy who mixes well into Victorian or Edwardian culture, and Ishmael Cord is a muscular, slightly vulgar fellow in a top hat with body odor issues. In "How the Land Lied," we meet another pair of sceneshifters: Sean Fegredo (named, one suspects, for two of the artists who worked on Smith's The New Statesmen, yeah?) is a big-haired oddball who looks like the BBC-TV version of Zaphod Beeblebrox with just the one head, and Trevor Brecht is a London city gent, and they're brought on by planetary theme park developers to eradicate a culture that based itself on teevee transmissions from the 1970s and worships the images of actors Paul Michael Glaser and David Soul. That was it for the spring. In December 1990, Fervent and Lobe got one more story, again drawn by Hadley, in that year's Winter Special. Almaranda came back for a two-parter in March 1991.

There are many really neat things in the narrative of Indigo Prime, but one of the things that I like the best is that there is a simply huge cast of characters whom the readers don't meet. In the comics, we are only introduced to six of the 54 full-timers, and none of these pairs meet or interact with each other. It has always reminded me of television's Sapphire & Steel, where a weird plot gets started, and then these strange protagonists show up, with nothing more than little hints of where they come from and who sent them. In much the same way that in that first TV serial, a supporting agent called Lead arrives and, with one line of dialogue addressed to Steel, "Jet sends her love," a thousand fanfics were launched, Indigo Prime tickled the imagination of readers. There's a single panel of flashback in the final story of the original run that appears to show more than a dozen Indigo Prime operatives locking an old villain away. So do these guys know each other pretty well? Do they work together or do they have petty rivalries? Do they have interoffice romances in the vacuum of unclaimed universes, sneaking away to the other side of a collapsing star during the holiday party?

In a way, all this hidden backstory is reminiscent of the huge amount of background apocrypha that Smith, clearly influenced by Watchmen, prepared for The New Statesmen. That's understandable; a writer as young as Smith was at the time is bound to let his excited imagination prepare far more material than is really necessary, but releasing supporting details like the company's organizational chart had a remarkable impact on Indigo Prime's fans. It made an already strong series much more memorable because of the stories that we knew were out there, but had not yet read. And we haven't even got to "Killing Time" yet, which is when everything really ramped up.

Oh, yes, "Killing Time," easily one of the wildest things to ever appear in 2000 AD. Up to this point, Indigo Prime had been an incredibly neat, dense and occasionally fantastic little series, but in my book, "Killing Time" remains one of the finest things to ever appear in this or any other comic.

"Killing Time," if I may cannibalize my old essay at "Touched By the Hand of Tharg," was a truly shocking ten-part story in which seamsters Max Winwood and Ishmael Cord allow Jack the Ripper, disguised as a traveler on a train that travels backwards in time, to complete his last murder in order to provide the burst of psychic energy needed for them to leave all known realities and battle the Iscariot, a creature imprisoned outside time and space who was using the Ripper to ensure its own freedom. Smith's scripting on this beast is a masterwork of horror - each episode builds upon the previous with some absolutely stunning moments and horrendous imagery by Weston. The story is discussed in much greater detail by my friend David Page at his YouTube-based 2000 AD blog, Dead'll Do, in a five-part retrospective that you should enjoy viewing.

It's understood that stories like "Killing Time" will enjoy some inventive bloodshed along the way, and that the supporting cast includes characters you probably shouldn't get too attached to. But with death scenes as nightmarish and downright bizarre as what gets meted out in this story, Smith took the high-concept weirdness of Prime's unusual SF origins into something jawdropping and horrific. 2000 AD should always be dangerous and unconventional - it's what makes it better than any other comic - but never mind what happens to the guest stars and the baddies, the heroes in adventure series simply never meet the sort of fate that awaits Winwood and Cord in "Killing Time." Not one person who read the finale in 1991 did so without exclaiming aloud.

Which made it very odd that, after it, there was silence.

Smith lost interest in Indigo Prime after this and moved on to other things. Among them was the disappointing Scarab, an eight-issue miniseries from DC's Vertigo imprint in 1993-94. Disagreements with editorial and management left this the remnants of a planned, ongoing Dr. Fate series. Having written his characters into a wall and realizing that low sales and corporate indifference meant that it didn't matter what he did any longer, Smith invented a couple of new characters called Dazzler and Creed who act exactly like Indigo Prime agents and had them save the day. They don't appear on Indigo Prime's organizational chart and that agency is never named in Scarab - wouldn't want to give anybody any trademark advantage - but it's otherwise very much like the stunt that Steve Gerber pulled when he freed his creation Howard the Duck from the character's owners in an issue of Savage Dragon, entering him and Bev into Image Comic's witness protection program as "Leonard the Duck" and "Rhonda." Since we have Gerber to thank, in a roundabout way, for the name Indigo Prime, I consider that appropriate symmetry.

It also means, since DC later incorporated Scarab into their mainstream superhero universe for some idiotic reason, that Smith can have Indigo Prime just close off and shut down that entire fiction as a waste of time.



Well, there was actually a little more from this property, but not as a comic. There were a few additional Indigo Prime text stories that appeared in the pages of various 2000 AD summer specials and Yearbooks in the early 1990s. Honestly, without the visuals and the language of comics, I didn't think that these worked at all, but the determined might find a little amusement in "Weird Vibes," which introduces imagineers Carrol Walken and Miles Quiche. It appeared in the 1993 Yearbook.

Well, all times and all places are the same to Indigo Prime, but those of us in this world had to wait until 2008 before seeing them again. This came at the very end of a twelve-part serial called Dead Eyes by Smith and Lee Carter that ran that spring in issues 1577-1588. It looked like, again, Smith was writing himself into yet another cul-de-sac when everything shut down and the protagonist was yanked out of his dying reality by none other than Winwood and Cord, last seen mutilated and helpless at the end of "Killing Time." They were depicted, in that brief, tantalizing moment, as not having got out of that mess entirely intact.

That spring's lineup was a really disappointing one, but the end of Dead Eyes almost made up for the whole thing. Fandom jumped and we all punched the air. Indigo Prime was back! Winwood and Cord survived! Could this be the setup for their return?! Well, kind of. It's been three and a half years since that wild moment. We finally got confirmation in the summer of 2010 that the series would be returning. Everything else has been drumming fingers on the desk waiting.

There is a book, co-published by DC and Rebellion during their short-lived enterprise, called The Complete Indigo Prime. It isn't. It's got the 1989-91 episodes from "Issigri Variations" through "Killing Time" complete, but lacks the appearances in "A Change of Scenery," "Woody Allen" and "Soft Bodies" that let readers understand what the hell they're about to read. As a book, it's therefore a complete mess, starting with the most difficult story, the narrative-attack of "Issigri." I don't know whether there's a more dizzying example of being thrown in at the deep end in comics.

As for the future, Tharg and John Smith have been quiet about what to expect. I sincerely hope that this new series, at last, heralds the long overdue great big domination of 2000 AD by one of my all-time favorites. Given John Smith's, shall we say, mercurial tendencies towards committing to a series long-term (where in the hell is the next Devlin Waugh story, man?!) and editor Matt Smith's tendencies against keeping anything in the prog for much more than twelve weeks at a time, this might well turn into another frustration of occasional short runs and brief appearances without any momentum to keep things going. But I've got my fingers crossed that this initial run of perhaps three months will be a huge success and we'll see a lot more of the series, and many more of its huge cast of characters and realities.

I think that we've waited quite long enough, thank you!

Next time, back to 2004 and that year's Christmas prog, which gives me another chance to talk about Samantha Slade. Aren't you grateful?

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, June 3, 2010

137. Men and Women Without Many Clothes

April 2004: Well, isn't this a terrific cover? Chris Weston started his career working on Judge Dredd in the early '90s and he'd been contributing to various series here and there while also getting high-profile work for American publishers, frequently illustrating scripts for Grant Morrison. Speaking of which, a few weeks ago, I finally bought the first collected edition of Morrison's run on Batman, and, after my eyeballs got finished bleeding trying to decipher that godawful artwork, I concluded that as soon as I win the lottery, I'm going to pay Chris Weston his top page rate and just give him damn near every Morrison DC Universe script that someone from this battalion of chicken-scratchers has ruined - Batman, JLA, Final Crisis, the lot - and make it look comprehensible at last.

Unfortunately, Weston, who, in a perfect world, would draw damn near everything, is only handling Rogue Trooper on the cover and not the interiors. Artwork on this story is handled by a newly-constructed droid, PJ Holden, and it's not bad, though it certainly suffers by comparison with the cover! It's very much the work of a new talent and it's very rough in places, but any eyeball which would rather look at that garbage Adam Kubert drew for Batman, probably for a lot more money, than this deserves to bleed, frankly. Holden's work starts off pretty good and would improve greatly over the next several years, but this is still a competent and fine job, and a reasonable conclusion to Gordon Rennie's Rogue Trooper series.

If you recall your Thrillpowered Thursday lessons, Rogue Trooper had returned back in July of '02. The 25 episodes that Rennie penned - staggered out over an agonizing 85 weeks - proved to be mostly good reading this time around. Rennie elected to structure the run much better than I had thought, and it would have worked out very well, had there not been such enormous breaks between the stories.

After the four-part opener (#1301-1304), there was a one-shot called "Weapons of War," illustrated by Dylan Teague, which introduced some new supporting players on the Souther side who were looking for Rogue. Their arc, and that of a ruthless and bloodthirsty Nort commander, Arkhan, weaves through the series, and reaches a pretty satisfying conclusion at the end of "Realpolitik." Rennie did a good job with the task assigned him, but this really would have been a better series had it wrapped up in a single calendar year, and not been dragged out over... wow... 22 months.

Rogue will return a few more times, in late 2005 and the spring of 2006, in stand-alone stories designed to tie in to the forthcoming video game, but other than these, his story is over. And so, mercifully, is the story of Durham Red.



Thank heaven this is finished. Durham Red had been an occasionally entertaining space opera starring a bad-tempered, half-naked mutant vampire for some time, but this third major storyline, "The Empty Suns," is just unreadable nonsense. It had actually begun in October of '03, but artist Mark Harrison hit some delays and the story took a 14-issue break after seven episodes.

What remains is an in-one-eye-and-out-the-other melodrama in which Durham Red, her teenage son(!) and some other castaways from the earlier series get back together for one last go at saving the universe from the latest iteration of the pandimensional threat du jour, something whose name has already escaped me. Red rechristens her son Johnny, in honor of Johnny Alpha, whatever that's worth.

All the while, Red wears as little as the law will allow - her latest wardrobe choice is an unbelievable black vinyl loincloth thing that shows every legal inch of leg and thigh - and stays in a bad mood and basically proves to be as unsympathetic a star as is possible. This is absolutely a story where neither writer nor artist are bringing their best, which is a real shame since we know they're capable of far better. Dan Abnett's captions are overwritten and ponderous, and the visuals of outer space action are murky. It's almost impossible to follow the action, and since the lead is so unlikeable, nobody wants to. Tharg promises that the story's conclusion, in issue 1386, will be the final episode ever, and, mercifully, he's meant it.

And on that sour note, it's vacation time! Thrillpowered Thursday will be taking off for two weeks for recharging and recuperation. We'll be back later in June with a look at Young Middenface and Black Siddha See you then!

...Or not. Honestly, guys, I'm really burned out on doing this every week, so this'll be the last Thrillpowered Thursday for the present. Thanks for reading.

Thursday, May 13, 2010

134. Judge Dredd Should Fight Tyrannosaur Men More Often

January 2004: This week, one of those short entries I promised myself that I would write. Over in the Megazine, editor Alan Barnes has, without question, turned the comic into the best it has ever been, with an exciting, fresh balance of really good new comics and a handful of very good reprints. Of particular interest is a new series called Whatever Happened To, which are one-offs done by a rotating bank of creators following up on old characters from the pages of Judge Dredd. First up is Pat Mills and Chris Weston showing that Dredd is still looking out for Tweak, the snouted alien who helped the lawman way back in the 1978 epic "The Cursed Earth," and this issue, we've got Gordon Rennie and Graham Manley introducing us to Maria, Dredd's housekeeper from the strip's early days, who has passed away with a surprising secret.

I really like Whatever Happened To and wish they still did these. Part of it's personal nostalgia - when I was a kid, there was a similar series that appeared as an eight-page backup in the pages of DC Comics Presents that I always liked - and part of it's the tone that the creators employ. Each episode is thoughtful, but it's never slavishly reverent. There's a terrific one by Si Spurrier and Roger Langridge in a few months' time which that revisits that lunatic cooking droid that made Chopper miserable for a couple of episodes during the 1987-88 "Oz" epic, and it's just one over-the-top laugh after another.

Another really interesting thing about the Meg during this period is that Pat Mills is writing Dredd again.



The guv'nor never really gets Dredd's voice quite right, but "Blood of Satanus II" - a sequel to a three-parter that was drawn by Ron Smith in 1980 - is the first of some occasional Dredd stories that Mills will contribute to both the Meg and, later, the weekly. Some of these will prove to be a little controversial. This time out, the art is provided by Duke Mighten.

Speaking of Pat Mills, did you know that a second hardcover collection of The ABC Warriors was out? In case you missed it, here is my review. Spread the word, as they say!

Next time, there's really no way to get around it, we have to address this Valkyries business. See you in seven!

Thursday, April 30, 2009

98. Twisting the Knife

Thrillpowered Thursday is a weekly look at the world of 2000 AD. I'm rereading my collection of 2000 AD and the Judge Dredd Megazine, one issue an evening, and once each week for the foreseeable future, I'll see what I'm inspired to write.

A downside to part-time blogging is that my occasional plans for what I'd like to talk about will sometimes smack into real-world time crunching. I had intended to write a couple of paragraphs last week about Mike Carey's short-lived series Carver Hale, but time got away from me. So I'm writing about it today, when the series isn't actually in the issue pictured on the left. Carey, who is best known as the writer of the long-running DC/Vertigo series Lucifer, only worked for 2000 AD for a short while before signing an exclusive deal with the DC people. Carver Hale was one of two series that he created, and yet another in the long list of stories I've mentioned over the last couple of years of blogging that shoulda-coulda-woulda come back as a semi-regular series. (Readers might have gotten the impression that if I was editing 2000 AD with limitless resources, then the comic would be about as thick as Shonen Jump every week. I wouldn't say that was inaccurate.) Hale was a Sarf London gunman for some criminal in the import/export business, if you take my meaning, who is gunned down by rivals. It's only after he's brought back to life that he learns that the players in this complicated game have all been making deals with various demons and squabbling beasts from other realms. Hale winds up sharing his body with one of their number, who offers to keep him alive to get vengeance on the bulletproof thugs who took him out.

Carver Hale only appeared in a single eight-part story, "Twisting the Knife," which appeared over a 14-week run. The artist Mike Perkins ran into some difficulties completing the strip, and after episode five in prog 1240, it took a six-week break before the final three parts ran. I was under the impression that the series could have returned, had Carey not found other commitments. Andy Diggle's time as editor was marked more by finding new talent, and creating more one-off serials, than developing new regular characters. "Twisting the Knife" was one of the few new storylines from the 2000-02 period which looked like it might have warranted a return visit. What we got wasn't bad, and it was later collected in a thin hardcover album for the European market, but it's truly a shame we didn't see the character again.

Well, that's what didn't appear in May 2001's prog 1242, because it was taking that six-week break I mentioned. The actual contents of the prog included a one-off Judge Dredd episode by Robbie Morrison and Colin Wilson, part two of a six-part adventure called Satanus Unchained! by Gordon Rennie and Colin MacNeil, about which more in the next installment of this blog, a Future Shock by Nigel "Kek-W" Long and Jim McCarthy, part three of a short Tale from Telguuth by Steve Moore and Carl Critchlow, and, most thrillingly, The ABC Warriors, written by Pat Mills and featuring the return of both artist Mike McMahon and the character of Steelhorn.



McMahon's wild work, which my son still does not enjoy at all, is welcome by me any time, and it's fun to see him take on some characters that he designed more than twenty years previously. I've spent ages looking over McMahon's three fantastic episodes, marvelling at how he's constructed them. Steelhorn's return, however, is a little more problematic. The character only appeared in a single episode as a near-indestructible, jewel-encrusted robot who was melted down into a burbling, liquid being called "The Mess." Since even Pat Mills couldn't do much with a character that limited, the Mess was left behind on Mars at the end of the original ABC Warriors adventure and never used again.

The current, fifteen-part "Return to Mars" arc suggests that the planet has a consciousness (called "Medusa") which has become sick and tired of all these human colonists on it, and has begun waging war against these unwelcome Earthmen. In order to give itself a voice, the Martian consciousness resurrects Steelhorn, restores him to his original form, and, possessing the robotic shell, pits him against the Warriors. It's a terrific high-concept idea, but Mills never really gives it the space it needs. Steelhorn only appears in this, the third of five stories within this arc, and the conclusion in a few weeks' time, before Medusa/Steelhorn agrees to a lasting peace with Earth and the character rejoins the team for future adventures.

Two installments ago, I explained how "Return to Mars" was handicapped by the behind-the-scenes disagreements between Mills and Diggle, but there's a secondary problem with it: it's far too short. Over the next few months of installments, I'll talk about a few other cases where Diggle's "rocket fuel" approach will result in unsatisfying short-run serials that feel like they've been chopped down from much longer epics. "Return to Mars" is the first time this happens. While it's evident that Mills was not interested in his assignment, and very unhappy with what he perceived as editorial interference, and was probably pleased just to get the dratted thing over and done with as quickly as possible, this ABC Warriors story was crying out for at least another nine or twelve episodes to explore the conflict and develop Steelhorn as a villain before concluding.

Moving on to current releases for your bookshelf, readers of this blog are certainly aware of Rebellion's wonderful series of Judge Dredd Complete Case Files, which are reprinting every episode that appeared in the weekly. With the twelfth collection, released in February, the publishers have chosen to follow the strip's lead and reprint the color episodes, which began in 1988, as they originally appeared. This does mean that the books have to be a little smaller than previously - what had been 400-page collections are now 320-page volumes on better paper - but given the choice of seeing Will Simpson's beautiful painted art or Chris Weston's earliest professional pages reproduced as muddy grayscale, Rebellion has certainly made the right choice.

Writers John Wagner and Alan Grant elected to end their successful partnership following the epic "Oz," which was reprinted in the eleventh Case File. This collection contains a final handful of their co-written stories, but from there it is mostly Wagner flying solo. Grant contributes some fine one-offs, including one that sets up a later Anderson: Psi Division storyline, along with the expected pop culture parodies. Wagner has the bulk of the action, including some wonderful, moving stories which focus on the citizens caught up in the Mega-City madness. The installments concerning the mutating Eleanor Groth, painted by Simpson, and some John Ridgway-illustrated episodes set in a nursing home where a resident suspects the staff of euthanasia, are truly fantastic. Here, again, is a book that belongs on every comic-lovers' bookshelf.

Next time, it's more Cursed Earth craziness from Gordon Rennie when Satanus the tyrannosaur returns. See you in seven!

Thursday, May 22, 2008

54. No sex please, we're squaxx dek Thargo

Oh, you thought last week was weird. November 1997 brings us to one of 2000 AD's most absolutely skewed moments of oddness. It's the Sex Prog, number 1066, and there on the cover, you've got Wide Open Space, looking nothing whatsoever like Jason Brashill's model of the character, enticing readers in with her enormous boobs. The comic was released in a sealed polybag, with a "Not for Sale to Children" notice on the cover. Now, over the previous twenty years, 2000 AD had been slowly maturing along with an audience that it was holding onto far longer than any publishers' wisdom would have predicted, but at its core, shouldn't this be a title which kids can read? What about my kids? Am I going to let them read it? What are we to make of this development, and how saucy and inappropriate is this prog, anyway?

Well, first in the lineup is Judge Dredd by John Wagner and Greg Staples. This might be the first episode to admit that in Mega-City One, citizens who don't want to bother with human relationships can purchase a humanoid robot called a Love Doll. These droid partners would turn up as plot elements in later storylines, and here they're shown to be every bit a target for theft as either flatscreen TVs or cars are today. The artwork is not explicit, although topless dolls - robots that look like humanoid girls - are shown in three panels. I figured this would be okay for my kids to read. I'm not going to freak out about exposed nipples in a comic, and "In the future, people can have robot boyfriends and girlfriends" is something they can understand without too much issue.

Next up is an episode of Sinister Dexter by Dan Abnett and Siku, who joins the rotation of artists working on this series as it becomes the second regular feature, behind Dredd. (More on this development in two weeks.) The plot of this episode involves four members of the cast spending their evening looking not to spend it alone. The twist is that it's Demi Octavo who's actually planning to spend it with gunplay, while Sinister and Dexter each spend it looking for some amour. There's nothing objectionable about the artwork, apart from Siku making everyone appear to be garishly-colored rocklike polygons, and I judged this one to also be suitable for kids. Oddly, though, this story was among six or seven which were omitted from the three DC/Rebellion reprints of early Sin Dex stories. So far, with only three panels of topless robots in two episodes of story, anybody who bought this issue looking for something akin to the latest Heavy Metal was going to be deeply disappointed.

Third in the lineup is the fourth episode of A Life Less Ordinary, and it doesn't play along with the Sex Prog raison d'etre at all. The only notable thing about this episode is how unbelievably sloppy the storytelling by the otherwise reliable Steve Yeowell is. The opening panels, in which Robert learns that the "bomb" in a car's trunk is actually a bag of carrots, are very poor, but the experience is just surreal, like some odd comic adaptation of a weird dream. The really offensive bit of this strip is this: the only thing I remember about A Life Less Ordinary, which I saw at the Beechwood Cinema in Athens around this time, is the scene where Ewan MacGregor and Cameron Diaz engage in some show-stopping karaoke. That's not in the comic. The build-up to the scene is there, and then Robert wakes up with a hangover.

So 60% of the prog is child-friendly. But then we hit the final episode of Tomlinson and Brashill's Space Girls and everything falls apart. Now, I'm an understanding guy, and I can see that nine year-old girls probably were not Fleetway and editor David Bishop's target audience, but what the hell was anybody thinking here? See, grown-ups can constructively read a strip like Space Girls, understand that it does not work for many and varied reasons, accept that it was just a five-week thing to get little sidebar writeups in newspapers, and move on. But nine year-old girls are not constructive and not critical. The Hipster Daughter was enjoying this strip, even if nobody else on the planet was, and then her old man cruelly yanked the ending away from her. Now, there isn't anything in the visuals that's offensive, thanks to Brashill's discretion and self-censorship, but the "story" is about the girls, who are all clones, watching an advertising video made by the corpulent, grotesque caricature which designed them, suggesting ways in which the clones can be used for personal gratification. Look, this isn't serious stuff, and it's played for laughs, but it bombs completely, and it's not suitable material for the only person on the planet who was enjoying the strip. You remember how a few weeks ago, we were talking about the "2000 AD: It's Not for Girls" ad campaign? Well, no kidding.

Now, you're probably thinking that with two dud strips, a Sin Dex with awful art and a pretty good Dredd, this is probably a prog that can be safely labelled a failure. However, Tharg saved the best for last as Nikolai Dante returns in the prog's fifth and last slot.



Since his first appearance earlier in 1997, the Russian rogue became a big hit and his return was never in doubt. The second batch of episodes, by Robbie Morrison and Simon Fraser is due to begin in the next issue, but this one-off, with art by Chris Weston, comes to bat first. I got the impression that it was commissioned especially for the Sex Prog, since all there is to it is a single night's shenanigans between Dante and a bearded nun. Yeah, you read that right. She belongs to an order called the Devil's Martyrs and is "fanatically devoted" to the mad monk, Rasputin.

At his blog, Chris Weston featured an interview from 2006 which David Bishop conducted for Thrill-Power Overload. There, he states that after self-censoring the artwork down to just tits and ass, "much to my surprise, my strip turned out to be the filthiest one in the Prog." Indeed, visually, it was still a whole lot more explicit than anything else in the issue, and might have warranted the plastic bag, but it was also a heck of a lot tamer than what was published in the old Penthouse Comix, for instance.

Well, regardless of whether it was too explicit for kids or not explicit enough to justify the wrapper, the episode is a riot, and a simply great return for the character. It's also the only episode in the book to have been reprinted properly, in the first of the DC/Rebellion editions, although the Dredd episode later reappeared in an issue of the Megazine a year or so back.

So that's the Sex Prog: a curiosity more for raising eyebrows than anything else. But next week, we'll see whether politics can't cause the outrage that sex couldn't.

(Originally published 5/22/08 at LiveJournal.)

Thursday, December 13, 2007

32. My Dinner With Einstein

March 1996: Another week, another subpar cover. Prog 985 sports a decent enough picture of Judge Dredd looking moody, but is that any way to sell a comic to someone not already actively looking for it? Goodness, how dull. The contents are considerably more interesting. Dredd's epic "The Pit" continues, now in its second arc, "True Grot," written by John Wagner and with art by Alex Ronald and Alan Craddock. Rogue Trooper continues a four-part story by Steve White and Henry Flint, and Sinister Dexter has another one-off story by Dan Abnett and Charles Gillespie. We also get the first episode of a new series written by Alan McKenzie called R.A.M. Raiders. I'll discuss this a little more next week, but I will mention art on this story is by Calum Alexander Watt. Bringing up the rear is the second and final outing for Canon Fodder by Nigel Long and Chris Weston.

In another of those fascinating little "I had no idea" revelations in Thrill-Power Overload, it turns out that Canon Fodder's co-creator and original writer, Mark Millar, objected to the series being continued in his absence. Millar had already stopped working for 2000 AD by this point, and only one further story, a four-part Janus: Psi Division adventure planned for the Megazine, was still in the drawer. Millar was working for American publishers, principally on DC/Vertigo's Swamp Thing, around this time.

Millar's objection ranks among the most hypocritical lines of self-serving nonsense I've ever heard in the hobby. The pinhead got his start by ruining Robo-Hunter about five years previously, and then had the balls to complain about Nigel Long taking a crack at his character?

Yeah, anyway, the first Canon Fodder series, from late 1993, had this really great premise that the Rapture came, the dead regained life, and yet God never showed up to take folk up to Heaven. Now that's a fabulous idea. I may have spent some column inches here complaining about Millar, but that is one awesome premise. And it's completely wasted on this idiotic story about a typical Millar indestructible he-man punching his way through the afterlife in pursuit of Sherlock Holmes and Prof. Moriarty, who've gone to Heaven to kill God. It's got some pretty good moments, and some pretty good art, but it also reimagines the corpulent Mycroft Holmes as a skinny Hannibal Lecter. It is stupid beyond stupid.



Long's Canon Fodder story sees our hero allied with Jules Verne, Nikolai Tesla, Albert Einstein and Wilhelm Reich to defend reality from sentience formed from dark matter. (Which, Wikipedia tells us today, is "matter of unknown composition that does not emit or reflect enough electromagnetic radiation to be observed directly, but whose presence can be inferred from gravitational effects on visible matter," and which accounts for a "majority of mass in the observable universe." Huh.) Long is still a novice writer and learning his craft, and some of his plot twists are kind of telegraphed in advance, but this, unlike the first, is a very clever story, with some great character moments. Reich, for instance, is a quiet little loon who keeps to himself, but he has to share how happy he is that Kate Bush wrote "Cloudbusting" about him. Sigmund Freud, who appears in the earlier episodes having incarcerated Fodder at Bedlam, is aghast in a wonderful moment when he realizes that Carl Jung was correct about that whole collective unconsciousness theory.

Even more impressively, Canon Fodder himself gets his character fleshed out, so that he's not merely a shouting, musclebound gunman. His unrequited love for his housekeeper is almost touching, really. It's a much, much better story than the first series, and Weston's art has improved from "good" to "fantastic," but David Bishop evidently decided against aggravating Millar any further, and Canon Fodder joined what's going to be an increasingly large number of series from the early 90s to be shelved under Bishop's tenure. It is also worth noting that, as it was never commissioned again, it adds to the discussion in the late 90s about series continuing without the participation of the original writer. Perhaps Millar was being hypocritical, but his point was nonetheless valid - if 2000 AD was going to shelve, as it will over the next year, Rogue Trooper, Robo-Hunter and Strontium Dogs, then Canon Fodder fits the same criteria.

Bishop will have some other tough editorial decisions in the weeks to come, which I'll talk about more next time. Here, watch Sinister and Dexter try to prop up a corpse and act like nothing's wrong and wonder whether it might be a metaphor for something.



(Originally published 12/13/07 at LiveJournal.)

Thursday, April 19, 2007

Thrillpowered Thursday - 3.

Recap! Thrillpowered Thursday is a weekly look at the world of 2000 AD. I'm rereading my collection of 2000 AD and the Judge Dredd Megazine, one issue an evening, and once each week for the foreseeable future, I'll see what I'm inspired to write.

February 1994 brings us to prog 873. This is a promotional, jumping-on issue, featuring the first episodes of five stories. John Smith and Pat Mills each write one. Alan McKenzie writes or co-writes three of them, two of which are under pseudonyms. Michael Fleisher had written four 12-part Rogue Trooper stories. This is the fourth, rewritten and edited from 12 parts to 10, and split into a 2-part prologue and the eight episodes here, credited to Fleisher and "Sydney Falco." It has some nice Chris Weston art, anyway. Another of McKenzie's stories - the one on which he's pleased enough of to use his real name - is the always entertaining Journal of Luke Kirby . The third one, co-written with John Tomlinson and credited to "Sonny Steelgrave," is Judge Dredd: "The Sugar Beat," a six-parter featuring these guys, the judges of the Pan-Andes Conurb:



Oh, dear.

Stereotyping by nationality has a long history in the pages of the Galaxy's Greatest. The late Massimo Belardinelli, when he would be picked to illustrate the Tharg the Mighty in-joke strips set in the editorial office, would caricature himself as constantly eating a giant bowl of pasta, for example. Those same strips would see Alan Grant wearing a tartan tam o'shanter.

One of the greatest of all the Robo-Hunter strips was "Football Crazy," which shows the Japanese to be completely obsessed with cameras. It's so over-the-top as to be cringeworthy, but I think it works because (a) it's short, and (b) John Wagner and Alan Grant are much, much meaner to the British in this strip than they are to anybody else. In Robo-Hunter, Britain is populated by the most indolent and lazy people in the world, who only care about benefit checks and soap operas, unless it's World Cup season or a beloved stateswoman has been assassinated. If you're willing to poke lots of fun at yourself, to the point of being downright mean, then only the humorless or the stupid would take offense at the jabs at other nationalities.

Judge Dredd's world didn't arrive fully-formed. About a year into the strip, we met a few judges from other cities during the "Luna-1" storyline. There, we learned that Texas City judges stood a good chance of being called "Tex" and wearing cowboy hats, and South-Am City judges had garish moustaches and spoke English with the random insertion of words like "muchachos," and the Sov judges of East-Meg One were grim authoritarians with hammer & sickle logos on their helmets whose broken English similarly found room for the word "comrade" whenever possible, the same way the X-Man called Colossus did in Marvel Comics.

In fact, there are many similarities between these early attempts at international judges and the All-New Uncanny X-Men. You knew Wolverine was Canadian because he said "bub" and "eh," and Nightcrawler was German because he'd occasionally say "sehr gut" and Banshee was Irish because he called all the girls "wee lassie" and so on. Writers used little bits of language and small cultural bits to identify characters as coming from some other culture or nation.

As Dredd's world has continued to expand, the tendency in the strip and its spin-offs has been to turn every judge culture into a broad stereotype of the region. In several instances, the definition for the foreign mega-cities has been left in the hands of a local boy, as it were. Scotland's Jim Alexander defined the judges of calhab as wearing tartan kilts, being obsessed with clans, speaking in phonetic brogue you can barely understand and drinking radioactive whiskey. Irish writer Garth Ennis gave us the world of Murphyville, capital city of Emerald Isle, where the judges wear green, politely work their investigations about the island's tourist culture from pubs, and enjoy a diet of potatoes and Guinness. Dave Stone gave us a Brit-Cit police force which operates from the New Old Bailey, where plainsclothes officers can be certain they will not be promoted beyond the rank of detective inspector unless they belong to a certain fraternal organization. I seem to recall that Inspector Morse fella figuring that out the hard way himself once...

Playing with stereotypes to create these broad, comic backgrounds is rarely offensive, in part because we meet protagonists who are, for lack of a better word, heroic figures. The audience has a degree of sympathy and interest in Judge MacBrayne and DI Armitage, and even though Judge Joyce is mostly played for laughs as a country mouse in the big city, we still laugh with him, rather than at him.

The judges from other cultures, the ones outside the typical 2000 AD talent pool, are also usually shown with some degree of heroism. Even Mark Millar and Grant Morrison's gang from Luxor City - that's future Egypt - come out decently in their own way. Sure, you've got the appropriate stereotypes ticked (pyramids, mummies, cobras on the helmets) and while the story rapidly degenerates into yet another Millar tale of muscled toughs beating each other senseless on a conveyor belt, it still gives us what's said to be an effective judge system, a sympathetic chief judge who's a good man, and an incompetent but heroic counterpart to Dredd in the form of Judge Rameses.

But oh, boy, these guys in the Pan-Andes Conurb. McKenzie and Tomlinson have just got it in for Bolivia.



Admittedly, John Wagner started the Dreddworld trend of Central and South America being full of corrupt thugs with moustaches. Ciudad Barranquilla was introduced in a 1990 storyline as a place where bent Mega-City One judges could try and make their getaway, and it's been expanded over the years to show that there's quite a number of rich criminal refugees supporting the local economy. To be honest, there's not a lot of positive portrayals of good judges in the Barranquilla waters, either.

The Pan-Andes Conurb is, based on its depiction here, policed by the most incompetent judge force on the planet. It's filthy, it's stinking, there are flies and pack animals everywhere and the cops all look the other way. And you won't be at all surprised to learn that the chief judge (a) weighs about four hundred pounds, (b) has taco sauce all over his uniform and (c) is, like the rest of his force, in the pockets of the drug dealers.

Like I say, the broad stereotypes in Dredd's world are there for comedy, and simple, unprovocative laughs. But somehow "The Sugar Beat" feels deeply uncomfortable in a way that even Shimura, with its "A New Japanese Stereotype in Every Storyline!" approach, doesn't manage. McKenzie, who no longer works in comics, often proved himself, with Luke Kirby and with some Doctor Who strips, to be an imaginative and talented writer. But when even Mark Millar can come up with better, and more effective nation-identity comedy, and stereotypes that amuse rather than aggravate, you have to wonder whether McKenzie was entirely the wrong guy for the Dredd beat.

(edit: I had suggested that the writer had adopted the "Steelgrave" identity to mask displeasure with the work; McKenzie has since let me know that the pseudonym was used in much the same fashion as earlier 2000 AD writers, the intended tradition being that a writer should only receive one "true identity" credit in any given issue. "Steelgrave" was a joint identity for himself and John Tomlinson, who, McKenzie explains, wrote alternating episodes of the "Sugar Beat" six-parter. This entry was revised on Sept. 4 2007 to correct the credit.)

(Originally published Apr 19 2007 at LiveJournal.)