Showing posts with label judge dredd. Show all posts
Showing posts with label judge dredd. Show all posts

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, April 25, 2013

199. The Perfect Prog

March 2010: A slight change of style here for this week's entry. I had been planning to put prog 1674 under the spotlight and talk about just The ABC Warriors - because the episode in that issue, featuring two solid pages of Ro-Jaws insulting Mek-Quake's non-existent mother and Blackblood impatiently trying to explain to the idiot that he does not actually have a mother, is just about the funniest thing ever - and the always-excellent Stickleback, but then I read a few more issues and was struck by something in prog 1677. This comic is flawless. It is completely wonderful. Don't believe me? Check out the contents:


Judge Dredd: part four of "Tour of Duty: The Talented Mayor Ambrose" by John Wagner, John Higgins, and S.J. Hurst

At this point in the story, the action has moved back to the city from the townships, and becomes a masterpiece of intrigue and political maneuvering. Deputy Chief Judge Martin Sinfield has taken control of things by persuading Francisco to step aside for the good of his health, meaning once again a villain is in charge of Mega-City One, but he's not a ranting lunatic like Cal was. He's a much more subtle kind of bad guy, and it's interesting how so much of the reader's dislike of him boils down to "Sinfield has beaten Dredd and given him an awful assignment outside the City."

In fact, for all his villainy - and he's one of the great Dredd villains, no question - Sinfield's actual list of crimes is really quite small. The major one, of course, is using drugs to manipulate Francisco. He's used SLD 88, the drug once used to good effect by the serial killer PJ Maybe, to convince Francisco to step down. The beautiful irony is that Maybe has been masquerading as the city's incredibly popular mayor Byron Ambrose for several years, and doesn't appreciate Sinfield's new planned reforms. PJ Maybe's killed a lot of people in a lot of ways, but he's never planned this level of assassination before. This sets up several episodes of germ warfare, with Sinfield stubbornly refusing to die, and then, in his paranoia, he calls in Dredd to investigate these attempts on his life - which nobody else believes are happening, since he's just coincidentally contracting hideous diseases - just before mutant terrorists make a much more overt attempt to kill him. This leads Dredd to suspect that maybe Sinfield is not so paranoid after all... ah, but more on this in two weeks.


Zombo: part three of "Zombo's 11" by Al Ewing and Henry Flint

The first Zombo story was pretty bugnuts, but it's this one where the insanity is ratched past eleven. This time out, we get an ongoing, ear-splittingly loud supporting character based on Simon Cowell, but in this universe, he doesn't see the Susan Boyle character as a way to make a lot of money, but just another headache.


The ABC Warriors: part twelve of "The Volgan War" Bk Four by Pat Mills and Clint Langley

There's nothing quite as hilarious in this concluding episode as the two solid pages of robot mother insults mentioned earlier, but it does have Mek-Quake in a tuxedo appearing on a TV talk show, and Blackblood sending out mass thought-mails to insult everybody else. Classic.


Damnation Station: part one of "To the Dark and Empty Skies" by Al Ewing and Simon Davis

Here's the weakest thing in the comic, but anywhere else, it could be the standout. This is the first episode of a new series - fifteen episodes would appear in a scattered run over five months in 2010, and a second batch of fifteen is said to be in the works for later this year or next. It's future war and political posturing with fist-to-the-chest impact, memorable human characters, very weird aliens, introduced in a really good pilot episode that gives you a fun and flawed audience identification figure, a complex situation, and great artwork by Davis, who alternates with Boo Cook.


part one of The Grievous Journey of Ichabod Azrael (and the dead left in his wake) by Rob Williams and Dom Reardon

I saved this one for last - it actually appears second in the comic - because it's just so damn jawdropping. Here's my latest wild pronouncement: No other series in the history of the comic has ever had such a perfect first episode.

Yeah, I know, me and hyperbole, but not even the first episode of Zenith, wherein Earth's only two superheroes are killed by an atom bomb dropped on Berlin in 1945, is as great as this. It is a dense and lyrical tale of a cruel killer in the Old West, beautifully written and with very detailed narrative captions, a stylistic choice that has been stupidly out of favor for far too long. These days, maybe nobody does narration in comics better than John Wagner, but darn if Williams doesn't come very close. The prose is just perfectly judged, and Reardon's minimalist artwork perfectly sparse, with a beautiful trick as the color fades away from Azrael's memory. And then the last panel twist. How in the world, I ask you, could you not demand episode two the instant you finish episode one?

Next time, Nikolai Dante says goodbye to a close friend. See you in seven!

Thursday, March 14, 2013

196. Regime Change

August 2009: For its latest summer launch prog, 2000 AD falls back on some of its most reliable and popular stories. There's no experimentation this time out, which is probably for the best. While we usually like to see a newcomer mixed in with the thrills, anything that was to launch against a lineup that includes Shakara, Kingdom, Strontium Dog and Nikolai Dante is certain to get swamped, particularly when the Judge Dredd story is the beginning of the remarkable "Tour of Duty." Boy, is this thing ever a game-changer. "Tour of Duty" is one of the most amazing long-form stories in all of Judge Dredd. It's less an epic than it is a year-long change of the rules. To understand how we got here, I need to step back and look at how John Wagner has been telling this series for some time now. The problem is, something as dense as Dredd makes it very difficult to find a starting point to the story.

See, if I go back to "Origins" to talk about the mutant issue, I still need to go back further, and further, and pick up plot threads from years and years previously. One of the beautiful things about the series is the way that Wagner leaves critically important details for much later developments in plain sight. I'm sure this has been a beast for anybody at Titan or Hamlyn or Rebellion who has been tasked with assembling collected editions and graphic novels for the character, because just about all of the big epics in the color era of the series grow from a scattering of seeds in several earlier and shorter adventures.

In a way, "The Apocalypse War" was kind of like that. The Mega-City One versus Sovs story was built up through the Luna Olympics, and the two Black Atlantic stories that Ron Smith illustrated, and finally "Block Mania," but the actual 26-part "Apocalypse War" could be read without them, especially in the 1980s, because we all understood, all too well, the fear of a US-Soviet war. I'm not entirely sure that "Tour of Duty" works anything as well as that without all the hints and fears and years of preparation, but for readers who had been following the character and all of the development, I think it works even better for the most part.

Recapping events in Mega-City One and its troubled relationship with mutants may not be strictly necessary for readers, but it is worth considering just how long this has been a key issue. This helps us realize just how much work that Wagner put into this. "Origins" had begun three years previously, and ended, in May 2007, with Dredd finally acknowledging that the city had been very, very wrong in both relying on the judge system so heavily and violating mutants' human rights. This was explored further across seven weeks that summer, in "Mutants in Mega-City One," "The Facility," and "The Secret of Mutant Camp 5" (art by Colin MacNeil, June-July 2007). Development of these issues had been delayed by the second half of the "Mandroid" story, along with various one-offs and unrelated short stories, inlcuding the first appearance of Alan Grant and David Roach's sassy witch character, but resumed in January 2008 with the seven-part "Emphatically Evil: The Life and Crimes of PJ Maybe," again with art by MacNeil, and then the five part "...Regrets," with art by Nick Dyer, in March and April, by which time there's finally some momentum toward allowing equal rights for mutants.

A comparison to the similar momentum in the read world toward allowing equal rights for homosexuals wishing to marry would probably be appropriate at this juncture.

The first mutant blocks in the city were established in prog 1600 (August 2008), amid much screaming and protest from the bigoted citizens of Mega-City One, leading to "Mutopia" by Al Ewing and Simon Fraser in November, which showed the lengths to which the citizenry would go to get the muties back out. "Backlash" by Wagner and Carl Critchlow in March and April of '09 drew all this resentment to its natural conclusion, with Dan Francisco defeating Hershey in a confidence vote for the Chief Judgeship that's pretty much exclusively about the mutant issue. Those are the major points in the story, but it's been a background issue with sprinkled resentment and mutophobia in several other episodes.

Remarkably, and oddly, there's a four month gap between Hershey's defeat and what would come next. The space is filled by the usual high-concept future crimes, ultraviolence and fun that we expect from the series, with old characters revisited and goofy fads exploding. "It Came from Bea Arthur Block" by Gordon Rennie and PJ Holden is a high point, an incredibly silly and deliberately over-the-top tale of alien hair and smug baldies. And there's sci-fi and exorcists in a great story by Ian Edginton and Dave Taylor, and a satire of prison reform using a well-meaning parallel universe of community care and pacifism by Ewing and Karl Richardson. I don't want anybody to get the idea that the series is nothing more than one endless soap opera building and building; it certainly has time and room to do everything, like it always does.

But then there's prog 1649 and "Under New Management," and good lord, that changes everything. It's Wagner and Critchlow again, and, in the densest, and saddest, six pages you've ever seen anywhere, Francisco takes office and assigns Hershey to administrative duties on a colony in outer space, and some middle management goon assigns Dredd to administrative duties out in the Cursed Earth, where the mutants will be resettled. The experiment in tolerance has failed, and the good guys have lost. Dredd and Hershey's quiet and respectful farewell scene is arguably the saddest moment in either character's history.


"Tour of Duty" does not feel like a big slam-bang epic, partially because there is no specific plot for its length. After the initial few weeks, wherein Dredd and Beeny - even his protege is swept out of the city - try to ensure that the displaced mutant citizens get a decent place to live and work, with little help from the bottom-rung judges sent out to work under his command, there's an installment about a Cursed Earth prison - slash - work farm, and then "Tour of Duty" becomes a sub-headline for all the other events that are happening.

There are crimes in the camps, and there are the usual Cursed Earth bandits and outlaws, and back in the city, there is institutional corruption, and the mayor is a serial killer. Over the next several months of the Megazine, an old villain resurfaces. In other words, it's business as usual, except that the rules have changed to reflect that fact that our heroes lost. Dredd is no longer patrolling the streets of Mega-City One. Similar to the 1995-96 epic "The Pit," previously the longest Dredd story ever, we're looking at a complete change to the status quo. Dredd's stuck in a job that he hates, and no longer perceived with much or any respect by his fellow judges, all of whom (except the loyal Beeny, and, in time, Rico as well) resent his bleeding heart getting them all assigned to this mess. This will be the way that things are, in both comics, for an entire calendar year.

I didn't leave myself much time to talk about Nikolai Dante, as I had planned to do. At this point, of course, we've learned that Nikolai and Lulu arranged for her death to be faked. His army of thieves and whores is rising up against Vlad, with the great huge battle to come in early 2010. In this story, illustrated by Paul Marshall, we see a trope of the series in which people communicate with Lulu via vid-link while she's naked, bathing, or otherwise involved in some orgy or other.


Nobody ever interrupts Lulu when she's doing anything dull like knitting, you see. This story is also notable for introducing a fellow in the Hellfire Club who's the spitting image of the old Eric Bradbury-drawn character of Cursitor Doom from the early 1970s run of Smash!. This follows a long history of comic book artists populating fictional Hellfire Clubs with familiar faces like Peter Wyngarde and Orson Welles.

Next time, away from the fiction and into the real world, as the American distributor starts ruining things for everybody. See you in a week!

Thursday, November 8, 2012

185. Amerika the Amazing

July 2008: As I create these articles, I often find myself overlooking Judge Dredd, planning in advance to highlight one of the other stories running. "The Edgar File," a major seven-part story by John Wagner and Patrick Goddard, however, demands everybody's attention. Even as Wagner has solidified his skills writing police procedurals and giving Dredd a meticulous and detailed approach to investigation, this one really is a standout. It makes you wish Rebellion would skip ahead in their Case Files to Volume 35 or whatever it will take to start getting big, complete collections of the modern series in print, so that those foolish non-scrots who still haven't caught on can have their minds more easily blown.

In this story, one of Dredd's longtime adversaries in Justice Department, the politically powerful Jura Edgar, is finally dying of cancer, and gives our hero a file with virtually no information or background. She's pulled similar stunts in the past, knowing that Dredd will, impartially, investigate whatever hints can be found in one of Edgar's secret files. This time, there's a trail of corruption that goes right up to the Council of Five, and an influential retired judge who has remained in Mega-City One as a private citizen, and a really surprising twist revelation right at the end about Edgar herself.

There are some artists who handle Wagner's police procedural side better than others. As mentioned a few chapters previously, Nick Dyer didn't really do a very good job with his first effort. That's in part because his fun and whimsical style didn't really match the downbeat and very wordy script. Patrick Goddard is a much better choice for this kind of adventure. He'd already acquitted himself with a fine Dredd procedural about a serial killer, "Your Cheating Heart," in 2006, and this is even better.


As often happens, the rest of the prog is trying to catch up to Wagner's Dredd. Pat Mills and Leigh Gallagher's Defoe is huge fun, as is a curious future war serial called The Vort by G. Powell and D'Israeli that we'll come back to next time. Sinister Dexter is here, but the real gem is a really thrilling Nikolai Dante story by Robbie Morrison and Simon Fraser. It's called "Amerika" and it's a complete rollercoaster, full of really unpredictable and wild twists. Dante is not a strip that sticks to a status quo for very long, and this story ends the "sword of the tsar" portion of the series pretty terminally.

It's been understood for some time now that Nikolai has been working quietly to assemble underground forces against the tsar, but it all looks set to fall apart after this visit to the ugly and impoverished North American continent. New York is a decaying, overpopulated mess under brutal martial law, with hints and traces of wealth and wonder. About half the populace has bought into VR implants from the Futura Corporation just to pass the time.


This series is always at its best when Dante looks to be in way over his head, and this one's a jewel for fans who enjoy the character facing impossible odds. He's already confounded about how to protect Jena, who's still furious with him after his last dalliance with the Countessa, from militias and self-styled, super-powered "freedom fighters" - resemblances to various Marvel characters intentional - when it turns out that the White Army is involved. These are the weird extraterrestrials who've been scheming to assimilate all flesh into their techno-organic hive mind, and they've got a much larger beachhead in Amerika than anybody thought...

It's a great story, and Fraser is really on fire with his art. The story is memorable for some amazing and meticulous architecture, with the double-page spread that shows the decaying Manhattan a candidate for one of the most amazing pieces of artwork to ever appear in the comic.

Next time, another surprise twist, this time in The Vort, plus a little more about Defoe and the thunderous finale of "Amerika." Be back in a week!

Thursday, October 18, 2012

182. One Disastrous Lineup

April 2008: It's simple arithmetic: at some point in any editor's time in charge of an anthology comic, there is going to be a "worst moment." In the case of 2000 AD, for my money, Matt Smith's one and only utter fumble at the helm came for a three-month run in the spring of 2008, when, flatly, the only thing in the comic that was any good was a three-week Nikolai Dante adventure. When it ended, all that was left were ashes, with even Judge Dredd stumbling badly, and, in a grisly reminder of certain patches in the early 1990s, not one of the five stories was worth reading. The best of them was a one-off serial called Dead Signal by Al Ewing and PJ Holden, which, to its credit, offered up a cliffhanger to episode four that really was thunderously wild and weird. It even made up for the fact that the reliable Holden fumbled the cliffhanger to part two so badly that it's impossible to tell what the heck you just read. Coming just a few pages after a similarly baffling and confusing cliffhanger to an episode of the interminable The Ten-Seconders, it really is very memorable. The following week, it turned out that the helicopter chasing our hero Marc vanished into thin air. That's not what it looked like.

But wait a minute, you may say. Even Dredd was a mess? In a very important continuity story written by John Wagner? Sadly, yes. The culprit is a major five-part story called "...Regrets." Previously, the judges had chosen to relax the anti-mutant laws and begin allowing genetically-altered immigrants from the Cursed Earth to enter the city. For ceremony and good press in the rise of hateful public outcry against this measure, the first mutant people allowed to visit are Dredd's kinfolk, the Fargo family, whom we met in the epic "Origins" in 2007. This is a critically important story, and it deserves artwork with some considerable impact. Sadly, it is given to an artist who is still at the early stage of his professional career, the wonderful Nick Dyer, and he makes a complete and utter hash of it.

Dyer has improved massively since "...Regrets," and I really do like his breezy, McMahon-influenced style, but, flatly, this artwork is a complete mess. I'm sympathetic to his problems following Wagner's script, however, because here is a rare example of Wagner himself completely stumbling. For many of us, Wagner is above criticism, and I do believe that he's just about the best and most consistent writer of comics in the business. Nobody is perfect, however, and here, Wagner is very badly in need for Smith to step in and edit his scripts. I realize that's a downright blasphemous idea in most quarters, but this is an occasion where it is true. There is a bizarre imbalance between small panels packed to full with copiously large word balloons full of police procedural gibberish, and large action panels that Dyer has difficulty filling. Consider the panels below, particularly the second.

Dyer's solution to the problem of that many words is to basically give up and donate the panel almost entirely to negative space. This should never, ever happen in a comic. "...Regrets" is like this constantly; indulging Wagner's fetish of having people say "do this, and then this, and then have somebody do this" is a huge violation of "show, don't tell," and Dyer doesn't know how to manage it. Now, frequently, readers are happy to indulge Wagner's fetish, because, in the hands of Flint or Ezquerra or MacNeil, it can read as riveting, but sadly not here.

As unfortunate as this is, it's still better than most of what's going on. I'll come back to Savage by Pat Mills and Patrick Goddard another time down the line at length, but briefly, Book Three had ended with the occupation in tatters and those stinkin' Volgs getting packed to go home, and then there's a mammoth offscreen gap of three years where they reoccupy England and readers have to figure out what the hell went on and who anybody is, because nobody explains anything. It ends with a major climactic episode where the first two pages are - madly - entirely silent, with no help to readers trying to understand what they're reading.

Worse still is the second and mercifully final story for The Ten-Seconders by Rob Williams. The first story had been flawed but, grudgingly, there was a little promise left. This time out, it is a complete disaster. Three separate artists are drafted to explain this mess, and only one of them, Dom Reardon, displays a dime of competence in telling a coherent story. But even he's lost with at least three separate casts of characters, none of whom refer to each other by name, with no narration. It's impossible to follow.

After three weeks, Reardon is replaced by Shaun Thomas, who further confounds the narrative by drawing all the leads as though they're bank robbers with panty hose on their faces. About halfway through the story, people do start referring to each other by name, and so I'm now reasonably sure that the characters whom I referred to in the first adventure as "Beardie and Beardie" are actually called "Malloy and Harris." They still look and dress identically. "Welsh Beardie," I think, died.

Then Ben Oliver takes over with episode seven and things fall completely apart. Oliver makes Nick Dyer look like a grizzled retirement-age professional, with pages of drawings that have no sense of even being related to each other. There's a scene in a hangar with Malloy - I think - training a jet aircraft's weapons on one of the alien gods. Not one participant in the scene even appears to be in the same location as anybody else. One character looks exactly like a Patrick Nagel painting of the lead singer of the Sisters of Mercy, though. That's something.

So in other words, you've got Ewing and Holden stumbling through a very complex serial, Wagner putting his poor artist through the twelve labors of Hercules, Mills electing not to tell anybody about a stunning development between stories, and Williams and the Three Stooges hitting readers over heads with hammers instead of patiently explaining the story. Compare these adventures to the ones that opened the year: Kingdom, Shakara, Stickleback and Strontium Dog. Never mind the Monday morning quarterbacking and wish that Tharg had juggled some of these stories so that the spring was not quite so dire, the run is made up of stories that feel like word balloons and captions fell off at the printers.

I'm a strong believer in comics being entry-level at almost all times. It may not be "realistic" to have characters think in complete sentences, or refer to each other by name when the reader first meets them in any given chunk of story, but comics aren't meant to be realistic. They have a language unique to art, and sometimes they can appear graceless, clunky, and inelegant to readers when spoken aloud, that's true, but I am presently rereading a lengthy run of DC Comics' Legion of Super-Heroes from the early 1980s, and, despite the oft-heard moan "The Legion is confusing!" from some comic fans, you honestly have to be a willful, stubborn mule to be confused as to who the characters are and what's happening in the stories, because the pacing is clear, the artwork is visually distinctive, characters don't look like each other, background details are explained in narration and thought balloons, and the dialogue allows each character to clearly name and identify the others. At this stage, during this spring, 2000 AD is failing miserably on this front, with one exception.

I didn't mention Dead Eyes, a serial by John Smith and Lee Carter, above, because, unlike its peers, it's a very straightforward and comprehensible story, and not guilty of confusing readers. However, it is guilty of both telling a story that Smith's already told, and also being incredibly boring.

So here we have a nature-loving culture that's into harmony with the planet and no use for technology but all sorts of time for esoteric, passionate sex, and a fellow who meets the culture is pursued by violent, greedy military types, and the fun lovemaking gets abruptly interrupted with bullets. If you enjoyed 1993's Firekind, in other words, here it is again on Earth, in a dreary, mud-painted exercise in post-X Files forteana, with Chtonia, Agharta, stone circles, ley lines and Neanderthals, and an evil, nasty British government full of secret agencies and kill teams.

Dead Eyes is just plain awful, and that's in part because it spends a solid month spinning its wheels having characters talk conspiracy jargon to each other and slowly, turgidly, make their way to the big city underneath a stone circle. Carter's artwork is printed far too dark, but, because he designs the characters to be distinctive from each other, and Smith, despite his reputation as difficult, is professional enough to keep the dialogue and explanations very clear, and so at no point is it ever confusing. No, it's just incredibly dull, and that's despite the presence of trademark Smith dialogue like: "Down's Syndrome orphans moulded by Masonic mind-control techniques into post-modern metrosexual killing machines for the state."

Mind you, the serial does have a hell of an ending. I'll come back to it in two weeks, though. This has been so long and depressing that I want to read better comics for a moment, like the ones running at this time in the Megazine...

Stories from this issue have been reprinted in the following collected editions:
Savage: The Guv'nor (Volume Two, from 2000 AD's Online Shop)
Collected editions of The Ten-Seconders and Dead Eyes are anticipated in 2013.


Next time, so we'll switch back over to the Megazine to weather out this storm and talk about Low Life. See you in seven days!

Thursday, October 4, 2012

180. One Awesome Lineup

February 2008: It's four and a half years before the release of Dredd, a film adaptation of 2000 AD's flagship character. The film will star Karl Urban, Olivia Thirlby, and Lena Headley, and be acclaimed by a wide spectrum of filmgoers and fans as one of the very best of all comic-to-movie adaptations. Dark, brutal, uncompromising, and very violent, the movie is, by any criteria, a complete triumph. Any criteria other than financial, sadly. Its North American distribution is left in the hands of the incompetent boobs at Lionsgate, who couldn't market beer at a football game, and whose strategy seems to consist solely of telling theater owners that it would be a hit but neglecting to tell anybody else, anywhere. The film performs well in Europe, but in the United States, it flops, ignominiously, despite incredibly good reviews from dozens of critics, leaving the prospect of any sequel films in doubt. We'll never get the Ampney Crucis TV series that I want at this rate.

Four and a half years before people started pointing fingers at film companies, however, 2000 AD released an issue with this amazing cover of Shakara slicing a tyrannosaur's head in half. Who has time to be discouraged about movies when you've got this in your funnybooks?

The first lineup of 2008 has got to be one of the comic's all-time best. In fact, it's so darn good that, when we come back to the weekly comic in two installments' time, and see what a complete mess the spring '08 gang is, everybody will be Monday morning quarterbacking, asking what in the heck Tharg could have done to avoid the quality plummet that starts around the time of prog 1577. See, what we've got in these issues includes a really terrific seven-part Dredd adventure by John Wagner and Colin MacNeil called "Emphatically Evil: The Life and Crimes of PJ Maybe," along with the third Shakara story by Robbie Morrison and Henry Flint, the second adventure of Stickleback by Ian Edginton and D'Israeli, the second Kingdom story by Dan Abnett and Richard Elson, and another rollicking Strontium Dog case by Wagner and Carlos Ezquerra.


Which one is the best? Take your pick at random and you could make a strong case. Wagner's two stories have a comfortable feel, even as Dredd is breaking new ground. When we last saw PJ Maybe, disguised as Byron Ambrose, he had been elected mayor of Mega-City One. Now, he's dealing with a copycat killer who's somehow implicated the mayor in his crimes, while Dredd and Hershey revisit the mutant problem. Ambrose/Maybe figures out who the mystery serial killer is, but just after the judges do, leading him to take out his pique on the "true crime" writer who inspired the murders, and the judges vote to relax the old mutant laws. This is going to prove enormously huge, and drive the next few years of Dredd's stories. Comparatively, Johnny Alpha and Wulf Sternhammer collecting bounties and busting heads is nothing new, but very entertaining. This will actually turn out to be Wulf's last appearance to date, I believe. The next two "flashback" stories are set before Johnny and Wulf met, and then the series will move to "the present," and finally start telling stories set after "The Final Solution."

Meanwhile, in Stickleback - my favorite of the five, but only by a hair - the Victorian-era supercriminal and his weirdo gang cross swordsticks with Buffalo Bill Cody, Annie Oakley, and a bunch of other Americans who are performing in a traveling circus when they're not pilfering London of weird, occult treasures. This story's got everything from zombie cowboys to steampunk robot battlesuits to Chinese dragons. It's a complete triumph, but, perhaps, not one of character drama.

What goes on in Kingdom when Gene the Hackman finds a colony of humans and a strange species of gigantic, telepathic ticks is miserable and tragic on every page. You can't empathize with the cast of Stickleback, even with the new and strange mystery about his deformity possibly being a bizarre costume instead, but Gene's tale is a heartbreak on every page. The reader knows better than Gene not to entirely trust these good-natured people, even while sympathizing with their problem. They're under siege from the alien insect "them" outside the fence of their colony, and it's a slow and deliberate siege. Gene quickly understands what the humans don't - the bugs are testing their defenses and slowly wearing them down over months. But there's far more going on than that, and secrets being kept from Gene. He doesn't like that at all.

That leaves Shakara, who is cutting dinosaurs in half. This time out, we learn more about this series' wild and ugly universe, and that the red-eyed, mad-eyed screamer seems to be descended from, or a survivor of, some similarly loud and violent blue-eyed species. Lots of things get cut in half, and the giant psychic eyeball people come back, and we get both a recurring supporting player in the absurdly curvy form of Eva, and, in a thunderously effective cliffhanger, a wild new recurring villain. And he's got blue eyes.

But never mind that, scroll back up and look at that cover again. Do you see what Brendan McCarthy drew? It's SHAKARA CUTTING A TYRANNOSAUR IN HALF. I don't know why anybody ever reads anything else.

Stories from this issue have been reprinted in the following collected editions:
Kingdom: The Promised Land (Volume One, from Amazon UK)
Shakara: The Avenger (Volume One, from 2000 AD's Online Shop)
Stickleback: Mother London (out of print, link to Amazon UK sellers)
Strontium Dog: Traitor to His Kind (2000 AD's Online Shop)


Next time, it's over to the Megazine as veteran artist John Cooper gets a new assignment, and new writer Al Ewing creates a very strange new character. See you in seven days!

Thursday, May 3, 2012

168. About Baby Beeny

October 2006: While 2000 AD is running a major new story called "Origins," something smaller, but almost as important, is happening in the pages of Judge Dredd Megazine. When we last saw Ami Beeny, it was in 1996's "America: Fading of the Light," being inducted into the Academy of Law. Her return to the story as a teenager a decade later is a complete surprise. "Cadet" reunites writer John Wagner and artist Colin MacNeil, who have followed Ami's story since her mother's childhood in the 1990 story "America" that launched the Megazine. This story ties up all the loose ends from Ami's sad family history and sees her working as a very effective judge. Technically, she's still a cadet, a few years away from being given rookie status. In time, she will become a major supporting player in Dredd's story.

Since I'm a fan of detective fiction, I really enjoy watching Wagner use Dredd as a more cerebral character, working a detailed investigation and noting small details to work out the ten year-old story of the terrorist conspiracy that led to Beeny's father's death. There is a really fantastic character moment in part one, where after spending more than an hour silently going over paperwork with Beeny, Dredd says that they need to take a break and do some real judging, and they're going to go hit the streets. Since, as part of her Academy training, Cadet Beeny is actually leading this investigation, she casually says that she'd rather continue, if Dredd does not mind. It's these little character touches that really make Dredd shine so much. I hate that the Simon Bisley ultraviolence version of the character is the one that most readers in the US know; the impatient, taciturn, ruthlessly intelligent and experienced Dredd is a much more interesting one. It's this take on him that has dominated the series for years and years.

I think that it's a shame that the Complete Case Files reprint series has bogged down in the early nineties, around the point where Dredd was his least interesting, just as his profile in media and general fandom has grown in recent months. You almost wish that Rebellion could just skip forward ten or eleven books and start printing the stories from around the time PJ Maybe broke out of prison and made for South America. Dredd hasn't been Super Gun vs. Entrails for such a long time, but the evolution of the character and all these brilliant stories are, mostly, still only available in the back issues and not bookshelves.

Still providing backup to the main Dredd feature, there's Fiends of the Eastern Front by David Bishop and, again, MacNeil, and Black Siddha by Pat Mills and Simon Davis. These both end in the next issue of the Megazine, and end pretty finally. Fiends is particularly interesting. It's established that a golem is one of the few things on Earth that can destroy the vampire Constanta, and he barely escapes from their battle with his life. As the "present" of this story is established, via bookends, as being set in the late 1960s and looking back at the war, it is shown that another golem has been prepared, should Constanta ever resurface.

Black Siddha also concludes, but it is done in a curiously subtle way. It shows our hero purged of his bad karma and no longer tied to his strange, superheroic other self, set for a happily-ever-after life. Since 2000 AD stories, if indeed they do reach a proper final episode, tend to go big and memorable, the understated conclusion to this mix of Bollywood, superhero fisticuffs, and organized crime really is a surprise. In point of sad fact, this third story, "Return of the Jester," had been so uninvolving and disappointing, and so hard to follow in six-page, weirdly-edited chunks (as discussed in chapter 164), that, despite claiming to enjoy this series, I had actually tuned it out when I first read it, because Mirabai was acting like a jerk, the fight scene never ended, and I didn't understand why Siddha was having any difficulty overcoming Jester. So I figured that I would come back to it some other day, and figured that the next story would be better, and wondered for years when the heck it would return. Okay. Well, since it's done and done for good, can we have a collected edition, please?

Speaking of collected editions, Tales from the Black Museum is certainly due one. This first appeared in Meg 244 back in May, and it has racked up 24 episodes since. Under Matt Smith's editorship, it is effectively the Meg version of Tharg's Future Shocks, just one-off episodes dropped in between longer stories and series. They're usually written and drawn by the newer model droids, and typically riff on some established point of Judge Dredd continuity.

This time out, for example, we have a story written by Al Ewing (whose first Future Shock was published in 2002 and whose first 2000 AD serial, Go Machine, ran just a few months previously in '06) and drawn by Rufus Dayglo (whose first Future Shock was published in 2003 and who will finally get a big series in '08 when Tank Girl will appear in the Meg), which follows up an old comedy Alan Grant Dredd Annual story, told in verse, in which the Devil is incarcerated in Mega-City One's Iso-Block 666. Here, a criminal mastermind risks everything to get into the Devil's cell for a game of cards. It is fantastic. It's hugely funny, beautifully drawn and has a terrific twist.

"God of Gamblers" is probably my favorite Black Museum story, but it's possible that I might have overlooked one. After 24, they sort of run together, but I'm enjoying refamiliarizing myself with them as I've gone back and reread them. I maintain, however, that 24 is more than enough, the format is tired, and that they should be collected in a single volume and the format concluded in favor of something else. Honestly, I would really prefer for Smith to choose one of the huge number of Meg regulars in Dredd's universe with a too-low-to-reprint episode count - Black Atlantic or Juliet November or Bato Loco come to mind - and commission six one-off episodes, and drop them between other stories instead.

Stories from this issue have been reprinted in the following collected editions:
Judge Dredd: America (only in the 2008 Rebellion edition, which is out of print, link to Amazon UK sellers)
Fiends of the Eastern Front: The Complete Fiends of the Eastern Front (2000 AD's Online Shop)

Next time, our long (inter)national nightmare is over. Simon Fraser returns to Nikolai Dante. See you in seven!

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, April 5, 2012

164. Nothing Looks Quite Right

Welcome back to Thrillpowered Thursday, the blog where I reread my collection of 2000 AD, the Galaxy's Greatest Comic, along with its sister titles, and tell you about the wonderfully fun stories that I enjoy. I try to look back at things with a little sense of history and context, and for the next eight weeks, I'll be looking at some issues that were published in the second half of 2006.

In the present day, the comic celebrated its 35th anniversary in February, and perhaps you, dear reader, might be scratching your head wondering why in the world I would schedule some down time to go dark during the festivities, particularly as it was during the 30th anniversary that I started thinking about writing about the comic, its history and fandom. I have not actually been idle, as regular readers of all the Hipster Dad blogs know; over at my Bookshelf blog, I've been featuring a 2000 AD-related review every week - eight of 'em since I last wrote here. Check 'em out, and then tell your friends, share the links and spread the word. It's always good to let your friends who don't read Tharg's Mighty Organ of Thrillpower know that it isn't only you who loves this stuff. It's how we get new readers, I'd say.

But anyway, what I do here is look at the stack of comics-to-reread and schedule issues every fifth or sixth or so along the teetering, toppling tower that might spark a thing or two that I might want to talk about. And so we come to June of 2006 and Judge Dredd Megazine # 246, which is a good point to bring up Matt Smith's editorship of this title and the teething troubles that he appeared to have settling into things. Of course, charting the history of the Meg, as David Bishop did in very great detail over the course of a series of articles that had recently concluded at the time this issue was published, shows just how schizophrenic and unpredictable the comic is. The Meg has changed focus, page count, size, number of reprint pages, you name it, every few years and, under the editorship of Alan Barnes, it had spent about three years being unmissably good. It was a solid, fantastic, hundred-page book with five new stories of about 8-12 pages in each issue, backed up with some choice reprints from the pages of both 2000 AD and Battle Picture Weekly and some excellent text features.

Unfortunately, declining sales have meant that the good times have come to an end by 2006 and, while there is still a lot to love about the Mighty Meg today, the issues of the present just don't have the breadth to compare with the Barnes model. But before we get to the strong uptick in quality that makes today's Meg a very good read, there's this mess to deal with. For starters, there's a four-part Judge Dredd story called "Regime Change." It's got a very good script by Gordon Rennie that sees Mega-City One overthrowing the corrupt leaders of the South American Ciudad Barranquilla as part of an international "peacekeeping force." Unfortunately, there's the art by Inaki Miranda and Eva de la Cruz.



Now, part of what has made Dredd such a memorable strip is the editors' willingness to let artists go off-model. Wild experimentation is what led us to the memorable imagery of, say, Kevin O'Neill and Brendan McCarthy. But that's one thing, and this refugee from muscle beach is another.

To their credit, Miranda and de la Cruz provide some excellent pacing and clean, coherent storytelling, but with wonky anatomy and easy outs-via-stereotyping and caricature, the whole story really does look crass and unpleasant. And while there is certainly a long tradition of the Judge Dredd comic strip indulging in below-the-belt racist comedy in the artwork, that is a tradition that had mostly been tamed for what seems like at least a decade before two Sino-Cit judges show up, all buck-toothed and ready to frighten us with their yellow peril. The artwork was barely floating in the first place before, with one panel, the whole thing gets torpedoed.

It's not just Dredd that looks sloppy and ridiculous, though. In Fiends of the Eastern Front, the almost-always reliable Colin MacNeil elects to letter his own artwork. Not one person on the planet is pleased with his choice of font.

Mercifully, Matt Smith steps up and puts a stop to this after three episodes. The remaining five are lettered by the long-serving Annie Parkhouse, who does not use that font. I think that there's a lesson here for all of us.

"Stalingrad," the first new comic adventure for Fiends since the original in 1980, is further hampered by its bizarre scheduling. It is running alongside the third adventure for Pat Mills and Simon Davis' Black Siddha. Both were commissioned by Barnes, but the budget crunch and loss of pages has left Smith without the space available to run them as they were produced. I believe that both were planned as six episodes of eight pages each, but Smith has only six black and white pages and six color pages for new comics other than Dredd in each issue at the time, so they each get spread over eight months.

The problem, of course, with doing that is that a comic paced as an eight-page episode loses all of its impact when, in its first month, you only get six of the pages and an abrupt ending, and then, in the second, you get two pages where the action rises to a weird climax, resolved over the third and maybe the fourth page, and then moves through the first half of the scripted second episode. A monthly episode needs at least eight pages to "breathe" properly anyway, and this inelegant solution doesn't benefit either story at all.

Having said that, I've argued (most recently over at my Bookshelf blog about ABC Warriors) that, at this point in his career, Mills is writing without concern for cliffhangers anyway. The Black Siddha story, "Return of the Jester," appears to be a single 48-page story and it might not matter how well it is divided, except that it simply doesn't have the impact, carved up the way that it is. "Stalingrad" fares even less well, as its writer, David Bishop, was certainly thinking in terms of individual episodes with specific rises and falls in each installment.

I guess another thing that happened since the last time I wrote in this blog is that Mills gave an absolutely epic three-hour interview for the ECBT2000AD guys and their podcast, and he took another swipe at this Fiends adventure. Bishop had previously been commissioned by the prose publisher Black Flame to write three or four Fiends novels that were pretty well-received, but it certainly didn't please Mills to see anybody else writing Fiends comics other than the strip's creator, Gerry Finley-Day. While the production issues - and, I'm sorry, Colin, the lettering - certainly impacted everybody's enjoyment of Fiends, Mills' comments about anybody other than a strip - any strip's - creator scripting new episodes were appreciated by Smith, who declined to commission any more stories. But he also hasn't commissioned any new Black Siddha either, leaving the story with a reasonably happy ending for its hero.

Stories from this prog have been reprinted in the following collected editions:
Fiends of the Eastern Front: The Complete Fiends of the Eastern Front (2000 AD's Online Shop)


Next time, the Red Seas are underground and Rawhead and Bloodybones are in London Town. See you in seven!

Thursday, December 29, 2011

158. Lack of Background

November 2005: Over the previous two entries, I've mentioned a very highly regarded Judge Dredd story by John Wagner and Kev Walker entitled "Mandroid." It's a long way from being one of my favorite Dredd stories, but it really is an effective and triumphant look at just how badly the best intentions can go awry. If I'm honest with myself, I'd have to agree that my rotten mindset and personal unhappiness in the last half of 2005 colors my reading of it. I was in a bad place and in a bad relationship at the time, and something as downbeat and depressing as "Mandroid" certainly wasn't going to provide a nice distraction.

Over its first few episodes, the twelve-part story introduced us to Nate Slaughterhouse, a decorated war veteran who has lost more than half his body to grievous wounds and given a realistic cyborg shell. Honorably discharged with his wife, a veteran officer, and their young son, they try to start a life in Mega-City One and find the place every bit as miserable and overwhelming as a reader can imagine. It's one of the very rare occasions where Wagner doesn't play the inhuman insanity of the city for laughs; here, Mega-City One is an absolute, miserable hellhole, and Justice Department is a largely incompetent, badly understaffed agency whose presence, while mostly ineffective, is still desperately needed to maintain just a hint of order. Unfortunately for Slaughterhouse, it isn't nearly enough.

So with his wife missing and his son murdered, Slaughterhouse becomes a vigilante, enraged and driven by the judges' impotence in the face of escalating street crime and organized "legitimate" business. Dredd is there as a constant, reassuring force. "We'll get him," he says. "We always do." And this is true, but it doesn't mean anything, either. The violence of the city just keeps getting worse, as even the lethal force that the judges wield is no longer a deterrent anymore.



Slaughterhouse is a compelling and tragic figure, and Walker's art really works beautifully in this setting. I really like the style that he's been using for the past nine years or so, with stark lines, limited detail and solid colors. He's not afraid to lose figures in fog or shadow, and people stand with huge weight and menace. There's a fantastic cliffhanger where Slaughterhouse returns home to find Dredd waiting for him. The lawman is standing quietly, his gun drawn but by his side, and holding one of Slaughterhouse's overcoats. There are two bullet holes in it, shots that the vigilante took and which bounced off his steel chassis. "I've been waiting for you," Dredd says simply, and even though there's nothing more in that panel's text or narration to imply a specific tone, I read that as Dredd speaking with such human sadness.

Throughout the story, Dredd has been incredibly sympathetic and understanding. I really got the impression that Dredd honestly liked the man, and wished his city was a better place for good people like him and his family. With that one, simple sentence breaking their bond and turning them into adversaries, it is an amazingly effective cliffhanger, one that just makes readers want to put the issue away for a while before tackling the other stories.

As I've expressed before, there's occasionally a big gap between "best" and "favorite." "Mandroid" is completely brilliant, and I strongly recommend the collected edition for anybody curious about the strip. But I also offer the caveat that it's not usually like this. Mega-City One is only bearable because its misery is almost always couched in lunacy. Despite the words I've devoted to it here, "Mandroid" is just too bleak and harrowing for my liking, and I'm honestly glad when the strip ends and I can focus on other things, like Sinister Dexter's world spiraling completely out of control again.

I was rereading some earlier chapters in this blog this week and noticed how one major thing has changed in the way that I approach it. It began with me reporting my reread from the perspective of doing it with my children. Sadly, my older son has elected to live in Kentucky, and my daughter stopped reading after about a hundred issues. She was a little outraged and disappointed with how things went down in Sinister Dexter, her favorite strip. She didn't quite read this strip from the same perspective that I, or anybody else, did. She read the story as being about Demi Octavo. To her, Demi was the central character, and Ramone and Finny were just the guys that she sent out to do her job. When Demi was killed in the epic "Eurocrash," that put an end to her brief flirtation with the comic.

"And death shall have no dumb minions" feels very much like the thematic sequel to "Eurocrash," especially when things start to fall completely apart around Demi's sister Billi. Interestingly, for a while, it doesn't quite go that way. Now, "Eurocrash" was almost totally brilliant, but there was one flaw in the earlier chapters. Violating the "show, don't tell" rule, writer Dan Abnett kept asserting that Demi's hold over the city's crimelords was weakening, but only gave us some very slight evidence that this was true after making these claims. Nevertheless, it was a short hop from that claim to the godawful entropy setting in, destroying Demi's empire and leaving Ramone and Finny helpless to stop it. Demi's inevitable death is an awesome punch when it comes, but it was telegraphed from space.



This story begins with an entirely different mood. Ramone and Finny have new employment with Appelido and they seem to be in control of their destinies. Ramone and Tracy are happy together - and I'd be remiss if I did not mention that a bedroom scene with these two early in the story, painted by Simon Davis, is almost certainly the sexiest and most erotic moment to ever appear in the comic - and Downlode looks to be as stable as this erratic, dangerous city can be.

But then we learn that Billi has been placed in Appelido's organization by the police to gather evidence. Now, a big chunk of this requires some suspension of disbelief at both Downlode's laws and human behavior. Basically, since Appelido is a clone of crimelord Holy Moses Tanenbaum, and the law says that - wait for it - clones can be prosecuted for the crimes of the person from whom they're cloned, the city's planning a big sting operation to prosecute Appelido for Tanenbaum's crimes, and that's what Billi's doing on the inside. Since Tanenbaum had, years before, kept Demi as his mistress, Billi wants to avenge her late sister by killing the clone of Moses.

This is problematic. Of course, the main reason that I have come to dislike Sinister Dexter is that Abnett has overcomplicated the bejezus out of the thing, helping to confirm that a once amusing and playful diversion of the strip has turned into a narrative nightmare, but until I started thinking about it, I had enjoyed "And death shall have no dumb minions" for its surprising and powerful escalation and climax. While, in "Eurocrash," Ramone and Finny are working together very closely and things only hit that inevitable punch because they get separated, here, there's a sense that if only they could make it to the right place at the right time, they could have avoided all the carnage. Pardon my language, but an insightful friend once noted that the really great thing about the famous final episode of Blake's 7 isn't just that they all die, but that they die fucking up. It takes some bravery on the part of a writer to allow his lead characters this kind of vunerability.

So yes, things get really, really bad in this story. It looks very much like it ends with Ramone dead, Billi about to join him in the afterlife, and Finny about one gallon of gas away from either incarceration or a million bullets. Especially with the artwork by Davis at his career best - and I know that no artist appreciates the insinuation that their best work is behind them, but really, this is lush, detailed, vibrant, exciting and so many leagues superior to the latest sixty-odd, identical, orange-and-purple pages of the most recent Ampney Crucis Investigates story that it's not at all funny - and knowing just what an utter and total mess that Sinister Dexter would devolve into, it would have been best off ending here at this emotional high. It would have been ugly and messy and left unanswered questions, but with just a little tweaking to the last few pages, this could have been a memorable and amazing end.

Sure, the bad guys would have won, but this is Downlode, and our heroes are hired killers. The bad guys win in every story anyway.

Stories from this issue are available in the following reprint editions:
Judge Dredd: Mandroid (2000 AD's Online Shop)
Leatherjack: The Complete Leatherjack (2000 AD's Online Shop)
Rogue Trooper: Realpolitik (Out of Print, link to Amazon UK sellers)


Next time, "Mandroid" artist Kev Walker gets selected for the front cover of Prog 2006 and a stunning new lineup for the new year! Plus more about Sinister Dexter, because I've got more to say about it.

Thursday, December 22, 2011

157. Caught Short

September 2005: At last, the good times come coasting down for Judge Dredd Megazine. After spending the last three years going from strength to strength, diminishing sales finally force a change to the comic, and, without warning and on the eve of its fifteenth birthday, the approximately 100-page comic drops to nearer eighty a month. It's still terrific fun and good value, but, in probably the only miscalculation that Alan Barnes made during his tenure as editor, the change comes during a month where the regular lineup feels oddly thin anyway. The book has usually been featuring at least five new strips an issue along with reprints and features, but this time out, more than half of the strip content goes to a much longer than normal episode of Judge Dredd, and it's backed up by with a celebratory Simping Detective chapter by Si Spurrier and Frazer Irving, and the last part of the ongoing Devlin Waugh story, "All Hell," by John Smith and Colin MacNeil. Typically, 2000 AD's editors have used anniversary, or 100th issues, for relaunches and the first episodes of ongoing stories, and so the tone of this issue is an unexpectedly understated one. Even though nobody should logically complain about a big, 36-page Dredd story, the "only three strips" feeling is an emotional one, and, weirdly, it draws attention to the reality that the comic has lost pages to the budget.

Another reason that nobody should complain about this Judge Dredd strip is that it is completely wonderful. Written by John Wagner and with art by Henry Flint and Chris Blythe, it's called "Flood's Thirteen" and it is a fantastic caper story, an expansive 36-page look at a spectacular heist that does not go as planned, but, oh, it gets so close. Even with using a couple of splash pages, it feels so dense and detailed that a reader taking in the episode on its own might be surprised to learn that it's only 36 pages long. With the current style in American comics to write as little as possible in any given single issue, you could easily imagine the contemporary architects of superhero books needing a six-issue miniseries to tell this story.



I'm really impressed by how well Wagner structures this as a single entity on its own. I went into it expecting it to feel, as so many extra-length 2000 AD episodes do, like several smaller episodes crammed together, with cliffhanger endings every so many pages, which jars the flow when a reader knows they'll be there. (It's why removing the "NEXT PROG" and the credits from reprints never, ever actually benefits the story when read in a collected edition.) "Flood's Thirteen" doesn't feel like that at all. It flows much more naturally than even Wagner's recent multi-part triumphs in the comics, such as the recent "Terror" and "Total War," or the excellent "Mandroid," which was running in 2000 AD at the same time this was published, and, about which, more in next week's blog.

The story concerns a criminal who's released after his fifteen-year sentence is concluded, plus another three for being a probable repeat offender. He assembles some of his old gang and a host of thieves and gunmen with a grandiose plan to heist a spaceship. It's just come back from its multi-year tour of Mega-City One's colonies, full of taxes to be paid to the city, and it will be in lockdown for three or four days while Justice Department accountants audit its hold. The gang plans to replace the accountants and use a stolen teleporter to move the merchandise.

I really love reading stories like this, where the high concept is treated very seriously, and the writer looks into how such a scheme might work, where it could fail, and how the intelligent criminals would adapt to setbacks and detours. I suspect that many people who don't really know Dredd very well know that he's foremost an action hero, and also often used to make insightful political points, but the character also appeals to me as a reader because he's a superb detective with a fascinating arsenal of surveillance and gadgets at his disposal. He's flawed, certainly - PJ Maybe's triumph over Dredd just three issues prior to this is proof of that - but he's a force to be reckoned with both physically and mentally. I love how the gang's unavoidable slip-up brings Dredd to suspect something is amiss, and Dredd forces Flood into improvisation and quick thinking, but that's all before Wagner plays his master stroke. He brings in his occasional characters from the Branch Moronian cult to completely turn this thing into a disaster. Neither the judges nor the criminals could have predicted the arrival of self-lobotomized cultists with heavy artillery. It's terrific fun.

The text features in the Megazine have been essential reading for many years by this point, and probably the best of them have been David Bishop's histories of 2000 AD ("Thrill Power Overload," later expanded into an equally essential book) and Battle Picture Weekly (the much shorter, but just as fascinating "Blazing Battle Action!"). This issue sees the debut of Bishop's latest ongoing piece, a similar look at the history of the Megazine called "15 Years, Creep!" and, if I may be allowed another intrusion of my personal experience into the narrative, this sparked a wonderful memory that I have of my late father. In this issue of the comic, there are actually two chapters of this feature, which will run through Meg # 242 the following March, and the second features a look at the creation of John Smith's terrific and popular character Devlin Waugh.

I had picked up this issue from my regular thrill-merchant in Athens, probably also spending a little time with that girl whom I was dating at the time, who made her own intrusive presence felt in a chapter posted four weeks ago, and stopped by my parents' house to visit and watch a little football. Probably during halftime, or between games or something, I turned on the lamp behind my dad's recliner and decided to read the articles while my father played with his grandkids. He came back into the den some time later, by which point I was grinning ear to ear because I'd found the bit where Bishop cited that gushing, fanboy interview that I'd had with John Smith in 1999. (You can read about how foolish I felt about that right here in a Thrillpowered Thursday chapter from three years ago.)

So I explained to my dad that I had interviewed some writer he'd never heard of, for some website that he'd never heard of, either. ("You're talking about the internet, right?" he asked.) And now the writer of this magazine article had cited the interview and namechecked me to accompany a quote from Smith. "So you're in a magazine?" Dad asked. I showed him the page.

"Can you make me a copy of this?" Dad asked.

"Well, sure," I said. "I can give you a printout of the interview as well."

"And that's on the internet?" Dad said. I told him that it was, that it was for the Class of '79 site.

"No, I don't want that," he said, honestly. "Anybody can put anything on the internet. I just like seeing your name in a magazine. That means something."

So, thanks again for that, Mr. Bishop. You made my old man proud.

Stories from this prog have been reprinted in the following collected editions:
Judge Dredd: The Henry Flint Collection (2000 AD's Online Shop)
The Simping Detective: The Complete Simping Detective (2000 AD's Online Shop)


Next time, Judge Dredd tries to stop Nate Slaughterhouse, and Sinister Dexter have a problem similar to the one addressed in the recent chapter about Slaine, in that they reach a grand finale... and keep going. See you next week!

Thursday, December 8, 2011

155. Of Insects and Illiterates

It's July 2005, and the summer goes like this: the last few books in the failed initiative with DC have trickled to a close, the revived Doctor Who has concluded the first season of its triumphant return and seen out actor Christopher Eccleston in the lead role, fifty-two people have been killed in a series of terrorist attacks in London, and 2000 AD releases one of the most timely and politics-minded issues of its history. Much of the content is the usual high-concept SF stuff, of course, safely told in far, fanciful, futures. There's Leatherjack, detailed below, and Robo-Hunter, about which, more next time. But this week's Judge Dredd, the first of a two-part story by John Wagner and Phil Winslade, is especially timely, with Wagner railing against the increasingly paranoid mindset that seems to be in charge of the War on Terror.

By chance, I came back to this story in my reread at the same time that I read John Mortimer's penultimate Rumpole of the Bailey novel, 2006's Rumpole and the Reign of Terror. This will get the spotlight over at my Bookshelf blog on Tuesday, and they are very similar in their anger. The US and UK each shared a massive overreach in police powers in response to terrorism. In Britain, this has resulted in incarcerations without formal charge, the excuse being that to formally charge a suspect might compromise classified intelligence. While in the present day, Horace Rumpole finds himself in the legal fight of his life trying to defend a Pakistani doctor when nobody will tell him either what he has done or what evidence is against him, in the not-all-that-future-world of Mega-City One, Dredd and the judges have arrested a citizen, told him only that he's being held in connection with the recent bombings by Total War, and suggested very strongly that things will go much better for him if he just confesses. They don't tell him to what they want him to confess. Episode one ends with the hapless citizen pleading for his life and an impassive Dredd sentencing him to indefinite confinement by the rights afforded him under the Security of the City Act. It's an incredibly bleak little story, but also completely furious.

Over in Savage, meanwhile, Pat Mills and Charlie Adlard are chronicling the life of a London occupied by the Volgan nation. Mills doesn't really build up his anger and release it in targeted bursts of fury in quite the way that Wagner does; rather, it's poured out smoothly over every panel of Savage. The result is just fantastic reading.



"Out of Order" is the second story (or "Book Two") for the revived Bill Savage, brought back from obscurity and occasional editorial mocking the previous year into a taut and impressive modern thriller. It is a really exciting rollercoaster, with one hell of a lot of plot packed in. Episode one resolves the cliffhanger ending from Book One and introduces Captain Svetlana Jaksic as Savage's principal nemesis. Her abrupt demise at the close of this story really is a surprise; it looked for all the world like Mills was setting her up as a long-term villain, but she dies without ever knowing who her enemy really is. We also meet new gangs of terrorists - slash - freedom fighters, few of whom coordinate their efforts with each other, get to see the Volgans' effective-but-evil tactic of ensuring human shields for their tank convoys by tossing candy to starving children, and get a powerful human element with the introduction of Bill's brother Tom and niece Jan.

I confess that I'm a little troubled by Jan's rape in this story. This is the second time in the last few years of 2000 AD where Mills has allowed a violent act against a woman to galvanize a hesitant male into action. It was more egregious when Moloch raped and killed Niamh in Slaine, as that was the end of a long-running major character, and here it is "just" the last impetus that Tom needs to help brother Bill with his plan to get inside occupation HQ and assassinate Volgan Marshal Vashkov.

While I acknowledge the event and question its narrative value, I choose to overlook it, right or wrong, because "Out of Order" ends with three of the most stunning episodes of this long-running series. The killing of Vashkov belongs on anybody's list of great Pat Mills moments. The way that Vashkov tells Savage a story, confidently expecting that the man in front of him will choose the path of heroism and honor, only to find that he has horribly misjudged things, is completely beautiful. Savage thanks Vashkov for the information, but for a totally different reason than the Volgan expected, and responds with all the abrupt and impassive force of Tommy Lee Jones in the film version of The Fugitive when he tells Harrison Ford's character, "I don't care." Adlard draws the hell out of this sequence. The image of the feathers blown out of the pillow used to muffle the shot will stay with 2000 AD readers forever.

And all this is before the book's actual climax, when Savage takes care of Captain Jaksic and lets a restaurant of collaborators know what he thinks of them. It's a moment where Bill Savage finds that line between terrorist and freedom fighter and absolutely leaves readers with a lot to think about. This is a completely, totally brilliant comic.

While both Dredd and Savage are raising questions about today's world, Leatherjack by John Smith and Paul Marshall is wild, escapist, crazy and only tiptoes around any obvious political ideas. Smith and Marshall had, in 1993, collaborated on the very good Firekind. This story isn't quite as successful to me, in part because Marshall's artwork has evolved over time to a style that I don't enjoy quite as much. His character designs are as impressive and grotesque as ever, but he's inking with a much heavier line for starters, and the intricate and delicate alien universe of Firekind is not present here. It's a world that looks stark, too solid and, honestly, a little generic.

Leatherjack is the story of an assassin, working thousands of years in the future for a disgusting crime lord and employed to retrieve a book which unlocks human consciousness, and which is in danger of being destroyed, along with all the other books on a library planet, in a galactic war. To his credit, Smith does provide a terrific introduction. The story opens following an aging professor, who's been given access to the library planet by the great big alien bugs who run the place and are defending it from bombardment by the Spinster Empire. We meet all three sides in this conflict, and the professor would appear to have a major role to play as the action gets started. Surprisingly, however, the professor is killed in the second episode as Leatherjack takes center stage. Smith loves to mess with expectations and certainly doesn't mind killing off his supporting cast, but that really was a big surprise. I mean, even once you get past the remarkable surprise of how the professor leaves the story and the assassin enters it.

It sounds agreeably engaging, but it all somehow fails to gel. We never get to know any of the characters, and those that we do meet just seem like templates from John Smith's playbook - depraved dictators, foppish killers, observers watching from the sidelines seeing events spiral out of control and saying "no no no no." These are all things that we've seen before. Add in a climax in which an ancient, totemic power rises to wipe out the technology of the warfleets that threaten it, and the whole thing feels like a longer, shallower incarnation of the creators' earlier, excellent Firekind. And after reading this several times, I'm still not certain that the Spinster Empire, a comedic bunch of Mary Whitehouse parodies flying around in space-faring censorships, didn't wander in from an entirely different strip altogether.

Leatherjack, whether it thrills you or not, is certainly notable for one thing. Its run of eighteen consecutive weekly episodes by the same team is the longest over the decade of the 2000s. A couple of years ago, I predicted that the desire to quickly repackage successful and celebrated thrills into graphic novel form would lead to longer serials, making the book versions a little meatier and more attractive to new readers. This has not been borne out; the longest individual story since 2005's Leatherjack has been Stalag 666 in 2008.

Stories from this prog have been reprinted in the following collected editions:
Leatherjack: The Complete Leatherjack (2000 AD's Online Shop)
Robo-Hunter: Casino Royal (free "graphic novel" collection bagged with Megazine # 308, from 2000 AD's Online Shop)
Savage: Taking Liberties (2000 AD's Online Shop)


Next time, Hey, did somebody say Robo-Hunter? You know what that means? More scans of Samantha Slade! See you next week!