Showing posts with label richard elson. Show all posts
Showing posts with label richard elson. Show all posts

Thursday, January 31, 2013

190. Vigilantes in Mega-City One

Welcome back to Thrillpowered Thursday, the blog that dares to ask the question, "Didn't I just read that series?" For now, we're getting very, very close to the present day, and as this continues, we'll be looking at the launches of more than a couple of series that are still running. I've been asked several times over the years what I plan to do when the blog catches up to the present-day issues, and the answer might be "not get quite that far, and maybe take another long rest." But before we hit such a drastic measure, I think that first, everybody reading this should give a big round of applause to Tharg and all his droids, because 2012 was a completely awesome year of really amazing comics.

There were some pretty darn good comics running in December 2008, when "Prog 2009" was published, but there were some uneven ones as well. The annual launch issue, this time featuring a funny and wonderful cover by Carlos Ezquerra, saw the beginnings of new adventures for Strontium Dog and Greysuit, each of which we'll talk about next week, along with Marauder, a serial by Robbie Morrison and Richard Elson set in Judge Dredd's world, and the latest adventure for the crew in The Red Seas by Ian Edginton and Steve "Inkless" Yeowell.

In the present day, fans are waiting to hear when, if ever, we'll see a fifth story of Kingdom, the terrific series by Dan Abnett and Elson. Apparently, Elson's been working for Marvel, one of those inferior American publishers who pay a higher rate than the Galaxy's Greatest. I looked him up at comics.org and saw that he's spent the last couple of years drawing their superhero books. Well, he couldn't have asked for a better calling card than Marauder. It's the story of a flunked-out cadet judge who gets caught in a crossfire between three rival criminal groups. One of these is a gang of crooked judges who are in the occasional pay of yet another Mega-City kingpin, and one of these is an alien who provides Falcone with some interesting technology.

In his red-and-yellow supersuit, Falcone moves like Spider-Man with the tech of Iron Man. Many years previously, we'd seen Judge Dredd see off interfering super-vigilantes (in "Megaman" [prog 440], "Fairlyhyperman" [progs 529-530], and "Bat Mugger" [prog 585]), but these were mainly played for the quick laugh, and didn't really examine what a superhero story set in Mega-City One might really be like.


Not to dismiss or belittle Morrison here, but if I were a Marvel Comics editor, and this run of progs came across my desk, I'd have written Elson a blank check, because the artist is the star of this story. Until Kingdom, which is completely majestic, I had always ranked Elson as maybe being solid if not among my personal favorites. Tasked with an urban superhero adventure, with lots of fast action and wild camera angles, he really goes above the standard, and delivers some of the best-looking superhero pages from any publisher. Apparently, he has not drawn very much Spider-Man yet, which is an almighty shame for Spider-Man readers, because, in his weird red suit, Falcone interacts with the buildings and bridges of Mega-City One like the town is a valuable supporting character. You can easily just tune out the script and relish all the detail and attention in every panel.

This is a delight that readers of The Red Seas cannot share.

Back in 1987, Steve Yeowell had debuted in 2000 AD as the artist of Zenith, the comic's first superhero series. And he drew the almighty hell out of it. Every page of that series looked terrific, and Yeowell parlayed that success into lots of assignments for other publishers. It's one of comics' great missed opportunities that DC didn't give him the regular job of their title Starman after Tony Harris moved on. Yeowell had done some really great fill-in work for Harris in the 1990s. That job shoulda been his.

Something happened to Yeowell's work earlier in 2008. There's still a little bit to like about it. His character designs remain consistent; Captain Jack Dancer looks the same from panel to panel. At least there's that. Otherwise, either his local art supply store raised the cost of ink beyond common sense, or Yeowell's interest in and enthusiasm for drawing The Red Seas hit a wall. I peg the deterioration with episode three of the previous story, "Old Gods" in August. That's when backgrounds for his pages abruptly started vanishing, and he started taking visible shortcuts to finish things. The worst offense came with a forest depicted by way of a large blob that indicated the canopy of trees, its interior detail nothing more than fifty-odd quick squiggles that suggested individual leaves.


Nothing in "Signs and Portents" is quite that bad, but nothing suggests any interest in continuing to visualize Captain Jack's adventures either. This time out, our heroes have been abducted by Caliban, who also holds the immortal Prospero as his prisoner. Prospero, who first communicates with Capt. Dancer and his crew by way of some floating food, is privy to Dancer's recent past and run-ins with the supernatural, and has grave warnings about his future. But it looks like he won't even get that far when, in one of the most abrupt and strange cliffhangers in 2000 AD's long history, our heroes are tied up as bait for some giant animals outside Caliban's walls.

Actually, rereading it, "abrupt" is putting it lightly. It simply does not feel like an end-of-story cliffhanger, where the tensions rise and there's a build up to a "sting," leaving audiences both satisfied with what they have read and anxious to see what will happen next. Everything suddenly happens with the feel of doors slamming, including a massive cut in between our heroes being discovered and then stuck in this wild and outlandish climax. It's not done with a sense of danger or drama; in fact, it's almost played as comedy, with a surprising "The End" stuck at the bottom, above a caption promising the series would be continued. Jack's bizarre conundrum would be addressed more than a year down the line, jumping from prog 1623 to 1688.

This feeling of comedy has also infected The Red Seas more potently at this time. Now, sure, there was always a light touch in the strip - Jack's opening line to Isabella, the camp stylings of Dr. Orlando Doyle - but with the previous story, the supernatural became really whimsical. The squabbling Norse gods, with Odin depicted as a henpecked husband, were admittedly a little funny even as they reduced the impossible into wacky, but by now, the trick of turning the outre into ordinary, as shown by Prospero's manipulation of sausages, is transforming the whole series into a light, early evening comedy. At the same time, everybody is issuing dire warnings and Captain Jack is taking fantastic occult threats seriously, but the threats are pantomimes. In the story running in 2000 AD at the time of writing - said to be the finale - the crew are battling Satan, and he's so camp that he makes Doyle look subdued. And still, nobody's bought Yeowell any ink.

Next week, it's one weird concept too many for Pat Mills as he introduces... The Ginger Ninja!

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 24, 2012

170. You say potato, I say potato...

December 2006: It is around this point in time that I, your humble blogger, the most nitpicky and trainspotting of 2000 AD fans, picked up on a little quirk of Tharg's lingo that has been bothering me, and absolutely nobody else, ever since. It's our favorite Betelgeusian's insistence on using Terran broadcasting terminology to describe the appearance of new comics in his mighty anthology of thrillpower. You see it in Tharg's input on the inside front cover, and you see when his humanoid units such as Mike Molcher and Matthew Badham contribute interviews or features for Judge Dredd Megazine. It's this utterly bizarre use of "series" to mean "story." Even today, for example, we are all looking forward to the "second series" of The Grievous Journey of Ichabod Azrael in a few weeks. Well, everybody but me; I'm looking forward to the second story of that series. I appreciate and enjoy that the good people of Britain use different words to describe things than we do; it makes for great comedy when you're reading a British Christmas annual of the '70s American cop show Kojak thrown together by some studio illustrators in Glasgow on their lunch hour and they've got Telly Savalas shouting "Fetch a torch from the boot." But sometime in the 1940s, the BBC decided to call a "series" a "programme" and a "season" a "series," and around 2006, Tharg decided to follow suit.

I mention this because Prog 2007, the annual year-end Christmas issue, features the debut stories for two remarkably good series that are as good as comics get. These are Kingdom by Dan Abnett and Richard Elson and Stickleback by Ian Edginton and D'Israeli. Each of these is insanely popular, featuring absolutely classic lead characters, and they're each just tremendously good. I also mention this because today's entry is going to be an immensely boring chapter for anybody to read, because all it would be is "wow, wow, wow" otherwise, so I might as well say something to raise an eyebrow and make you think that I've lost my marbles instead of my supposedly objective viewpoint.

Overall, I think that Kingdom is the more popular of the two series, and it is also my favorite of Dan Abnett's many excellent creations. There have been four stories so far, the most recent concluding in March 2011. The lead character is Gene the Hackman, a huge, muscular, genetically-engineered dog soldier. The series opens in Antarctica, and Gene is the alpha dog of a pack that patrols the wasteland killing huge alien bugs. The soldiers have limited intelligence, but wake every morning to "urges" from unseen masters giving them orders and instructions. One morning, after they have discovered that there is a land bridge connecting their area to some unknown place across the sea, they wake and feel no urges. This leads to discord and disunity, and Gene insists that they return home to report on the bridge.

The soldiers, all of whom have curious names that pun 20th Century celebrities like Tod of Much Slaughter, Ginny Woolf and Jack So Wild, are drawn with sharp and engaging personalities. Despite their inability to express much, their simple and direct patois makes each character instantly recognizable from each other. In the above panel, Tod tells Gene that his "mouth is full of wrong," and this instantly became a catchphrase in the same way that, oh, "Gaze into the fist of Dredd" or "Be pure, be vigilant, behave" had decades before.

I'm impressed by a lot in Kingdom, but it's Abnett's use of narration that really pleases me the most. There is a lot of it, and it is lyrical and beautiful, framing the story as a very important fable in some community's folklore. Masterfully, the use of captions abruptly ends at critical moments of the story, as Gene finds very strange new things. That is, they are certainly very strange to him, but readers will instantly recognize and understand concepts like "isolated research bases in the Antarctic waste staffed by cryogenically-frozen humans revived for monitor duty" by the visuals. It is unlikely that Gene would ever be able to understand that sort of thing with that terminology, so the narration is occasionally tabled so that readers can watch Gene explore and comprehend things. Gene may not be intelligent, but he turns out to be very wise.

I don't believe that a fifth Kingdom story has been formally announced, but I hope that we won't wait much longer for it to return. It is one of the best things to appear in the comic over the last decade. That said, I'm one of the very few who actually enjoys Stickleback even more, and we've been waiting for it to return since the ambiguous conclusion to the fourth story more than two years ago. (There have been three multi-part stories and a single one-off.)

I like the structure of Stickleback a lot. Edginton does a fabulous job in "Mother London" in introducing us to the characters after a really curious prologue scene in which two characters from British folklore, the giants Gog and Magog, agree to be ritually slain. Their blood becomes Albion's blood, and feeds all of the land's rivers, and allows a great tree to grow. London is born from the stability brought by the roots of this tree. All of this will, over the course of time, tie in to Edginton's work on The Red Seas and other series.

But that was many hundreds of years ago. Time then skips forward to the dirty East End of Victorian London, where Scotland Yard has employed a young detective, Valentine Bey. Bey is hunting down a charlatan fortune teller who uses clockwork automatons - again, just typing a very slight account of the goings-on in an Edginton story raises a smile - and gets a lead, the first solid lead that anybody in the Metropolitan Police have ever had, about the existence of the much-rumored Stickleback, a "Napoleon of Crime" figure whose existence nobody has been able to ever confirm. The villain appears for the first time in the story's third episode, where he is revealed to be a spindly, long-legged hunchback with a second spine. He boasts, horrifically, that giving birth to such a child caused his mother to die from internal bleeding, but a great deal of what Stickleback says cannot be trusted at all.

Edginton is hardly the first writer to base a character on Professor Moriarty, although to my mind, nobody has bettered Rex Stout in his similar creation of Arnold Zeck in the Nero Wolfe novels. Like Moriarty, Stickleback controls an organized crime empire and enforces a brutal code of conduct among the criminals of London. What Moriarty never had was a gang of weirdos to back him up. These include a zombie, a burning man, Siamese twins with steampunk surveillance gear, and a pygmy with a blowgun.

There's a fantastic bit of rug-pulling in this first adventure. Stickleback has abducted Bey to enlist his help in a curious matter. He alleges that Bey's superior is involved with another grand criminal conspiracy, and wants to employ the law-abiding Bey to ferret out that corruption. Stickleback, after all, has enough to do dealing with honor among thieves in the East End; he hasn't the resources to tackle some Masonic - Royal business in the upper echelons of the police. This is an incredibly entertaining story, and seems to be setting up a series in which Bey and Stickleback would continue their war across several stories of uneasy alliances and awkward double-dealings. But no, thunderously, the first adventure ends with Bey dead and that weird prologue about Gog and Magog shown to be of immediate, fantastic impact on the narrative, and Stickleback's power consolidated in a triumphant finale. I was left breathless for more.

Kingdom and Stickleback each run through March 2007 alongside the mammoth new ABC Warriors multi-book epic, about which more next time, and 2000 AD feels more vibrant, alive and amazing than it had at any time in 2006. And it had been a very good year! But a lineup this thunderous doesn't come along just every day. Looking over 2000 AD's wonderful and busy history, can anybody name another prog in which two such amazing and excellent stories debuted? Tharg spoiled us. (Oh, yeah, and it also featured new episodes of Judge Dredd and Harry Kipling (Deceased) and The 86ers and Nikolai Dante and Sinister Dexter... sheesh!)

Stories from this issue (everything except Sin Dex) have been reprinted in the following collected editions:
The 86ers: The Complete 86ers (2000 AD's Online Shop)
The ABC Warriors: The Volgan War Vol. 1 (Amazon UK)
Harry Kipling (Deceased): Mad Gods and Englishmen (free "graphic novel" bagged with Judge Dredd Megazine 323, from 2000 AD's Online Shop)
Judge Dredd: Origins (2000 AD's Online Shop)
Kingdom: The Promised Land (Amazon USA)
Nikolai Dante: The Beast of Rudinshtein (Volume Eight, from 2000 AD's Online Shop)
Stickleback: Mother London (out of print, link to Amazon UK sellers)

Next time, it's giant mecha-Stalins against the ABC Warriors! See you in seven!

Thursday, December 31, 2009

123. Get Vaped and Stay Vaped!

I'm basking in the warm, circuit-sparking glow of the four latest progs to make their way to American stores and was enjoying them so much that I quite forgot that I had business here to finish, which is a little short-sighted of me. Usually, when I select a topic for this blog, I tend towards the really big events, such as the return of Slaine, the debut of Caballistics Inc. or the crossover epic story of Judge Dredd vs. Aliens. Perhaps I have a habit of overlooking the equally important supporting stories, and the first quarter of 2003 has had quite a few, so I'd like to touch on a few of those before moving on.

Ian Gibson has cover duties for prog 1334 from April of '03, spotlighting the second series of the remade and remodelled The V.C.s. Dan Abnett is still the writer, but Anthony Williams has taken over art duties from Henry Flint. It's surprisingly, stubbornly unengaging, but Williams makes it all look pretty good. There's a collected edition of the first three series of the 2002-05 run of The V.C.s, and in the supplementary material, Abnett explained how enthusiastic he was about writing the strip. Its subsequent refusal to be really entertaining remains completely baffling.

Abnett did such a great job on so many strips in creating memorable, larger-than-life characters, but the cast of the V.C.s are just the most anonymous bunch of nobodies that 2000 AD's ever seen. There's Smith, from the original series, and the alien, who's called Keege, and... Ryx, who I think is the asshole, and the obligatory babe, whose name might be Lin-Fu, and somebody else, and I think the rival pilot might be called Veto. And I can name every member of the ABC Warriors in the order they joined, so I don't think the problem's me. Especially when these guys have their names painted on the front of their spacesuits.



Abnett had much better luck with the second series of Atavar, drawn by Richard Elson. I was very skeptical about this one, because I felt that the original should have been left as a one-off serial with a spectacular twist ending. It was a universe that simply didn't need revisiting, and this colored my view so much that I'm only now reading Atavar for the first time. And you know what? It's incredibly good stuff!

I started to write up a synopsis of what happens in the second series, only to realize that I got way too detailed, and when you're dealing with weird sci-fi concepts and beasties, such a writeup rapidly starts sounding convoluted and silly. Suffice it to say that Atavar's world is one with a dizzying array of new, utterly inhuman races like the Binoid and their sentient machines. Elson's designs for the aliens and all this technology are very interesting and he looks completely at home with whatever Abnett throws at him to draw. I suggest that readers, like me, have done this story a disservice by overlooking it the way we have. It is an interesting and vivid parallel to the similarly far-out, inhuman universe of Shakara, and there's a lot of love for the Abnett/Elson team on their more recent series Kingdom, so Tharg and his team should definitely look into putting all three Atavar stories out in a nice collected edition.

Then on the other end of the quality scale, there's Bec & Kawl by Si Spurrier and Steve Roberts, which is just coughing up blood on the pages. It's another four-week run for the comedy series. It leads with a dopey one-off whose punch line requires you to notice what is written on Kawl's T-shirt at exactly the right moment, and then there's an invasion-by-cyberspace thing guest starring a gang of mean-spirited geek stereotypes. With its third run, Bec & Kawl would develop into something memorable and charming, but at this point, you're left wondering what dirt Spurrier has on Tharg to get this mess commissioned.

What's nice, though, is that Matt Smith, in his guise as Tharg, has a pretty small number of series to pick from, and everything that I've mentioned has come back to the prog after a very short layoff. In fact, the thunderously good Caballistics Inc. by Gordon Rennie and Dom Reardon starts its second series just a month after the first ended. In this one, the team moves into a new headquarters once used by a Crowley-archetype for demonic rituals, and I can remember the names of all the characters in this cast, too.

Caballistics will take another short break - only three weeks - before starting its third story. By my count, Smith is only juggling about eight or nine recurring series at this point, and deciding what to recommission in the future. Obviously, this number's going to skyrocket as a huge pile of new series begin over the next two years, and I'm sure it didn't make for a happy Command Module at the time, filling in the gaps with whatever's handy. Prog 1334, in fact, contains two space-fillers: a Future Shock and yet another of Steve Moore's interminable Tales of Telguuth. Tharg will finally run out of those turkeys at the end of '03. But what I suspect was a real headache for Smith and the droids was really to the readers' advantage: with such short gaps between ongoing series, everything seems very fresh and fun. It's much easier to enjoy a series when you don't have to wait a year between installments!

And speaking of waiting for a new installment, that is where we'll leave the story for now. I'm choosing to take a little break because I am adding another regularly-scheduled blog to my rotation, but I'd sort of like to keep the same number of weekly deadlines. If you're a regular reader, thanks for following me, and if you just have me bookmarked, I'll drop a note on the 2000 AD message board when I resume in eight or nine weeks. So I will see you again in March, when Pat Mills and Andy Diggle go at it again, as The ABC Warriors and Snow / Tiger go head to head. See you then!

Thursday, October 29, 2009

116. Spurrier's Scrap

October 2002: A common tool in every 2000 AD editor's arsenal - nobody cares about this but me - is the use of double-length episodes to either start or finish a serial in order to clear the decks before the next launch issue of all-new stories. In prog 1312, Richard Elson gets cover duties for the double-length final part of The Scrap, a five-week serial written by Si Spurrier. It's quite a departure from the still-new script droid. Spurrier's Future Shocks had been marked by a streak of piss-taking humor in wild, SF scenarios, and the first four-week run of his first ongoing series, Bec & Kawl, had been nothing but gags in search of a scenario, but The Scrap is anything but funny. It's a dark, unaccountably heavy and very derivative "ugly future" story. Dystopia, garbage in the streets, all-business police, an artificial intelligence running things that has a hidden agenda... yes, this is derivative of a great many things, and could safely be skipped if it weren't for a couple of things in its favor. Elson's' art is terrific, and the lead character, a police officer named Maliss, is an entertaining, sympathetic hero. Outside of Marge in Fargo, she's also one of the few comic characters that I can recall who we meet when she's heavily pregnant.

While The Scrap is pretty dark and heavy, the same can't be said for Dan Abnett's Sinister Dexter, which is going through a pretty silly phase during this period. In a four-parter called "Deaky Poobar, We Hardly Knew Ye," drawn by Steve Parkhouse, our heroes return the body of a fellow gunshark to his native England and run afoul of the locals, getting in the middle of a war between the mob and the police, represented here by Inspector "Terse" and DS "Thewlis."



Things get even sillier after this. There's a one-off drawn by Mike Collins in which Finnigan falls for a ridiculous sting operation the cops have come up with, using a TV quiz show to get criminals to fess up to their deeds, and a one-off drawn by Steve Roberts in which our now on-the-lam heroes meet an old-timer who's been hiding out for thirty years. This prompts them to really get way out of town, and the next several episodes will see them going off-planet. It's been shown a time or two that the future world of Sin Dex incorporates aliens and interplanetary travel, but this will be the first time Abnett really depicts it, and it's played completely for laughs as well. Suffice it to say that when the series finally starts taking itself seriously again with the introduction of Kal Cutter in 2003, everybody will appreciate it.

So that's this run of the prog: Heavy stories that take themselves too seriously, and serious stories which are playing things for laughs. And Judge Dredd and Rogue Trooper as well. Happily, better things are right around the corner.

In other news, Rebellion has released the first in a planned four-volume collection of the ongoing ABC Warriors saga "The Volgan War" by Pat Mills and Clint Langley. It's part of the company's periodic hardback line, and it is completely wild and wonderful.

Over time, the story of the Warriors has gotten a little continuity-heavy, but this volume goes out of its way to be friendly to new readers. It follows on from the 2003-06 series "The Shadow Warriors" with the decision to put their small-minded, demented member Mek-Quake into a sanitorium for some long-overdue rest, and this prompts our centuries-old robot heroes to reminisce about their earliest adventures, predating our introductions to them. It turns out there was a lot more to their backstory than we were ever told, and they're each surprised to learn that each of them crossed paths with a mysterious, flamethrowing "special forces" robot called Zippo...

"The Volgan War" really completes the long overdue resurgence of this once-classic title, which spent the 1990s a shadow of its former self. Mills has rarely been weirder or more inventive in throwing completely bizarre concepts at his readers, and while he's writing for a more mature audience than the ten year-olds who gobbled up the original series, with its bazooka-totin' robots on dinosaurs, he's still able to balance an intricate plot with high-wire ideas. So we get armies of multi-armed Hammersteins locked in combat with giant Mecha-Stalins, and taxicabs which can be converted into weapons.

But it's the artwork that drives this one out of the park. I've certainly admired all the great artists who've contributed to the series over the years, from Mike McMahon to Simon Bisley to Henry Flint, but in Clint Langley, the definitive Warriors visuals have at last been found. Langley's computer-created world is unlike anything we've seen in 2000 AD before, fully-realized, three-dimensional depictions of decaying future war battlefields populated by hundreds of rusting mechanical soldiers. In the comic, it looked pretty amazing. On the better paper in this book, the results are eye-popping.

This edition reprints the story that originally appeared in "Prog 2007" and issues 1518-1525 of the weekly, beefing it up with some extra pages - nothing too extravagant, usually just some double-page spreads - along with a long-overdue Warriors' Timeline, explaining things for new readers and clarifying some of the points that have caused some confusion in the past, along with the now-standard introduction and commentary by Mills. It's truly an amazing collection, and on the short list for the year's best book; yes, it's as good as that.

Next time, set sail on the Red Seas! See you in seven!

Thursday, September 3, 2009

110. Atavar and the UOS

We're up to April 2002 now, and here on the cover of prog 1287, Nikolai Dante celebrates his recent Eagle Award win for best British comic character. This will prove to be artist Simon Fraser's farewell to the character that he co-created for the next four years. As Dante moves into his third phase, "the pirate years," it will be with John Burns as sole artist. Fraser, who will return to Dante in October 2006, is at this time residing in Africa. The series will take a number of very long rests during the third phase, especially during 2004 when writer Robbie Morrison will be engaged in writing The Authority for the Wildstorm imprint at DC Comics.

This issue sees the conclusion of an eight-part storyline called "The Romanov Job," in which Dante and his occasional sparring-and-bedpartner the Countessa work with several master criminals to heist his vanquished family's crown jewels. The other characters in the narrative are analogues of other comic characters, including Catwoman, Janus Stark and the Spider, and they are hunted down by Captain Emmanuel, the Luther Arkwright-analogue who had been introduced in a 1999 story.


Robbie Morrison really closed out this part of Dante in fine form. There's a sense of desperation in the narrative that somehow fits where the series was at the time. After the civil war, the imperial Russia of the far future is a much more dangerous place, and it's not a world where our hero can go gallivanting around pulling heists and breaking hearts like he did before things completely fell apart. When, of course, he gets stabbed in the back by somebody he should have known better to trust, Nikolai falls back on his "I'm too cool to kill" line, only to be slapped in the face by it. The story ends on a cliffhanger which won't be resolved for another nine months. It was reprinted in the sixth Dante collection, Hell and High Water, in 2008.

Elsewhere in the issue, the other stories are marking time until the next relaunch issue, prog 1289, and so there's a Steve Moore / Clint Langley Tales of Telguuth and a Future Shock by Mike Carey and John Charles to fill the page count, along with the last part of a three-episode Judge Dredd adventure by John Wagner and Paul Marshall. I believe the Telguuth installment is actually notable for being the first appearance of Langley's current style, which he has used on Slaine and The ABC Warriors over the past few years. I think we're long overdue for reading a detailed interview with Langley where he discusses how he creates these odd "fantasy Photoshop fumetti" of his. However, the most interesting strip this week, other than Dante, is the penultimate part of a serial called Atavar.

I'm very curious how I'll feel about Atavar when I finish reading the third book of the series in a few months' time. This is a really odd little story by Dan Abnett and Richard Elson in which a group of powerful-but-desperate aliens, tens of thousands of years in the future, reconstruct an atavar of the long-extinct human race in order to help them in their war against machine-creatures called UOS. No series, with the possible exception of that cosmetic warrior "Rouge Trooper," has ever been misspelled as often as Atavar. Everybody wants to call this one "Avatar," perhaps missing the point that the aliens are looking into history to find something from the past to save their species.



Atavar began in prog 1281 with one of the most unusual first episodes of any series. We see our human character awake in a strange cave system from what appears to be cryo-sleep or something and run, panicking, from the huge aliens around him. There is no dialogue. Well, nothing in English, anyway. The human's got a lot to say, but it's all "HNNN!" and "NNNNN!" and the aliens haven't upgraded him to understand their language yet. It's a bizarre little experiment, and it certainly got reader's attention, even if many of them balked at the necessity of spending five pages on it.

The other thing that's really notable about Atavar is that it comes to a spectacular twist ending. The conclusion is so darn cool that everybody reread the previous progs to see how the heck they missed something so neat. It was an ending so perfect that bringing Atavar back, twice, left a bad taste in my mouth and I honestly only just glanced at the later episodes, complaining, in that know-it-all fan way, that the pages would have been better spent on more Vanguard or Balls Brothers. I'll try to judge them more fairly when I come to prog 1329 later in the year.

Next time, those bloody students take over! Eyebrows are furrowed and knives are drawn as Si Spurrier and Steve Roberts bring us Bec & Kawl. Plus, a look at the collected edition of Heavy Metal Dredd. See you in seven!

Thursday, May 14, 2009

100. One hundred page Megs

In the summer of 2001, Judge Dredd Megazine was relaunched into in its most eyebrow-raising incarnation yet. After some experiments with the page count and frequency of the weekly 2000 AD in 1998-99, leading to the hundred-page end-of-year progs on sale over three weeks, the Megazine has begun its new, fourth volume. Renumbered #1 for the fourth and final (we hope) time and costing £3.95 a month, the Meg was now a hundred-page, squarebound comic. In the US, the comic retailed for $9.99 in comic shops. With mainstream superhero books usually running $2.50 for 22 pages of story, suddenly the Meg is really good value for money, even if we were getting kicked in the teeth by a mysterious extra couple of bucks - at a flat exchange rate, £3.95 should have worked out to just under $8 in 2001. Across the Meg's hundred pages, about ninety were devoted to story: forty pages of new comics and fifty of reprints. About half of the reprint pages came from 2000 AD's archives. This time out, they included two episodes of Ro-Busters by Pat Mills and Dave Gibbons and three episodes of D.R. & Quinch by Alan Moore and Alan Davis. The other half would come from other British books. For its first few issues, the Meg includes the first four episodes of Lazarus Churchyard by Warren Ellis and D'Israeli, which originally saw print in 1991 in the short-lived anthology Blast!.

Ellis is among a small number of well-known British comic creators without much of a 2000 AD footprint. He only contributed a couple of one-offs to the Meg's earliest issues before finding success elsewhere. I don't know much about his work, to be honest. I'm more aware of the stereotype of an Ellis comic than the reality, but if you're looking to disprove the suggestion that Warren Ellis comics feature foul-mouthed tough guys with snappy comebacks getting drunk and blowing smoke everywhere while taking the moral high ground with smug condescension despite their vices and addictions to the latest weird technology, then Lazarus Churchyard isn't going to help you much. The character is clearly an ancestor of Elijah Snow and Spider Jerusalem, so if you enjoy Ellis's later books, you will probably find Churchyard pretty readable. The complete run is available as a collected edition from Image called The Final Cut. I wouldn't call myself a fan, but the third Megazine does reprint a truly creepy episode entitled "Lucy" which I'm looking forward to reading again.



Even more interesting than Ellis's story is D'Israeli's very unconventional artwork. It looks like his work in the early '90s was inspired by European artists such as Oscar Zarate, but I'm a pretty long way from being able to speak with authority about this kind of material . I do see similarities in color choices between what Brooker does here and what little I've seen of Zarate. He's also using a very shallow field, resulting in foregrounded figures who seem flat, and I wasn't sure what that reminded me of until I looked at some later issues of Crisis which reprinted some episodes of Jose Muñoz's Alack Sinner, and that's when I remembered how Keith Giffen had reinvented his style to resemble Muñoz.

At any rate, whomever it was that Brooker was studying, it's obviously pretty early in his career. Much, much better stuff would come from him after 1991. He's developed into one of my very favorite comic artists, and while this material isn't really as satisfying as what he's done in this decade, it's certainly very interesting to see how his work has evolved.

As for the new material, well, it's much more entertaining than decade-old Churchyard. Judge Dredd now has an expansive 15-page strip, the first part of a storyline called "The Bazooka" by John Wagner and Cam Kennedy. This one revisits some characters from the competitive eating circuit first seen a few years back in the weekly. In this story, they're running a "fat camp." For people who want to get fat.



Plus there's the return of Andy Diggle and Jock's rogue ex-judge Lenny Zero in an excellent two-part adventure, and a new SF tale called Wardog by Dan Abnett and the art team of Patrick Goddard and Dylan Teague. This one's based on a Rebellion video game, but it turns out not to be all that bad despite a goofball premise. Our hero has a bomb in his head and if he fails to complete a contracted mission before the timer hits zero, he dies. I suppose that's the next natural step from the countdown clock in most video games, isn't it?

The Megazine would keep this format for the next year and a half, before it gets tweaked to become even better. Some of the strips don't completely knock you down, but overall, it is a fine mix of color and black and white, and of new and previously-printed material. David Bishop was editor during this period of reinvention, and he deserves full marks for making the best Megazine yet.

In other news, Rebellion recently issued "The Promised Land," the first collected edition of Kingdom, a very pleasant surprise from the Atavar team of Dan Abnett and Richard Elson which debuted without hoopla in December 2006 and proceeded to knock all the readers on their backsides with its incredibly clever take on the hoary old post-apocalypse genre.

Giving away too much about Kingdom would really spoil the great pleasure in watching it unfold and learning about the wild and dangerous world the creators put together. It starts with a pack of nine foot-tall genetically engineered dog-soldiers patrolling a wintry landscape and chopping apart hideous, slimy alien bug-things. The pack's alpha male is called Gene the Hackman and like the others, he speaks in slow, careful, simple sentences. The dialogue is countered by a surprisingly rich narration, suggesting the stories of Gene and his pack are treasured tales from a long, otherwise forgotten time. It's a comic where part of the joy is simply following the construction of the language, and how often do you get to say that about a comic book?

Of course, Kingdom proves to be about something bigger and sadder than the snow-covered wastes that these characters walk around, and as the scope increases to incorporate other characters, so does the opportunity for heartbreak and really powerful drama, the sort that Abnett doesn't often get to write in 2000 AD's pages. Each of the two series of Kingdom (2006-07 and 2007-08) are reprinted in this book along with some great-looking extra artwork by Elson. The third series is in production and planned to appear in 2000 AD later in the year. The book's certainly worth your time; every page is a real treat.

Next time, I'll be taking a pair of short summer breaks, but there's one last entry before I go, and in it, Garth Ennis returns to Judge Dredd. And the VCs. And Old One Eye. And D.R. and Quinch. And more. See you in seven!