Showing posts with label simon davis. Show all posts
Showing posts with label simon davis. Show all posts

Thursday, May 23, 2013

202. Other People's Heroes

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

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

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

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

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

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

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

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


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

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

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

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


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

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

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

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

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

Thursday, 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, April 18, 2013

198. Melting Like Ice Cream

February 2010: I was looking over some older entries a few days ago and noticed that there were times in my life where some turmoil in my personal life had affected the way that I viewed certain 2000 AD stories. How I felt about things in my life at the time colored the fiction. In February of 2010, my wife and I began formalizing our traveling and enjoyment of finding fun restaurant stories into our quite successful food blog, Marie, Let's Eat! and this has been just about the most satisfactory and satisfying period of my entire life. Well, there was a legal hiccup about twelve months ago that my teen daughter sparked, but otherwise, life's been darn terrific. And this has carried over into the fiction again. In 2010, I started buying 2000 AD online every week, no longer worried about or concerned with the problem of when I'd get to see the comic in the stores anymore. And the comic has been completely amazing almost every week, with at least one terrific story each issue and often more. Life's been good.

The early 2010 lineup was a very solid one. It included Judge Dredd in the continuing "Tour of Duty" arc, Stickleback by Ian Edginton and D'Israeli, Ampney Crucis Investigates by Edginton and Simon Davis, Nikolai Dante by Robbie Morrison and John Burns, and the final volume of The ABC Warriors' "Volgan Wars" books by Pat Mills and Clint Langley. Every one of them's a winner.

This is the second story for Ampney Crucis Investigates and it's much better than the first. Readers may recall that I found that story promising but a little disappointing. This time out, "The End of the Pier Show" still suffers just a little from being too short, but at least this time Lord Crucis is not simply stepping from points A and B to C like any investigating village constable should have done before he was called in. This time, the events that are put in motion are geared specifically toward him and his valet, Cromwell, via a postcard from a dead man.


There's so much to like about Ampney Crucis, and one of the best things is that his creators have not stacked him full of magical weaponry. He only has his insight and his knowledge and a pretty good knowledge of fisticuffs. This story could use a couple more episodes to draw out a more satisfying conclusion, but "The End of the Pier Show" is otherwise a really terrific outing for this character. He also gains a small additional supporting cast in three strangely creepy aunts in the first episode, named Faith, Hope, Charity, and Grace. One of them looks just a little bit like Joanna Lumley and another a little bit like Judi Dench. I wish these characters would show up again, soon!

Now, Nikolai Dante has no shortage of additional members in his gigantic supporting cast, and "Hero of the Revolution" brings a whole mess of 'em to the party, and introduces another new villain. This is one of the series' major set pieces, and, over 13 episodes, brings the war with Vladimir to its conclusion. But there's a casualty along the way...


Actually, we're not very many months from quite a lot of casualties, including some real surprises. The only one of the regular players to die before Vladimir surrenders is Lauren, seen here getting rescued in inimitable fashion by Dante. Lauren has been absent from the series for a couple of years now. She had been hanging out with Katarina while Dante was working his double-agent turn as the sword of the tsar. Now reunited as the pirate navy makes their play, it's kind of obvious that there's no room in the series for the blonde bombshell while Jena is around. So, when Lauren gets killed, it's not so much as a shock as it is sadly inevitable.

Vladimir's unconditional surrender, on the other hand, is a huge surprise, and brings things to a shuddering and unexpected halt. It looks like that's it for the series, and all that will need to happen next is about a six or so week final story wrapping up the last of the loose ends. Sadly for all the heroes, one of those is a much bigger complication than anybody thought. More about that in two chapters' time.

Next time... the perfect prog. I mean, absolutely perfect. See you in seven!

Thursday, December 6, 2012

189. England's Green and Pleasant Land

October 2008: Previously, I had mentioned that some external forces caused me, your humble chronicler, to lose track of the Galaxy's Greatest Comic for a couple of months. When I started paying attention again, I could not, for the life of me, make any sense of The ABC Warriors. At this point, we're deep into "The Volgan War," which is four separate 72-page stories, each of which is serialized as ten or twelve episodes. Now, one of many things that Matt Smith has got very right in his time as Tharg has been making sure that stories run without a deadline break between episodes. This has mainly been a thing of the past, but the third chunk of "The Volgan War" is one of those unfortunate and very rare exceptions. It runs for six weeks, takes a break for four, and returns for the last six. Worse, it's with episode six that the action shifts to explain what's been going on with the new character of Zippo.

Across the first two chunks of "The Volgan War," we've seen how each of our heroes briefly met the same special forces robot, who usually helped them out of a major jam. Chunk three - oh, all right, "Volume" Three - begins with five episodes in which Steelhorn tells his story of meeting Zippo. So with episode six, they're off to Marinaris City to rescue the guy, but first we have to jump back a few weeks to explain how he was captured, and then there's a horribly-timed break. For anybody hoping to pick up with episode seven in prog 1611, good luck to you. For three weeks, it's Zippo and some architect named Kroll who has lost his mind and decided to become a graffiti artist jumping and swinging around from girder to girder in a wild, dark city that looks like German impressionism gone crazy. We meet some new, villainous secret police who oppose them, and a telepathic commissar character, and a huge population of oppressed workers who sing a jaunty and implausibly very long anthem as the captured Zippo is lowered into molten slag and...

Okay, so in the previous chapter, I acknowledged that part of why I had no clue what was going on in ABC Warriors was because I just didn't care to read 2000 AD for a couple of months after the Stalag 666 incident. I'll even take 95% of the blame. But the rest is because Pat Mills has gone completely loopy with this story, and, for weeks, it's like a fever dream. There aren't even any ABC Warriors in it. This is absolutely an occasion where Mills' desire to write for the eventual book - or, in the case of "The Volgan War," four of the darn things instead of one big, fat phonebook - just doesn't do the weekly episodes well at all.

Mills is actually having a rough time of it in the prog. Around this time, he also has a four-part Judge Dredd story called "Birthday Boy." It's actually one of his very best scripts for the character, and a perfectly fine adventure, and it is completely ruined by the slack, uninvolved, thrill-sucking artwork by Vince Locke. He is a fine artist by any definition, and I believe we can credit him with some excellent episodes of Vertigo's Sandman Mystery Theatre, but this story is such a disaster that it is best forgotten.


So this brings us to Ampney Crucis Investigates, an often very good series by Ian Edginton and Simon Davis that keeps feeling just a hair shy of being one of the all-time 2000 AD greats. It debuts in prog 1611 with a corker of a first episode. It's 1928, and a beautiful woman, Lady Calliope Wykes, kills her husband, who has transformed into a hideous insect creature. Meanwhile, Lord Ampney Crucis, youngest son of Lady Zuleika, awakens from a terrible nightmare. He is haunted by an incident at the Somme, twelve years previously, where he witnessed a hideous Cthulu-like beast dismembering and slaughtering soldiers. He's met by his manservant Cromwell and the game is afoot.

The apparent pitch for Crucis is "Lord Peter Wimsey as written by Lovecraft," meaning it's 50% guaranteed to catch my eye. I really, really love Dorothy L. Sayers' stories of Wimsey and his wonderful family! Unfortunately, I have no interest at all in Lovecraft's turgid prose or ideas, but I like Sayers enough for it not to matter too much. Major Wimsey returned from the Great War so badly shellshocked by the stress of ordering men to their deaths that he was invalided. Lord Crucis - I am not quite clear on the peerage etiquette here; Lord Peter explained in the novel Whose Body? that as he has an older brother, Gerald, he should not be referred to as "Lord Wimsey," but Ampney, who has at least two older siblings, goes by "Lord Crucis" - came back driven mad by the sight of the worm-beast. Both characters wear monocles as affectations and both had a fiancee call off the wedding as a result of their war experience, and then both began amateur investigations, only Lord Crucis focuses on cases with an occult aspect.


Ampney Crucis Investigates is achingly close to being one of my all-time favorites, but so many little things work against it. You can almost sense a little hesitation from Tharg in the short little run of the first story, "Vile Bodies." (You'll note, of course, that Lord Crucis's first recorded adventure recalls the name of Lord Peter's.) It's a case that would really benefit from many more pages for the character to, you know, investigate things. It feels like Tharg has just given it a short six-week slot at the end of the year, to burn it away, not really certain that readers, other than me, are all that interested in posh upper-class detectives from the throwback days of the 1920s, no matter how many Cthulus and bee-monsters are stuck in the story.

The result is a pilot that moves at the requisite rocket fuel pace, but it leaves a hell of a lot behind. Lord Crucis and Cromwell actually have a third member of their party, a chauffeur named Lorelli, who appears in only one panel of this story, and hardly at all in the subsequent adventures. The main character additionally received a stunning second injury when he met the Cthulu-thing in France: it tore his feet off. But this isn't mentioned anywhere, and only shown in passing in the second story, which would appear in 2010. One of the original plans for the character, as seen in the Simon Davis sketches that appear in this story's collected edition, was for him to have both artificial hands and feet, but only the wooden feet remained when the series began. There's just no space for the characters to breathe with so much plot compacted into so few pages.

But worse, the plot of the first story, at least, barely leaves Lord Crucis with anything to investigate, let alone deduce. This isn't detective fiction as I enjoy it; it's just a very simplistic adventure story with a monocle-wearing lead. It is a fine distraction, and gorgeously drawn, but there's just no meat to chew on. Lord Crucis doesn't work as well as an action hero as Edginton seems to wish for him to. Here, he follows exactly the same very short path of clues that even the thickest village constable should have followed, and, in the end, is rescued by a risible "old school chum" working for the government and whose climactic reappearance in the narrative is telegraphed from a mile off. Over the course of a labyrinthine 13-week story with dead ends, more characters, and many more corpses, I expect that the "Vile Bodies" that might have been, would have been a huge triumph.

I enjoyed the second and third Ampney Crucis Investigates stories somewhat more, albeit with reservations, although the all-action weirdness of the fourth story, now thrown into a parallel universe and bringing our hero into two-fisted conflict with some of those otherworldly horrors, was a massive letdown. The fifth story will begin in just one week, in Prog 2013. I have my fingers crossed for it; this is a series that I want so badly to embrace, but the darn thing keeps frustrating me.

But that's still many more chapters away. In the next installment of Thrillpowered Thursday, we'll look at Prog 2009, The Red Seas and Marauder. That'll be in January, after a few weeks of recharging, and reviewing some other House of Tharg goodies over at my Bookshelf blog. Thanks for reading, everybody!

Thursday, August 23, 2012

179. Won't Somebody Please Think of the Children

September 2007: We're just going to have to do something about this Betelgeusian menace, friends. Not content with fanning the flames of lustful women and corrupting children's minds with the first story of Stone Island in the summer of 2006, the pornographer from Quaxxan is back with even more pulchritude and full-frontal male nudity in the second. Twice. The first time, it's on a dead fellow, again. Boys, you don't want to star in Stone Island, because the odds are pretty good that you're either going to suffer the body horror nastiness of having your outsides elongated and turned into some long-beaked killing machine, or you're going to die and be stripped naked, all your secrets revealed by Simon Davis's elegant painting. Well, as elegant as you can be with your entrails ripped out. This is a nasty, ugly, visceral comic book, and, five episodes into story two, following up the pair of murdered-and-stripped fellahs in the first tale, we're at our first dead and flaccid cast member. (Intentional.)

At that point, we've already seen off this beautiful cover by Frazer Irving, who, last I checked, was still enjoying the nice paychecks from doing trademark protection work for DC and Marvel. He is notable for being one of the artists to contribute to the last Marvel Comic that I bought, a black and white one-off anthology called The Mystic Hands of Dr. Strange in 2010. Inside, it's his final-to-date job for the House of Tharg, pinch-hitting for Arthur Ranson on the fourth adventure for John Wagner's Button Man. Sadly, the cover art here is the best thing about the story, which is by far the weakest of the series, and totally unnecessary.

"The Hitman's Daughter" makes the baffling decision to reduce Harry Exton to a supporting character in his own strip. It's about the very skilled and highly-trained Adele Cotter, who's in her late teens or early twenties. About fifteen years previously, her father, one of the gun-toting fighters in The Game, had been killed by a few other players while Adele hid silently in a closet. Harry Ex was apparently one of the four men who came to murder her old man.

Irving's work is, sad to say, far below his usual standard, the beauty of that front cover notwithstanding. Apparently, he was invited to contribute as Ranson's health and eyesight had been fading, leading the much-loved creator to retirement. That fantastic series of interconnected Anderson: Psi-Division stories from 2004-2006 ("Half-Life" / "WMD" / "Lock-In" / "City of Dead" / "Lucid") seems to be Ranson's final major work. There are certainly elements of greatness in Irving's artwork, and, if anybody had to step in for Ranson, then Irving was a good choice, but much of his work here feels quite rushed. Episode twelve, in particular, is full of very heavy black lines and "mushy" faces, as though the dreaded deadline doom was looming. The big, climactic gunfight in an abandoned shopping mall is confused and disorienting. It honestly doesn't feel like Irving mapped out his environment before dumping his characters into it. Worst of all, the previous three stories had such incredibly memorable, thrilling endings, and this one is completely forgettable. I had honestly forgotten how it concludes until rereading it.

There's still a lot to like about 2000 AD during this summer run. There's a series of very good Judge Dredd episodes, and, as mentioned last time, Caballistics Inc. and The ABC Warriors, which are both huge fun. This second story of Stone Island, on the other hand, seems pretty pointless and forgettable, despite the presence of another dead naked man, and then we get to the final episode in prog 1559 and... oh, my.

The other dead men in the story were so dead and so ravaged that their nudity was incidental. Something's sort of different when the dead man is a reanimated corpse, walking around all blue and purple and striding around in the altogther. And unlike another blue-purple reanimated corpse with incredible powers in an old comic by Alan Moore and Dave Gibbons, Simon Davis puts considerably more detail into this fellow's altogether than the two little squiggles that Gibbons drew. Kind of a mixed message when we all want to see more kids reading 2000 AD and the audience to grow, and at the same time the comic provides parents with a reason to, as some British newspapers say, "ban this sick filth."


Good God, man, cover yourself with some word balloons or something. Why, Tharg, why, indeed.

Stories from this issue have been reprinted in the following collected editions:

The ABC Warriors: The Volgan War Vol. 2 (2000 AD's Online Shop)

Button Man: The Hitman's Daughter (Volume Four, from 2000 AD's Online Shop)

Stone Island: The Complete Stone Island (2000 AD's Online Shop)



That's all from Thrillpowered Thursday for now! I'll be back in October for more, and in the meantime, pop over to the Hipster Dad's Bookshelf for the next few Tuesdays for reviews of more recent 2000 AD stories and collected editions for your shelves.

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 19, 2012

166. Body Horror

August 2006: With, for this issue only, a heavier cardstock used for the cover and four new stories, prog 1500 has the feel of something really important. Everybody likes that terrific front cover by Boo Cook, which is not done justice by the small reproduction of it here. It is a detail-packed little masterpiece, with a gigantic crowd of 2000 AD characters cheering on a Justice Department parade while various recognizable spaceships and things fly overhead. It's like a "Where's Waldo" game - There's Quinch! And Zenith! And the Speedo Ghost from Ace Trucking Company! - and Cook certainly seems to have had a ball with it.

The lineup for this relaunch is Judge Dredd in "The Connection" by John Wagner and Kev Walker, about which more next week, Nikolai Dante by Robbie Morrison and John Burns, Malone by Dan Abnett, writing under the pseudonym Cal Hamilton to preserve the surprise twist in episode six, and Simon Coleby, and Stone Island, a new horror serial by Ian Edginton and Simon Davis. The lineup will be expanded in the next issue with the return of Banzai Battalion by Wagner and Steve Roberts.

Stone Island gets off to one of the best openings that any comic could hope for, but man alive, did this thing ever get bloated and ridiculous before it ended. The double-length first episode really is amazing. It begins with a new arrival at the Long Barrow prison briefly remembering the act that got him incarcerated. Over the first two pages, we see David Sorrel arrive at the cottage that he shares with his wife, look through the window to see her with another fellow. Sorrel brutally kills them both, and stands above their naked, bloodied bodies, his fists clenched in rage. Then he arrives at the prison, making him an extremely curious choice for a protagonist. Gerry Finley-Day, after all, had the sense to make Harry Twenty a political prisoner of a corrupt regime.



There's a lot more to Stone Island than it appears. For a few weeks, it looks like we're following Sorrel and another prisoner as they're fighting for their lives from horrible monsters in the prison. That's the big twist at the end of episode one, which had been played as a straight, real-world drama up to that point: an inmate who got on the losing side of Sorrel in a cafeteria fight and is in the prison infirmary is twisting and mutating into some alien beast. Then it's a desperate race for survival and escape as more inmates turn into monsters. It feels like a terrific movie.

Davis's work on the story is as lush and engaging throughout as we've come to expect from him. He really feels like he's at the top of his game here, and all the characters have that natural realism that defines Davis's best work. A few episodes into the story, we meet a woman who's hiding in the garage along with a warden. We learn in the sequel, where she surprisingly becomes the series' lead, that her name is Sara and she is impossibly beautiful. I think that Davis, in 2005-06, was really fired with imagination and interest. It's not just the beauty that he's bringing to the page - see also the lip-bitingly erotic final night that Ray and Tracy spend together in the Sinister Dexter adventure "...and death shall have no dumb minions" - but he's also engaging in some wilder than normal comedy over in the Megazine and the third Black Siddha story at this time. Then there's the body horror element. Between Stone Island and the more recent Damnation Station and Ampney Crucis Investigates, we've become used in recent years to Davis's depictions of transmogrified people and bizarre, ugly aliens, so it's hard to remember just how unsettling his beasts were at first. These first depictions of Grice, his skin stretched thin to contain his growing skull and lizard-like jaw, really are revolting in the most obscene way. Davis nearly offsets the gruesome imagery with some almost comical eyeballs, and it slightly lessens the impact, but it's still unpleasant and hideous and really works well.

At the time, however, the artwork that caused the most comment was the depiction of the murder in episode one. Unless a cheeky artist hid something they shouldn't have drawn in some detailed art sometime previously, the panel with the two murder victims was the first appearance in 2000 AD of full-frontal male nudity. It's far from erotic - the man's been beaten to death, gruesomely - but it certainly prompted comment, none of it very positive. Later in the story, there's more on display in a bravura anatomy lesson with a man with most of his skin stripped away. Apparently figuring that controversy's a good thing, Edginton and Davis remembered this when they put together the sequel story in 2007. More about that mess down the road.

Meanwhile, on the High Seas, Nikolai Dante is finally moving into the endgame of the long pirate saga which began way back in Prog 2003. By this point, Dante has risked absolutely everything to bring his mother as his captive to her Pacifican rival, Akita Sagawa, hoping for a last-minute inspiration or change of circumstance that will let him come out on top and rescue the two kids he's been working to save. It doesn't work out right for him, and "The Depths" ends with Katarina captured and Dante left for dead. When Lauren and the pirates pull him out of the wreckage, he's got a mess to talk himself out of.

This final run of eight episodes (comprising two stories, "The Depths" and "Dragon's Island") sees the pirate story finally coming to a grand finale, with the Dantes and their allies, including Lauren and that daring duo Flintlock and Spatchcock, in a massive full-scale naval war while Tsar Vladimir's forces wait just outside the battle zone to see how things develop. Inside, there's the usual everything-hitting-the-fan and the revelation that Akita has a secret weapon in reserve. It's swashbuckling business as usual, in other words, by a writer and artist at the top of their games. There's the mild dissatisfaction that this storyline - 40 or so episodes - took nearly four years to tell, as Robbie Morrison took a hiatus in the middle of it to focus on a comic book called The Authority for an American publisher, but it has been a terrific run. What comes next, though, will prove to be even better.

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, Judge Dredd rides into history. See you in seven!

Thursday, January 5, 2012

159. Where Things Should Have Ended

December 2005: We've reached an interesting little mark here at Thrillpowered Thursday, where we're exactly six years behind the comic, but this is not the happiest of birthdays, because while the present-day Prog 2012 is all kinds of great, its antecedent is most emphatically not. It has elements of greatness in it - for the second year running, a truly awesome Caballistics Inc. more than makes up for some other, subpar offerings - and a few good stories that get off to fun starts, but even this uninspired cover by Kev Walker feels a little tired. It's meant to play with the imagery of old Soviet propaganda posters, but it just seems very static and dull to me. With a comic as dynamic as 2000 AD at its best, this isn't successful in selling anything to potential new readers.

Inside, there's an incredibly downbeat and glum John Wagner-scripted Judge Dredd episode, most notable for the very cheeky cameo that artist Greg Staples drew of himself, and a silly second outing for the lawman, this time in a Robbie Morrison script that parodies the popular TV series Queer Eye for the Straight Guy. There's the debut of The Ten-Seconders, a new series that I'll discuss in more detail next week, and a fantastic new Strontium Dog story by Wagner and Carlos Ezquerra, but also a lot of stories that just mark time. The most obvious of these is a six-page Nikolai Dante installment, "Devil's Deal," that very overtly just recaps the most recent plot developments.

Oh, Slaine is back, in the first story since the darn strip should have ended earlier in 2005. So is Sinister Dexter, also in the first story since the darn strip should have ended earlier in 2005. Actually, the previous week. I had not really noticed before that the two series that I'm most down on for continuing past their sell-by date both resumed with new stories in the same issue. No wonder I don't much like Prog 2006.

In "Festive Spirits," a six-page story by Dan Abnett and Simon Davis, the same team that managed the triumphant epic "And death shall have no dumb minions," Finnigan and Ramone figure out that they are dead. Oblivious to the fact that their friend Rocky is ignoring them, and that the late Nervous Rex and their dead boss Demi are interacting with them, and, you know, that they don't have any skin anymore, they try to celebrate their last night in town, only to get sadly frustrated that nobody living will pay any attention to them.



This epilogue's incredibly interesting, but good lord, it's really frustrating. I think that, back when it ran, I was equally torn between the amazing climax of "dumb minions," with Ramone dead and Finnigan minutes away from joining him, and the suggestion that somehow, the last two panels of "Festive Spirits" promised the series' greatest moment ever. The ghosts turn away from the cab driver Charon, come to ferry them to the afterlife, with the grim resolve that they have unfinished business. The caption, thunderously, read, COMING SOON: THE MOSES WARS.

That was six years ago. SIX! YEARS! In the present day, in Prog 2012 (it just arrived in American comic shops yesterday), they finally catch up to Miss Deeds, the second-in-command to their enemy Holy Moses Tanenbaum. Six years, and the Moses Wars don't seem to be anywhere near conclusion.

Let me also point out that I sincerely doubt that, when the time comes, Abnett will ever be able to give Ramone a better send-off than his death scene in the final part of "dumb minions." It is completely beautiful. Tracy begs him to surrender to her, and he stubbornly refuses, although he won't raise his pistols to meet her. She shoots him in the chest and he drops against the side of the car, still clutching his handguns, blood everywhere. It is a completely amazing and thunderous gut-punch. It's so beautiful that it really, really should have been the end of the character, with Finnigan's inevitable demise left off-screen, the readers knowing that there was no way out for him. The impact is lessened considerably by the knowledge that Finnigan did get away, and that Ramone got better.

Since Sin Dex subsequently got bogged down with parallel worlds and doppelgangers from other dimensions, I feel justified in looking at it this way: There's an alternate universe where 2000 AD concluded their adventures with two different panels at the end of "Festive Spirits," where they got in Charon's cab and drove away, leaving the city in the hands of the kingpin Holy Moses Tanenbaum. On that note, I'm still unclear why this is a bad thing. Holy Moses was their boss in the beginning of the series, which emphatically states that some level of organized crime will always exist, outside of the police's power to control. Demi was no less of a criminal than Tanenbaum. I resist the moral argument espoused by two hired killers with a shockingly high bodycount that one is in some way worse than another, when they were on each's payroll.

And so Sin Dex joins Slaine, where this blog is concerned, as a series that will only be acknowledged, going forward, as a passing mention among the issue-under-discussion's content. I would be remiss, however, in not noting Malone, a seven-part story that will begin in prog 1500, about eight months down the line. Malone was written by "Cal Hamilton" and drawn by Simon Coleby, and ends, as The Dead Man did eighteen years previously, with the very stunning surprise that the lead character Malone was Finnigan, and writer Hamilton a pseudonym for Abnett. It's safe to say that nobody saw this coming, and it would prove to be the first of three completely left-field Dead Man-styled twists that surprised and thrilled readers in various series over the course of about eighteen months. The practice was, sensibly, then retired as fans started looking suspiciously at every new strip that began, wondering when Johnny Alpha or Rogue Trooper or Abelard Snazz would show up, but only the grouchiest of fans would deny the great double-take fun of Rocky Rhodes showing up at Malone's door.

That said, Prog 2006's standouts are the Strontium Dog story and a very good Caballistics Inc. one-off. This episode tugs at a variety of plot strands, principally attempting to show us why Hannah Chapter is such an unlikeable, motormouthed bundle of mood in a great jacket, but the really impressive part comes with Ethan Kostabi showing up from his mostly offscreen setting to get the Vatican to leave his employees alone. He does this by blackmailing the Catholic Church with some faith-shattering revelations of Jesus's time, the sort of thing that would fuel the next two or three Dan Brown thrillers, and allows them to continue suppressing the documents' existence in return for their backing off. Boy, I love this.

But actually, the really, really impressive part is the artwork by Dom Reardon. I believe that it's fair to note that Reardon can sometimes be slighted for taking shortcuts, and occasionally, his action scenes are a little stilted and posed. There was a scene a couple of years previously where Hannah punches through a mirror to reveal a camera behind it that comes to mind. But when Reardon is on fire, he really pulls out some amazing work. Take a moment and drink in this amazing panel that I've provided for you, and just look at how much work went into that composition, from its construction to the beautiful, solid inking. This is terrific artwork, and everybody should get the reprint of the story in the second Cabs volume, "Creepshow," to see more.

Stories from this prog have been reprinted in the following collected editions:
Caballistics Inc.: Creepshow (2000 AD's Online Shop)
Low Life: Mega-City One Undercover Vol. 1 (2000 AD's Online Shop)
Nikolai Dante: Sword of the Tsar (Amazon UK)
Slaine: The Books of Invasions Vol. 3 (2000 AD's Online Shop)
Strontium Dog: Traitor to His Kind (2000 AD's Online Shop)


Next time, a look back at The Ten-Seconders and Johnny Alpha's trip to the planet of the baldies. See you next week!

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, July 28, 2011

140. The Megazine Takes it Eazy

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

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

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

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



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

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

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

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

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

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



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

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

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

Stories from this Megazine are reprinted in the following editions:

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


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

Thursday, April 15, 2010

130. Heroclix, part two

September 2003: Last week, I was telling you about Heroclix, the internationally-popular beat combo, errrr, that is, well-known collectible miniatures game which, in its sixth set, featured a handful of 2000 AD characters. I was also telling you about how the expansion in question was not as popular with Heroclix's players as WizKids had hoped, and that overconfident retailers had overordered the set. I also left a dangling hint that prog 1356, pictured here, is inexorably linked with Heroclix in my mind. All this tantalizing foreshadowing; you're going to be so disappointed if this turns out to be really mundane, aren't you?

Indyclix, as players called the expansion, represented an incredible missed opportunity for comic shops. Honestly, very few players could swear to be intricately familiar with all the lines represented in the game. Apart from 2000 AD, and its characters from three different series, there were pieces from Top Cow's Witchblade, Cyberforce, The Darkness and Aphrodite IX, the Crossgen series Sojourn, Sigil, The Way of the Rat and The Path, Wildstorm's Danger Girl, Dark Horse's Hellboy, Caliber/Image's Kabuki and Crusade's Shi. I think that's everybody.

Can you guess what all these series have in common that 2000 AD didn't have in 2003? That's right, a comprehensive trade program to keep their stories in print.

I was pretty active on the hcrealms site in 2003, and I was saying that any retailer worth his salt, one who actually wanted to use the interest from the game to prop up sales of his comics, would be nuts not to put together a display of all those titles and to use the captive audience of players who've arrived to compete in a tournament to talk about them. This was around the time that the phrase "team comics" was making a small murmur among the online crowds who wanted to expand the medium, and I was personally very frustrated that a good 2000 AD trade program didn't exist.

At the time, Titan had the license to most of 2000 AD's serials, and while I've normally got nothing but love for the good fellows at Titan, their 2001-03 line of reprints was really disappointing. There were a few exceptions, but most of what they released were either "Hey kids, Garth Ennis!" attempts to sell that writer's subpar Judge Dredd stories, or repackagings of the earlier 1980s Titan books. Some of the hardback collections of things like Nemesis the Warlock and "The Judge Child Quest" admittedly looked fantastic, and set the stage for their subsequent hardback lines of Dan Dare and Charley's War, but overall the line felt flimsy and halfhearted, and it was a long, long way from "comprehensive." Rebellion also had a small line of its own self-contained books, typically European-styled hardcover collections of shorter stories. They were interesting in their own right - Jamie Boardman smacking himself in the head with a Hewligan's Haircut book at a convention to demonstrate its indestructibility instantly became the stuff of legend - but didn't spotlight 2000 AD's long-running characters and ongoing serials.

So I had a neat idea. It would cost me a little bit, but I would order a small stack of 2000 ADs for the players at one store. On Monday evenings, I played with a group of people at a store in Marietta which was really not terrible, but still not quite as wonderful as a comic store should be. This place had a pretty good crowd of regulars, and so I decided, back in June, to preorder eight copies of a forthcoming prog to serve as participation prizes for the first Indy-themed game. It was impossible to tell with preorders from Diamond, but it looked like issues 1356-57 might have been scheduled to ship either the week of or the week after Indy's release, so I picked 1356 and paid for eight copies, hoping that whatever was in that prog would blow at least one person's mind enough to want to follow up.

Oh, 1356, what a disappointment you were. If you were any reader's first prog, they wouldn't knock down anybody's door to find a second.

The first problem was that horrible cover. I like Charlie Adlard a lot, and his interior work in this issue wasn't at all bad, but what to make of that cover, with a jowly Dredd on his back, uniform opened - he doesn't wear a shirt under that motorcycle leather? - and helpless?

Inside, new readers might have enjoyed two terrific ongoing stories, Leviathan by Ian Edginton and D'Israeli, about which more next week, and the hilarious Strontium Dog yarn "The Tax Dodge" by John Wagner and Carlos Ezquerra, but both stories were several weeks into their run, and a little unfriendly to new readers. The Judge Dredd episode was the last part of the very underwhelming "The Satanist" by Wagner and Adlard, and it's a complete mess, easily one of Wagner's weakest multi-part stories. Dredd spends about the entire episode helplessly chained to a rock, about to be sacrificed in the Brit-Cit countryside to some demon, only to literally be saved by a bolt from the blue, as though God - or Grud - put a stop to the Devil-Rides-Out wannabe.

Sinister Dexter started a new storyline by Dan Abnett and Simon Davis in this prog, and that might have worked for new readers. Everybody likes to jump on with a first episode, right? Unfortunately, this particular first episode was not an action-packed gunfight with our heroes, but instead a lighthearted, jokey, subplot-heavy installment as everyone prepared for two of the supporting characters to get married. That left a Past Imperfect one-shot by Nigel Long, writing as "Kek-W," and Leigh Gallagher, in a very early professional job for him. The one-shot is not bad, per se, but it's about as unfriendly to American readers as can be possible. It's about Dick Barton, who maybe one in a million of us have ever heard of. That's certainly no fault of anybody's (this is a British comic), but for somebody trying to convince a room of American gamers to try this comic, it sure did add up to a colossal disappointment.

But even if it had worked with one of the eight, and people did want to see what happened next in the ongoing stories, there was still a flaw in my plan. The shop in question didn't order 2000 AD for any but its subscribers - the manager told me that he had two - so anyone hoping to see prog 1357 would not, because of Diamond not holding any overstock for reorders, be able to buy a copy easily.

At least my intentions were good, but what I really needed was the opportunity to point people to some pretty zarjaz collected editions. It would be about nine months before I got the chance, and that's a story for another day.

Speaking of collected editions, in more recent news, over at my Bookshelf blog, I reviewed last year's Anderson: Psi Division phonebook collection earlier this week. Go have a read, link to it and tell your friends!

Next week, three serials knock the readership on their backsides. Come back to hear about Leviathan, From Grace and XTNCT. See you in seven!

Thursday, June 25, 2009

104. Saying Hello

It's certainly fair to suggest that this little blog of mine does more than a fair share of cheerleading. As a loyal Squaxx dek Thargo, I genuinely believe that 2000 AD is the Galaxy's Greatest Comic. But that's not to suggest that I think it's perfect. Even in the midst of the magazine's great return to hyperquality over the last eleven years or so, there have been periodic hiccups in the quality of the series within its covers, and weeks of turgid pacing where none of the creators on its pages seems to be firing on all cylinders. The last quarter of 2001 is one of those dull periods, when only Judge Dredd seems to be flying the flag high. During the last few months of 2001, Dredd is sharing space with a number of space-filling one-off Future Shocks, some wildly inconsistent Sinister Dexter shorts, and two absolute dogs which ramp up the boredom circuits for ten weeks: Steve Moore and Staz Johnson's Killer and a well-meaning mess of an Anderson: Psi Division case by Alan Grant and Arthur Ranson. That's Killer spotlighted on the cover of prog 1266 (Oct. 2001), and I think it's a nice, moody piece by Jock.

Since returning to 2000 AD in 1999, Steve Moore contributed one misfire after another, and Killer, or "Filler" as fans quickly tagged it, was the dullest yet. It's another case of what I've hinted at in other entries about this period. The serial is all plot and no character. The lead character is called Madoc Blade (really), and he's a former gladiator in a far-future, alien-packed world where death is around every corner and nobody likes squishy, fleshy humans. It's almost as though, reflecting upon how many fans complained that his earlier Red Fang was too confusing, with too many twists and turns and subplots, Moore responded by scripting something that would have fit right in a 1981 prog during a short break from Return to Armageddon or something.

Actually, Moore does one very weird trick in Killer that's worth mentioning, just because it's so strange. Episodes two and three consist of a lengthy flashback in which Madoc, retired from the arena and drinking himself to death, is uncovered and is telling the story of his ugly past as a fight-or-die slave to his new benefactor. The cliffhanger comes right in the middle of his story. In the flashback. Fifteen years previously, a weirdo alien judge sentences him to death by combat, and the climax becomes "How did Madoc get out of this?" I honestly can't recall another example of a cliffhanger flashback, and with good reason. Well, at least Johnson's art, inked beautifully by David Roach, is very nice, and he came up with some appropriately weird alien thugs and monsters.



Likewise, Arthur Ranson's artwork on the Judge Anderson ten-parter "R*Evolution" is really wonderful. He devised some terrific imagery for the scenes in which Anderson goes onto the psychic plane to investigate the super-rich magnate Vernon D'Arque, a former Mega-citizen who now lives on an asteroid somewhere in space and who has merged his mind with six other citizens. Justice Department gets involved when one of the minds within the D'Arque-gestalt sends a psychic confession to an old, unsolved murder.

One problem with this story - and I say this as one of Alan Grant's biggest fans - is that readers never really understand exactly what the heck a gestalt mind is. Grant sort of takes it as written that D'Arque has come up with a stunning advance in evolution, even though it's later shown to be the product of alien technology, but never pauses to even explain what all this means to a human who's elected to merge minds with D'Arque. It's such a bizarre, outre concept that it stops the whole story in its tracks, asking "Wait a minute; why would anybody do this to themselves?" Grant never answers. We get clear-as-the-nose-on-yer-face hints that there's a dark side to life in the gestalt, but by the time our Cassandra wakes up in somebody else's mind, or something, the script has become so confused that Ranson's art simply can't salvage it anymore.

Honestly, this period is pretty disappointing, but it's not all bad. With another four-part scrap between Judge Dredd and the mysterious justice killer, Armon Gill, running at this time, the prog's just about worth it for that alone. Yet the Future Shocks are really only "shocking" if you're under ten, and Sinister Dexter is almost consistently on autopilot...



Oh, wait.

Nobody believes me when I tell them this, but Sinister Dexter's finest hour didn't come with one of their epic male bonding melodramas, nor with one of those episodes which turned everything upside down and unexpectedly killed a major supporting player. It's "I Say Hello," a curious little five-pager by Dan Abnett and Marc Pingriff which centers on the doorman of a posh hotspot in Downlode.



I can't tell you why I think "I Say Hello" is so amazing, or pull apart just how it works as well as it does. Really, this blog's going to get awfully boring if I keep mentioning how Sin Dex should've ended ages beforehand, how it reached a natural conclusion with "Eurocrash" and so on, but every once in a while, Abnett and his artists do something unexpectedly eye-opening. Here, there's such a wonderful twist, not within the plot, but with convention and presentation that you can't help but be charmed. It's a classic.

Having said that, let's dive back into the Sinister Dexter's recent past and the new collected edition of "Eurocrash." Like "I Say Hello," this is a straight-up Sin Dex classic. The collection starts with a couple of short stories and then dives right in to the exceptional, epic-length storyline in which crime queenpin Demi Octavo's hold over her city slips out from under her, leading to blood in the streets. By the time it's over, the balance of power in Downlode is changed forever, and Sinister and Dexter go their separate ways, each determined to ferret out the mysterious parties behind the carnage, and to never see each other again.

Which makes it incredibly hard to understand why, when you turn the page, the deadly duo are working together as a team.

Rebellion's line of reprints is easily the best in the industry right now. They do a laudable job 49 times out of 50, picking great material and presenting it in a standout format, on glossy paper, with matte-finish covers and typically some very nice extras. Well, their skimpy little creator biography paragraphs could use a little work, but otherwise it's a terrific reprint line. That's what makes this book so darned hard to understand. For some utterly baffling reason, the collection skips over twenty-four freaking episodes of the series.

As screw-ups go, this one ranks up there. The whole phase of the series when it was retitled Downlode Tales is excised, as well as two one-offs that ran alongside Eurocrash's earliest episodes and set up characters who would reappear within the bigger epic. What you got in those 24 episodes, apart from some very nice artwork by Simon Davis, Greg Staples and Chris Weston, among others, were some critical continuing subplots, the return of Billie Octavo and the deaths of several major recurring players, including both Bunkum and Nervous Rex. Oh yeah, and the whole point, the whole payoff, of the vengeful promises of the last two pages of "Eurocrash." At least Monty Python gave us a "scene missing" screen; this book just hopes you're not reading very closely.

I've never said this about a Rebellion book before, but this is one to avoid. Do not buy this book. They should pulp every copy they can get their hands on and issue a second edition with "Lone Shark," "The Ass Kickers," "Scrubbers" and "The Whack Pack" following Eurocrash. The fifth Sin Dex collection should have "City on Fire" and "Lock and 'Lode" and then the four stories which conclude this book: "Exit Wounds," "Observations," "Mission to Mangapore" and "Life Behind Bars," and probably a couple of other episodes after them. Otherwise, neither this nor the next book are worth purchasing. Speaking as a huge fan of the publisher and a pretty big fan of Sin Dex, I wish I didn't have to say that.

Next time, maybe we can get a last ray of sunshine in before Thrillpowered Thursday takes its summer break...?

Thursday, December 25, 2008

80. Prog 2000

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

Brian Bolland has cover duties for "Prog 2000," the first in what has become an annual series of year-end progs which mix one-off episodes of classic and recurring thrills with the first episodes of new storylines, new artwork by favorite creators, and a variety of text features. The 100-page prog is on sale for three weeks over Christmas and has become a holiday tradition. But in 1999, editor David Bishop and assistant editor Andy Diggle were not thinking about what would become a standard ten years on, but rather to do a spectacular once-in-a-lifetime issue. The lineup includes a pair of Judge Dredd tales, along with one-off episodes of ABC Warriors, Nikolai Dante, Rogue Trooper, Sinister Dexter and Slaine, along with the final episode of Nemesis the Warlock and the first episodes of new serials for the new thrill Glimmer Rats and, back in action after a nine year absence, Strontium Dog, about which more next time. It really does feel incredibly special, and everyone involved deserved congratulations for a job very well done.

The creator lineup for Prog 2000 makes this issue a must-have for any comic collection. Inside you've got brand new work from Dan Abnett, Simon Davis, Brett Ewins, Carlos Ezquerra, Simon Fraser, Dave Gibbons, Alan Grant, Mark Harrison, Cam Kennedy, Mike McMahon, Pat Mills, Robbie Morrison, Kevin O'Neill, Gordon Rennie, Greg Staples, John Tomlinson, John Wagner, Kevin Walker, Ashley Woods and Steve Yeowell. There's not a joker in the pack!

Rather than spending Christmas with a lot of writing, here are some memorable images from this special issue. See y'all next week!









(Originally posted 12/25/08 at hipsterdad's LiveJournal.)