
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!
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.

August 2007: On the cover this month is Blackblood, the treacherous and nasty ABC Warrior programmed for backstabbing, double-crossing, and evildoing. When the character was first introduced in 1979, the shtick was that he was one of the no-good evil Volgans with whom our heroic Warriors were battling, and he was shut down, abducted, and reprogrammed to fight for the allies. So as the memoir-based epic "The Volgan Wars," written by Pat Mills and drawn by Clint Langley, returns, it's natural that when Blackblood gets a chance to share one of his old war stories, it's from the other side, and a story about sending brave young hammersteins to the smelter, where they could be turned into AK-47s to help the war effort.


January 2007: Good grief, didn't I just write about "The Volgan War"...? Well, it was March. Close enough. Anyway, one of the big new launches in the annual 100-page prog had been a major new ABC Warriors adventure. It's a huge 288-page epic told across four chunks of story, and although I recall that events in the third segment got a little confusing, overall it is one of writer Pat Mills' biggest triumphs. If "The Shadow Warriors" had seen Mills flexing his muscles and finally doing right by these characters after many years of subpar adventures, then this is where he raises the game.


March 2006: In the run-up to the release of the long-awaited Rogue Trooper video game, Tharg does one of the strangest things this comic has ever done. He cancels Rogue Trooper and replaces it with a spinoff. Seriously. Oh, there's some ancillary merchandise, sure. Between October and March, Rebellion issues three graphic novels which, in conjunction with the two previously released during the DC deal, completely reprint the entire 1981-85 run written by Gerry Finley-Day. This month also sees the release of an Extreme Edition that compiles just about every annual and special episode by other writers, along with John Smith's celebrated 1989 story "Cinnabar." But precisely when you'd expect a run of new, color episodes with Rogue himself on the front cover about every other week, the character has been retired. Gordon Rennie had been in charge for a pretty good 25-episode run that was released in chunks from 2002-04. In 2005, he wrote a follow-up three-part adventure and a one-off in a very curious Winter Special full of pilot ideas for new series that don't make it to a proper commission. And finally, in the three issues prior to this one, Ian Edginton and Steve Pugh collaborated on a final three-part adventure. Until Finley-Day returned from retirement for a one-shot in December 2010, that has been the last we've seen of Rogue. Right at the point where we should have seen Mister Blue Bare Chest and his bio-chipped buddies on the cover almost every week, he's shelved in favor of a very dense, subplot-heavy, continuity-heavy series set in the same universe and featuring a similarly genetically-engineered pilot named, strangely, Rafe.

February 2006: Here's a very rare example of Tharg programming a variant cover for his mighty comic. For prog 1476, there were two available: this one, with the red background, featuring the heroic ABC Warriors, and a second, with a blue background, featuring the villainous Shadow Warriors who are opposing them. For a very, very brief time, I owned both covers. See, in 2006, I was ordering two copies of each issue of 2000 AD, because the grexnix non-scrots at Diamond Distribution would so often miss an issue if a shop only ordered a single copy. If a shop ordered two, then the shop was certain to get one copy of every prog, and miss about two of the second copy every year. So I was ordering two copies and giving the extras to a friend. I thought, briefly, about keeping both versions of prog 1476, but I figured my collection wasn't as important as giving my friend the thrillpower, and so the blue copy went to him and I completely forgot about it. About five years later, he returned a big box of these extra copies, as he was moving house and didn't have the room. I sold a few on eBay, and got frustrated with some batches that did not move, and got a message from a buyer looking for a particular run, and who would pay a very handsome and welcome price for them. I sorted out his order, and realized that, for the second time, the blue-covered 1476 would be finding a new home. I suppose I'm just not meant to own it.

August 2004: You know what would be a really thankless job? Editing 2000 AD. Oh, there are perks, I suppose. You get to commission great series and work with incredibly talented creators, but you also get a fan base that is convinced that it knows better than you at every stage and constantly makes demands, I mean, offers helpful suggestions about what it wants to see in the comic. And, when you and your predecessors have spent thirty-odd years cultivating the mythology that the series are actually created by put-upon robots whipped and beaten into the service of thrillpower, it's a little difficult to explain, in character, exactly why the Alan Moore and Ian Gibson droids haven't been chained to a desk to create more Halo Jones, or why the loaning of the Grant Morrison droid to some inferior American publishers has gone on so long that we don't have more Zenith.
