Wednesday, December 9, 2020

Epics 42-40: These stories are real important, continuity-wise

It's all Wagner all the time for this next set - and as you'd expect from him there's gold in there, but even the master Judge Dredd scribe has his off moments. Must've been something up in the mid-90s, I guess.
We start with perhaps the most ambitious Dredd epic to that point, a storyline that tied off threads stretching back all the way to the beginning...

No. 42: Doomsday  Progs 1141-1164; Megs 3.52-3.59
Written by John Wagner; Art by Cam Kennedy, Neil Googe, Simon Davis, Mike McMahon, Colin Wilson, Charlie Adlard

(32 episodes, 279 pages of pure epic, not including a fair number of prologues that make it even more massive in scope. It's epic 25 in sequence)

The Basics: Crime boss Nero Narcos – who is more robot than man – manages to take over Mega City 1 through a combination of clever tricks: reprogramming all robots to be loyal to him; kitting out the Judges with new but faulty lawgivers; getting Judge Dredd out of the city.
Dredd endures some shenanigans with Orlok the Assassin and the survivors of East Meg 1, then helps lead the fight back to resume control of the city.
As a bonus, the second half of the story is told twice, once from Dredd's perspective, once from ex-Judge turned PI DeMarco's perspective.

Nero Narcos and his 1980s-Manga inspired robots take over the city with relative ease.
Words by John Wagner; Art by Neil Googe.


Analysis: There's a lot going on in this epic, story-wise. Two pre-prologues deserve special mention: Bad Frendz (Progs 955-959) and The Scorpion Dance (Progs 1125-1132). Bad Frendz is one of the earliest hints of the 'Frendz' organization, the central villain in Doomsday. But really, the story is about insanely powerful baddie Vitus Dance, a Cursed Earth mutant with a giant face and scaly skin as only Carlos Ezquerra can deliver. The Frendz are mentioned here and there over the next couple of years – not least in the Pit – but only in short, one-off bursts. We learn that their leader is Nero Narcos, a man who is functionally dead but exists first as a mobster's head in a jar, then as a mobster's head on a robot body, and, ultimately, a robot head on a robot's body, albeit still controlled by the living brain of human mobster Nero Narcos.

Vitus Dance returns in micro-epic The Scorpion Dance, essentially a sequel to 'Bad Frendz' but also a sequel to actual epic-length story Beyond the call of Duty, and, as if that weren't enough, a pre-prologue to Doomsday. Wagner was clearly having a ton of fun pulling together several plots at once during this period! Dance escapes, somewhat deliberately as part of a Narcos scheme to help further his position. By the time he's caught, Narcos is poised to unleash Doomsday, and Justice Dept can't do much about it. All these prologues are, in my view, better than the final epic that ties them off.

And that's before we bring in the direct Prologue tohat kicks off the Doomsday epic proper - Return of the Assassin. This tale sees Orlok come back to MC1 from outer space, in order to arrest Judge Dredd and bring him for trial. Thus, somewhat crudely, Wagner stitches in yet another long running plotline, the fallout of the Apocalypse War.

Artwork here by Cam Kennedy, whose very presence suggests that this tale has tendrils stretching back into Dredd's past.

Oh, and while we're talking of stitching things together, the actual Doomsday epic makes explicit reference to the very first Dredd epic, the Robot War! Nero Narcos makes the observation that that war should have been won by the robots – if only they hadn't had an incompetent leader in Call-me-Kenneth. Narcos reckons he can prepare and execute a robot revolution far more successfully – and damnit if he isn't right. You could also argue that John Wagner was making a meta-textual point that he wished he'd written the Robot War saga later on in his tenure as Dredd maestro, when he had a better handle on the strip.

The point is, there's a LOT going in the build-up to Doomsday, and it ought to be the be-all and end-all of Dredd epics...

...so why isn't it?

Well, it doesn't help that there were a plethora of artists involved, a mixture of past masters including Cam Kennedy (who never felt quite as good in colour as he did in his glory days in black and white), Mick McMahon (who delivers good work but doesn’t get the chance to show off his crazy character and setting design skills as in earlier epics) and Colin Wilson (another one not quite in his best light in colour), but also some brand new art droids who perhaps weren't quite epic ready. Simon Davis and Neil Googe both got a LOT better in future years, but their efforts here feel rather rushed.

Simon Davis cut his Dredd teeth on an extra-long, triple-page-length chapter of this story in which Dredd is on trial for war crimes. LOTS of sketchy bits in it.

Another problem is that there are two rival storylines going on at the same time, and they don't quite mesh. The main story is about Narcos taking over the city; the side story is about Orlok snatching Dredd and taking him to be tried by the surviving Sovs of East Meg 1. Wagner does stitch these strands together logically – and indeed more smoothly than, say, the Judda subplot in Oz – but tonally the two stories don't really fit. The main purpose it serves is to explain how Mega City One can only ever be taken over if Judge Dredd is out of the way (a trope already seen in Judge Cal and Necropolis).

Personally speaking, I think reprints of this epic haven't helped either, as they've chosen to work through the Prog stories first, then the Megazine. (The original Hamlyn collection had these in two separate volumes, and the Case Files 30 presents the material the same way, just bound in one volume)

Narratively, this is fine, as the Prog and Meg kind of follow separate arcs – especially the Orlok stuff. But as I recall from reading this when it first aired, getting the episodes all mixed up actually helped a great deal to show the chaos in MC1, how much having Dredd off-stage affected things, and just how much trouble justice dept were in without ever implying that Narcos had completely obliterated them.

Even the second half of the story suffers from being read in two blocks. Wagner uses the device of showing how the Judges win back control first from Dredd's point of view, then from DeMarco's. But again, unless you read the two side by side, it kind of feels too easy. You need both halves spliced together to show that it was a team effort. Go on Rebellion, dare you to repackage and reprint this not-much-loved epic one more time.

It’s a shame, as the plotting in the Dredd half is as solid as any Wagner action procedural, and the character work with DeMarco in her half is both fun and rather untypical for Wagner, well worth a look just for that.

Story: 6-8/10 It's all so disjointed that I want to give high marks for the good bits and lower marks for the mediocre bits. (none of it is bad per se, although Narcos is a poor villain)
Art: 6-9/10 Colin Wilson is best in show here, especially when he's dealing with Justice Dept and the trio of grizzled Dredd, anguished Volt and narrow-eyed Jura Edgar. He also delivers the best action beats in the Megazine’s telling of the final showdown versus the robots, I think. Otherwise, Charlie Adlard is dependable and gives great atmosphere, Cam Kennedy provides a stupendous Orlok but horrendous Anderson, and McMahon simply sticks out too much with his idiosyncratic style.
Legacy: As you'd expect from an epic that brings together many plot threads, this one's brimming with legacy. For starters, there's the end of yet another Chief Judge, with a neat little epilogue about the final fate of Hadrian Volt. But also DeMarco effectively gets a send off, she'll be seen again but not written by John Wagner and rarely in a Judge Dredd story. Jura Edgar is taken down more than a peg or two. Justice Dept is once again understaffed, this time with the added problem of an excess of one-handed judges and a lack of reliable weapons. And then there's East Meg 1, which isn't quite as dead as previously thought, and may just have one or two last gasps of revenge yet to come...


Judges DeMarco and Roffman, keeping things fun in times of trial.
Words by John Wagner; Art by Colin Wilson


Overall Score: 12.7 / 20
Want to read it? Case Files 30 is the easiest way.
But if you want to get some build-up in, and I recommend that you do, you'll need to read select epsiodes from Case Files 23 (chiefly Bad Frendz) and 29 (Worst of Frendz + The Scorpion Dance) first.



Right in the middle of the slow build-up to Doomsday, Wagner dashed off another epic storyline that was also much better in the abstract than in the version that ended up on the page...

Epic 41: The Hunting Party  Progs 1033-1049
Written by John Wagner; Art by Sean Phillips, Henry Flint, Trevor Hairsine, Calum Alexander Watt, Jason Brashill and David Bircham
(19 episodes, 105 pages; epic 22 chronologically speaking)

The basics: Judges Dredd and DeMarco lead a team of rookie Judges into the Cursed Earth, ultimately hoping to root out the origins of a pack of dune sharks that dared to attack Mega City 1.

Sometimes, Judge Dredd is a western.
Art by Sean Phillips

Analysis: to put it crudely, it's an extended version of the 3-part Hotdog Run thrill from long ago, mashed up with a redo of The Cursed Earth. And, sad to say, it suffers in comparison with both. But perhaps that's only true if you've read those thrills first! It's also a follow-on from a prologue of sorts, Dune Sharks (Progs 1014-1017). The characters, plotting and indeed crazy situations the team encounters on this journey are arguably more sophisticated and 'better' than those two early thrills – but this epic somehow lacks a bit of spark overall.

It doesn't help that Sean Phillips sets an amazing tone with his quiet, spacious opening episode. We meet the cast and get a sense of the desolation of the Cursed Earth, in a wild contrast to both Ron Smith's manic energy from the Hotdog Run, and the gonzo bursts of story and art from the likes of Mills and McMahon.

But Phillips doesn't return, instead handing off art duties to four different folks who each tackle their own more-or-less discreet storyline. (Henry Flint gets to wrap it all up with the denouement, as well as his own tale). As with the Cursed Earth epic, this one largely stands or falls on the quality of its episodes. I can't really pinpoint why, but none of them quite lingers in the memory in the same way as what came before, even though they're all perfectly decent, and often very well drawn.


Can't visit the Cursed Earth without meeting some Proud Boy types...
Art by Trevor Hairsine

Pick of the bunch, for me, is Fog on the Eerie, which sends Dredd and co back in time to the days of Bad Bob Booth. It doesn't exactly fill in any details of that future history, but it gives a taste, and a solid reminder of what a nasty piece of work Booth was. Possibly worst of the bunch, unfortunately, is the final piece with mad robot Dr Bolt. Flint's designs are superb, but it's hard to care about the plot, with Bolt becoming a 'villain of the week', rather than someone whose menace had been seeded earlier.


A peek into the world of Dredd, circa 2060. Citizens are already pretty Mega-City like.
Art by Calum Alexander Watt

The best thing about the epic, without question, is the character interplay between Dredd and the various rookies. There weren't many clichés left unturned by the original Hotdog Run, but having an epic to stretch out in makes those clichés satisfying. So you get your hotheads who screw up but get to redeem themselves, the hyper-competent one who makes that one fatal error, the bolshy one who rubs Dredd up the wrong way, and so on. John Wagner sure does know how to communicate exposition and emotion through simple, unforced dialogue, and you feel you know these characters super well by the end.

Story: 7-9/10 (Wagner)
Art: 6-10/10 (Phillips, Watt, Flint, Brashill)
Phillips shines, Brashill does what he does very well but it sticks out a mile against the others, this is Flint in his early days delivering a lot of punch but lacking the finesse and weirdness he would come to embrace – leaving Watt as rather the star player with his rather classical comics art style, the perfect choice to show Judges out of place back in the mid-21st century.
Legacy: At least two recurring characters are first introduced here, Brit-Cit transfer rookie Judge Stark (the one with the little blue star on his chin), and ex-undercover Judge Renga (the hothead with tattoos on his face). Bringing DeMarco back into Dredd so soon after the Pit also helped cement her as someone who would come back more frequently. Finally Dune Sharks, first encountered in the Wilderlands epic, are now established as another Cursed Earth hazard, who re-appear whenever a writer/artist wants to have a sea monster in their city-based story.

Dune sharks, we remember. Dr Bolt, not so much.
Art by Henry Flint

Overall Score: 12.75 out of 20
Want to read it? The prologue is in Case Files 25; the main epic is all in Case Files 26.


Next up, a trio of tales that arguably work best a prologue to another epic...  

Epic 40: Mechanismo  Megs 2.12-2.17; 2.22-2.26; 2.37-2.43
Written by John Wagner; Art by Colin McNeil (Mechanismo), Peter Doherty (Returns), Manuel Benet (Body Count)
(
Body Count is 7 episodes, 65 pages, so that qualifies as an 'epic' in my arbitrary rules. Mechanismo books 1 and 2 are not quite long enough each to qualify for this rundown. But they do function as a necessary prologue to Body Count, so they're in on a technicality! And they make a pretty major difference, especially when it comes to the art. So here we are with what I’ll call a ‘split epic’. In total, it's 18 episodes, 164 pages, and is epic 16 in sequence)


The basics: desperately short-staffed, the Chief Judge agrees to try using robot judges. It doesn't go well.

Colin McNeil's design of the robot is so effective it's still the basis for today's judge-bots.


Analysis: Colin MacNeil delivered the original Mechanismo design and puts us in action comedy territory; Peter Doherty pushes us into horror, then Manuel Benet rather drops the baton giving us a straight action epic, but for some reason his art just doesn't have that edge. Nothing wrong with it, and his storytelling is perfectly clear, but it's kinda bland.

The story revolves around one of John Wagner's pet concerns: robots, AI, and the question of responsibility. Judge Dredd, on a personal level, does not believe a machine can ever safely be programmed to pass judgement on human beings. The irony is, of course, that Dredd himself is often presented as being machine-like in his own behaviour and practices, following the rule of law and not allowing anything such as emotion to cloud his judgement. Or at least, that's the standard Dredd joke. In fact, all along he's pretty clearly led by emotions, not least passionate love for his city, a strong will to carry out his duty, and a pretty wide mean streak. Not to mention the quips. As Al Ewing has often stated, Dredd is very quippy.

The Mechanismo trilogy largely proves Dredd right. If even one machine malfunctions, the logic goes, the whole program had better be shut down. By the end of book 3, no one is in any doubt about this, but it requires Dredd to tell a lie, something that, in theory, a robot couldn't do, thus leading us to wonder if human Judges really are any better than robot versions.

It's all glorious fun, let down ever so slightly by the fact that Wagner is in total control of what happens, so the moral dimension of the story is rather scrubbed over as the plot moves into 'how do we defeat these infernal machines' territory. The question of whether a machine ever could be trusted is one Wagner likes to ask but hardly even begins to answer in this story. He will keep coming back to it again and again, though, each time with an added layer of sophistication. I think it's because he himself doesn't know the answer, although he can dream up all manner of exciting scenarios in which different types of malfunctions come about.

Plus, I suppose, if you want to read about robots who are guided by human-style judgement, with more compassion (but all the corruptibility and foibles of us humans) you can read Pat Mills' ABC Warriors.


Book II is pretty much entirely about judges hunting a rogue killer robot. Those looking for
movie influences will see shades of The Terminator, alongside Short Circuit and RoboCop.
Art by Peter Doherty


Story: 7-9/10 (Wagner)
Art: 5-9/10 (Doherty for me is best in show; MacNeil's episodes were great but perhaps not him firing on all cylinders; Benet not so much)
Legacy: Most immediately, the whole thing leads us right into the Wilderlands epic, which begins with a face-off between McGruder and Dredd, specifically on the issue of using robots as Judges. And indeed, the idea of robot judges has never completely gone away. Then there's the bigger event, in which Dredd himself ends the story by breaking the law – setting up a lie and convincing a fellow judge to lie for him. The immediate repercussions are dealt with in Wilderlands, but I can't help feeling his actions here continue that delightful slow burn of Dredd's disaffection with the justice system in MC1.
In the much longer term, Wagner will try going the other way with robot judges, in the form of ultra-liberal Mechanismo robot Harvey.


Dredd does some investigatin'
Art by Manuel Benet

Overall Score: 12.8 out of 20
Want to read it? There's a collection with all three stories in one, Mechanismo, or else
Parts 1 and 2 are in Case Files 18; Part 3 is in Case Files 19.

 

Next time, two sequels and a trifle.

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