Eminently forgettable fare this time round, and it's a wonder these three didn't end up lower. Perhaps I'm too forgiving to the artists, who are all doing fine work but not amazing work as many Dredd epics boast. I mean, the art shown is here is great, but the best of Dredd is brain-meltingly great.
We start with a full-on sequel, the only one that actually goes right out and uses the number '2' in the title...
Epic 39: Mandroid 2 Instrument of War Progs 1555-1566
Written by John Wagner, Art by Simon Coleby and Carl Critchlow
(12 episodes, 72 pages in total. This one's epic 36 in chronological order.)
The Basics: Nate Slaughterhouse, the Mandroid, is
back! He escapes from prison, finds a 'friend' in retired (and very wealthy)
General Trig, who rebuilds his body even deadlier than before, and persuades him
to help attack the Judges with the promise of rehabilitating Nate's braindead
wife, Kitty. Judge Dredd, and a team of helpers, investigate.
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Mandroid 2: he's angry, and there are lots of explosions. Art by Carl Critchlow
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Analysis: it's that rare beast, a direct sequel to a
previous epic. Mandroid, rightly, is hailed as a classic Dredd, and may even be
considered a Mega Epic despite its relatively short length (more on Mandroid quite a lot further down the ranking...). Mandroid II, not so
much. It's the classic example of a sequel no one really asked for, and doesn't
have quite enough of an engine under its hood to give it the emotional or
visceral heft of the original. But, you know, it does have its moments, and it
does boast a compelling protagonist in Nate Slaughterhouse.
He's still plagued by the existential angst that marked much
of the original series, only now it's even more nihilistic. He's looking for
reasons not to kill himself, and it's pretty obvious, even to him, that the
dangled promise of getting Kitty back is more or less a lie. Perhaps even
darker still is the subplot about General Trig's terminally ill daughter, who
is asking herself similar questions to Slaughterhouse – is life worth living,
how important is it to have a functioning body, and what sins might she be
willing to commit to win those things. As a counterpoint to the Mandroid, she's
the beating heart of this tale.
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In many ways, this story is just as tragic as Mandroid 1 Art by Carl Critchlow
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The other good bits are watching Dredd on the case in
procedural mode, this time with a strong emphasis on the problem of human
error, even within the all-powerful and ultra-disciplined Justice Dept. Themes
that could, perhaps, have been picked up by Dredd tales going forward, except
that was never going to squeeze in around the build-up to 'Tour of Duty', which
was in full swing both before and after this mini-epic ran.
It's also worth commenting on the ending. Mandroid, the
original tale, ended with a full-on 80s action movie siege, complete with gunplay and
vigorous murder. The sequel does have its action moments, and heavy use of
rocket launchers and Hi-Ex ammo, but it all builds up to a deliberate act of
non-violence. It absolutely makes thematic and character sense, but it's also
inherently less fun to read than the more straightforward take of the first
story.
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With a suit like that, you'd expect someone to get a good kicking before the story's end. Art by Carl Critchlow
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Story: 6/10 Nothing wrong with it, but its
themes are minimal, and its mix of procedural and action beats are at best 'as
good as normal'.
Art: 7/10 Actively good work from Simon Coleby (on the first two episodes only)
and especially Carl Critchlow, but both have done better in other stories, and
it lacks the gravitas of Walker's work on the original.
Legacy: none – although in theory a reasonably large
supporting cast could return, and the concept of angry veterans / people who
think the Judges aren't hardline enough could also be used again one
day.
Overall Score: 13 out of 20
Want to read it? There's a digest-sized edition collecting both Mandroid stories, or you can read this one on its own at the start of Case Files 45.
Next, another epic that could be considered a sequel of sorts - at least, it features one villain from an old, unloved epic...
Epic 38: Darkside Progs 1017-1028
Written by John Smith; Art by Paul Marshall
(12 episodes, 72 pages, number 20 in sequence)
The basics: Following a tip-off from Moroccan
Psi-Judge Hassan, Dredd accompanies him to Luna City to investigate a string of
grisly murders, that seem to imply Judge Dredd himself is the villain...
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Judge Dredd: murderer? Can it be?? Art by Paul Marshall
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Analysis: Writer John Smith's first crack at a
feature-length Dredd tale, and he goes the route of 'picking up on an old,
dangling Dredd plot thread', and seeing what he can do with it. To be fair to
him, Smith may have borrowed an old Dredd foe to be his villain, but he's
telling a very different tale with that foe. Unfortunately, the telling of that
tale doesn't quite come off. Somewhere buried in this epic is a psychological
horror, in which Dredd gets caught up in Hassan's visions, and at times
imagines that he himself IS committing gruesome murders. That would be neat,
and very Smithian.
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More death-dreams, please, this story is too procedural for my tastes. Art by Paul Marshall
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What we actually get on the page is a far more
straightforward story that follows several characters in and around Luna City,
and never really leaves you thinking Dredd could be guilty. Not least because
we see glimpses of the real murderer early on, and he's green! A version of
this thrill with black and white art by someone like Brendan McCarthy could've
conveyed both the mystery around the killer's identity - and perhaps some
general weirdness - more effectively.
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Great panel, should have been a great reveal. Art by Paul Marshall
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Which is not meant to be a slight to Paul Marshall, who
delivers some great character designs, neat murders and thrilling sections
involving zero gravity chases and oxygen-free suspense sequences, but it's not
enough to lift Smith's uncharacteristically ordinary writing.
So yes, what starts as a mystery is more or less explicitly
solved a couple of episodes in, and from there it’s just a matter of watching
Dredd investigating and going through some police action movie clichés,
complete with bumbling sidekick character who karks it before the end.
Story: 6/10
Art: 7/10
Legacy: Sadly little. An old Dredd foe is dispatched
for good – but so is Judge Hassan, who was arguably strong enough to become a
recurring character. I guess that's pretty standard as Dredd stories go, but it
makes it all too easy to forget this particular epic.
Overall Score: 13 out of 20
Want to read it? Check out Case Files 25.
And now for an epic I imagine rather forgotten, that I could only refer to in honour of Tintin as...
Epic 37: The Adventures of Judge Dredd in the Land of
the Soviets Progs 2055-2069
Written by Michael Carroll, Art by PJ Holden, Colin McNeil and Paul Davidson
(14 episodes, 90 pages, epic number 47 in sequence)
[There is as yet no official name for this epic, originally
three consecutive stories: Black Snow, Echoes and The Shroud – although they
form as coherent a whole, if not more so, than e.g. The Cursed Earth]
The Basics: Dredd leads a team of judges into Siberia
for reasons that aren’t 100% clear, and ends up having a series of misadventures
in and around the ruins of East Meg 1.
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Despite the real Cold War ending in 1991, Dredd's version is still compelling. Art by Cliff Robinson
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Analysis: This is the epic that came out of nowhere.
The build-up to it comes from single mention in Tharg’s Nerve Centre of a
‘major new Dredd thriller from Michael Carroll’, but with no suggestion that it
would run on for really quite a few episodes, including going into and beyond
the end-of-year Prog.
A couple of minor irritations – Dredd had rather recently
been into Sov territory under the pen of Rob Williams, and there were two whole
series in the Megazine – the Inspectre and Samizdat Squad – that had explicitly
dealt with the ghosts of the dead in East Meg 1. Nothing in Carroll’s tale goes
against any of these, but it’s kind of sad not to get any overlap. Especially
in the detail of the Williams story that Dredd and co have access to a
translator device that allows them to speak Sov.
So that’s the story we don’t have, what about the one
we do?
Well, there are two things going on. One is, what happens if
you throw Dredd into an environment and social situation that he knows nothing
about, and then proceed to have him fall down one hole after another? Two is,
what is going on in the wider world of Dredd, and how does Mega City One keep
abreast of it? The first parts works, although it turns out that Dredd is so
hyper-competent and hard that it’s never in enough doubt that he’ll survive.
The second part seems to work at first, but then sort of gets lost in the
action.
Here’s the thing – Black Snow, the first part of the story,
is about Mega City Judges rushing in to interfere with a Soviet scam, trading
on the fact that East Meg 2’s Justice Dept is so bureaucratic that it’s too
slow to react. It’s a throwback joke to the 1980s period of Cold War that could
be funny if it was ever brought up again – but it isn’t. A bit of worldbuilding
that goes nowhere. Then there’s the question of what Dredd and his team
actually want – is it to get money (specifically rare minerals from
meteorites)? Or is it just to annoy East Meg 2? Again, once the mission goes
wrong, this interesting thread is lost.
There’s also a bit of a mix-up between the clash of corrupt
Sov Judges running a facility, local ‘natives’ who are either out for revenge,
or money, or both, then actual loyal Sov Judges, except one or more of them
seem to be rather friendly towards Mega City 1?
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Dredd does not make easy alliances. Art by PJ Holden
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By the time we end up in first ‘Echoes’ (Dredd + a Psi vs
ghosts of East Meg 1 dead)
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Burned out ruins of East Meg 1 = great backdrop for a spooky tale. Art by Colin MacNeil
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...and then ‘the Shroud’ (Dredd in a work camp vs a
super-tough alien villain), any sense of what Mega City One wants vs what East
Meg Two wants vs what the random locals they encounter want, there’s no thread.
So this epic becomes basically three extended action stories after the other.
Each are full of fun Sci Fi ideas, neat action beats, and some classic ‘how
hard is Dredd!’ moments. But without even the sense of ‘gosh, will our hero
ever get back safely to MC1’ I never quite cared enough.
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Sometimes, it's fun to pit Dredd against a super-strong monster Art by Nick Percival
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But you know, it has its charms, in a 'what if we re-did the Cursed Earth, but set it in Siberia' kind of way. All it needed was a more solid wrap-around.
Story: 6-7/10 Nothing wrong with the writing, and week
to week there’s a great sense of ‘bloody hell, how’s ol’ Dredd gonna get out of
this one?’ But there’s not enough to hold it all together.
Art: 7-8/10 For me, PJ Holden is best in show, but
special mention to Quinton Winter for some vibrant colours. MacNeil is never
bad, but his style at this point has sort of settled into something that works
really well, but he wasn’t moved to produce anything spectacular in his story
arc. Paul Davidson has some fun with ice and snow colours, and his designs for
super-baddie Maul and weird bite-y worms are memorable without being all-time
great.
Legacy: So far, none. Although one imagines that Sov
Judge Zima will re-appear in a Michael Carroll story at some point down the
line. And no doubt some other writer will set a story in East Meg 1 again, but
likely making no reference to this one. (I'm looking at you, End of Days)
Overall Score: 13.5 out of 20Want to read it? Are you sure? It's in
Judge Dredd: Cold Wars, a collection that includes the rather superior, but less epic-in-length tale 'War Buds'.
And now for an epic that some readers loathe, and
others hold a torch for. Bit of both for me - and it's relevant that I
love me some zombies...
Epic 36: Judgement Day Progs 786-799; Megs 2.04-2.08
Written by Garth Ennis, Art by Carlos Ezquerra, Pete Doherty, Dean Ormston and Chris Halls
(20 episodes, 150 pages; Epic 14 in sequence)
The Basics: An evil space wizard arrives on earth and
raises the dead to life, intending to hold every city in the world to ransom. Dredd,
with a team of international judges - and a certain mutant bounty hunter from the future - leads the fightback!
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An all-too rare moment of zombie horror in this zombie apocalypse tale. Art by Carlos Ezquerra
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Analysis: For the first time in a decade, a new writer
tried their hand at a Dredd epic. Garth Ennis had some great ideas, and also
some less great ones. For me, the best thing of all is the ingenious use of the
Necropolis-dead as a source of bodies to create an army of zombies. Dredd
hadn't fought zombies much before, and certainly never on this scale. It felt
new, and with Peter Doherty on art in the early episodes, it was plenty scary,
too – a horror epic, in the way that Necropolis had ended up as more of an
action epic.
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When there are scenes of action/horror zombie fighting, this epic really shines. Art by Peter Doherty
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But it went a bit wrong from there. And for me it's because
Ennis wanted to make it a world-wide conflict. On the one hand, this was a good
thing. It added Epic Trope 8: Dredd teams up with a bunch of judges from
around the world. The whole thing
makes liberal use of characters we'd met before but didn't get to see often,
which is the sort of thing that often gets criticised as 'fan-service', but
speaking as a fan I love this stuff.
On the other hand, it didn't really make sense.
Zombies plaguing Mega-City 1 I could accept, because of Necropolis. You
see, there were mass graves all around the city. Practically begging for
an evil wizard to use them as a zombie army. But no other
city had had this problem (maybe Mega City 2 still had many corpses from
the 2TFr(u)T virus some 11 years earlier that hadn't
completely rotted way yet. Maybe). But where did all the other zombies
come
from, around the world? Resyk plants on the fritz, maybe? And why were
some cities having a harder time than MC1? It was purely an excuse to
allow Ennis
to relive his favourite moment from the Apocalypse War, when Dredd
condemns an
entire city to death – only this time he can do it to like seven cities
at
once, but with none of the emotional impact.
But for me this is the epic's only major sin. A bunch of the
story beats are perhaps too similar to bits for the Apocalypse War and others,
but Ennis knew enough even then about writing action comics that it was
compelling stuff, moving at exactly the right pace to get through to the end
with a proper body count along the way. I even rather like villain Sabbat. He's
a right bastard, and Ennis gives him a fun backstory that references the Beano
in a way that makes up for the ridiculousness of the character.
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You can pretty much read the part in the script here where Ennis tells the artist to go re-watch that scene from 'The Thing'. Art by Dean Ormston
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And the team-up with Johnny Alpha is 100% spot on. Giving
Dredd the chance to be the bad guy in his own strip is what it's all about, and
Alpha, who is a touch nicer than Dredd, lets this happen organically.
Indulgent, yes, but so what? Why shouldn't action stories be indulgent from
time to time?
What didn't help Ennis was the rotating art team. Splitting
the story across the Prog and Meg presumably meant no one artist could do it
all (some weeks, there were two episodes at a time). But boy it would have
helped to have just one artist on each publication, and maybe it'd have helped
to try to get some sort of consistency of tone. Doherty was great, drawing an
action horror comic; Ezquerra is reliable as ever, especially, in the final run as
the Judge squad draws nearer to Sabbat, but he's doing an action comedy.
Dean Ormston ended up doing a police-procedural, with a touch of horror.
Nothing wrong with his art, but I can't help but think he was on the wrong
episodes. His bit in Sabbat's cave felt much stronger than mucking about with
Hondo Judges. Chris Halls, with a single episode, is in itself rather lovely,
but frankly it felt indulgent on his part rather than doing anything to sell
the story or to match what had gone before. Even more than Oz, this epic has
weird art shifts all over the place, not enough to make up for the fact that
each episode on its own was high quality.
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The master at work Art by 'King' Carlos Ezquerra
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Story: 6/10 - for my taste, there's more good than bad, although some plot points do rankle.
Art: 7-10/10
Legacy: You can't destroy several major cities in
Dredd's world and not leave at least some legacy – but to be honest it's almost
all been about Mega City 2. I can't even remember which other cities were
nuked. So any stories in the decades since about Mega City 2 have a strong
undercurrent of resentment, but they don’t come up often, despite Michael
Carroll’s best efforts to make an ongoing sub-plot out of Sov citizens helping
to run a section of MC2.
On a more immediate level, there were a couple of
post-Judgement Day one-offs that were pretty great, (I love 'the kinda dead
man') and then of course the whole thing set in motion the Mechanismo
storyline, that would in itself seed the next really big epic to come.
In a more meta-narrative vein, Garth Ennis opened up
something of a can of worms. As a fan turned writer, he couldn't resist
bringing back some old favourite characters: Hershey, Dekker, Perrier, Armour,
Bruce, Sadu. Since he was writing a Dredd epic, he also basically had to kill
them all (well, apart from one). This is partly because epics demand death, but
also because it messes with reader's minds – if you know a character, you
assume they're going to be safe. Nuh-uh.
I get the general impression that most fans were unhappy with
Ennis's decision to both use and dispose of these characters. And so, since
then, when anyone not named John Wagner writes a long Dredd story using an old
favourite character, you kind of feel that they ought to kill them sometimes,
but aren't really ‘allowed’ to, because fans will complain. Tricky!
Overall Score: 13.7 out of 20
Want to read it? It's been reprinted loads! These days the easiest way is Case Files 17.
Next time, an epic that isn't, a dry run, a contractual obligation and a fanboy's dream...
Darkside is in Case Files 25, not 24.
ReplyDeleteYou're right! Fixed that.
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