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2000 A.D. Prog 1955

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    Ian Jane
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  • 2000 A.D. Prog 1955



    2000 A.D. Prog 1955
    Released by: Rebellion
    Released on: November 4th, 2015.
    Written by: Various
    Illustrated by: Various
    Purchase From Amazon

    Here's what to look for in the latest and greatest issue of 2000 A.D., carrying on with the current run of five new storylines and led by a nice, gritty, scuzzy Judge Dredd cover courtesy of Mister Jake Lynch!

    Judge Dredd - Islands by Michael Carroll and Paul Marshall: This all new Dredd serial opens up with a page where a Judge is wailing on a perp outside the apartment of a kid named Royal. He's watching, he's obsessed with Judges, and his mother has to leave him alone to go take care of some business. She splits and he watches his favorite show, Judge Pal, but then looks out the window again and sees some thugs, Kenton and Trainor, shoot a guy named Alvarez. Royal calls the Judge Pal hotline to report the crime. Turns out the kid was reporting on a Judge working undercover, but he's also ratted out his own mother for leaving him in the apartment alone. Turns out though that Kenton, the Judge who was working undercover, didn't do exactly what she told Dredd, when he arrived on the scene, what she did. At least not according to the one witness that saw everything go down…

    This is a good self-contained story with a nice twist at the end. They don't come out and say that Royal is autistic but it would seem he's clearly meant to be, given how he spouts off facts and figures from his favorite show and tends to avoid trying to relate to other people - all the traits are there. But it's neat how Carroll's script handles this, and the ending is positive and, Drokk it, just kind of nice. Marshall's art is decent, if not on the level of some of the better illustrated Dredd stories as of late.

    Defoe - The London Hanged by Pat Mills and Leigh Gallagher: This sixth chapter starts out with those recruited from the bar last go round torching the walking dead hordes shambling about. Violence erupts as the zombie leader tries to escape into the sewers below London. He makes it, but no one, not one member of the crew, is willing to go down there after him. On the other side of town Titus figures out a way to sneak into a meeting being held inside the headquarters of some local crime fighters called the Vizards he refers to rightfully as 'pseudo heroes'…

    Loyalties are clearly being tested here as Titus seems to be going rogue to get things done his way, without the aid of his compatriots, the same compatriots who are clearly struggling to get the job done under new leadership without him. The class war theme is still playing out here in interesting ways, Mills' script makes that clear as the poor quite literally are the threat to the upper class in this story, but some interesting twists are keeping this interesting. Gallgher's art continues to shine in black and white. Great detail, as always, and if there are less lovely shambling corpses to geek out over this time so be it, we get some creepy looking Vizards in their place to change things up a bit. Great stuff. Loving this story.

    Brass Sun - Motor Head by Ian Eddington and Inj Culbard: Septimus wants what is in the girl's head. He says as much. But he's busy, so he decides he'll just take the whole thing from the neck up, no need to wrap it. He tries, but is stopped pretty much immediately by the Reverend Mother. She and her cohorts recognize him immediately as one of the 'Motherless Men' and Septimus decides then and there to demonstrate why they're remembered as well as they are. A power struggle of sorts ensues, while those who merely observe decide to run for their lives.

    Just when you thought this storyline couldn't get any more bizarre, Eddington and Cullbard decide to prove you wrong. We certainly won't spoil how the ending of this chapter plays out, that just wouldn't be very nice at all, but it's a pretty interesting twist and one that you certainly won't see coming. This storyline started off as seemingly incomprehensible weirdness but those early chapters turned out to build a pretty strong foundation for a legitimately interesting story complimented by some gorgeous artwork.

    Sinister Dexter: The Taking Of Michael - by Dan Abnett and Patrick Goddard: The Feds are still checking out what's left of that boat, trying to sort out how the massacre played out. They're also still saying Funt a lot. As they explore the crime scene we see in corresponding panels how their theories relate to the actual events that took place. A lot of people get shot and someone gets fed to some alligators.

    This one gets good and bloody. The story is quick paced with some good twists and turns, gritty and bloody. Moves at a good clip and if the character development is a little light, the action quotient makes up for it. Goddard's art has good detail and a gritty tone to it that suits the story nicely.

    Bad Company - First Casualties by Peter Milligan, R. Dayglo and J. McCarthy: Last but most certainly not least, the guys from Bad Company are, literally, off their meds, and they're in the ghetto trying to find the one surviving vet who might be able to fill them in on the truth of their foggy past. There are flashbacks, remembrances of when they were Bad Company fighting the war against the Krool, and some of these memories are painful and confusing. But then the shrink, Malarkey, the one who has been treating all of these guys? She mentions that…, well, no, we won't spoilt it - and then the Bad Company guys find what they're looking for.

    Thought you knew where this one was going to go? Think again. A pretty cool plot twist here, quite a clever one on the point of Mr. Milligan. Things go from splattery action to kind of a trippy, mind-fuck in this installment but it works. It's always fun when a writer can still surprise you with characters as well established as these ones. Dayglo and McCarthy don't skimp on the art either, it's great stuff, perfectly capturing the gleefully chaotic vibe of Milligan's story.










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