Showing posts with label judge dredd. Show all posts
Showing posts with label judge dredd. Show all posts

Wednesday, January 28, 2015

Judge Dredd: Dark Justice

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Judge Dredd: Dark Justice (Rebellion, 2014-15).


John Wagner did not make this easy on himself. In the 1980s, the supernatural Dark Judges were recurring, albeit overused foes in the Judge Dredd strip, culminating in the epic, gruesome 1990 serial "Necropolis." That really should have been the end for the characters, but they spent the 1990s showing up way too frequently, their horror sidelined for broad black comedy. They've only appeared very sporadically since, played straight and played horrific, but the malady lingered on, you know? I mean, did the world really need another Judge Death story?

Well, Death and his gang have returned in an eleven-part story that began last month and is about at the halfway point now, and it's amazing. The art, very old school fully-painted, is by Greg Staples, and it's just gorgeous. This story was announced in 2013 and some of us - like me - started grousing about the time it took to appear, but this was really worth the wait. It's exceptional work across the board.

The story picks up some dangling plot threads and, halfway through, has just barely addressed them, leaving me hungry for more backstory. Judge Death himself was last seen nuked into another dimension, but a brief flashback showed him back in Mega-City One, looking for his trapped brothers. There's a world of intrigue behind that that I could go into but won't; briefly, he pilfers their spirit forms and takes off on a colony ship bound for a distant world.

Judges Dredd and Anderson are about two weeks behind, unable to stop the carnage when Death and his gang all resurrect themselves with their bizarre superpowers and start mass slaughter. At about the halfway point, our heroes finally catch up to them, but too late to save the colonists, and are trapped on board the spaceship, cut off from resources and help, surrounded by the dead...

It's not all doom and gloom, but in this story, Wagner very sensibly let the humor arise from the colony ship and their foibles, keeping reader attention and sparking some smiles before things go straight to hell, and it's been a mean and ugly action-adventure thriller ever since the third episode. As things get bad, there are still dozens of questions to be addressed, including the whereabouts of another one of Dredd's old enemies, who I'd have guessed would have appeared in this story by now, and what the Dark Judges were thinking, engineering a ssssssituation where everybody's trapped on the stranded colony ship. I have the ugly feeling that this is going to get a lot worse before it gets better.

"Dark Justice" is appearing weekly in 2000 AD, beginning in Prog 2015 and continuing through progs 1912-1921. Click the image above to visit the comic's online shop and order your thrillpower!!

This story is written in memory of my pal, longtime squaxx dek Thargo Mike Horne of Boston, who passed away last weekend after suffering a stroke in November. Mike wasn't able to read any of this story, which is a damn shame. We'll miss you, Mike.

PDFs of these issues were provided by the publisher for the purpose of review. If you'd like to see your books (typically comics or detective fiction) featured here, send me an email.

Tuesday, June 24, 2014

Judge Dredd: The XXX Files

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Judge Dredd: The XXX Files (Rebellion / Simon & Schuster, 2014).


I wasn't completely sure I believed that a book like this would work, or read well. As part of their co-publishing strategy with Simon & Schuster, 2000 AD's publisher has assembled a really strange collection of Judge Dredd episodes. They basically identified either every story with a bare butt or breasts in it, along with a few others that deal with sex in the 22nd Century, and gave them this very fun and very neat presentation. It's a very nice and expansive 224 pages, and it doesn't drag in quite the way that I thought it might.

By that I mean, sure, there have been longer collections of Dredd before, but they're either linked by continuity, in which you get a long run of episodes from the same time period, or by artist, where you've still got a strong visual link. This book is just barely linked by anything. It has episodes from here and there across a quarter century stretch, with supporting players who were major points of interest for a few years making a single, somewhat strange appearance outside of their context.

The obvious example here is Judge Jura Edgar, the sinister head of Mega-City One's "Public Surveillance Unit," which turned out to be an ominous prediction of our own NSA. Edgar shows up in the triumphantly cool noir story "Sleaze," which was originally published during a curious time in 2000 AD's sister book Judge Dredd Megazine's life. Fleetway, then the publisher, was set to cancel that title for low sales in the wake of that boom that they expected in '95 and the movie with Sylvester Stallone that tanked. In a desperate move to cut costs and make it profitable, for a couple of years, there was only a single, 17-page Dredd episode in each issue, and reprints of "mature readers" comics, principally Vertigo's Preacher, bulking it up. So on the one hand, the creators - this one's written by John Wagner and painted by John Burns - had more freedom to explore darker and more mature stories, and on the other, there was a much greater public interest in government conspiracies at that time. Most of this book is silly, fun, and occasionally a little bawdy, but "Sleaze" is about the judges holding onto evidence of corruption and vice in order to keep the citizen councils under their thumbs. It really sticks out, and I really love that. It should remind readers that Judge Dredd is not a series that can be pigeonholed as an action strip or a comedy or a parody or a procedural. It evolves and changes all the time.

As for most of the book, it's very silly and fun. Most of it is written by Wagner, who has a ball dropping Dredd into situations where human lust and foolishness leads them to make bad decisions. The first three episodes are the three installments of "Love Story," drawn by Ian Gibson and published over a twenty-year stretch. Bella Bagley is an unfortunate, mentally ill woman who believes that Dredd is her boyfriend. Her desperation leads her into becoming increasingly unhinged and violent. I got the feeling that the brilliantly talented Gibson really loved working on these stories and gave them far more than his usual level of great detail, to the point that when Bella meets her inevitable end, he couldn't bear to draw the details of the bullet wounds.

Lots of other really terrific artists contribute to the book. Apart from Gibson and Burns, who does sterling work, Carlos Ezquerra, Greg Staples, Cliff Robinson, and Vince Locke are all here and they all have great stories. Ezquerra's "The Girlfriend" has always been a favorite, and Gibson gets to draw the blazes out of a hilarious story where Dredd is arresting people behind the scenes of a TV dating game. Lots of the stories here are really funny. Sex tends to be. That's the right attitude. I'd say recommended for everybody, but only if you're understanding that boys will be boys, and some of them are going to want to rush their new acquisition upstairs as soon as they get home. For older readers, then.

A PDF of this book was provided by the publisher for the purpose of review. If you'd like to see your books (typically comics or detective fiction) featured here, send me an email.

Tuesday, May 28, 2013

Judge Dredd - Day of Chaos: The Fourth Faction

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Judge Dredd - Day of Chaos: The Fourth Faction (Rebellion, 2013).

I didn't do myself any favors trying to come up with a way to "review" the first of two collected editions that reprint "Day of Chaos," the mammoth 50 (!) episode Judge Dredd epic that ran for a full year from the summer of 2011 into 2012. Taken as a whole, it is one of the biggest game-changers ever seen in Western comics, with a conclusion that just plan screws everything up and leaves the series more shaken and beaten up than almost any similar event in any comic that I can think of. (The destruction of the planet Earth in a late 1992 issue of Legion of Super-Heroes might have counted, but the publishers made everything better and back to normal less than two years later.) But the "you've gotta be kidding" level of rule-changing all happens in the second volume, which will be out in a couple of months. What this book does is set things up by reinforcing reader understanding of how Dredd's world is supposed to work, and then, with an incredibly effective sense of impending doom, starts crumbling the structures that define this world into dust.

When the Judge Dredd comic began in 1977, it was without a firm grasp on its own continuity or world. Over time, new elements would emerge, and odd ideas brought up for consideration. For a few years, the comic, always under the eyes of John Wagner, who has probably written a small majority of the episodes and is acknowledged as the comic's creator and chief architect, placed Dredd in a city-state with a population of 800 million. After five years, this number was halved over the course of the legendary epic "The Apocalypse War," wherein Dredd's home of Mega-City One was invaded by the ruthless Sovs of East-Meg One. Somehow, Wagner considered 400 million a slightly more manageable number than 800 million. Evidently, he's since decided that even that number was too great to control.

From time to time, the events of "The Apocalypse War" have resurfaced to confound our hero. Survivors of East-Meg One were shown to have established a new government on the shores of the Mediterranean Sea, intent on convicting Dredd of war crimes, and various sleeper agents and assassins have surfaced from time to time to make potshots at the city. "Day of Chaos" is, naturally, the culmination of decades of episodes, and as such, no simple summary introduction can do it justice. The volume makes a good effort, though. It opens with a couple of pages of introduction that flesh out the long antagonism, and then begins a very effective scene-setting with a reprint of 2010's "The Skinning Room." This is a five-part story (from issues 1700-1704) that shows the political situation in Mega-City One after the events of an earlier year-long epic, "Tour of Duty," and eases readers into things by way of a typical affair of violent future crime. It's written by John Wagner and drawn by Ben Willsher, who provides much of the artwork in the story that follows, and will remind old readers and inform new ones that, as much as this is an action-adventure melodrama, it is also capable of being the absolute finest police procedural in the comic medium, with a wholly successful, cerebral approach to detective fiction that I think many comic fans don't recognize.

The reprint then skips ahead to June 2011, and a three-part story in which Dredd's most cunning ongoing enemy, the serial killer PJ Maybe, escapes from prison. His recapture becomes a priority when "Day of Chaos" properly begins in issue 1743, but there are even more critical problems. Justice Department's Psi-Division has been a deteriorating failure for years, probably since most of their reliable operatives have died in action, but they have a very good prognosticator who foresees her own death and a disaster that will crush the city like nothing before.

With a Sov camp in Siberia preparing a massive germ warfare attack on the city, and PJ Maybe planning to sabotage the city's mayoral election, and suicide assassins at loose targeting key figures, and Justice Department planning for the unbelievable casualty rate to come in such an unthinkable way that... ah, but I'm getting ahead of myself. This rapidly turns into a spectacle completely outside of any hero's ability to solve. Wagner and his artistic collaborators, including Ben Willsher, Henry Flint and Colin MacNeil, kept this escalating for the next several months.

"The Fourth Faction" is certain to leave anybody reading it desperate for the conclusion. What you'll get until then is twenty-three episodes of things getting worse and worse, a densely-narrated and subplot-heavy story with multiple antagonists, plotlines that weave masterfully in and out of the story, and a tone so grim that readers will agree that nobody and nothing is safe in this tale. I would have preferred that Rebellion release both volumes together - the second is due in July - but there's no chance that anybody spending the hours it will take to absorb this deep and heavy story will miss coming back for the conclusion. Highly recommended.

Tuesday, January 22, 2013

Trifecta

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free (but not this week), and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Trifecta (Rebellion, 2012).


Many years ago, some 2000 AD readers were having a game of "what ifs" on one of the message boards or newsgroups, and talk got onto one of the occasional huge events in the pages of Judge Dredd. See, there are dozens of spin-off series that are set in the same world as the hero, and tell stories about other judges in other departments, or plainclothes detectives in other cities, or gay vampire occult investigators in the employ of the Vatican's black ops program, or what have you, but the cataclysmic events in one series are rarely ever referenced in the others. Wouldn't it be lovely if a major, world-shaking thing actually was shown to rock the protagonists of several series at once? The idea was cherished, nurtured, considered, and, as things happen on message boards, quietly filed away and forgotten in favor of new conversations.

The twist in "The Cold Deck" is integral to discussing what happens, so here goes: right under everybody's noses, after a few weeks of thinking three separate series were every bit as separate as 2000 AD series typically are, the three were all suddenly shown to be beautifully interlinked. The twist itself was cute, but the execution was more flawless than any ever seen in comics. Nearly forty years I've been readin' funnybooks, and I've never seen it bettered. The three writers, Al Ewing, Si Spurrier, and Rob Williams, have absolutely blown away every antecedent in the genre, from every time the Avengers have fought the X-Men, or DC's Superman learned that it was Marvel's Galactus that destroyed his home planet, of course it has taken the architects building the world's best comic book to show everybody else how to do it best and make it matter.

Here's the part that I liked the most: the story took advantage of last year's excellent Dredd movie to pull it off. As the film was released, the sister comic Judge Dredd Megazine devoted two of its three slots for new comics to a pair of Dredd episodes, and the other to the movie's co-star Anderson, leaving all the many other recurring Dredd-universe series temporarily homeless. For example, the Meg had been the traditional home of a series called The Simping Detective by Spurrier and, in this new story, artist Simon Coleby. At the same time, it also made sense for 2000 AD to beef up its Dreddworld content to take advantage of moviegoers' curiosity. At most, there might be a second story in any given issue set in Dredd's Mega-City One, such as the popular Low Life by Williams and artist Matt "D'Israeli" Booker.

So everything was announced with the happy understanding that the extra Dredd-world content was scheduled because of the movie. Everybody likes Low Life, which features a somewhat deranged and hygiene-challenged undercover judge named Dirty Frank. And everybody likes The Simping Detective, back in action after a few years away, which features another undercover judge, Jack Point, who poses as a private eye. And everybody has been very pleased with the Dredd episodes by Al Ewing, who's frankly considered to be that strip's heir apparent to its main writer, John Wagner, when the day of his retirement comes, and especially when fan favorite Henry Flint is on art duties. There has never been a time when readers have been lulled into such a false state of security.

Here's the thing: Marvel and DC learned ages ago to hype and promote the bejesus out of their big events stories. They send out the press releases, they let everybody know that nothing will ever be the same again, they provide retailers with checklists to pass out to customers, because a new big event, usually built around the temporary "death" of a major character, will cross over from one main title into sixteen or more subordinate ones. I'd like to think that readers know it's a shell game and don't really appreciate it, but deal with it all the same. I suffered through the intrusion of heaven knows how many crossovers into the American titles that I wished to read, for decades, and enjoyed exactly one of them, One Million. That's not a good batting average. (As I'm writing this, incidentally, I'm enjoying a long reread of the 1980s Legion of Super-Heroes, and I'm right at the point between the last of several intrusions from Crisis on Infinite Earths and a two-part intrusion from Millennium. None were welcome.) The point is: the hype is the key. They start excited arguments at comic news and fan sites, even the good ones like The Beat, and they get the comment threads humming and the advertisement views rising, so the fan media keeps covering new hype projects, because - good Lord! - this time, when Professor X dies, he might stay dead for a whole seventeen issues instead of sixteen. This is serious business! Keep talking about it! Surely, if 2000 AD wanted to get more coverage, they'd announce a crossover and promote it, so everybody on every comic fan site can get excited and get the ad views and clicks, right?

No, they'll just print part two of a Dredd episode that ends with our hero kicking down the door of an apartment and then begin the very next page, starting part four of the Simping Detective story, with the occupants of that apartment seeing their door being kicked down by Dredd.

Wait, what?!

I don't know where to begin with it. The visual itself is amazing: it really looks like Judge Dredd has just broken into somebody else's strip. Of course Jack Point and the criminal that he's grafting are unhappy to see him: they're trying to have their own damn adventure.

In retrospect, there were lots of clues that Dredd and Point were actually working on the same case, but nobody noticed them because, over in Low Life, Dirty Frank had woken up a few issues previously with his memory wiped, and he's on the moonbase city Luna-1 and he's very deep undercover as a billionaire about to have an important board meeting with a half-man half-shark. All of the readers' investigation circuits were so engaged trying to puzzle out the tantalizing clues and hints in that strip that it just flat out did not occur to anybody that we should also be looking for anything unusual anywhere else. So when a transmission from Point is received by Dirty Frank on the moon later in the same issue, it's the second forehead-slapping jawdropper in one week. We've got an insanely large corporation led by a shark-dude on the moon, some sort of Maltese McGuffin business in Point's neck of the woods, and ugly politics within Justice Department with an attempted coup, and all these are the same case?!

This just made the next four issues completely wild and exciting, putting all these pieces together along with our heroes, finding connections and seeing a grandiose and huge conspiracy that somehow lives up to the attention. Put another way, two other very good series were running alongside these three in 2000 AD: Brass Sun, an extremely promising new series written by Ian Edginton, and a long-overdue ABC Warriors story in which Pat Mills, brilliantly and masterfully, starts tying together some thirty year-old loose ends, and "Trifecta" - to call this crossover by the name of the issue-length episode, co-scripted by all three writers and drawn by Carl Critchlow, that concluded it - outshined them both.

Everybody involved can take a bow. Between all this, and the conclusion of Nikolai Dante, and the amazing "Day of Chaos", and the Dredd movie, 2012 was simply one of the finest years in the Galaxy's Greatest Comic's 35-year history. If you read any other comic - any - last year, then you were reading second-rate material. The medium just doesn't get better than this.

Sunday, September 16, 2012

Judge Dredd: The Day the Law Died

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Judge Dredd: The Day the Law Died (new edition, Rebellion, 2012).


I must admit that I am of two minds about this new collection of this lengthy Judge Dredd story, first published in 1978-79. "The Day the Law Died" is a pretty over-the-top epic in which a powerful senior judge who has completely and absolutely lost his marbles takes control of the city. Thousands of judges, brainwashed and bent to his will, go right along with him. Dredd, who had been out of the city for several weeks on a major mission across the country, had been missing out on the early stages of the brainwashing treatment and needs to be taken out. Soon, the city's top lawman is a wanted criminal, waging a guerilla war against a wild lunatic who gets advice from a goldfish.

Two years previously, the actor John Hurt had portrayed the insane Caligula in the BBC-TV adaptation of I, Claudius, and this, naturally, was the inspiration for this story. Chief Judge Cal - never "Judge Caligula," although that was the name of the original Titan Books repackaging of this story - instantly became one of the all-time great Dredd villains, with his every macabre and ridiculous whim passing into legend. At one point, Cal decides that he wants to make sure one of his lackeys is always there to please him, so he has him pickled. Somebody at the original publishers, IPC, was infuriated by this, fearing that children might attempt to copy it, somewhat missing the point that children have limited access to eight-foot tall jars or quite that much vinegar.

Rebellion's newest packaging of this story is in a new line of "manga-size" reprints, proving that there's no trend that can't be jumped upon six years after the iron is hottest. While I applaud the publisher for branching out and looking for attention outside the traditional comic audience, with our expectations for how reprints should be packaged, and genuinely hope that Barnes & Noble's buyers can be persuaded that this line can easily, and should be, shelved alongside everything else in the "manga" section of their stores, it is not a format that flatters the artwork. Digest reprints have always been tricky things since the artwork is shrunk down so much. With much more detail, and more panels per page, than American comic books of the period, these really lose some luster shrunk down so very small. It's certainly true that art by Brian Bolland, Brett Ewins or Ron Smith looks at least pretty good at any size, but you may need to have a lens ready to read the lettering. Or perhaps I'm just getting old.

This edition is recommended for newcomers or for completists. As the story is available in a larger format in the second volume of The Complete Case Files, however, I'll stick with that when I wish to return to it.

Monday, September 10, 2012

Judge Dredd's Day of Chaos

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of the Judge Dredd storyline "Day of Chaos." (Rebellion, 2011-2012).


When the Judge Dredd comic began in 1977, it was without a firm grasp on its own continuity or world. Over time, new elements would emerge, and odd ideas brought up for consideration. For a few years, the comic, always under the eyes of John Wagner, who has probably written a small majority of the episodes and is acknowledged as the comic's creator and chief architect, placed Dredd in a city-state with a population of 800 million. After five years, this number was halved over the course of the legendary epic "The Apocalypse War," wherein Dredd's home of Mega-City One was invaded by the ruthless Sovs of East-Meg One. Somehow, Wagner considered 400 million a slightly more manageable number than 800 million. Evidently, he's since decided that even that number was too great to control.

From time to time, the events of "The Apocalypse War" have resurfaced to confound our hero. Survivors of East-Meg One were shown to have established a new government on the shores of the Mediterranean Sea, intent on convicting Dredd of war crimes, and various sleeper agents and assassins have surfaced from time to time to make potshots at the city. But they've all failed, and frequently been shown up as blunderers, compared to what Yevgeny Borisenko accomplished over the course of the last year.

"Day of Chaos" is, naturally, the culmination of decades of episodes, and as such, no simple summary introduction can do it justice. That said, new readers would do well to begin their approach with prog 1740, from June 2011. This features the beginning of a three-part story in which Dredd's most cunning ongoing enemy, the serial killer PJ Maybe, escapes from prison. His recapture becomes a priority when "Day of Chaos" properly begins in issue 1743, but there are even more critical problems. Justice Department's Psi-Division has been a deteriorating failure for years, probably since most of their reliable operatives have died in action, but they have a very good prognosticator who foresees her own death and a disaster that will crush the city like nothing before.

With a Sov camp in Siberia preparing a massive germ warfare attack on the city, and PJ Maybe planning to sabotage the city's mayoral election, and suicide assassins at loose targeting key figures, and Justice Department planning for the unbelievable casualty rate to come in such an unthinkable way that the citizenry finally has decided they've had enough of their tyranny and rises in full-scale, city-wide open revolt, this rapidly turns into a spectacle completely outside of any hero's ability to solve. Wagner and his artistic collaborators, including Ben Willsher, Henry Flint and Colin MacNeil, kept this escalating for an amazing 49 episodes, wrapping in prog 1789.

A little over halfway through, Wagner calmly played his masterstroke. Just as it really looked like things could not possibly get any worse for Dredd and his city, somebody - I don't know that we ever learned who, or whether they had some particular scheme to control or direct them - arranged for a bent judge to release the three Dark Judges who had been in captivity. Brilliantly, Judges Fear, Fire and Mortis just killed everybody in the narrative who might have explained to the reader what the big idea was, leaving them loose within the much larger narrative as one more titanic problem to overcome.

And the thing that really worked was this: set among this kind of catastrophe, the Dark Judges genuinely don't change things for the worse very much at all. Judge Fear's one-at-a-time killings are visually impressive, but when entire tower blocks of a hundred thousand people are going mad from a lethal plague, there's not a lot that they can do, and their impact on the story turned out not to be a large one. However, they added to the spiraling sense and feeling that this truly was Dredd's darkest hour, their psychological impact almost without equal in the comic's history - I still contend that their original appearance is just about the best cliffhanger in all of the medium - and they left the reader gasping for weeks about how in heaven Dredd's going to win this one.

And he doesn't. The best he can do is survive it. The sun finally rises on a city that has been as ravaged as can be imagined. Of Mega-City One's 400 million citizens, only about 50 million have survived. Almost 90% of the population has been killed.

Where the hell do you go from here?

Unfortunately, most of the episodes that appeared since the conclusion have not really addressed the new psychological state of affairs, and the logistics of managing a world so blighted. There have, of course, been quite a few epics with high bodycounts before, but things routinely get back to normal really quickly, without the eye-popping sweep of death and destruction that this one has brought, and it appears that Wagner's fellow writers misunderstood just how thunderous a change this was going to be, and how readers would want to see "what's next" in a more considered way. "Innocent," a two-parter by Rob Williams and Laurence Campbell, appeared in progs 1798-99 and was the first story to really address just how amazingly bad things are now. There's said to be a comedic-themed one-off by Chris Weston in next week's prog 1800 to celebrate the new feature film, and then, we're optimistic that subsequent episodes will really dig into this new world order.

There's so much more to explore and learn. Mega-City One has effectively been the world's only super-power, and, in many stories scripted by Gordon Rennie, bully, for quite a few years. That's surely not the case any longer. We don't know how other cities have weathered the plague, and whether many of Dredd's gigantic cast of supporting players survived. The smart money's on most anybody who could headline a series of any length returning again, of course, but I contend that a great way to bring the cost home would be to just casually mention in passing somewhere that beloved recurring characters like Chopper, Juliet November, or Galen DeMarco were killed during the outbreak.

For something so wild and unpredictable to come from a regularly-scheduled comic is a real pleasure and a genuine surprise. Watching the status quo deteriorate and disintegrate further as the year progresses is something we are all looking forward to. I highly recommend readers familiar with Dredd start with prog 1740 - linked through the image above - and see what the heck has been going on. Those who don't know the character and world much yet, grab some recent trade collections and hop on board. This is one hell of a ride.

Wednesday, February 29, 2012

Judge Dredd: The Complete Case Files 17

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Judge Dredd: The Complete Case Files Vol. 17 (Rebellion, 2011).



I put off purchasing this book, and writing about it, for just about as long as humanly possible, I guess. My heart sank when it showed up in my bag at Bizarro Wuxtry. For those of you who've been reading regularly, and reading between the lines, you might have gleaned that my comic book purchases have come grinding to a halt, with only the digital copies of 2000 AD surviving, and none, sadly, of the trades that I wish that I could afford. Babies and doctors cost a lot of money; I am not earning enough anymore to justify a hobby that Marie and I really don't share. And so, very sadly, after almost twenty years, I closed out my bag at America's finest comic shop. Each visit over the last several months, I cobbled the cash to get a few last things from it. The last to go was the last thing that I wanted, the umpteenth reprint of a monumentally flawed Judge Dredd epic called "Judgment Day."

In what has to be the weirdest coincidence ever, in a life just full of them -- ask me about the Randolph / Quitman / Glascock County "Where's George" incident sometime -- the very first thing that I ordered as a subscriber at Bizarro Wuxtry was 2000 AD in the summer of 1992. "Judgment Day" was running then as a new serial, alongside the fourth "phase" of Zenith and the first Button Man and, erm, Kola Kommandos. Twenty years later, I closed out my bag with the story's collection in the seventeenth volume of The Complete Case Files. It is not a story that has aged well.

"Judgment Day" takes up about half the book. It's a story that wants to be tense, but it never rises above the simplistic concept of "Judge Dredd Versus Zombies." The villain of the piece, Sabbat, is a goofy one-note bore, sort of the ultimate example of everything that was wrong about Judge Death's slide into black comedy. There's no sense of scale or escalation to Garth Ennis's script. We're just told that things are bleak, instantly, and then they're just comically overdone. Having a zombie invasion on Mega-City One's west wall sure sounds bad, but Mega-City One is something like two hundred miles across in most places, with thousands of tower blocks that stretch up hundreds of floors. I don't care how many bad guys you've got outside, it's not an invasion that's going to destroy the city overnight, no matter how many times Ennis insists otherwise.

At its worst, and this book repeatedly shows Ennis at his most simplistic, and, one can easily argue, worst, this reads like proto-Mark Millar. It's all about tough people hitting each other really hard. At one point, Chief Judge McGruder shows up with the biggest machine gun that anybody's ever drawn and shouts, if memory serves, "Eat hot drokking lead, you worthless bags of vomit!" I swear, it's possible to write to 2000 AD's core of ten year-old boys without making everybody else in the audience cringe. Not, sadly, the way that Ennis does it.

Put another way, this is the story that finally devotes an episode to having Judge Dredd and Johnny Alpha go at each other with fisticuffs. This is a story that features both characters' visual creator, Carlos Ezquerra, among several on art chores, and this key moment is drawn by... somebody else.

It's not all this dire. I like the silly "Almighty Dredd" in spite of Ian Gibson phoning in the artwork. There's a bit in the middle where a young judge tries making a gag at Dredd's expense, only to get a chin and a scowl in the face, and the wise advise from one of his fellows: "Back in the day, we called that Long Walk Talk, son. You best watch yourself." That still makes me laugh. And there's a bit that Sean Phillips illustrated, beautifully, in which the judges have a masked vigilante in custody. He and his bunch of Cursed Earth cultists have based their society on old Lone Ranger comics, and the judges let him keep his mask on. That's so silly that it works.

But these are hiccups, and not much more. The honest truth is that in 1992, Judge Dredd, as a weekly strip in 2000 AD, had been spinning wheels for a couple of years and it was at this point that it fell off a cliff. Ennis at least has some enthusiasm for the character, even if his abilities are not able to match it. Things are bad at this point, but they got a lot worse from 1993-95, when Millar, Grant Morrison, and whoever was using the "Sonny Steelgrave" pseudonym from one week to the next started crapping out stories. In the twice-monthly Judge Dredd Megazine, John Wagner was still scripting some high-quality material - the first two "Mechanismo" stories appear in Case Files 18 - but it's overwhelmed by such awful material in the weekly. Things certainly improved in '95 in a big way - anybody who doesn't think that Judge Dredd has been one of the best strips in comics for the last dozen-plus years is either ignorant or in denial - but man, the early nineties were rough.

Rebellion's issuing a lot of books that I would love to own and love to write about (Ampney Crucis! Black Hawk! Mazeworld! Psi Files 2!) and I hope that one day soon I will. I really doubt that I'll go back and get books 18, 19 and probably 20 in this series, though. Having every prog and megazine, I already have more than my fill of lousy Dredd stories, and the limp, macho grind of Book 17 is bad enough. Not even recommended for completists, frankly.

Thursday, June 2, 2011

2000 AD's Free Comic Book Day Prog

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of 2000 AD's Free Comic Book Day Prog (Rebellion, 2011).



Here's a book that, if I may say so, is long overdue. Every year for about the last decade, the principal comic book distribution company, Diamond, has sponsored this event where retailers order a bunch of comics to be given out freely to customers. The idea is that the comic shops will promote a big event at their store and guests will arrive to reacquaint themselves with how great it was to read funnybooks, and established customers will pick up a couple of new titles. 2000 AD, despite being the most consistently entertaining and rewarding comic book published over the last three decades, has never joined the party until this year. At last, there's a free 2000 AD comic to promote in the US. Free Comic Book Day has come and gone, but it's possible - in fact, it's almost likely, considering the leftover stock that I see in some stores - that there may be a copy or two floating around for new readers to try.

2000 AD is an anthology book, and this issue gives people a reasonably good idea what to expect from any given issue, with a quibble or two. Judge Dredd, as always, is the star of things, and the rest of any given issue is taken up with a mixture of recurring series, serials and short one-off stories. Here, Dredd is ably represented by a short story written by his creator John Wagner and illustrated by Val Semeiks and Cliff Robinson. It's a good introduction, letting people know that Dredd lives in a world where life is violent and technology is downright weird.

The principal backups are Slaine by Pat Mills and Clint Langley, Kingdom by Dan Abnett and Richard Elson, and Shakara by Robbie Morrison and Henry Flint. Kingdom and Shakara are each very recent and popular series - Shakara actually reached its bug-eyed, mad, memorable conclusion earlier this year - and they are each represented by their initial installments. Kingdom is the lyrically paced (if that makes sense) story of a dog soldier called Gene the Hackman, who, with his pack, is defending Antarctica from huge insectoid aliens. Shakara tricks readers into thinking that it's the story of the very last human, an astronaut who was in space when bizarre aliens destroyed Earth, but then it swerves, magically, and shows off that it is not about that at all. Both are completely terrific, and collected editions of each are already available in England. American editions, distributed by Simon & Schuster, will be arriving in a few months' time.

The Slaine story is a pleasant surprise. Slaine has actually been running since 1983 with a dozen different artists illustrating Pat Mills' scripts. The episode here is the first in a series of adventures called "The Books of Invasions" that was painted / photomanipulated by Clint Langley. Langley's tenure on the strip is available in three hardback editions, with a fourth scheduled for later in the year, but I don't believe that these are planned for separate American release (and, presumably, promotion) at this time.

The comic is bookended by a couple of short one-offs, a Tharg story from 1977 illustrated by Kevin O'Neill that introduces readers to the concept of this comic having an alien editor who programs robots to write and draw the features, and a one-page Zombo short by Al Ewing and Henry Flint which is just violent and ridiculous and wonderful. Frankly, 2000 AD should run silly little single pages like this more frequently.

As an introduction, I think this does a pretty good job, although I might quibble that it emphasizes the over-the-top, hyperviolent side of 2000 AD perhaps a little more than I might like. This led at least one store in Atlanta to restrict the freebie to adults only. (I protested that all Earthlet children should be exposed to thrillpower at the earliest possible age.) While 2000 AD, it must be said, isn't for everybody - and a regularly-scheduled, stereotype-avoiding, female-led series is long overdue and would help there - many of its best series are nowhere as dementedly gruesome as the offerings suggested here, and I'm not sure that this really gives readers a feel for how broad the scope of 2000 AD is.

Another eight pages could have introduced readers to the classical pirate adventure of The Red Seas or the weird Victorian crime drama of Stickleback or the Western-in-Hell Ichabod Azrael or the brand new cops vs. demons Absalom, all of which are certainly violent, but not quite as visceral and outlandish as what's on offer here, and I think that might have been a bit more of a balance. Well, now we know for next year! Certainly recommended.

Tuesday, December 7, 2010

Judge Dredd: The Complete Case Files 16

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Judge Dredd: The Complete Case Files Volume 16 (Rebellion, 2010).



The last time that I reviewed a Judge Dredd Case File, I said that we were rapidly approaching the point where recommending these comics isn't just a given anymore. These days, Judge Dredd is terrific, even better than it was in its celebrated mid-80s heyday. The recently-completed "Tour of Duty" storyline makes a strong case for being the best Dredd serial ever, and a highlight of any comic serial over the last decade. But in 1991-92, Dredd was a surly teenager of a comic, all mouth and no soul.

Writer Garth Ennis, responsible for the bulk of the stories here, ran out of ideas very quickly during his tenure on the title. The book is incredibly tedious, with overlong chapters of tough-guy nonsense going nowhere fast. Sadly, a lot of the fault is down to artist Simon Coleby, who we must agree has developed amazingly and has, over the last few years, contributed several great-looking pages to the various series that run in the weekly 2000 AD anthology. In 1991-92, however, his work was awkward, blocky, stilted and he was assigned to all of Ennis's worst stories. "The Flabfighters," "A Clockwork Pineapple," "School Bully" and the risible "Koole Killers," a dull one-parter bloated to an agonizing three, would have been awful stories in anybody's hands, but giving them to Coleby was a facepalm of a mistake.

"Justice One" is the longest Ennis story in the book. Painted in various shades of brown mud by Peter Doherty, another talent who has improved tremendously over the years, this murder-in-space mini-epic promises on the opening page that what will happen onboard Justice Department's flagship starliner will be unimaginable. It isn't. After a promising first episode, this story reveals itself as just another "judges in love and trying to flee" mess, the sort of thing John Wagner was doing in his sleep six years previously, albeit with a laughably absurd getaway plan.

It's not all this awful, but enough of it is. Ennis did contribute a couple of amusing one-offs before mediocrity completely overwhelmed him. There's a clever Twin Peaks parody, and a Cliff Robinson-illustrated story about the first guy that Dredd ever arrested making an unwelcome comeback to say hello closes his portion of the book. You can occasionally see Ennis's love of the character shine through, but weekly deadlines on this strip just weren't for him. But at least he liked Dredd. What's coming up when we hit the 1993-95 run really will be tough to get through.

While Ennis was the main writer on the weekly comic, Alan Grant took over writing duties on the strip in the monthly Judge Dredd Megazine. This book collects another clutch of ten installments. Some of these episodes are pretty good, but it really looks like somebody was saving money by just letting anybody draw it. "Raptaur" is a long epic that could have been a good read - there's actually a funny little bit about an eloping couple on gliders - but the artwork by Dean Ormston is just horrible. Same with a one-off drawn by Charlie Adlard - another who'd improve massively over time - and one drawn by American artist Sam Kieth in, apparently, twenty minutes. The policy of putting untried artists on Dredd really was one of the editorial team's worst blunders. Occasionally, some good pages by Robinson, Colin MacNeil or John Burns make it through, but for the most part this is an ugly, ugly book.

Well, that's not completely true. The interiors are mostly garish and undercooked, but the book itself is another example of Rebellion's very classy work with reprints, which puts damn near everybody else in the field to shame. In all, it collects fifty episodes in color on nice paper. The reproduction is very good and if you must have ten months' worth of Dredd from this period, it might as well be in a package that looks as good as this. Recommended for completists, but not with any real enthusiasm.

Tuesday, November 23, 2010

Judge Dredd: The Restricted Files 02

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Judge Dredd: The Restricted Files Volume 02 (Rebellion, 2010).



This is the second in a two-volume set that covers all of the various Judge Dredd episodes of the 1980s that did not originally appear in the weekly 2000 AD comic. The publishers, at the time IPC, used to release various annual hardbacks and special editions where additional adventures of the lawman of the future could be found, and these stories, long desired by fans to be collected alongside the weekly episodes, have finally found a home in these two books.

Honestly, there isn't anything in book two as wild and fantastic as the better moments in the first volume, but there isn't anything as dire as that book's first ninety-odd pages, either. As I mentioned in my review of that book, the first several annuals and specials for 2000 AD were compiled by various editorial staffers working anonymously, few of whom had a grasp on the still-developing character of Dredd and his growing world. Until John Wagner became interested and took control of those projects, they were patchy at best.

With Wagner, joined in 1983 by Alan Grant as co-writer, in charge and defining a clear world, and worldview, for Dredd, the one-shot episodes maintained a consistent tone. True, with only a handful of pages per story, they couldn't really dig into things with the detail afforded a multi-week serial in 2000 AD itself. In some cases, like a Mike Collins-illustrated episode about a heat wave, the plot is given over to fantasy. But with a consistent approach, a dry wit and a taciturn leading man, the stories are uniformly entertaining, with few or no fumbles across close to 400 pages.

As usual, there's a pile of really great art from many Dredd regulars. Cam Kennedy is well-represented with one of my favorites of his many times drawing Dredd, "I, Beast," and he's in good company with Carlos Ezquerra, Ian Gibson, Arthur Ranson and others. I think my favorite story in the book might be one of the longest, "Last of the Bad Guys," which was painted by John Higgins. Honestly, there's not a bad-looking page in this book, but I think that Higgins, one of the title's unsung heroes of the period, might have done the best work in the collection. Bryan Talbot illustrates a really funny story that shows what happens when Justice Department's undercover division can't rustle up enough female judges for a case, and Brendan McCarthy is psychedelic, wild and mind-blowing on a couple of very colorful episodes.

Again, nothing in these pages is as completely breathtaking as some of the Mike McMahon material in volume one, but that's not to say anything here is lacking. It's a really terrific reprint, full of clever, surprising plot twists and it's long overdue. It's presented on nice paper, chronologically, and very well designed. Darned if I can find a flaw in it at all, to be blunt. Highly recommended!

Friday, September 24, 2010

Judge Dredd: The Complete Case Files Volume 15

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Judge Dredd: The Complete Case Files (Volume Fifteen) (Rebellion, 2010)



We are just about teetering on that little precipice where I won't be able to recommend these books quite so wholeheartedly any longer. Even 2000 AD's biggest supporters must admit that the venerable British comic took a quality stumble in the early '90s. This block of 46 Judge Dredd episodes - 36 from 2000 AD and ten from the first installments of its sister book Judge Dredd Megazine (the current issue of which celebrates the title's 20th anniversary) - was produced when the title itself was floundering somewhat. The Slaine saga "The Horned God" and the Dredd epic "Necropolis" had each just ended, and with them went the period that most people define as 2000 AD's "golden age."

This is the first book in Rebellion's Complete Case Files which might really feel a little off-putting to new readers. The stories are set in the aftermath of "Necropolis" and the death of sixty million citizens - wrap your brain around that number - at the hands of Judge Death and his mind-controlled army. Many of the episodes refer back to it, whether by visiting how some of the supporting players, such as the teenage serial killer PJ Maybe, made out while the city was in turmoil, or by showing the desperation of citizens trapped in refugee camps waiting for new apartments to be built.

That's not to say that it's all relentlessly grim. 1991 saw the debut of Garth Ennis, then a promising young newcomer to comics, as Dredd's lead writer in the weekly comic, while John Wagner and Alan Grant moved over to the Megazine to script his adventures there. In time, Ennis would start repeating himself and running out of ideas, but his first few installments really are interesting. He starts out with "Death Aid," in which an old Dreddworld antagonist, Elmort Devries and his Hunter's Club, decides to liven up things in the Necropolis-hungover city with a sponsored mass kill. For charity.

Then there's "Emerald Isle," a celebrated six-parter which teamed Ennis with artist Steve Dillon for the first time, and let the two of them loose on every Irish stereotype that they could cram into thirty-six pages. From singing fish to potato guns ("Spud gun to smash!" is just a lovely line) to a good-natured, hard drinking Irish judge in a green uniform whose idea of getting news from informants is taking Dredd on a pub crawl, they're all here and all ridiculous.

The artwork throughout the book is terrific. Apart from Dillon and old hand Carlos Ezquerra, there are standout episodes by Anthony Williams, Jim Baikie and a tremendously freaky story about a shapeshifting spider-like alien drawn, with the demento-dial cranked up to eleven, by the late John Hicklenton.

Personally, I'm not able to read it without the heavy knowledge that the good times are about to end; probably the next five books in this series are going to be a little rough going before they come back to the episodes from late '95, which is when Dredd would become consistently great again. But this has a lot to recommend it even without that prescient knowledge. From the dark exploration of what the former Chief Judge Silver had done during "Necropolis" to the goofy performance of what passes for Macbeth in the future, it's a really great set of stories, and fans of Ennis and Dillon's later triumphs on Hellblazer and Preacher will definitely want to see their first collaboration. Highly recommended.

Wednesday, July 14, 2010

Judge Dredd: The Restricted Files 01

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Judge Dredd: The Restricted Files 01 (Rebellion, 2010)



I guess that every so often, things work out for the best. You probably know that Rebellion has been publishing a series of "Complete Case Files" for the long-running Judge Dredd feature. (The first of these was finally released in a special edition for the US market just last month.) These include the stories from the weekly progs and, from the most recent volume, the monthly magazine, but they have skipped the stories from Fleetway's old hardcover Christmas annuals and summer special issues.

Fans had asked at the time to have the annual and special stories added to the Case Files collections as bonus features, but only a handful trickled in. Finally, however, Rebellion has given the stories a two-book collection of their own. The first volume covers the first seven years of extra features from these specials along with stories from the 2000 AD, Dan Dare and Dredd solo annuals. After a pretty shaky start, there is some amazing material in the first book.

About the first quarter of the 400-page collection is really more interesting to archaeologists than to contemporary fans. While Dredd's stories were settling down into a single continuity orchestrated by John Wagner, the annuals were typically churned out by Fleetway editors with just a glance at the source material. Several of the stories are uncredited, and some of the artwork bears just a faint resemblance to the source material. There's a tale about a city called "Mega-Miami" which looks like the city in the 1970s with a future cop running around, and a deeply unfunny, early attempt at a "House of Tharg"-styled crossover where most of 2000 AD's characters of the first couple of years throw a Christmas party in Dredd's apartment. It looks like the artist, Keith Page, knocked those six pages out before lunch.

But a hundred pages in, we get to the point where Alan Grant takes a job with Fleetway editorial and Wagner takes an interest in what's going on with these books. The greatness starts with a Steve Dillon-illustrated episode from 1980 and doesn't waver after that. It includes dozens of fully-painted pages by Mike McMahon and Carlos Ezquerra, along with Brian Bolland's "The Alien Zoo," possibly the only example of Bolland coloring his own work.

Some of these Wagner and McMahon collaborations had been compiled by Titan in a 1985 collection, but most of the book has never been reprinted. One of this duo's stories is a 16-pager called "The Fear That Made Milwaukee Famous," and it's wonderful, simply one of the wildest, goofiest and most inventive adventure comics I've ever read. In it, Dredd rides out in the desert to apprehend a mutant criminal who really does not want to be called "Chickenhead" and the two of them are besieged by thousands of skeletal ghosts of a dead city. Elements of this amazing story would resurface in the creators' later Last American miniseries.

Packed as it is with so many inventive and clever stories, none of which outstay their welcome, it's difficult to point out the highlights or notable moments. Interestingly, John Byrne has a short story in here as well. At the time, the artist was very popular for his Marvel Comics' work inked by Terry Austin. I don't know that there are many other examples from the period of Byrne inking himself, but his line was altogether too heavy back then, as it remains today. On the other hand, Byrne drew a really impressive Mega-City One, and I think it's a shame he did not contribute again.

Byrne at his best, however, is a wholly different prospect than McMahon or Dredd's co-creator Carlos Ezquerra. His pages are really thrilling and full of life and wild, vivid color. The scenes of Dredd and Cursed Earth cowboys warring against giant tarantulas are really impressive, and nobody draws unbelievably obese men eating themselves sick as well as he does.

It's likely that the strange and ill-formed Judge Dredd of the book's first quarter might put off new readers, and so this might not be a good introduction to the character unless you know the circumstances and jump over those stories. Skipping past them, it's a very solid 300 pages of excellent comics at a reasonable price, around $30 in the US. The production is up to Rebellion's very high standards, and the artwork is reproduced very faithfully on very nice paper. It's a labor of love and exactly what the fans had hoped for, and I recommend it very highly.

Saturday, March 20, 2010

Judge Dredd: The Complete Case Files 14

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Judge Dredd: The Complete Case Files 14 (Rebellion, 2009)



Judge Dredd isn't always the easiest series to follow, or for new readers to appreciate the complexities of the storylines. Most of the early material - particularly the stuff in black and white, often drawn by Bolland, McMahon, Smith, familiar to Americans through well-worn collections - stands alone very well, but while most of the color episodes - and there are a lot more of them - stand alone just fine, there's so much more pleasure to be found when you get used to all the lingering subplots that build through them. Case in point: "Necropolis," a simply amazing 26-part epic from 1990 by John Wagner and Carlos Ezquerra. This story's been collected a couple of times before, but to get the best effect, it needs to be read with the three months' worth of episodes which preceded it. Happily, this giant story is finally available in one collection. The fourteenth edition of The Complete Case Files compiles 38 episodes in one incredibly satisfying chunk of a book, and it's one everybody who loves comics should track down. It's one of Wagner's finest moments.

I think there's a strong influence from Chris Claremont in Wagner's writing at this time, particularly in the way that his 1980s work on The Uncanny X-Men would let subplots and background details grow over the course of several issues. Wagner, in time, became the master of this style of storytelling, and reworks it today better than anybody else in the medium. It's fascinating the way he finds old details from much older stories and brings them to vibrant life in his contemporary tales. About five years before "Necropolis," during the events of Judge Death's third attack on the city, there was a brief incident where the Dark Judges were teleporting throughout the city blocks, evading capture. Wagner revisits that, briefly, revealing that one woman was left in a partial coma by Death, his malignance influencing her behavior, and setting the stage for his powerful allies to break into this dimension.

"Necropolis" itself is just plain amazing. It starts with some very odd pacing, with the two Sisters of Death tormenting Kraken, a rookie who is entrusted (he sais, hedging his bets against spoilers) with Dredd's role while our hero is otherwise indisposed. The first two episodes are all action with very little plot development. But as events build, and Kraken comes under the Sisters' influence as well, the story becomes a taut, epic, page-turner. It's genuinely horrific - as events spiral into unbelievable carnage, some of the citizens' desperation will make your skin crawl - and it's all visualized in gory detail by Ezquerra, who, I believe, sets a 2000 AD record with 31 straight weeks of color artwork without missing a deadline.

This was the last hurrah for the Dark Judges as fabulous, frightening villains for the strip. Fear, Fire and Mortis were brought out of mothballs for a crossover between Judge Dredd and Batman about eight years later, and Death was periodically seen in ill-advised cameos and black comedy roles that turned him into a joke, before Wagner and Frazer Irving rehabilitated the character and gave him a great sendoff in 2004. When you read this story, however, you really wish they'd all been retired permanently, their impact undiminished.

Perhaps in retrospect, "Necropolis" did more harm than good, first by giving 2000 AD's editors at the time the idea that the characters of the Dark Judges could stand up to repeated (mis)use, and also by giving incoming writer Garth Ennis the idea that Dredd's big epic storylines needed to be bleak, carnage-filled apocalypses, leading to 1992's misbegotten "Judgment Day" saga. But taken on its own, it really was a triumph, and Rebellion's terrific reprinting in their Case Files series is one that every fan of British comics should own. Very highly recommended.

Thursday, December 24, 2009

Judge Dredd: Mechanismo

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Judge Dredd: Mechanismo (Rebellion, 2009)



It's been a couple of years now, but I was talking once in my Thrillpowered Thursday blog about how Rebellion really needs to bring the sprawling Mechanismo epic back into print. This was a mammoth story full of subplots and subterfuge, detailing the deterioration of Chief Judge MacGruder as she orders the development of robot judges. It seemed like a good idea at the time; with the judges' numbers seriously depleted after the high bodycounts of the "Necropolis" and "Judgement Day" epics, something needed to be done. Turns out, this wasn't it. The stories wormed their way through the pages of the weekly and the then-biweekly Judge Dredd Megazine from 1992-94, before coming to a storming conclusion in the aftermath of a 16-part story called "Wilderlands."

Back in May of '07, I suggested how Rebellion could repackage the story for bookshelves and they have done something quite similar, and very satisfactory. The new "Mechanismo" book, released in October, contains the first three serials from the storyline and deal with one robot, Number Five. These originally appeared from October 1992 to December 1993 and feature art by Colin MacNeil, Peter Doherty and Manuel Benet, with scripts by John Wagner. Although there is a great deal more of the story to come, this book ends on as satisfactory a point as is possible, and hopefully we will see MacGruder's next series of moves in a second volume in 2010.

Wagner does a terrific job in telling the story from multiple viewpoints. The focus shifts from Dredd to various robots to a hapless security clerk, and he uses his frequent Mega-City One trope of having dingbat teevee news announcers comment on the action, which is both effective and very funny. MacNeil and Doherty certainly bring their usual A-games to the party, and Manuel Benet does a laudable job for what I believe was his only assignment for the House of Tharg. It was certainly odd to see a new name dropped in the deep end for what was a critically important story, but Benet's work is pretty good, if perhaps not completely suited to Mega-City weirdness. Production of the book is mostly up to Rebellion's very high standards, but an unfortunate production error left a few erroneous credits on the spine and front cover for artists whose work does not actually appear in the book. Overall, though, a fine collection of a very good sequence of stories, and highly recommended. More, please!

(Excerpted from Thrillpowered Thursday.)

Thursday, November 12, 2009

Judge Dredd: The Complete Case Files 13

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Judge Dredd: The Complete Case Files 13 (Rebellion, 2009)


Back in the summer, Rebellion issued the thirteenth in their series of Judge Dredd Complete Case Files. This reprints all the Dredd episodes that originally appeared in 2000 AD from March 1989 to January 1990 in one very nice package. Most of them are in full color, although these originally saw print back when 2000 AD only had a single color episode each week out of five stories. For ten weeks in the period, the Slaine storyline "The Horned God" got the color slot, kicking Dredd to the front of the comic in black and white. So now you know, it's been twenty years since Dredd was a black and white comic. Lotta pages under the bridge in all that time!

The first of those episodes is the classic "In the Bath," in which Dredd reflects on his battered and bruised body while trying to enjoy one of his rare moments of scheduled downtime, only to find he still can't escape the crazy, ultraviolent city for even a few moments of peace and quiet. The episode, by John Wagner and Jim Baikie, was instantly praised as a classic, expertly mixing quiet pathos with absurdist comedy.

Most of the book is written by Wagner. By this point, he and Alan Grant were working individually, and Grant doesn't contribute quite as many episodes as before, but he does bring some real gems, best among them "A Family Affair." This is a really mean-spirited, hilarious look at things spiraling way out of control when Dredd goes to inform some citizens that a family member was killed in a police shooting. Steve Yeowell paints the episode, and there's a two-panel moment when someone realizes exactly which policeman did the shooting which is the funniest thing ever. Yeowell's third series of Zenith was running about the same time, and it's very interesting to see him apply the same style, but with color.

There are no major storylines or epics in this collection, but Wagner does touch on some earlier threads that carry on from earlier volumes. At this stage, there are still comparatively few recurring characters in the series, but Anderson and Hershey show up again briefly, and we have a return for the disturbed Judge Kurten, now in his new base of operations south of the border, along with Rookie Judge Kraken, who will become a major player in the fourteenth book.

There is a small, unfortunate printing error in this edition. The Colin MacNeil-painted "Dead Juve's Curve" repeats an error from its original printing and has a couple of pages out of order. It's an unfortunate hiccup, but one easily overlooked among so much really good material. Don't let the number 13 on the book deter you if you're new to Dredd: this is a perfectly fine starting point for new readers, and it might do you well to begin here before the apocalyptic events of the volume which comes next...

(Excerpted from Thrillpowered Thursday.)

Thursday, September 10, 2009

Judge Dredd: Heavy Metal Dredd

What I try to do with reviews at this Bookshelf blog is keep it simple and spoiler-free, and let you know whether I'd recommend you pick up a copy of what I just read. Seems to work okay. This time, a brief review of Judge Dredd: Heavy Metal Dredd (Rebellion, 2009)



In April, Rebellion released the collected edition of Heavy Metal Dredd, with all twenty blood-spattered episodes of this early nineties series. It's not really essential. There have only been a pair of Rebellion books in the last five years which I would advise readers skip on account of production issues. This is the first one I'd advise readers skip on account of it being completely awful.

Basically, around the time of Judgement on Gotham and Simon Bisley's brief turn in the limelight, the European metal mag Rock Power got together with Fleetway and commissioned a few Dredd episodes by Wagner, Alan Grant and Bisley. These were Dredd one-offs with the volume turned up to twelve; overcharged, simplistic, hyper-violent stories of motorcycle maniacs, testosterone-fueled beatings and over-the-top exit wounds. There's nothing subtle about them, and they're entirely subplot-free. They were designed for thirteen year-old meatheads and filled their gore-and-leather remit with abandon.

These were reprinted in England in the Judge Dredd Megazine and proved popular enough to warrant commissioning a few more episodes. Most of these were written by John Smith and painted by the likes of Colin MacNeil or John Hicklenton, who contributed this collected edition's new cover.

Rebellion does deserve some points for making this a very solid collection on its own merits. It does include all the stories in their original order, with good reproduction, full credits and an introduction by Hicklenton. However, there's very little wit or humor anywhere in these dingbat stories, and there's no reason for anybody other than completists to pick up this book. That Rebellion released this instead of a complete Stainless Steel Rat is a huge shame.

(Excerpted from Thrillpowered Thursday.)

Thursday, April 30, 2009

Judge Dredd: The Complete Case Files vol. 12

Here's how this works. I read a book or two and tell you about them and try not to get too long-winded. This time, a review of Judge Dredd: The Complete Case Files vol. 12 (Rebellion, 2009).



Readers of this blog are certainly aware of Rebellion's wonderful series of Judge Dredd Complete Case Files, which are reprinting every episode that appeared in the weekly. With the twelfth collection, released in February, the publishers have chosen to follow the strip's lead and reprint the color episodes, which began in 1988, as they originally appeared. This does mean that the books have to be a little smaller than previously - what had been 400-page collections are now 320-page volumes on better paper - but given the choice of seeing Will Simpson's beautiful painted art or Chris Weston's earliest professional pages reproduced as muddy grayscale, Rebellion has certainly made the right choice.

Writers John Wagner and Alan Grant elected to end their successful partnership following the epic "Oz," which was reprinted in the eleventh Case File. This collection contains a final handful of their co-written stories, but from there it is mostly Wagner flying solo. Grant contributes some fine one-offs, including one that sets up a later Anderson: Psi Division storyline, along with the expected pop culture parodies. Wagner has the bulk of the action, including some wonderful, moving stories which focus on the citizens caught up in the Mega-City madness. The installments concerning the mutating Eleanor Groth, painted by Simpson, and some John Ridgway-illustrated episodes set in a nursing home where a resident suspects the staff of euthanasia, are truly fantastic. Here, again, is a book that belongs on every comic-lovers' bookshelf.

(Excerpted from Thrillpowered Thursday.)

Thursday, April 16, 2009

Judge Dredd: The Pit

Here's how this works. I read a book or two and tell you about them and try not to get too long-winded. This time, a review of Judge Dredd: The Pit (Rebellion, 2009).



In January, Rebellion released the long-awaited collection of the 1995-96 Dredd epic "The Pit." This 30-part epic, written by John Wagner and illustrated by Carlos Ezquerra, Colin MacNeil, Lee Sullivan and Alex Ronald, was the subject of a Thrillpowered Thursday entry back in 2007, where I explained it as a "change in the status quo that sees Dredd assigned to new duties in one of the Meg's remote regions, where rather than doing the job of a senior street judge, he's assigned to the task of sector chief. It turns out that the Dredd formula works incredibly well as an ensemble police procedural, which was a huge surprise to everybody, including the writer."

"The Pit" is remembered, not because of an outrageous, high-concept plot like many of the big epics of the series, but because Judge Dredd lends itself astonishingly well to overlapping subplots and unique, individual judges with their own perspectives on the proceedings. It's an important story which introduced two of the more interesting recurring characters of Dredd's modern cast, Judges DeMarco and Guthrie, as well as providing further details about the criminal Frendz organization which would be an ongoing menace for the next few years. The entire cast is made up of interesting, sympathetic characters, and as events wind their way from a search for a rogue undercover "Wally Squad" judge to an all-out war with a powerful mob kingpin's forces, through a sector house full of flawed cops trying to do their jobs, it's easy to get completely caught up in events. It's a terrific story, with fabulous contributions from some great artists.

Long overdue for this new edition, "The Pit" has been unavailable for quite some time, since Hamlyn's old version went out of print, and Titan, the next company to issue collected editions, never put their own together. This is one that Rebellion should definitely keep around, and promote to new readers as a fine introduction to Judge Dredd. Whether you're new to the character or an old fan, "The Pit" is certainly a story that every bookshelf should have.

(Excerpted from Thrillpowered Thursday.)

Thursday, January 8, 2009

Judge Dredd: The Complete Case Files vol. 11



In other news, Rebellion's ongoing series of Judge Dredd Complete Case Files, now with slightly modified trade dress, including a gold badge in place of the U on the spine, and color on the front cover, has reached the eleventh edition, reprinting 50 episodes from the heady days of 1987-88. Writers John Wagner and Alan Grant began winding down their regular collaboration and embarked on one final hurrah together: the 26-part epic "Oz," in which the recurring recalcitrant menace Chopper escapes Mega-City One custody and flies to the Sydney-Melbourne Conurb on his flying surfboard to take place in Supersurf 10. Judge Dredd is in hot pursuit, but it turns out that the "escape" was engineered to give Dredd a big, public reason to be stomping around a foreign Mega-City; there's a lost "tribe" of bizarre cloned judges with outlandish technology operating from the nearby radback...

Outside of "Oz," there's plenty to enjoy in this book. You get the first appearance of eleven year-old psycho killer PJ Maybe, a second scrap with a recurring villain called Stan Lee - the world's greatest martial artist! - and so much great artwork by the likes of Steve Dillon, Brett Ewins, Brendan McCarthy and Cliff Robinson. But "Oz" is definitely the selling point here. The volume, sadly, does not correct a pair of misprinted pages (the first two pages of episode three were printed in the wrong order in 1987 and no reprint has ever corrected the error), but the story is downright amazing, a wonderful, loopy adventure with several twists and unexpected detours. It's so much more than the standard devastation of the city by Sovs/robots/terrorists/Judge Death that you often see in the big, six-month Dredd epics, and the final six episodes, in which Chopper races in the insane skysurfing match, will leave you breathless. Reading that story one chunk a week was agonizing in the spring of 1988! Highly recommended.

(Excerpted from Thrillpowered Thursday, Jan. 8, 2009)

Wednesday, October 8, 2008

More British stuff

Here's how this works: I finish reading something, and I tell you about it, and I try not to bore you to death. This time, reviews, of sorts, of Charley's War: Blue's Story (Titan, 2007) and Judge Dredd: Complete Case Files Vol. 10 (Rebellion, 2008).



In the fourth of Titan's collections of the amazing Charley's War, the action shifts to the home front. On leave in London, Charley Bourne meets a deserter from the French Foreign Legion. As the military police pursue them, the man who calls himself Blue tells Charley the story of the battles at Verdun and Fort Vaux.

The detour from the principal Charley's War narrative into this look at the rest of the war originally ran for six months in the pages of Battle Picture Weekly and was notable for a number of innovative cover pages. Most memorable of these is a great image of the trapped, starving soldiers, their supplies cut, holding Fort Vaux and looking out helplessly while a German taunts them, pouring a canteen of precious water onto the muddy ground.

If you've been reading Charley's War, as of course you all should, then you already know that Pat Mills and Joe Colquhoun managed something genuinely amazing and moving in every installment. If you're new to the series, this is actually a fine place to start before you go back and pick up the first three books. The reproduction is a little dark and fuzzy in places, and greyscaling the color covers does not always work as well as we would like, but the presentation is great, with introductory material and lengthy afterword commentary by Mills. Highly recommended.

(Note that the fifth book of Charley's War is actually supposed to be in US shops today. Diamond was extraordinarily late shipping this book to my store of choice, hence the belated review.)



The tenth Case Files edition, featuring around 50 episodes originally published in 1986-87, is among the best in this series. Oddly, Judge Dredd is all the better for the lack of a consistent, regular artist, even the good ones like Ron Smith, who, I understand, had taken a sabbatical to do advertising work around this time. With so many great artists all vying for space, there are more opportunities for individual work to shine.

Brendan McCarthy makes a huge splash with the four-part "Atlantis," for instance. Kevin O'Neill gets three episodes in this book, and they really are something to see. "Varks," a story about aliens that reproduce by turning other lifeforms into creatures like them, would have been a creepy and gruesome story in anybody's hands, but O'Neill really turns it into a freakfest. Other artists with standout work include Steve Dillon, Ian Gibson, whose "Paid With Thanks," about a ghost who does not appreciate innovative accounting, is a riot, John Cooper and Cam Kennedy.

John Wagner and Alan Grant were reaching the end of their celebrated regular partnership around this time, but hindsight doesn't show any cracks or tension in these episodes. They are having a ball coming up with more and more goofball citizens and criminals, and letting Dredd reach the end of his patience with their quirks and foibles. Absolutely essential reading, and highly recommended for everybody from longtime fans to newcomers.



(Originally posted October 08, 2008 at hipsterdad's LJ.)