Judge Dredd 11 (September 1984)

Judge Dredd #11Somehow, even though Bolland and McMahon alternate the chapters in this issue–so it’s always very clear when moving from one to the next–the story flows a lot smoother. Maybe because Wagner has gotten into the middle of the story, he’s established the lunatic rule of Chief Judge Cal. He’s moving through instead of building up.

He also focuses a lot less on Dredd and his plans. Instead, it’s mostly Cal and his lunacy, though without as many new absurd jokes. Or, if there are absurdities, Wagner backgrounds them instead of bringing them out front as his focus. It works much better.

And Cal’s lunacy gives McMahon a real chance to show off. In the craziest parts of the issue–usually involving Cal having an episode, sometimes on the air, sometimes just for his weary supporting judges–McMahon just goes wild. It looks great.

It’s a sturdy, steady issue.

B 

CREDITS

Writer, John Wagner; pencillers, Brian Bolland and Mike McMahon; inkers, Bolland, Garry Leach and McMahon; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 10 (August 1984)

Judge Dredd #10This issue reads a lot smoother, with Dredd again a fugitive, leading the revolt against the crazy new chief judge. Unfortunately, Wagner goes for absurdity at every turn–the new chief judge is so crazy he appoints a fish as his deputy–and it’s never believable the other judges would follow the new leader with such blindness. It’s almost like Wagner saw he couldn’t make the story work straightforwardly, so he introduced the lunacy to at least make it funny.

And there are a couple decent comic moments but there’s also a lot of laziness.

Of the three pencillers, Brett Ewins does the best on his pages. He captures the mania of Wagner’s script and the enthusiasm helps a lot. The pacing gets the better of McMahon, who handles the beginning of the issue (and the setup); he can’t keep up.

If Wagner had fuller scenes, it’d probably work better.

B- 

CREDITS

Writer, John Wagner; pencillers, Mike McMahon, Brett Ewins and Brian Bolland; inkers, McMahon, Ewins and Garry Leach; colorist, John Burns; letterers, Tom Frame and Jack Potter; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 9 (July 1984)

Judge Dredd #9It’s something of a lackluster issue.

The opening resolves the Cursed Earth storyline, but it’s the final chapter and probably should’ve somehow been fit in with the rest of the Cursed Earth issues. Especially since it’s extremely anticlimactic, though Mills does attend the character relationships he’s developed.

Then Wagner takes over with Dredd on trial, followed by Dredd as a fugitive, followed by Dredd redeemed, followed by Dredd versus a conspiracy. The compiled nature of the series comes through way too much–every few pages it stops and starts, sometimes going in a wildly different direction.

And Wagner’s characterization of Dredd, who’s shouting off one-liners, seems too forced. Wagner’s characterizations of the rest of the cast is similar–he’s rushing. There are some occasional high points, like Dredd’s showdown with a robot duplicate, but otherwise it’s a problematic outing. The constant Dredd in danger cliffhangers get tiresome really fast.

B- 

CREDITS

Writers, Pat Mills and John Wagner; pencillers, Brian Bolland, Brendan McCarthy and Mike McMahon; inkers, Bolland, Dave Gibbons, Brett Ewins and McMahon; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 8 (June 1984)

Judge Dredd #8The resolution to the Las Vegas cliffhanger is a little lame. Dredd just happens to get there in time to challenge the sitting judge and there just happens to be a good resistance movement in place to help out. The whole subplot–the mob being the corrupt judges of Vegas–is weak anyway.

But then Mills does a long flashback of Tweak (the alien) and his full story. It’s a nice diversion, leading to some nice character moments in the present action, as well as some affecting ones in the flashback. It’d be the highlight of the issue, if not for the finale.

There’s a contrived battle scene in Death Valley. Dredd and company versus war robots. The setup stinks and the actual sequence is fantastic. Great pacing and writing also make up for the art getting too confused.

Although the open is rough, the issue turns out quite well.

B 

CREDITS

Writers, John Wagner and Pat Mills; pencillers, Mike McMahon and Brian Bolland; inkers, McMahon, Dave Gibbons and Bolland; colorist, John Burns; letterers, John Aldrich, Gibbons and Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 7 (May 1984)

Judge Dredd #7It’s Dredd versus a dinosaur. Not just any dinosaur, but the offspring of the dinosaur from the early issues of 2000 AD. Mills spends more time writing from the dinosaur’s perspective than he does from Dredd’s, which makes for a vaguely annoying, while still engaging enough outing.

The pacing is off in this one though, with the episodic origin of the story too obvious. Dredd’s story stops and starts with the dinosaur stuff. Mills likes it way too much considering it’s so goofy. Except his flashback to the origins of modern dinosaurs reads a lot like Jurassic Park, just twelve years early.

Then Wagner takes over for Dredd in Las Vegas, which ends up being the issue’s cliffhanger. Everyone in Vegas bets on everything; it doesn’t seem particularly insightful, but McMahon’s art has enough energy to get it through. Ditto the first part; without McMahon’s eccentricities, the issue’d stall out.

B- 

CREDITS

Writers, Pat Mills and John Wagner; artist, Mike McMahon; colorist, John Burns; letterers, Tom Frame and John Aldrich; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 6 (April 1984)

Judge Dredd #6It’s an excellent issue. Mills sends Dredd on something of a self-discovery; he encounters all different types in the Cursed Earth, with the villainous gangs being the only bad guys. It comes as a surprise to Dredd, but not the reader. Mills has a way of trying to surprise the reader with Dredd’s humanity. He’ll give Dredd a choice and one of them seems obvious if Dredd is just a caricature, then Dredd’ll choose the other option and Mills will gently explain.

Or not so gently. The issue goes out on a real obvious note, but it’s also a strong one.

One of the chapters–the stories take place on different days of Dredd and company’s trip across the Cursed Earth–has Dredd against robot vampires, with some odd developments, but is particularly well-written.

The finale, with an sympathetic alien, devastates. Good work from Mills, McMahon and Bolland.

A 

CREDITS

Writer, Pat Mills; artists, Mike McMahon and Brian Bolland; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 5 (March 1984)

Judge Dredd #5Mike McMahon does the art for the first three quarters of the issue, with Dredd getting ready to go on a mission through the Cursed Earth. Writer Pat Mills does a decent job setting up the back story, though once it moves on to preparations for the mission, he and McMahon get wrapped up in showing off the goofy hardware Dredd’s going to have. It’s relatively short sequence–the initial double-page spread of a militarized RV–but it stops the story cold.

And Mills is extremely episodic so every few pages, the story feels a little different (this Dredd series being collections from 2000 AD), but most of those differences are good–if not smooth. Mills’s enthusiasm for setting construction helps one ignore his more derivative details.

For the last few pages, Bolland takes over. He gets a goofy Mount Rushmore battle sequence with mutants but it’s visually gorgeous.

B 

CREDITS

Writer, Pat Mills; artists, Mike McMahon and Brian Bolland; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

2000 AD 26 (20 August 1977)

66778 20061016100519 largeI guess I haven’t been paying attention but the lead of Invasion, Bill Savage, barely even registers a presence anymore. Finley-Day is more concerned with the setting of his stories than the content.

Harlem Heroes, with Belardinelli art and Tully apparently wrapping up, is far more pleasant. Home stretch hopefully. It’s still incomprehensible nonsense.

The Shako story is great. Wagner does a Cuckoo’s Nest homage while Lopez-Vera does a great job on the art. A little Inuit kid befriends Shako, which is adorable.

Steve Moore writes a weak Future-Shock. Horacio Lalia’s on the art. It’s not memorable either.

The M.A.C.H. 1 story introduces space aliens. Not sure if anything else matters. It’s goofy beyond belief; Jaime Marzal-Canós really doesn’t pace it well either.

Wagner writes a decent enough Dredd, with three acts in maybe five pages. McMahon does well until he overfills the final two pages.

CREDITS

Invasion, Bluebird; writer, Gerry Finley-Day; artist, Carlos Pino; letterer, John Aldrich. Harlem Heroes, Part Twenty-six; writer, Tom Tully; artist , Massimo Belardinelli; letterer, Pete Knight. Shako, Part Seven; writer, John Wagner; artist, Lopez-Vera; letterer, Tony Jacob. Tharg’s Future-Shocks, Food for Thought; writer, Steve Moore; artist, Horacio Lalia; letterer, Jack Potter. M.A.C.H. 1, The Death Trumpet; writer, Steve MacManus; artist, Jaime Marzal-Canós; letterer, Knight. Judge Dredd, Dream Palace; writer, Wagner; artist, Mike McMahon; letterer, Jacob. Editor, Kelvin Gosnell; publisher, IPC.

2000 AD 24 (6 August 1977)

144914A not bad issue.

Invasion doesn’t have the best script, but Carlos Pino’s art is really good. Finley-Day’s definitely not writing for the deep thinker–the evil Volgs have these expensive missiles for hitting one target (one human target) a piece. Dumb but fine.

Heroes is mean-spirited but at least about the Aeroball game.

Belardinelli does an awful job on M.A.C.H. 1. Real bad. Roy Preston’s script is more adventure oriented than espionage, which does work better.

Then there’s Kevin O’Neill doing a story about a kid meeting Tharg, the editor of 2000 A.D., and being a little brainwashed into buying more comics. Cool art. The story’s not the point, but the writing’s fine too.

Cruddy art from Arancio on Shako ruins it. The strange Ratched-like nurse flops, but the writers are at least trying.

And then Dredd has a decent case; Malcolm Shaw’s writing is good.

CREDITS

Invasion, Hadrian’s Wall; writer, Gerry Finley-Day; artist, Carlos Pino; letterer, Jack Potter. Harlem Heroes, Part Twenty-four; writer, Tom Tully; artist and letterer, Dave Gibbons. M.A.C.H. 1, King Karat; writer, Roy Preston; artist, Massimo Belardinelli; letterer, Tony Jacob. Tharg the Mighty, Tharg and the Intruder; writer and artist, Kevin O’Neill; letterer, Peter Knight. Shako, Part Five; writers, Pat Mills and John Wagner; artist, Arancio; letterer, Jack Potter. Judge Dredd, The Wreath Murders; writer, Malcolm Shaw; artist, Mike McMahon; letterer, John Aldrich. Editor, Kelvin Gosnell; publisher, IPC.

2000 AD 23 (30 July 1977)

144913It’s an inoffensively weak issue. Finley-Day handles both Invasion and Dredd and doesn’t do well with either of them. Invasion has some really complex layouts from Dorey, which are cool, but the story’s pretty lame. Dredd is oddly not particularly busy–McMahon spends more time on little details than city designs–and Finley-Day doesn’t have a good punchline.

Harlem Heroes actually talks about the game again and has a very strange ending with the Brain player being viciously cruel. Rather racist installment too. Guess no one worried about offending Japanese readers.

Shako’s idiotic. It should be a lot more fun too, but Arancio doesn’t go for realism so instead it comes off silly.

The Dan Dare wraps up; Moore sets Dare against the Mekon for a very boring finish. Belardinelli does both Dare and M.A.C.H. 1. His art on the latter’s better.

Though inoffensive, it does plod.

CREDITS

Invasion, Tyne Tunnel; writer, Gerry Finley-Day; artist, Mike Dorey; letterer, John Aldrich. Harlem Heroes, Part Twenty-three; writer, Tom Tully; artist and letterer, Dave Gibbons. Shako, Part Four; writers, Pat Mills and John Wagner; artist, Arancio; letterer, Jack Potter. Dan Dare, Hollow World, Part Twelve; writer, Steve Moore; artist, Massimo Belardinelli; letterer, Aldrich. M.A.C.H. 1, Spy Plane; writer, Robert Flynn; artist, Belardinelli; letterer, Aldrich. Judge Dredd, Smoker’s Crime; writer, Finley-Day; artist, Mike McMahon; letterers, Tom Frame and Peter Knight. Editor, Kelvin Gosnell; publisher, IPC.