Judge Dredd 17 (March 1985)

Judge Dredd #17The issue has two stories–one from Mills, one from Wagner, both with art by Ron Smith. The first story, Mills’s, has a regular citizen turning into a were-dinosaur. It’s kind of dumb, but Mills’s plotting of the story is fantastic. The way he starts external to the eventual characters and moves in–presumably from chapter to chapter in the original 2000 AD progs.

The big showdown between Dredd and the monster happens in Old New York City, which looks a lot like seventies New York City (fire escapes, rooftops). It’s good Mega-City One has so many locations because the showdown wouldn’t look good in the futuristic settings… but tragically haunted man wandering rainswept New York? It works.

The second story has Dredd investigating a television game show. Wagner does a great job with both the mystery and the solution. The setup is rather imaginative too.

Excellent issue.

B+ 

CREDITS

Writers, Pat Mills and John Wagner; artist, Ron Smith; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 15 (January 1985)

Judge Dredd #15The issue has Wagner looking at various aspects of the future–block life, block wars, reasoning apes, what happens when a judge needs to retire–but none of them really stand out.

The first story, resolving the Judge Child storyline while Dredd deals with a block war, has art from Brian Bolland. It’s gorgeous, but too static, too constrained. Bolland doesn’t have any fun with the future, but he also doesn’t have any fun with his composition.

In contrast, Mike McMahon goes crazy in the other pages. There’s humor built into the panels and the composition is inventive. The McMahon stories–even Mills’s pointless ape one–come off a lot better; there’s something distinctive about them, whereas Bolland’s is purely functional.

Of course, Wagner’s handling of that first story is a lot more functional and less narratively playful than the rest.

It’s a mixed bag, but with some definite pluses.

B- 

CREDITS

Writers, John Wagner and Pat Mills; artists, Brian Bolland and Mike McMahon; colorist, John Burns; letterers, Tom Frame and Tony Jacob; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 14 (December 1984)

Judge Dredd #14It’s a really weak issue. Both writers–Wagner and Mills–go as melodramatic and sappy as possible. How can Judge Dredd be sappy?

For most of the issue, Wagner focuses on Dredd’s sidekick robot, Walter. The joke with Walter is he is annoying and an issue of Walter stories seems a little too much. The Judge Dredd Christmas story, for example, is about as saccharine as Judge Dredd should ever get it but the subsequent stories take it even further.

In some ways, Mills’s story with Judge Rico’s return is even worse. Most of the story is told in summary with Mills focusing on tender moments from Dredd’s life. The ending is even worse. The difference between Wagner and Mills being Wagner makes Dredd sympathetic in the context of the comic, Mills tries to make him sympathetic overall.

Some nice art from McMahon but this issue is a stinker.

C- 

CREDITS

Writers, John Wagner and Pat Mills; artists, Mike McMahon and Brian Bolland; colorist, John Burns; letterers, Tom Frame and Tony Jacob; 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 27 (27 August 1977)

66779 20061016100730 largeIt’s an issue of endings and new beginnings. Well, more like one ending and a lot of multi-part stories.

Harlem Heroes whimpers out of the series, hopefully for good. Tully has this terrible moment where the Heroes mourn a lost teammate, then jump for joy at the thought of their next adventure.

Finley-Day reveals the Scots are the only ones in the UK able to keep out the Volgans but even they need Savage’s help. Okay art from Dorey and it moves well.

Something’s off with Solá’s art on Shako though. It should be fun–Wagner has Shako attacking people in the hospital, including the evil nurse.

The Future-Shock is fine. Nothing special.

MACH 1 actually has Probe fighting an evenly matched opponent; Redondo’s art is hurried though.

Gibson’s art is just great on Dredd, however. He does a great job and Wagner keeps it moving well.

CREDITS

Invasion, Dirty Jocks, Part One; writer, Gerry Finley-Day; artist, Mike Dorey; letterer, Tony Jacob. Harlem Heroes, Part Twenty-seven; writer, Tom Tully; artist, Massimo Belardinelli; letterer, Pete Knight. Shako, Part Eight; writer, John Wagner; artist, Ramon Sola; letterer, Knight. Tharg the Mighty, First Contact; writer, Alan Hebden; artist, Medraho; letterer, Aldrich. M.A.C.H. 1, Planet Killers!, Part One; writer, Pat Mills; artist, Jesus Redondo; letterer, Jack Potter. Judge Dredd, The Academy of Law, Part One; writer, Wagner; artist, Ian Gibson; letterer, Bill Nuttall. 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.