Got quite a few comics here that perhaps don't quite fit into the remit of the Judge Dredd Megazine. Or maybe I'm the problem, and need to be more open-minded!
Man from the Ministry by Gordon Rennie and Kev
Hopgood
(Megs 348-353)
What was this? A VERY Gordon Rennie story that riffs
on mid-20th century British horror/SF ideas. Specifically, in this
case, the first Quatermass story, about an astronaut who gets infected with
alien whatnot, and the last Quatermass story, about eldritch horrors coming
back to take over the world. Specifically, though, it’s a bout the last
remaining Civil Servant in the present day version of the ‘anti-aliens’ office,
who has to cope with the sudden re-appearance of a spaceship and astronaut who
went missing in the 50s.
It's all stiff-upper-lip, cups of tea, and tally-ho
attitude, which is the sort of thing I find rather fun. Meanwhile there are bad
guys running around who turn out to have demon tentacles heads, which is also
rather fun.
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Ah yes, all taxmen are secretly evil aliens. Pat Mills would be proud. Words by Rennie; Art by Hopgood |
But honestly, it’s kind of Caballistics/Absalom-lite, not helped by Kev Hopgood’s art, who is technically as good as he ever was, but has somehow lost the layer of scratch and grime that made e.g. Night Zero such an inviting series to read. That said, it’s inherently a fine comic and I would read more. With a little push to the visuals it could arguably be something great.
Dreddworld relevance? None at all.
Writing: 7.5/10
Art: 6/10
Impact: 2/10 Of all the ‘creator-owned’ slots that ran in the Meg, I’ve a
feeling this one is (unfairly) the most forgotten.
Overall score: 15.5 / 30
Has it been reprinted? Not that I am aware of. Nor
has the story continued, although the set-up is in place for further adventures
of a cynical old man Civil Servant, a 1940s square-jawed War/Space hero-man
(with aliens in his brain, perhaps), and a plucky lady Professor.
Tank Girl by Alan Martin and Rufus Dayglo
(Megs 275-297)
What was this? All new stories for Tank Girl, written
by the original co-creator Alan Martin; drawn by 2000AD regular Rufus Dayglo.
But what is really was, was an effort – a noble one, I think – to drum up new
readers for the Megazine by publishing new exploits for a super-popular British
comics character in an actual British comic.
I fear it did not really work out that way. Why not? Well,
much as Tank Girl surely IS a UK comics phenomenon – one of the few creations
that I suspect random people have a) heard of and b) might even know is both
British and from comics (even if there was that one American movie that many
people hate but also has a decent cult following) – Tank Girl just isn’t very
2000ADish. Or indeed Megazineish.
On paper, it seems like a good fit. Tank Girl first saw
print in Deadline, a late 80s/early 90s comic/magazine hybrid mostly run by
2000AD stalwarts Steve Dillon and Brett Ewins. Tank Girl is surely also a
classic non-nonsense working class angry punk type hero who pokes fun at and
rails against the establishment. Co-creator Jamie Hewlett did a couple of more
or less well-regarded runs on 2000AD stories. There really is plenty of room in
the Megazine for comedy capers about humans and mutant kangaroos with big guns
charging across a hellish landscape (the thrust of the first multi-part story).
But in fact, Tank Girl feels much more like Beano or Viz
than 2000AD. It is tangentially science fiction, but not at all interested in
exploring the science-related part. It is not especially interested in
long-form narrative and plotting, preferring to trade on silliness and
character study. The art is super cartoony, and all about comic asides and
background gags. But those exact gags are, more or less overtly, the actual
point of the strip. And these are all good things! But very much not the same
as the sorts of things 2000AD trades on.
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Classical comics comedy stylings Words by Martin; Art by Dayglo |
When e.g. Massimo Belardinelli or Kev O’Neill were filling up their 2000AD strips with fun backgrounds details, these were Easter Eggs to find and enjoy while focussing on a bigger plotline and carefully mapped out action beats. With Tank Girl, these details are THE thing to enjoy, they just have to be hung upon whatever actual jokes/shenanigans the main story is telling.
So anyway, the long Tank Girl run in the Megazine ended up
pissing off regular readers, and seems not to have brought in any significant
number of casual readers who came for Tank Girl and stuck around for, I dunno,
Anderson Psi Division or Insurrection. I do think it was a decent thing to have
a bit of Tank Girl in the Meg, if only it had meshed better. But the, I
suppose, it wouldn’t be Tank Girl.
Or maybe, the problem is just that I’m a snob who found
Martin’s scripts just a bit too childish and scatological, and for all that I
love Dayglo’s general cartoon style, and adore his obvious energy and
enthusiasm, his efforts on Tank Girl were merely very good, (and by the end of
the run, quite excellent) but not, as Hewlett’s had been, zeitgeist-capturingly
good. I mean, I’m no big fan of the original Tank Girl stories, but I can
respect and admire its place in the British comics canon.
Dreddworld relevance? None
Writing: 5/10 I don’t much care for Martin’s humour,
but he is good with character.
Art: 7/10 No complaints here, but also nothing that makes me want to read
it all again.
Impact: 4/10 Not only did it run for more than a year, it inspired
rather too many negative reader letters. One rather doubts a surprise run of
new stories for Bazooka Jules…
Overall score 16/30
Has it been reprinted? It has. Not by Rebellion, but
as part of the general world of Tank Girl graphic novels. I’m pretty sure it has
found a much friendlier home with Tank Girl fans than it did with Dreddworld
fans!
The Inspectre by Kevin Walker and Jim Campbell, with various artists
(Volume 3 issues 23-33)
What was this? The one about the East Meg Psi Judge
dealing with the ghosts of those killed either in the Apocalypse War or most
especially the ghost of Kazan’s ex-lover. Oh, and there’s a subplot about
building some new city on the ruins of East Meg 1. And another subplot about a
Mega City Judge cooperating with this project, but also spying / sabotaging it.
If this strip committed any great sins, it was packing too much into its basic
structure all at once.
The second story, and probably the best one, sees the
titular Inspectre helping to sort out some pesky vengeful ghosts at the site of
the build for the new city. This feels like a solid set-up for a series. But
otherwise there’s a bit of a tangle between all the various subplots and
characters that does make sense, but is quite hard work to parse. The central
character has this awesome design with a brain implant that dampens his natural
psychic ability to see dead people. I think I wanted more of that sort of
thing.
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Moody and angsty. Words by Walker/Campbell, art by Charles Gillespie |
Dreddworld relevance? It’s an Apocalypse War fallout story, pretty much the first of its kind. SO yes, totally relevant!
Writing: 6.5/10 The ideas, character and setting are
all super interesting. The actual plotting and dialogue of each story is more
middling.
Art: averages out to 6.5/10 Walker brings the best atmosphere, Gillespie
has fun with the character designs; Currie I think provides the best
storytelling.
Impact: 3/10 For a story that is pretty decent, this had a rather
ignominious legacy. Walker has not written again (I think?). Gillespie didn’t
get much more work. Co-scripter Jim Campbell is now famously comics top working
letterer (who may or may not write occasional scripts). At least Andrew Currie
got a bit of break!
Meanwhile, the character and setting itself have been
entirely ignored, despite really quite a lot of writers tackling the idea of
East Meg / Mega City relations, psychic devastation from the Apocalypse War and
so on. Show some respect!
Overall score: 16/30
Has it been reprinted? It has! In Hachette 17 Weird Science
Strange Brigade by Gordon Rennie and Tiernan
Trevallion
(Issues 398-399)
What was this? It’s a video game tie in! But, you
know, it had the decency to only run for two episodes, and was scripted by the
same bloke wot wrote the game. It is inarguably the greatest video game tie-in
comic to appear in any Tharg-related publication. This is not high praise.
What it is as a story is kind of a variation of Rennie’s beloved Forteana-type adventures, wherein a group of cynical but competent weirdoes/adventurers/academics explore weird places, meet weird people, and battle vicious eldritch beings. See also Necronauts, Caballistics, Inc and the Dept. of Monsterology (not to mention man from the ministry...). This particular story is designed to be more of a teaser to encourage you to buy the game, I think, so not really fair to compare to those other longer-running stories. The Rennie Forteana formula is one that works, but in this case it does rather feel like a formula on display.
It has a running gag of a narrator using ‘what-ho, smashing spot for a cup of tea’ type language which both adds to the fun and detracts from any sense you’re supposed to take this seriously, which is all to the good. And I suppose it helps give a flavour of the period setting, because of course all the actual main characters are a bit too gruff and/or refined to talk in that way, so their dialogue doesn't do that part of the job.
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Competent people in dangerous situations. Words by Rennie; Art by Trevallion |
I stress again, it’s only 2 episodes long (so only just qualifies for this ranking exercise!), serves to encourage readers to buy and play a game, and as such has no plot, but it does convey, setting, mood and character. Not a one of them especially memorable or original but then that’s kind of the point. I guess Tiernan Trevallion on art duties IS bringing something novel to the table, namely his angular and baroque style. There’s a Mignola influence, for sure, but he’s always struck me as someone who likes that world but has the ghost of Kevin O’Neill spitting in his ear telling him to make it more weird.
Dreddworld relevance? Not a bit
Writing: 7 / 10
Art: 7.5 / 10
Impact: 2 – giving it an extra point for being an actually decent
video-game derived comic.
Overall score: 16.5 / 30
Has it been reprinted? It has not! (Maybe it comes as a digital copy with the game, though? Never played it)
American Reaper by Pat Mills and Clint Langley and
Fay Dalton
(22 episodes between Megs 316-360)
What was this? Sexy Ostriches!
No but seriously, this was, I think, an idea for a film
turned into a comic. Perhaps literally using high-end storyboards? At any rate,
it is THE most heavily photo-inspired comic to see print in the Megazine, and
was in its look and feel really quite experimental. It’s very Pat Mills in
theme and character, but quite different from his usual comics work in that it
uses up lots of space to flesh out its setting, mood and ideas, rather than
making them hyper-dense. This is very clearly because the whole thing is a film
pitch first, and a comic second. At least, I think that’s the reason?
Anyway, the story is about a future tech that allows people
to copy across their personality/identity from one body into another.
Typically, this means old rich people attempting to re-live life by overwriting
the brain patterns of teenagers. The ‘American Reaper’ of the title is a cop
who uses magic scanning glasses to identify and terminate people who have installed themselves in a host body.
Until of course, the magic scanning tech stops working and it becomes more of a
cat-and-mouse guessing game detective comic. With lots of car chases and people
wearing kewl future clothes.
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So weird - you can't fault any of the craft here, including the storytelling - but it just feels flatter than trad. drawn comics. Words by Mills; Art by Langley. |
Honestly, there is good in here in both the story and the art, but there’s also rather a lot of bad. Reader reaction was very positive after the first couple of episodes, then rapidly descended into a chorus of ‘this is terrible please make it stop’.
I get that this makes more sense for a film than a comic, but I am judging the comic here. Mills really is not stretching very far to paint us a picture of ‘sad Dad worried about rebellious daughter’ and ‘vaguely goth-ish kids’ and ‘uniformly corrupt rich old people’. Perhaps worse, although he touches upon debate points about the whole concept of living on through the bodies of the young, he never gives himself enough space to pursue those debates in anything but the most crude terms. Oh, and for good measure there’s a major subplot of a doting Dad desperate to protect his 20-something daughter from the perils of, gasp, boys and drugs. While I can imagine Pat Mills, actual Dad having those feelings, I can’t quite bear the idea of Pat Mills, Pagan-sex-cult-defender, either acting on those feelings or even seeming to promote them via an old-fashioned story trope.
Somehow, despite these flaws, this strip not as bad as you remember. Certainly those bothered buy the page count it took up are dead wrong – giving it space to breathe is a wonderful taste of another style of comics making and reading.
Dreddworld relevance? None. Although, frankly, the
premise would’ve made for a pretty decent Dredd story – maybe a 2 or 3 parter
even. Not a 22 episode mega-epic though.
Writing: 5/10 One can never fault Mills’s ideas or character archetypes. One can, however, fault his plotting and dialogue, which in this case are both blunt and basic. Maybe, just maybe, the real problem is that Mills has broken his own 'rule', by having his hero be a successful middle-class guy who is friends with, rather than suspicious of, society's top politicos and scientists.
Art: 7.5/10 (averaged) Langley’s art is perhaps even more divisive than
Mills’s scripts. Honestly, it’s hard to imagine anyone doing fumetti-style
comics better than this, and that seems to really entrance many readers. But
for me, it’s just not a style I engage with. Langley can nail the acting for a
panel beat really well – but as soon as the text in one or two speech bubbles
require more than one expression, it stops working. I don’t know why, but when
hand-drawn, that problem is typically smoothed out.
The minute Langley is obliged to start rendering his own
linework on top of the base photos, it comes to life, and that to me is
telling. His scene-setting is great, the car chases are fun, and the look of
the zombies-inside-your-head is a triumph.
But he has rather miscast too many of his characters. It’s SO key to this story to have characters of different ages, and different levels of visible ageing tropes, so you can understand people’s different personal reactions to everything. (See Substance for a recent example of a film tackling similar issues much better). And yet he really only achieves late-teen, main character who is a very good-looking vaguely 30-something type (Langley himself I imagine), and super-old gremlins. Again, as storyboard work for a film pitch this all makes sense – you want to have good-looking people, but here it distracts from some of the subtlety of the story.
Fay Dalton, meanwhile, is free to paint, and it’s she who designs all the
in-story adverts and the future fashions (and the ostriches). She’s great, and
her work here is a delicious ‘what if 2060s style was all 1960s retro’. As well
as delivering a couple of longer stories where her rather John Burns-like art
shines plenty, but also suffers a bit from that stilted sense of movement that
plagues many a painted-comics artist.
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Worth noting, in this 2070s-set comic, US 1950s fashions are all the rage. Which is a fun style choice! Words by Mills; Art by Dalton |
Impact: 4/10 Not fondly remembered, but it ran for quite a while and
it for definite IS remembered…
Overall score: 16.5 / 30
Has it been reprinted? It has not. Nor has the film
been made… But you never know. It was optioned by Amblin in 2020!