Judge Dredd 1 (December 2015)

JudgeDredd_MC001_cvrJudge Dredd is a venerable British pop culture icon who’s only recently grabbed a toehold in American pop cultural consciousness. Doctor Who, another sci-fi icon as British as The East India Tea Company, has made far more progress towards American popularity. The two couldn’t be further apart in terms of personality, although the stewards behind both franchises have made worthy efforts over the decades to use the sci-fi genre as an exploratory tool for ideas and satire, in addition to being a platform for fantastical adventure. One entirely valid explanation for the disparity in popularity is that Dredd is an inimitable archetype while The Doctor is, superficially, more relatable to an audience despite his not being human. Dredd is both a hypermasculine power fantasy and self-reflexive critique of that fantasy’s fascist authoritarianism – not unlike the American film he inspired, Robocop, whose darkly humorous irony is also often lost on audiences taking the premise at face value.

Doctor Who, despite hefty volumes of back story across decades of adventures, is nonetheless what he appears to be: a nerd in a scarf. His cosplay won’t deplete your bank account, and his esoteric, extraterrestrial lack of communication skills are a gentle reassuring nod to the socially withdrawn. He is a genteel aspirational role model of science and justice, whereas Dredd is a living setup to rude and irreverent punchlines about how life in a dystopic future metropolis isn’t all that different from the present day.

The most significant cause of Doctor Who surpassing Judge Dredd in an American popularity contest, of course, is that today’s nerds have never been less likely to read a comic book. The BBC continues to produce Doctor Who shows. Dredd 3D tanked because 1995’s Judge Dredd was so bad that the stench lingered for almost 20 years. Word of mouth gave it enough of an American cult following that the character was no longer a joke, but short attention spans still dictate the consumption habits of geeks. If it’s not a TV series or movie franchise in 2015, it doesn’t exist. Witness the multitudes who’ve never read The Killing Joke blowing Heath Ledger’s mummified member, or the middle management drone who couldn’t tell you Judge Death from Judge Judy informing me that Dredd 3D “finally got it right.” I don’t expect people to pass some bullshit nerd test designed by the Eltingville Comic Book, Science-Fiction, Fantasy, Horror and Role-Playing Club before being allowed to have an opinion – but could everyone please stop pretending to be an informed longtime fan just to state that they enjoyed some recent movie or Netflix original series?

IDW, admirably, grabbed the post-Dredd surge of interest in the character with both fists, publishing Dredd artist collections, colorized reprints of classic stories like The Dark Judges and The Apocalpyse War, and most excitingly, a new regular title and various mini-series for the new American audience. The range of success has been inconsistent – Anderson, Psi-Division and Judge Dredd: Year One were forgettable, while Mega-City Two and Mars Attacks Judge Dredd were fun romps. The flagship series was a platform for selectively incorporating pieces of favorite storylines and characters, like Marvel’s “Ultimate” reboot, and maintained a fairy consistent level of quality across 30 issues from writer Duane Swierczynski and Nelson Daniel. Its only real shortcoming was the absence of variety in artists or writers that 2000 AD enjoyed; an unavoidable production difference between a weekly-produced strip and a monthly book.

When a series is relaunched, it’s sometimes hard to tell if the move is an act of desperation in the face of sluggish sales or affirmation in good faith of continued success – number one issues tend to sell well either way.

The all-new Judge Dredd 1 is a competently made, narratively risky point of entry for any new reader not already following IDW’s revival. It’s unclear if there’s meant to be continuity from the previous regular series (probably not) but it wouldn’t matter at the offset of this initial storyline anyways: Ulises Fariñas, the excellent illustrator of Mega-City Two and his co-writer Erick Freitas have gone all Crossed +100 on Dredd and flung him into the post-post-Apocalpse, a storyline entitled Mega-City Zero, where he finds himself at the moss covered remains of what might be the last Mega-Block on Earth. The concept is certainly intriguing, as is the business calculation that a casual fan of Dredd 3D will feel familiar enough with the character to begin investment in a story where he’s out of his element.

Or rather, it’s a refutation of what had to be a really underwhelming response to 2000 AD‘s own attempt to appeal to Dredd 3D fans directly.

The proposal is thoughtful insofar as Dredd 3D also stranded him without support from the Justice Department, though it also stands to reason that anyone picking up this comic in lieu of a Dredd 2 would want to see more of Mega-City One, rather than Dredd again bringing The Law to another block under control by a despotic ruler. Granted, the issue ends before any major antagonist is revealed, so it would be nice if the storyline isn’t as predictable as it seems. Anderson makes a pointless cameo at the beginning of the story, hopefully this tossed-off introduction isn’t solely so she can later save Dredd’s hash as she’s often done when Old Stony Face gets stranded in another time or dimension.

Plot aside, Fariñas & Freitas’ script has some nice contrast between Dredd’s by-the-book proceduralisms and the slang of the kid hoodlums he first encounters outside the perimeter of the lone Year Zero block. There are some world-building details in spite of the usual rules not applying – robot judges guard the block, humanoid animals are seen outside (the Mutant/mutie slur goes unuttered) and Dredd reviews the ammunition of his Lawgiver – as did Dredd 3D. I’m a little irritated that the trio of ragamuffin savages who are arrested by Dredd and thereby taken under his protection get almost as much of the spotlight as he does, in this new debut.

Dan McDaid’s art is less clean and precise than Nelson Daniel’s, which at least fits the grunginess of this particular story. The lack of detailing only really hurts peoples’ faces – it feels even sparser than Mega-City Two. His figure composition has a nice Mike McMahon-esque dynamism, including during the action sequences. Ryan Hill’s colors bring an appropriately lush earthiness to the outdoor meadows – I’d just like to know what their Mega-City One will look like.

The new Judge Dredd’s opening arc might not turn out to be the best initiation for new fans, but as Dredd adventures go, this one seems to have serviceable talent behind it.

CREDITS

Mega-City Zero: Part One, writers, Ulises Fariñas and Erick Freitas; artist, Dan McDaid; colorist, Ryan Hill, letterer, Chris Mowry; editor, Denton J. Tipton; publisher, IDW.

Judge Dredd 35 (September 1986)

Judge Dredd #35

This issue has two stories–a long feature (or a combination of at least three 2000 A.D. chapters) and a backup. Wagner and Grant write both, Ron Smith does the art on both. Smith’s an interesting artist for Dredd because he doesn’t take any time with the judges. Both stories require judges to be distinguished, Smith doesn’t care. But he does care about the rest of the story.

The rest of the story–for the feature–has to do with a town of refugees and what happens when Dredd brings the law. Lots of big action and small future post-apocalyptic stuff. Wagner and Grant do a whole exile thing with the criminals; it’s fairly awesome Dredd. Once one gets over Smith’s inability to draw Dredd.

The backup has judge impersonators (while the feature just has lots of judges). The scheming criminals distinguish it (in their silliness) most of all.

CREDITS

Writers, John Wagner and Alan Grant; artist, Ron Smith; letterer, Tom Frame; editor, Dave Elliot; publisher, Quality Periodicals.

Judge Dredd 34 (August 1986)

Judge Dredd #34

It’s an excellent issue about a vigilante hitting various organized crime guys in Mega-City One. Does it make any sense for there to be mobsters above the Judges? No. It’s sort of weird and has something of a retro vibe–like it doesn’t really star Judge Dredd but his training officer.

Nice art from Ezquerra and Ian Gibson. There’s a lot of precise action in the story–Dredd is sure the vigilante has been trained as a Judge and the vigilante has a couple intricate plans to execute. The art on those sequences is real strong and would be surprisingly ambitious if Ezquerra and Gibson didn’t also take a very grand approach to Dredd himself this story.

It’s big and awesome.

The backup has Dredd fighting a giant ape robot. Ezquerra’s art is inventive, Malcolm Shaw’s script is short and goofy.

That lead story is rather good Judge Dredd.

CREDITS

Writers, John Wagner, Alan Grant and Malcolm Shaw; artists, Ian Gibson and Carlos Ezquerra; letterers, Tom Frame and Stan Richardson; editor, Nick Landau; publisher, Quality Periodicals.

Judge Dredd 33 (July 1986)

Judge Dredd #33

This issue of Dredd seems to be the strange issue, like they found all the absurdly funny strips from 2000 AD and gave them their own issue. And artist Ron Smith works for it. He has a jovial, cartoon-y style. He doesn’t draw Dredd very well, but everything else is good. Dredd–and the rest of Judges–seem inserted and static.

Wagner and Grant’s stories range from what happens with the morbidly obese following the Apocalypse War, where the foodstuffs of the future come from (it’s oddly prescient), then a rabid robo-dog one (probably the weakest) and one about plastic surgery to all look alike. Besides the robo-dog story, Wagner and Grant are certainly getting better at their sci-fi elements. Sure, Dredd and the Judge stuff feels shoehorned in, but shoehorned into a thought-out story.

Mega-City One’s not quite plausible, but can be intriguing.

CREDITS

Writers, John Wagner and Alan Grant; artist, Ron Smith; colorist, John Burns; letterers, Tom Frame and Tony Jacob; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 32 (June 1986)

Judge Dredd #32

Dredd has his showdown with the surviving Angel brothers. It’s an oddly incomplete story just because Walter has a silent but important role and Wagner and Grant never get around to resolving it. At least not in this collection of progs; maybe in the actual 2000 A.D. they got to it in a good amount of time.

There’s some more silly stuff–the rat going to get Dredd at the Hall of Justice–but the showdown is good. Wagner and Grant pace it out well and Ezqerra’s energy is good. The final resolution for the Judge Child is fine; pointless, but fine.

Unfortunately, the second story–with nice, if too comedic, art by Jose Casanovas Jr.–is idiotic. Wagner and Grant try too much for social commentary. And they don’t even have anything to say, they’re often clearly padding out the exposition.

But they do reference the Apocalypse War well.

CREDITS

Writers, John Wagner and Alan Grant; artists, Carlos Ezquerra and Jose Casanovas Jr.; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 31 (May 1986)

Judge Dredd #31

Besides having some very odd angles from Ezqerra, this issue does pretty well. Even if Wagner and Grant have a really, really silly setup.

The Judge Child, across the galaxy, is able to control minds back on Earth. And I think read minds too. He wrecks havoc as he plots against Dredd. Part of that plot is releasing Fink Angel, the creepiest of them–the one with the pet rat who wears a hat–and that part of the issue works out well.

Unfortunately, then the Judge Child raises Mean Machine from the dead. So he can control minds across the galaxy and resurrect people. It’s silly.

Dredd has a good encounter with Fink; what Ezqerra doesn’t do in detail, he at least breaks out well into panels.

Besides the goofy elements and some wonky art, it’s a rather good issue. Wagner and Grant keep the storytelling precise and brisk.

CREDITS

Writers, John Wagner and Alan Grant; artist, Carlos Ezquerra; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 30 (April 1986)

Judge Dredd #30

It’s a tough issue. Not in a bad way, but in a post-Apocalypse War, the future is a tough place, tough issue. Wagner, Grant and Ezquerra do both stories. The writing is better than the art, but Ezquerra does pretty well with it. There’s humor and humanity. Can’t ask for much more.

The first story has Dredd dealing with a robot city’s tyrannical ruler. Wagner and Grant manage to make it silly and still rather affecting; maybe because Dredd seems to be in actual danger after a point. And the handling of the War’s aftermath is fantastic.

The second story–the much longer one–has a fungus outbreak putting the struggling Mega-City One in danger and Dredd has to race to stop it. It’s a rather good story, with Wagner and Grant roaming with the focus for a while.

The toughness never feels overdone or tongue in cheek.

CREDITS

Writers, John Wagner and Alan Grant; artist, Carlos Ezquerra; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 29 (March 1986)

Judge Dredd #29

It’s a fairly strong issue, with only one weak story–a retelling of Frankenstein, only in Mega-City One; the other three stories are good.

The first couple, with art from John Cooper, shows a kinder, gentler Dredd. The first deals with animal experimentation, the second with the plastic substance they use in the future dissolving. Writer Wagner goes for a final twist in the latter, which doesn’t do it much good (he’s thrown Dredd into a story not needing Dredd), but it’s still a good story. Cooper handles the humor of the situations and the action well.

The last story, with Brendan McCarthy art, opens with a New Year’s Eve thing, then reveals the actual story. It’s still kinder Dredd, but ruthless too.

As for the Frankenstein story–Brett Ewins does okay with the art, but it’s still weak. Wagner’s details are better than the plot.

Still, nice overall.

CREDITS

Writer, John Wagner; artists, John Cooper, Brett Ewins and Brendan McCarthy; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Dredd: Uprise 1 (October 2014)

Dredd: Uprise #1

Reading Uprise, it’s hard to see the point. It’s another sequel comic to the Dredd movie, which isn’t clear–if one doesn’t read that information on the cover–until the judges show up in their movie costumes. They take a while show up; writer Arthur Wyatt jumps from regular people to judges to bad people to other people to bad judges. It’s all over the place.

The issue takes place over three days. There are riots brewing in a slum getting a high rise development. It’s unclear why the story of these riots is worth reading about. It’s a Dredd comic where Judge Dredd just barks at the rookie judge instead of listening to her.

It’s unclear why Dredd, the movie, needs a pointless comic book sequel.

Paul Davidson’s art is pretty good. He doesn’t have anything interesting to draw–but his visual pacing is good.

Shame Wyatt’s plotting isn’t.

C 

CREDITS

Writer, Arthur Wyatt; artist, Paul Davidson; colorist, Chris Blythe; letterer, Simon Bowland; editor, Matt Smith; publisher, 2000 AD.

Judge Dredd 28 (February 1986)

Judge Dredd #28

It’s almost a great issue of Dredd. The opening story, with Wagner and Grant sending Dredd into the Cursed Earth (no longer called Mutieland) with a bunch of cadets for a test, is awesome. Smith’s art is good, the story has a nice flow and the supporting cast of cadets is good. It’s probably the best mix of narrative and Wagner wanting to expound on the judges’ rigorous training.

Unfortunately, the second half of the issue has two Judge Anderson stories and neither of them is particularly good. The first one at least has good art from Kim Raymond. Raymond gives it almost a horror comic vibe, which is appropriate given Anderson is fighting a demon.

The last story, with too busy art from Ian Gibson, is really lame. Grant and Wagner write the final one together, with Wagner writing the first Anderson alone. So he’s worse with help, apparently.

B- 

CREDITS

Writers, John Wagner and Alan Grant; artists, Ron Smith, Kim Raymond and Ian Gibson; colorist, John Burns; letterers, Tom Frame, Tony Jacob and Steve Potter; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 27 (January 1986)

Judge Dredd #27

It’s an uneven issue. Except the art, of course. Smith does a great job on the art. And Wagner and Grant do have some highs. The issue opens with the low–and the only time there’s a lot of forced symbolism about Dredd and the law. I think it comes up later, but the writers actually counter it.

The highlight of the issue is about Dredd being on graffiti detail. It’s not a violent story at all and it sort of just shows regular life for a kid in Mega-City One. Because Grant and Wagner open with it being a Dredd story, then switch the protagonist, it feels expansive, something these short stories usually don’t.

There’s a so-so story about a cult and then a murder mystery. The latter tries too hard with future details, but it’s solidly written. Wagner and Grant have a good tone this issue.

B 

CREDITS

Writers, John Wagner and Alan Grant; artists, Ron Smith and Robin Smith; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 26 (December 1985)

Judge Dredd #26

There’s a lot of imaginative Ron Smith art this issue. He does an excellent job mixing action with setting detail, especially since all of Wagner’s stories have something to do with Mega-City One, whether with the block architecture or with the people.

Unfortunately, Wagner’s stories of Dredd and the general public, even when they’re good, are too much of Wagner trying to play up Dredd’s ideals. The first story has a minor crime turn into a major, the second has Dredd showing compassion (while appearing not to show compassion), the third and fourth are Walter stories.

The final story, from Alan Grant and Kelvin Gosnell, is this way too conceptually big, but way too small in terms of pages–and Smith’s scale–story of a runaway mobile traffic thing.

These Mega-City One details, even with good art, are really hard to take one after another. There’s no story.

B- 

CREDITS

Writers, John Wagner, Alan Grant and Kelvin Gosnell; artist, Ron Smith; colorist, John Burns; letterers, Peter Knight and Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 25 (November 1985)

Judge Dredd #25

Smith handles the art on both stories.

The first story is about an ugly clinic (people go to get plastic surgery to look ugly). It’s a little silly, but it does get more interesting as it goes along. The problem is writers Wagner and Grant want to basically do some future musing and they don’t really have a narrative to it, much less a reason for Dredd to get involved.

It’s a really weird ending too, because Dredd wants to shut down the ugly clinics and has to figure out a way to do it legally (in Wagner and Grant’s terms of legal). Only… I couldn’t figure out why he cares so much.

The second story has a community group worried about the judges being too harsh. Does the shrill harpy change her mind about her shallow, liberal affectations when confronted with actual criminals?

Besides being obvious, it works out.

B- 

CREDITS

Writers, John Wagner and Alan Grant; artist, Ron Smith; colorist, John Burns; letterers, Peter Knight and Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 24 (October 1985)

Judge Dredd #24

The Apocalypse War saga ends. There’s some silliness–like Wagner and Grant referring to Dredd’s “Apocalypse Squad”–but most of the comic works out, at least as far as narrative.

Dredd’s got to take care of the enemy’s mega city, which proves easy thanks to Anderson (who the writers use to get out of plotting difficulties), and then he heads home to win the war.

There’s a little bit too much exposition and it doesn’t work because Wagner and Grant are overextending themselves. They’re giving more information than the story needs to succeed and it weighs down a lot of sequences. The subplots don’t really provide any additional texture, they just fill pages.

And those pages have really bad art. Ezquerra is worse than he was in the previous issue. His composition is worse, his detail is worse. It’s a hideous looking comic.

But the writing is effective. So… yeah.

B 

CREDITS

Writers, John Wagner and Alan Grant; artist, Carlos Ezquerra; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 23 (September 1985)

Judge Dredd #23

From the start, Ezquerra’s art is off. His figures are weak, his composition is worse. Maybe he just burned out on all the war stuff–there are constant empty backgrounds, like he’s trying to do less work. It actually feels like someone doing an Ezquerra impression and and a rushed one.

As for the writing… Wagner and Grant have two things to do in the issue. First is to resolve the Soviet brainwashing of the Chief Judge. Dredd has to infiltrate and take him out, which doesn’t cause Dredd any consternation because the Chief Judge knows he’s been brainwashed and wants to die. What that plot lacks in dramatic impact, at least the infiltrating should be interesting (and the extraction).

Sadly, Ezquerra’s weak art hurts it a lot.

Ditto the second plot point, the judges waging war against the Soviets. Or getting ready to.

The art significantly impairs the issue.

C+ 

CREDITS

Writers, John Wagner and Alan Grant; artist, Carlos Ezquerra; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 22 (August 1985)

Judge Dredd #22

It’s the war comic I’ve been expecting from Wagner for a while now. Dredd and the judges with him have a mission and they try to carry it through. There are changes, but minor ones. It’s just a war comic, even during the bewildering sequence where the judges have to knock down the supports on a giant highway system to stop the invasion.

It all looks too simple. Ezquerra has some nice panels but he never establishes the lack of reality in the set pieces. Instead of it being fantastic, Ezquerra instead goes for cheap thrills.

But the big silly action sequences are still mostly successful. Wagner writes them well, silly or not. The only drawback, other than the major problems, is Walter and the comic relief. Wagner goes too far with the comic relief, which leads to some lame jokes.

It’s fine enough, it’s just a little bit tiresome.

B 

CREDITS

Writer, John Wagner; artist, Carlos Ezquerra; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 21 (July 1985)

Judge Dredd #21

There are some amusing disconnects with Ezquerra’s art and Wagner’s script. It’s like Ezquerra didn’t get the jokes… or if he did, he paced them wrong. Or maybe there’s just no easy way to illustrate jokes amid a story about a nuclear attack.

Wagner figures out a way to both have nuclear attacks but still keep the story on a personal level. There’s both kinds of action, usually with some talking heads scenes between the two opposing sides. The story doesn’t hold much water, but it’s just supposed to move and move it does.

Even though there are some horrific ideas, the issue doesn’t leave much of an impression. It just moves so fast, so towards its goal, there’s nothing else going on. Except in the last few pages, Walter the robot gets some attention again. It’s amusing enough stuff, but just a little too silly.

Even for John Wagner.

B 

CREDITS

Writer, John Wagner; artist, Carlos Ezquerra; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 19 (May 1985)

Judge Dredd #19

Wagner and Grant amp up the block war storyline, but turn it into a long investigation. Dredd is trying to track down the person responsible for the block war mania. It’s strange, once the suspect is identified, he also refers to the condition as block mania. It’s a small thing, but it does show where Wagner and Grant aren’t paying attention.

The investigation is exciting, with some very nice art from Smith and Steve Dillon. There’s enough content the issue feels very substantial, especially the way the story of the suspect goes. The cliffhanger is a good one and kind of cool to be the aftermath of a mundane investigation. It’s well-done, but it’s not as interesting.

So a good feature. Then the second, shorter story has Dredd stopping criminals while the people around them respond with apathy. It’s neat one.

The big story was far more impressive though.

B+ 

CREDITS

Writers, John Wagner and Alan Grant; artists, Ron Smith, Steve Dillon and Brian Bolland; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 18 (April 1985)

Judge Dredd #18

Not a lot happens this issue–well, there’s a lot of block warring and very little the judges can do about it–but there doesn’t seem to be an overarching story. Except why everyone wants to fight in a block war. I was sort of hoping Wagner or Grant would lay out the battles with some connections, but they just hop around.

The blocks all have memorable names–everyone and everything in Judge Dredd has a memorable name–and the initial conflict does have some block vs. block motivations, but pretty soon everything goes crazy and they don’t much matter.

There’s a lot of good art from McMahon and Smith and the writers definitely keep the comic moving–not the easiest task as it’s a compilation–but it’s all action. There’s personality, sure, and some great details, but there’s not a lot of ambition (even measured, Dredd ambition) going on.

B 

CREDITS

Writers, John Wagner and Alan Grant; artists, Mike McMahon and Ron Smith; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 17 (March 1985)

Judge Dredd #17

The 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 16 (February 1985)

Judge Dredd #16

One of Dredd’s cases comes back to haunt him, with the sole survivor of a criminal family hunting judges. He’s a Cursed Earth mutant–with an evil super rat as a pet. McMahon draws them both very creepy.

And Wagner’s script plays up that creep factor. The villain is methodical, with Wagner showing his aptitude for the crimes. It creates a sense of foreboding, especially after the villain successfully assassinates a judge. Between the action itself (which Wagner immediately sets up as a big deal) and the eventual kidnapping of Judge Hershey, Wagner definitely implies this story–a collection of chapters from 2000 AD– has high stakes.

There’s a lot of action in the story too, with McMahon toggling between suspense and brawling. It’s an excellent longer story.

The other story, with Garry Leach on art, is short, to the point and successful.

Overall, it’s an excellent issue. Rather excellent.

B+ 

CREDITS

Writer, John Wagner; artists, Mike McMahon and Garry Leach; colorist, John Burns; letterers, Tom Frame and Tony Jacob; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 15 (January 1985)

Judge Dredd #15

The 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 #14

It’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: The Judge Child Quest 5 (December 1984)

Judge Dredd: The Judge Child Quest #5

It’s not a bad ending. It’s not a good one, but it’s also not a bad one. Writers Wagner and Alan Grant–one of them does a terrible job on the first half of the issue, with the resolution to the Angel family, where the writer goes overboard with exposition. Especially about Dredd’s judge training.

The Angel story, with McMahon art, is vaguely pointless. The second half of the issue resolves the Judge Child, but the first half is basically a western. There are a few good moments, but it’s all rather derivative of other, familiar Westerns. The writer doesn’t set up the setting well, which doesn’t help either.

The last half of the issue has Dredd fighting a robot army. It figures into the big plot, but it’s still okay. Again, there are a couple surprises.

It’s too bad the finale is so rushed. It definitely needed more pages.

B- 

CREDITS

Writers, John Wagner and Alan Grant; artists, Mike McMahon and Ron Smith; colorist, Ian Stead; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd: The Judge Child Quest 4 (November 1984)

Judge Dredd: The Judge Child Quest #4

It’s another strong issue, with Wagner giving Dredd a series of imaginative sci-fi encounters. The first one is the most traditional, with Dredd trying to track down a human visitor to a strange alien world. But Wagner has already established the character–who has contracted a strange alien disease–so Dredd has to enter that story.

But there’s also some drama with Dredd and his fellow judges based on his treatment of one of the other judges. Wagner probably could tell this subplot better but it works well enough.

The second big story has Dredd and company against an intergalactic salesman. It’s s silly story, but s fun one. Some very nice start throughout it too. Smith handles the action well.

The last story has the Angel family on a desert planet. It’s a little too much how Wild West Wagner makes the planet.

But it’s still real strong.

B+ 

CREDITS

Writer, John Wagner; artists, Brian Bolland, Ron Smith and Mike McMahon; colorist, Ian Stead; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd: The Judge Child Quest 3 (October 1984)

Judge Dredd: The Judge Child Quest #3

A lot of the issue is rough going. Wagner tries out a few things on the second two planets–Dredd and company go to three–and has some success. But the adventure on the first planet, which has a bunch of different alien species at war, but as televised entertainment, is tedious.

Still, Wagner somehow distracts from Dredd not getting any clues about the location of the Judge Child. It’s just a trip through the galaxy, really.

The second story is more horror-influenced, which leads to some silly elements (like a giant monster in outer space grabbing Dredd’s spaceship), but the stuff in the scary castle is good. McMahon’s art on this section is utterly fantastic; he revels in the creepiness.

The last planet is prehistoric cavemen, with Wagner narrating from a storyteller’s song. It’s a cool little digression. Nice art from McMahon too.

That first story hurts though.

B- 

CREDITS

Writer, John Wagner; artists, Mike McMahon and Ron Smith; colorist, Ian Stead; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd: The Judge Child Quest 2 (September 1984)

Judge Dredd: The Judge Child Quest #2

Wagner takes Dredd and company–though the company is rather indistinct–on an intergalactic quest. They’re in pursuit of the Angel family, who have kidnapped the Judge Child. There’s not a lot on the pursuit, but rather a series of imaginative sci-fi encounters.

The first has Dredd encountering a space station where the computer has taken over. Kind of 2001 with a lot of action. Not entirely original, but it works.

The second encounter, on a planet where the humans can download their consciousness into chips to live forever (another person loans out their body for the consciousness’s usage), is the best. This section is where Dredd gets a sidekick and Wagner gets to write the most.

Since Dredd is hopping from planet to planet, it never feels episodic.

The finale has him against a living, hungry planet.

Some great art from McMahon, Bolland and Smith throughout.

Excellent stuff.

A 

CREDITS

Writer, John Wagner; artists, Mike McMahon, Brian Bolland and Ron Smith; colorist, Ian Stead; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd: The Judge Child Quest 1 (August 1984)

Judge Dredd: The Judge Child Quest #1

Judge Dredd heads into the Cursed Earth looking for a mutant child who’s going to have to save Mega-City One, or so one of the pre-cogs says. Writer John Wagner comes up with some decent encounters for Dredd–this issue’s primary villain is a “garbage god” who has thousands of slaves mining antiques from pre-apocalypse Memphis for him. There’s an ancient Egypt thing too; it doesn’t make much sense, but the Brian Bolland and Ron Smith are is excellent so it doesn’t need to make any.

The series is more compiled entries from 2000 AD but never feels too bumpy–with Wagner so focused on Dredd trying to find the child, it’s mostly action. The biggest bump comes after the end of the Garbage God episode, with Dredd continuining his hunt into Texas.

That finale, which leads to the cliffhanger, makes the issue seem a tad bloated.

B 

CREDITS

Writer, John Wagner; artists, Brian Bolland, Ron Smith and Mike McMahon; colorist, McMahon; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 13 (November 1984)

Judge Dredd #13

Wagner finishes the Chief Judge Cal storyline. There are a couple surprises before the end, with Wagner in something of a hurry. Smith doesn’t get much space on the art, which is unfortunate, but he uses the space he gets really well at times. It’s a satisfactory conclusion, but the denouement is way too abrupt.

The next story has Dredd contending with a block where people are reverting back to apes. Wagner gets a lot of good jokes in, especially with how he writes the misadventures of the affected residents. But he’s just as sympathetic when things go really bad. It’s an excellent story, with wonderful art from McMahon. He does well with the ape people in action.

The last story, with Alan Grant and Kelvin Gosnell writing, is a little obvious. Dredd is suspicious of an amusement center where people act out their violent urges.

Overall, it’s fine stuff.

B 

CREDITS

Writers, John Wagner, Alan Grant and Kelvin Gosnell; artists, Ron Smith and Mike McMahon; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

Judge Dredd 12 (October 1984)

Judge Dredd #12

It’s a surprisingly awesome issue, with Wagner giving Dredd a big dumb sidekick, but one with a lot of character and comic relief value. They have to get back to the surface (Dredd and company escaped underground), so there’s a decent action sequence when Wagner brings them up against some other judges.

He also explains why the rest of the judges are falling in line with evil, crazy Chief Judge Cal. It’s sort of obvious and should have been handled better, but once Wagner has it out of the way, the rest of the issue’s smooth.

Especially once the focus turns to Dredd’s annoying robot. Wagner is able to follow it through the evil judges’ side of the story and since Chief Judge Cal is crazy, it’s very amusing. His jokes are a lot less forced now.

There’s some great art from Ewins at the end too.

Real good issue.

B+ 

CREDITS

Writer, John Wagner; artists, Brian Bolland, Garry Leach, Ron Smith and Brett Ewins; colorist, John Burns; letterer, Tom Frame; editor, Nick Landau; publisher, Eagle Comics.

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