Hogarth Hughes: "You are who you choose to be."
The Iron Giant: "Superman."
-The Iron Giant
"The Iron Giant" was loosely based on Ted Hughes's masterpiece "The Iron Man." "The Iron Man" looms large over 2000AD, and we have seen giant robots appear serval times in the first three years of 2000AD. This week we have Mad George in the A.B.C. Warriors, who is cut from the same cloth as Ted Hughes's seminal character. I only made the connection today - while Ted Hughes's Iron Man fed upon farm equipment, Mad George is ploughing a similar furrow as he destroys the company mass-producing food. The scale may be different, but the underlying idea is the same.
You might think with this introduction, that A.B.C. Warriors is my favourite story this week. It is not. All the stories this week are strong, although all have weak points that I have tried to cover where I can. When the dust settled I found a surprising story on top, Wolfie Smith. In retrospect, I can see that it is the one story that has been building in its continuity and is now reaching the payoff. It doesn't have a giant Robot, but it does have plenty to recommend it. Next week it will be A.B.C. Warriors reaching its zenith, and one can only assume the other stories will also deliver an array of arresting images and thoughtful passages worthy of their predecessor, "The Iron Man"
Prog 138
10th November 1979
This week, Judge Dredd lends itself to a monster story, aptly titled "Night Of The Bloodbeast."
In the Enid Blyton block, a huge crocodile-like beast is prowling. It feasts upon its victims, and Dredd is soon on the scene, looking at the remains of two citizens who have had their hearts torn out.
While Dredd tracks the beast responsible, we see a flashback of how this came to be during the time of Judge Cal, when the alien Kleggs operated as his mercenaries. One of their offspring was born a mutant, and when the Kleggs fled the planet, they left this mutant behind, imprisoned in a basement apartment where they had been billeted.
The couple who owned this apartment decided to raise the mutant, thinking that as the last of the Kleggs, he would be worth a lot of credits one day. However, he had grown outrageously, eventually developing a taste for blood, and this led to their demise in his jaws.
Immediately after this flashback, we see Dredd in the Enid Blyton block hunting his prey. Bursting into the apartment where the creature is, Dredd fires at its brain, but the creature keeps coming. Dredd is caught in its grasp, but suddenly, the monster realises it's dead and slumps to the floor.
All that's left is for Dredd to deliver the final soliloquy and strike a cool pose for a final panel.
A nice return by the Kleggs in this issue. They bring a menace to the page, and any panel showing the mutant or the original Kleggs was worthy of a second look. I especially appreciated the first couple of pages when we were reacquainted with their look and the way in which we were led into the story. The very first panel grabbed our attention and helped create a momentum that carried us through the backstory.
Although not as funny as some other Dredd stories, there was still an undercurrent of humour. The very first comment about the citizen fearing visiting his mother-in-law made me smile, as did the name of the city block -Enid Blyton. I have not heard the name Enid Blyton for many years, and I found it hilarious to see her referenced here. We feel a long way from the world of Enid Blyton, and in this context, it felt absurd - in the very best way possible.
Although the story was short, it was well-rounded and delivered a satisfying conclusion. Within the confines of only seven pages, it managed to build to a tense climax, with the story peaking as Dredd is grabbed by the throat. This gave us a memorable panel that ranks among the best in this comic and finished the story on a high. Paired with Dredd's final words, the story had an unexpected pathos that left me considering rereading it immediately.
Rating: 7/10
Best line: "No, not evil...Urk didn't know any better. He was innocent, like a newborn child..."
The stadium ship upon which Blackhawk is held is now being attacked by a pirate ship led by Captain Psyko, a deformed pirate who has a deformed face.
Leading an army of same-faced clones, Captain Psycho storms the ship, the only resistance coming from the gladiators onboard. These gladiators put up a spirited fight, but they are overwhelmed, and soon only Blackawk and Ursa are left fighting.
Ursa runs to free the Zog, the dwarf, who could swing the fight in their favour. Meanwhile Blackhawk fights on single-handedly, managing to cut Captain Psyko several times with his sword. Eventually, Blackhawk is defeated, although left alive. Captain Psyko tells his men to spare Blackhawk, as their leader, the Soul-Sucker, only feeds on live food.
I have only been briefly exposed to Captain Psyko, but I love him immediately. His unique dialogue was brilliant, as was his cool nature through the pirate attack. Sure, he was shown to have a furious side, but this wasn't pushed as hard and didn't make as much of an impact. He looked cool, had the best weapon with his sword with a skull as a hilt and got all the best lines. I often feel that Blackhawk lacks personality and that was highlighted in this issue as Captain Psyko had personality oozing out of every pore. Another day, I might say this unbalanced the story, but I enjoyed it immensely. It will be interesting to see what happens next, and I do wonder if Captain Psyko's role will be reduced before he threatens to dominate the story.
The final reveal of the Soul Sucker was the scariest moment. While Captain Psyko was portrayed as the enemy, he didn't come across as particularly threatening, a lot of his menace undone by his sharp tongue. On the other hand, Soul Sucker is nightmarish in both its look and the thought of what he could inflict upon a man. Hopefully, he will be hard to kill and will linger for several issues before Blackhawk dispenses with it.
I was pleased to see Ursa changed size in this issue, after my comments about it last week. He is now much closer to Blackhawk's size, and I didn't even think about such things until after the comic finished. Seeing the two fight side by side was the crux of this week's issue, and we were served with plenty of images of the two welding their weapons in the face of overwhelming numbers. They acquitted themselves well, but the Soul Sucker is another level altogether, and it will be a week before we see how they take on this hideous alien.
Rating: 7/10
Best line: "I'm bleeding! This really is too much!"
The A.B.C. Warriors are using Mad George, a colossal robot on Mars. to attack the base of the food manufacturing company Biol. Mad George is big, but his five computer brains have never been able to control him, so each of the Warriors has taken control of a part of his body manually.
The attack is a success, with George a familiar sight on Mars, he gets easily close to the base without arousing suspicion. However, he is a Trojan horse, and soon he is smashing through the defences while the Warriors fight from his every limb. Even a flight of fighter bombers can't stop him.
Soon, the battle is almost won, and George asks that he be left behind so the soldiers can kill him. He can't go back to being a Mad George and would rather die having done something good.
There is something inherently sad about giant robots, especially the ones we see in the ages of 2000AD. Mad George's final two panels cast a long shadow over all that came before it, and as I put the comic down, it was his final words that stayed with me,
The rest of the strip was wall-to-wall action, with explosions, gunfire, and the robot warriors storming the HQ. It was delivered in large panels that captured the size of George and the battle they were fighting and anchored the story before we returned to Mad George's final thoughts. It was exciting and fun but made shallow as the story waded into deeper waters toward the end.
Although I was taken by the opening and closing panels, this was a well-balanced story. It had a very real heart and this remained with me long after the flame and fury of the centre pages. The two contrasting threads strengthened each other, making the story appealing to both my eyes and my heart. I already know that next week will once again pull at my heart, and shall have my tissues ready.
Rating: 7.5/10
Best line: "George is glad...but when it's over, Sarge...George want to be left behind...so the soldiers can kill George!"
Although Wolfie Smith should be running away from the mysterious stones, and potentially the Wendigore, he finds himself running toward the Abbey, anxious for the safety of Tara Lawson.
In the rain-lashed ruins of the Abbey, the filming continues, with Tara and Mark being instructed by the director Julian Rowse. He encourages them to climb to the heavily costumed Joe, little knowing that Joe has been passed by the Guardians of the Stones.
While the crew watch from below, Mark reaches the hooded figure, only to be thrown aside as he gets close. Tara is next, and she lets out a piercing scream as the creature drags her along the ramparts.
Wolfie recognises what is happening and rushes toward them. he has a premonition, and acting quickly he avoids the collapsing stones beneath his feet. However, he isn't so fortunate the next time, and in the final panel, we see the monster using psychic forces to hurl chunks of masonry at him.
Things are happening fast, and although I am enjoying it, it does feel a little shallow, especially compared to some of the other stories in the comic.
Wolfie Smith is beginning to resemble a teenage horror film, and I have mixed feelings about that. On one hand, I am enjoying the pace of it, and seeing the tropes I am familiar with. The young damsel in distress, the director thinking only of his film, and the hero, knowing something evil is afoot and unable to prevent it. On the negative side, it isn't as creative as some of the other stories in 2000AD and sometimes the surprises aren't as shocking as they should be.
The art of Vano is certainly a plus and helps compensate for some of my issues. He gives the characters a believable feeling and creates a good atmosphere for the horror to seep from. He does suffer from my familiarity with some of his other work, in particular, the Guardian looks like several of his other creatures, but overall I do get a quiet buzz from his work. This week he gave us several great panels that outshone everything else in the comic, and it's no surprise that I have chosen one of his panels as my favourite. Nor is it a surprise to see that it is an image of Tara Lawson!
Rating: 7.5/10
Best line: "Why wasn't this written into the script? It's fantastic! Get a camera on him, quick!"
Disaster 1990 picks up from last week, with Bill Savage having been captured by the London Legion after leading a failed uprising against them.
He is forced to watch the other mutineers being shot by the London Legion, before facing a slow death himself as his amphibious vehicle is filled with concrete with him in it.
Castaway, Savage faces a slow death as the concrete hardens and his vehicle sinks in the flood. He is closely watched by members of the London Legion in surrounding boats, who all think it is great entertainment,
Other boats try to approach, and they are waved away, this entertainment is only for the bosses. However, it's not the boats of Legionnaires, but rather the Northern Farmers who have arrived to liberate London.
The farmers are armed with shotguns, and the skirmish is soon over and all eyes turn to conquering the last Legion stronghold - Buckingham Palace.
The arrival of the farmers to rescue Bill Savage was fantastic, and gave us a suitable payoff from our first meeting of them. Seeing them attack the Legion filled my heart with joy, and Bill Savage wasn't the only one relieved to see them on the page. The rural-urban conflict was brought to life on the page, I sincerely hope this won't be easily resolved next week. This could drive the story forward for quite some time, although the final panel doesn't fill be with much hope for this happening.
As much as I liked this story, there was one thing that I couldn't get past - Bill Savage and his slow death in concrete. This is a classic James Bond villain move, and one instinctively knew that Savage would somehow get free. Why villains persist with this slow-death idea, I just don't know, but it is well past its use-by date even in 1979, let alone 2025.
My second problem with Savage and the concrete is that concrete is heavier wet than it is dry. Quite why the boat begins to sink as the concrete hardens, I don't know, but it never made sense to me. I spent much too long thinking about this rather than the story, and it did distract me from all the good things that were happening.
Despite these reservations, the story has lifted this week, and we are in good stead as we look ahead to next week.
Rating: 7.5/10
Best line: "Hallo there, Squire Archer. As you can see, I'm about to fall on hard times!"
Prog 138 final ratings:
Overall: 7.5/10
Best Story: The Mind Of Wolfie Smith
Best Line: "Least it's a concrete proposal!"
Best Panel: