As I mentioned when I read the last Prog, all the stories that started in my first Prog of 2000 AD all end this week (well, "this Prog" -- "this week"'s issue is about five on from that). That would seem to make it the perfect time to reflect on my re-initiation into the world of 2000 AD so far.
Judge Dredd, then, is undoubtedly 2000 AD's flagship strip. This has been an interesting one: after an opening three-parter that had some fun but was painfully light on logic, and was also a wrap-up for previous events rather than a properly new-reader-friendly jumping-on point, the story has progressed with a decently intriguing procedural. There's clearly a lot left to go in this Day of Chaos story, but it's off to a good start.
Sinister Dexter, on the other hand, was spectacularly unfriendly to the new reader. Although starting a new story, it built completely on events from the previous one, and on top of that on events going back years. It wasn't even especially entertaining to make up for it either. Apparently this one's on its way to being wrapped up for good, and by the sounds of things there aren't many who'll miss it.
Savage, then again, is brilliant. A real change from the overtly sci-fi angle of the rest of the strips, this is like a WW2 resistance comic, only set now (more or less) after a Russian-allegory occupation of Britain. Patrick Goddard's realistic black-and-white art is never less than gorgeous and Pat Mills' scripts are almost always a perfect example of how to tell a pulpy story in small but exciting pieces. Indeed, he and Dredd writer John Wagner really are the masters of the form -- even if Wagner's overall storytelling has been a bit iffy at points, his structuring is immaculate.
Zombo seems to be much beloved by 2000 AD fans, and while I wasn't sure at first I was quickly won over. This is the third outing for the strip, and while that means there's some continuity to overcome for a new reader, it's much more accessible than Sinister Dexter. It took me a Prog or two to become accustomed to Al Ewing's wit, but once there it was a hoot. Similarly, Henry Flint's art at first appeared sketchy and cartoonish, but is actually highly detailed and completely appropriate. I really want to get the collected edition of the first two tales now -- can't say better than that!
Finally, Tharg's 3hrillers (which ended last Prog) have been a mixed bag -- which you'd expect from an anthology format. The first one was passable but lost its way towards the end; the second had a good atmosphere and concept but a hurried conclusion -- it would've been good if it had been longer and more thoroughly developed; the third was an unredeemable piece of rubbish, with a weak story and pathetic art. Ho hum.
The most interesting bit has been getting back into the culture of reading the mag itself. By which I mean, reading stories in five-or-six-page chunks once a week for a couple of months at a time, five stories at once. I haven't read a regular comic for years, so not getting a whole story in one go (as you do with collected paperbacks) and not getting an apparently meaningful chunk of narrative in each portion are both adjustments.
What it highlights, however, is the differing storytelling skill set needed to make a six-page chunk satisfying, rather than the 20+ pages of a US monthly comic. Some of those writers could do with reading and learning from 2000 AD, because there are occasions where a Tharg strip can cover as much ground in six pages as a US comic will cover in 20. They'd benefit from that added speed.
Wednesday, 5 October 2011
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