Before the films, before the games, before Richard Burton and the brilliant album, and even before the book by H.G. Wells, my first version of The War of the Worlds was a comic strip. It was introduced by Tom Baker’s head in Doctor Who Weekly, though my guess is that it was a reprint from Marvel’s Classics Illustrated. It made a real impact, and yet this adaptation (and then sequel) was even better. I’m sure all of our readers know the story already, but anyway… The astronomer Ogilvy spots great flumes spouting from Mars, just as it is at its closest point to Earth. A great cylinder falls on Horsell Common, then unscrews, and from it emerge first the Martians themselves, and then their weapons, to incinerate humans with as little thought as we would give to swiping at ants on a picnic blanket. It’s crucial for an adaptation of this story to get the horror of these scenes right, and here they are terrifying, Disraeli’s artwork capturing brilliantly the fear on the faces of all those people realising that they no longer rule the world, they no longer even rule Horsell Common. This is pretty much a perfect adaptation to comics of the novel, in my opinion. After that the book moves on to a sequel, ten years later, by the same writer and artist. Again, this is well-trodden territory, though it hasn’t always been trod with great distinction. There were books such as The Nyctalope on Mars (reviewed back in TQF31) and The Space Machine by Christopher Priest (described as dull by its own author), an awful television series, and the overwritten Marvel adventures of Killraven, born in the Martian pens. More recently, Stephen Baxter has written a sequel novel of his own, The Massacre of Mankind. The approach in Crimson Traces is to use new characters in a murder mystery story set in a Britain that has been greatly changed by the war between the worlds, the technology that was left behind by the Martian attack having been cracked open and repurposed to keep the empire running in tip-top shape. While delivering an action-packed thriller, the story also considers the results of automation without social equality. It’s a problem that is likely to only get worse for us, and there’s a warning here about how bad it could get. The sequel reminded me a bit of Bryan Talbot’s equally excellent Grandville series, as it puts some tough, likable characters up against a mystery of national importance and a bunch of vicious villains. Definitely worth your time, even if you think you’ve probably had enough of the Martians and their tripods by now. ****
This review originally appeared in Theaker's Quarterly Fiction #59, which also included stories by Rafe McGregor, Michael Wyndham Thomas, Jessy Randall, Charles Wilkinson, David Penn, Elaine Graham-Leigh and Chris Roper.
Showing posts with label 2000AD. Show all posts
Showing posts with label 2000AD. Show all posts
Monday, 18 September 2017
Friday, 2 September 2016
Zenith: Phase Two, by Grant Morrison and Steve Yeowell (Rebellion) | review by Stephen Theaker
Zenith’s parents were a couple of superheroes, White Heat and Doctor Beat, murdered in the late sixties. In 1983 he revealed himself to the public, and after becoming popular in the tabloids “he did what all the soap stars and the page three girls were doing”. He released a pop record, and then some more, his soaraway success only interrupted by the re-emergence in the previous book of a mad Nazi super-villain. This volume, collecting stories from 2000AD Progs 589 to 606 and a winter special from 1988, shows us a Zenith who has grown up an infinitesimal amount. He still doesn’t want to miss Neighbours, he’s obsessed with Beatrice Dalle, and he’ll hook up with women two at a time in the most dangerous of situations, but he doesn’t need all that much convincing to tag along with a CIA operative on her investigation of a Richard Branson type in his mysterious Scottish headquarters. She promises he’ll learn something about his family there, and by gum he does. It’s great to finally read one of the lost touchstones of 1980s comics. While V for Vendetta and The Dark Knight Returns are by now in their three millionth and one print runs, this one was unavailable for a fair old while. It’s classic Grant Morrison, its edges overlapping with so much he’s done since, from Doom Patrol to The Invisibles to Batman, with its shadowy manipulators, interdimensional invaders and pop culture heroics. Comparing Steve Yeowell’s art to that in The Crimson Seas, I can see that it’s improved over time and become more consistent, but I love it here just as much. Essential reading. ****
Friday, 26 August 2016
Predator vs Judge Dredd vs Aliens: Incubus and Other Stories, by John Wagner, Andy Diggle, Henry Flint, Alcatena and chums (Rebellion/Dark Horse Books) | review by Stephen Theaker
Judge Dredd and his fellow lawmen here face two extraterrestrial threats from the silver screen. In the first story a Predator crashes in the Cursed Earth, and from there makes his or her way to Mega-City One, where four hundred million people are already losing their minds. The Predator quickly realises that the judges are the big game here, and begins to collect its gruesome trophies. A somewhat psychic descendant of Arnold Schwarzenegger’s character from the first film is called in to help in the search. Alcatena’s artwork is very appealing, but is maybe a bit cute for this story. The Aliens story that follows is much more memorable, perhaps because the Predator doesn’t offer much of a threat to Mega-City One. It kills a lot of people, but it’s essentially a nuisance – whereas the Aliens are a plague that threatens total extinction. Henry Flint’s art looks a lot like Carlos Ezquerra’s, so this feels like authentic Dredd from the beginning. The Mega-City offers a million dark places for an alien to hide and lay its eggs. A space pirate brought them here to conquer the city, but luckily another idiot thought he could breed them for use in fighting pits and got himself infected – his exploding chest and the thing that comes out of him gets Dredd on the case. Great use of Dredd, the Mega-City, and the aliens. ***
Monday, 14 March 2016
The Red Seas, Book One: Under the Banner of King Death: The Complete Digital Edition, by Ian Edginton and Steve Yeowell (Rebellion) | review
Captain Jack Dancer got his ship by leading a mutiny, outraged by the mistreatment of the crew. Now he leads them to adventure on the high seas. They are treated a bit better, but their chances of survival haven’t improved. This book collects three of their adventures. In the first they must do battle with Dr Orlando Doyle, a hollow man with a crew of the dead. In the second they meet Aladdin, in search of Laputa and still giving orders to his genie, and in the third they travel deep within the earth, where a beautiful empress rules a race of lizard men. Three other stories feature people met by Jack Dancer on his travels: Sir Isaac Newton (his life secretly extended by the Brotherhood) fights a British war criminal possessed by an ancient Roman demigod; the two-headed dog Erebus (having left one head at home) and a friend hunt hidden treasures in blitz-torn London; and the regulars of Jack’s favourite watering hole must deal with a fellow who is “much more than a man… and a little less than God”. It’s three hundred and seventy pages of unapologetic adventure, made all the more satisfying by being drawn in its black-and-white entirety by Steve Yeowell. (I still remember how disappointed I was when I realised he wouldn’t be illustrating the whole of The Invisibles.) The stories were originally serialised in brief episodes in 2000 AD, but apart from Isaac Newton’s werewolf fight (which features little diary recaps) they are seamless, each of the three main stories reading like a short graphic novel. It’s a digital-only collection, so look out for it in the 2000 AD app and places like that. Stephen Theaker ***
Monday, 22 September 2014
Return to Armageddon / review by Stephen Theaker
In Return to Armageddon (2000 AD, pb, 148pp) spacers find the frozen corpse of the devil on the other side of a deep space anomaly. As you’d expect of any mad scientist worth his salt, the on-board doctor extracts cells to create a clone. Or was it two clones? Two babies are found with his dead body, one cute as a button, the other with black wings and cloven hooves – the Destroyer! The dead are soon walking the spaceship’s corridors, and that’s just the beginning of a story that ends up with Earth under the devil’s rule, humanity nothing but the squealing meat of Satan’s servants.
This strip by writer Malcolm Shaw and artist Jesus Redondo (with two episodes by Johnny Johnson) began in 2000 AD’s third year of publication, and ran continuously from issue 185 to 218. It’s the kind of thing that made 2000 AD Extreme Edition one of my favourite comics: a self-contained adventure story I’d never read before. It is a serial through and through, its only concern to make every episode the most gobsmacking yet, unceremoniously discarding characters and plotlines the second they’ve outlived their usefulness.
And like so many other stories from 2000 AD’s early days, reading it left me gutted that I wasn’t reading this stuff when it came out (though the Eagle and Doctor Who Weekly were good too). I would have loved its gleeful goriness and boyish malice towards its own characters. This is a comic for kids in which the hero – who spends much of the story as a miserable unkillable monster – returns to Earth after a thirty-year absence to find the oceans are now “vast cauldrons of boiling oil” full of people, and both sides of the planet are in perpetual darkness, the only light “coming from burning corpses”. Kids love that stuff. Me too. ***
This strip by writer Malcolm Shaw and artist Jesus Redondo (with two episodes by Johnny Johnson) began in 2000 AD’s third year of publication, and ran continuously from issue 185 to 218. It’s the kind of thing that made 2000 AD Extreme Edition one of my favourite comics: a self-contained adventure story I’d never read before. It is a serial through and through, its only concern to make every episode the most gobsmacking yet, unceremoniously discarding characters and plotlines the second they’ve outlived their usefulness.
And like so many other stories from 2000 AD’s early days, reading it left me gutted that I wasn’t reading this stuff when it came out (though the Eagle and Doctor Who Weekly were good too). I would have loved its gleeful goriness and boyish malice towards its own characters. This is a comic for kids in which the hero – who spends much of the story as a miserable unkillable monster – returns to Earth after a thirty-year absence to find the oceans are now “vast cauldrons of boiling oil” full of people, and both sides of the planet are in perpetual darkness, the only light “coming from burning corpses”. Kids love that stuff. Me too. ***
Monday, 7 July 2014
A.B.C. Warriors: The Mek Files 01, reviewed by Stephen Theaker
The stories in A.B.C. Warriors: The Mek Files 01 (Rebellion, tpb, 308pp) are all written by Pat Mills, with artwork from a superstar cast of artists that includes Kevin O’Neill (League of Extraordinary Gentlemen), Dave Gibbons (Watchmen), Brendan McCarthy, Mick McMahon, Carlos Ezquerra, Brett Ewins, and Simon Bisley (the only one I hadn’t heard of before is the mysterious S.M.S.). With a line-up like that you’d expect the book to be much better than it is, but it’s still pretty good.
The first batch of stories, drawn in a relatively straightforward and readable style, date from 2000AD’s early days – issues 119 to 139, from 1979. Here we see a group of eccentric robots joining Sergeant Hammer-stein for a special mission: Happy Shrapnel, Joe Pineapples, Deadlock (Grand Wizard of the Knights Martial), immense, vengeful Mongrol, reprogrammed Volgan war criminal General Blackblood, and molten monster The Mess. It’s gleefully violent: you wouldn’t give it to a child nowadays without asking a parent first. Once the team are assembled, they are packed off to tame Mars, the devil planet! The premise sets them up for a long run, but after dealing with cyboons, mutants, the red death, robot tyrannosaurs, and big George with five brains (none of which work properly), it wraps up very suddenly with a declaration that “we’ve straightened out this side of Mars now”. I enjoyed all of these stories, though they’re not so memorable that I didn’t realise until later that I’d already read them in the 2002 Titan collection The Mek-Nificent Seven.
The strip returned to 2000AD in 1988, nine years and four hundred issues later, the long gap perhaps explained by the problems that had “plagued the strip from beginning to end” (according to Kevin O’Neill, speaking in a reprint volume from 1983): “Group stories are like breaking rocks for writer and artist alike. Pat Mills broke the biggest rocks and the splinters flew off in all directions.”
The new setting – the future Earth known as Termight – suggests that in the interval the warriors have been involved in the adventures of Nemesis the Warlock. Joined by Ro-Jaws, Hammer-stein’s old friend from the Ro-Busters, and then Terri, a human who thinks of herself as a robot, the team battles foes including The Monad, the quintessence of human evil from the end of the world, who causes havoc after escaping into the time wastes. The art in this half of the book by Simon Bisley and S.M.S. is admirable in many ways – it’s challenging, energetic and expressive – but it’s difficult to tell what is going on, especially when events take place in one tunnel after another, with backgrounds often entirely white or entirely black. It’s trying very hard to be grown up and significant, and though the stories are still being written by Pat Mills, these aren’t half as much fun. I would probably pass on volume 02 if it took the same approach.
But even though the two parts are so different that it’s like reading a book that’s half Curt Swan, half recent Frank Miller, I liked it overall. Its best ideas are brilliant – poor old George staggering across the surface of Mars while his hands and feet argue with his head! – and it still comes as a surprise to see robot heroes killing humans, when mainstream entertainment so often goes out of its way to give human heroes zombies or robots to murder. I wouldn’t say that appealed, exactly (you’d worry about me if it did), but it still feels fresh and honest.
The first batch of stories, drawn in a relatively straightforward and readable style, date from 2000AD’s early days – issues 119 to 139, from 1979. Here we see a group of eccentric robots joining Sergeant Hammer-stein for a special mission: Happy Shrapnel, Joe Pineapples, Deadlock (Grand Wizard of the Knights Martial), immense, vengeful Mongrol, reprogrammed Volgan war criminal General Blackblood, and molten monster The Mess. It’s gleefully violent: you wouldn’t give it to a child nowadays without asking a parent first. Once the team are assembled, they are packed off to tame Mars, the devil planet! The premise sets them up for a long run, but after dealing with cyboons, mutants, the red death, robot tyrannosaurs, and big George with five brains (none of which work properly), it wraps up very suddenly with a declaration that “we’ve straightened out this side of Mars now”. I enjoyed all of these stories, though they’re not so memorable that I didn’t realise until later that I’d already read them in the 2002 Titan collection The Mek-Nificent Seven.
The strip returned to 2000AD in 1988, nine years and four hundred issues later, the long gap perhaps explained by the problems that had “plagued the strip from beginning to end” (according to Kevin O’Neill, speaking in a reprint volume from 1983): “Group stories are like breaking rocks for writer and artist alike. Pat Mills broke the biggest rocks and the splinters flew off in all directions.”
The new setting – the future Earth known as Termight – suggests that in the interval the warriors have been involved in the adventures of Nemesis the Warlock. Joined by Ro-Jaws, Hammer-stein’s old friend from the Ro-Busters, and then Terri, a human who thinks of herself as a robot, the team battles foes including The Monad, the quintessence of human evil from the end of the world, who causes havoc after escaping into the time wastes. The art in this half of the book by Simon Bisley and S.M.S. is admirable in many ways – it’s challenging, energetic and expressive – but it’s difficult to tell what is going on, especially when events take place in one tunnel after another, with backgrounds often entirely white or entirely black. It’s trying very hard to be grown up and significant, and though the stories are still being written by Pat Mills, these aren’t half as much fun. I would probably pass on volume 02 if it took the same approach.
But even though the two parts are so different that it’s like reading a book that’s half Curt Swan, half recent Frank Miller, I liked it overall. Its best ideas are brilliant – poor old George staggering across the surface of Mars while his hands and feet argue with his head! – and it still comes as a surprise to see robot heroes killing humans, when mainstream entertainment so often goes out of its way to give human heroes zombies or robots to murder. I wouldn’t say that appealed, exactly (you’d worry about me if it did), but it still feels fresh and honest.
Monday, 1 April 2013
Ten reviews that didn't sprout
Not all acorns grow into oak trees, and some notes never resolve themselves into proper reviews. Sometimes it might be a lack of time, sometimes a lack of anything interesting to say, and sometimes it's just that by the time I come to write the review I've forgotten most of what happened!
So: I've taken ten of those bits mouldering at the back of my reviews closet and put them up on Goodreads. Don't expect much and you won't be disappointed!
NB: none of these books and comics were submitted to us for review – these were all things I bought. Once we've read something submitted for review, it gets a proper review, even if it takes us years and we do have to read the whole blinkin' thing again!
So: I've taken ten of those bits mouldering at the back of my reviews closet and put them up on Goodreads. Don't expect much and you won't be disappointed!
- Star Trek: The Next Generation / Doctor Who Assimilation2, Vol. 1, which unusually for me I read as single issues as they were published, got three stars, mainly for "including a team-up between two of the greatest ever hosts of Have I Got News for You".
- Witch Doctor: Under the Knife also gets three stars: "the first story is very derivative of the Necroscope series"
- Strontium Dog: Search/Destroy Agency Files, Vol. 1 is another enjoyable three-star comic: "I adored Wagner and Grant’s stories for Doctor Who Weekly; I wish I’d known back then that there was practically an entire comic of their work over at 2000AD every week."
- The Sticky Situations of Zwicky Fingers by Rhys Hughes: "Full of ideas and imagination."
- I didn't get far into or get on with Isis Unbound by Allyson Bird, though "there were some good things in the parts I read".
- Saga, Vol. 1 by Brian K. Vaughan and Fiona Staples, another one I read as single issues, got four stars from me: "I'm happy this exists."
- Red Sonja Digital Omnibus, Vol. 1 by Mike Carey and lots of others got three stars: "Quite good fun, despite Sonja’s occasional tendency to talk out of her bum".
- The League of Extraordinary Gentlemen: Century 2009: "Anyone could put Emma Peel and Mina Harker together in a comic, but only Alan Moore could make it so worthwhile."
- The Boys, Vol. 8: Highland Laddie: "Best use of a tapeworm since Simon Louvish’s Your Monkey's Schmuck."
- The Boys, Vol. 9: The Big Ride: "I’m slowly being driven mad by 'discreet' being spelt 'discrete' in all of these books."
NB: none of these books and comics were submitted to us for review – these were all things I bought. Once we've read something submitted for review, it gets a proper review, even if it takes us years and we do have to read the whole blinkin' thing again!
Monday, 17 December 2012
Dredd 3D – reviewed by Howard Watts
Dredd 3D certainly deserves its 18 rating. Now, I’m not a great fan of 3D – I find it false from a film POV, an augmented reality akin to Google’s project glass: https://plus.google.com/+projectglass/posts – a Sinclair C5 for the noggin, with apologies to William Gibson. Wearing those huge 3D glasses makes me feel like a participant at a Buggles convention, thankful for the darkness of the cinema. It’s not reality, and for me not how film should be presented. Dredd bears this out with abundance, many scenes not tailored specifically for the 3D effect suffering (as have other 3D films in recent years) from foreground distractions and blurry black artefacts.
Dredd is brutal, unrelenting, graphically violent on screen, implying it off. It’s full on – but lacks colour, favouring the grey tones of despair. The soundscape thunders around you, a marching drum of determination, punctuating its claustrophobic setting. Sight and hearing are bombarded – perhaps to the point of admitting, “too much!” Hardly a Buggles convention.
A triple homicide takes Dredd and his rookie mutant psychic, Anderson, to the Mega Block, Peach Trees – a gigantic self-contained town where they discover the culprit. Hoping to take him back to the Hall of Justice for interrogation, the perpetrator’s boss, Ma-Ma, puts Peach Trees into lockdown, cutting it off from the outside world. Dredd and Anderson find themselves pitted against every resident of the block that believes they have a chance against them. Anderson’s Psi powers learn that Ma-Ma is responsible for the manufacture and distribution of the drug, Slo-Mo, a drug that slows the user’s perception of the passing of time. Here’s where 3D comes into play, the bullet time effect championed by the Matrix movies given a respectful nod. This effect works well for the most part, but there is an element of “grain” to these scenes. I’ll admit I’m a fan of long locked off establishing shots, of which there are plenty, allowing the eyes to roam around the shot, picking out the details. Unfortunately these scenes are too long, and the eye (perhaps ruined by too many quick cuts in recent years) finds itself returning to parts of the frame already explored – in essence, we’re left waiting for a cut. Saying this, I found myself drawn in by these scenes, as they are needed amid the frenetic activity – a well deserved catch-your-breath break. During Dredd and Anderson’s ascension no punch is pulled illustrating Dredd’s determined removal of the obstacles in their path. The Slo-Mo scenes (how can the camera suffer the effect of the drug?) of various “Judgements” are paced perfectly. You know that bullet’s going to hit right there, but when it does… In contrast, some of Anderson’s combat scenes are shown in real time – to devastating effect. But I found myself thinking the 3D effect should have been utilised for Anderson’s “Psi” scenes, rather than the focus pull.
Karl Urban’s portrayal of Dredd is faultless. The “grim chin” expression from the comic is perfectly translated, his voice, a mixture of Eastwood’s Harry Callahan and the original (remember that?) Boba Fett, his walk akin to Robocop at times. Urban has said he researched Dredd’s voice, finding a description in 2000A.D. as “a saw cutting through bone”. This is perfectly realised by Urban, a self confessed SF fan.
In comparison to Dredd of 2000A.D. it’s a bit of a mixed bag. Production design’s budget seemed to have been spent mostly on VW camper vans, concrete scree and fibreglass body panels for unrecognisable modern day cars and motorbikes. Mega City 1 isn’t that mega, more embryonic. There are a few plot/common sense problems – Dredd telling Anderson to conserve ammo, then a few scenes later shooting a security camera. Anderson’s gun (as per the comic) explodes when used by a perp, when it should have simply electrocuted the user allowing the gun to be picked up again by its Judge owner. The choice of some words is strange at times, and out of character – the CGI repetitive – the opening of Peach Trees identical to that of the lockdown, with the same lighting, time of day and camera move used. These issues aside, Dredd is a ride from start to finish, and I can only hope if there is a sequel, Urban remains and the city grows around him.
Dredd is brutal, unrelenting, graphically violent on screen, implying it off. It’s full on – but lacks colour, favouring the grey tones of despair. The soundscape thunders around you, a marching drum of determination, punctuating its claustrophobic setting. Sight and hearing are bombarded – perhaps to the point of admitting, “too much!” Hardly a Buggles convention.
A triple homicide takes Dredd and his rookie mutant psychic, Anderson, to the Mega Block, Peach Trees – a gigantic self-contained town where they discover the culprit. Hoping to take him back to the Hall of Justice for interrogation, the perpetrator’s boss, Ma-Ma, puts Peach Trees into lockdown, cutting it off from the outside world. Dredd and Anderson find themselves pitted against every resident of the block that believes they have a chance against them. Anderson’s Psi powers learn that Ma-Ma is responsible for the manufacture and distribution of the drug, Slo-Mo, a drug that slows the user’s perception of the passing of time. Here’s where 3D comes into play, the bullet time effect championed by the Matrix movies given a respectful nod. This effect works well for the most part, but there is an element of “grain” to these scenes. I’ll admit I’m a fan of long locked off establishing shots, of which there are plenty, allowing the eyes to roam around the shot, picking out the details. Unfortunately these scenes are too long, and the eye (perhaps ruined by too many quick cuts in recent years) finds itself returning to parts of the frame already explored – in essence, we’re left waiting for a cut. Saying this, I found myself drawn in by these scenes, as they are needed amid the frenetic activity – a well deserved catch-your-breath break. During Dredd and Anderson’s ascension no punch is pulled illustrating Dredd’s determined removal of the obstacles in their path. The Slo-Mo scenes (how can the camera suffer the effect of the drug?) of various “Judgements” are paced perfectly. You know that bullet’s going to hit right there, but when it does… In contrast, some of Anderson’s combat scenes are shown in real time – to devastating effect. But I found myself thinking the 3D effect should have been utilised for Anderson’s “Psi” scenes, rather than the focus pull.
Karl Urban’s portrayal of Dredd is faultless. The “grim chin” expression from the comic is perfectly translated, his voice, a mixture of Eastwood’s Harry Callahan and the original (remember that?) Boba Fett, his walk akin to Robocop at times. Urban has said he researched Dredd’s voice, finding a description in 2000A.D. as “a saw cutting through bone”. This is perfectly realised by Urban, a self confessed SF fan.
In comparison to Dredd of 2000A.D. it’s a bit of a mixed bag. Production design’s budget seemed to have been spent mostly on VW camper vans, concrete scree and fibreglass body panels for unrecognisable modern day cars and motorbikes. Mega City 1 isn’t that mega, more embryonic. There are a few plot/common sense problems – Dredd telling Anderson to conserve ammo, then a few scenes later shooting a security camera. Anderson’s gun (as per the comic) explodes when used by a perp, when it should have simply electrocuted the user allowing the gun to be picked up again by its Judge owner. The choice of some words is strange at times, and out of character – the CGI repetitive – the opening of Peach Trees identical to that of the lockdown, with the same lighting, time of day and camera move used. These issues aside, Dredd is a ride from start to finish, and I can only hope if there is a sequel, Urban remains and the city grows around him.
Friday, 23 November 2012
Drokk: Music Inspired by Mega-City One – reviewed by Stephen Theaker
As part of Portishead, Geoff Barrow has created four of my favourite albums of all time. Drokk: Music Inspired by Mega-City One (Invada UK, 56 mins), in collaboration with film and television composer Ben Salisbury, may be a side project, but it is very nearly as superb as his other work. This isn’t actually the soundtrack to the forthcoming Dredd, whose composer is Paul Leonard-Morgan. But it did apparently begin there, as exploratory sketches, and it says a lot for the music that although they didn’t end up working on the film, the musicians involved felt those ideas were too good to leave unexplored, and came back to finish them off.
The nineteen tracks begin with “Lawmaster/Pursuit” and end with “Helmet Theme (Reprise)”, the titles between having titles like “Justice One”, “Iso Hymn” and “Titan Bound”. It’s fair to say, though, that while one hopes the actual Dredd film matches the one this album evokes in your head, without a tracklist you might well think this the music for a new outing for Snake Plissken or MacReady, so closely does it stick to the template of a John Carpenter soundtrack. Track seven “Exhale” is an exception, but even that sounds like a lost track from Blade Runner. If that makes the album sound derivative, well, it is—but it’s also exceptionally good.
Musically it doesn’t seem to be very complex, most tracks simply contrasting ambient hums and noise with a repetitive synthesizer line or two, but it is extremely effective. I loved the parts of Third where weird sf sounds would poke through, so to have that element unpacked over a full album was for me an unexpected treat. One criticism I could make is that the short cover of the card case, while very dramatic, leaves part of the actual CD exposed, but that won’t be a problem until the CD leaves my stereo, and it seems to have settled in for a very long stay.
The nineteen tracks begin with “Lawmaster/Pursuit” and end with “Helmet Theme (Reprise)”, the titles between having titles like “Justice One”, “Iso Hymn” and “Titan Bound”. It’s fair to say, though, that while one hopes the actual Dredd film matches the one this album evokes in your head, without a tracklist you might well think this the music for a new outing for Snake Plissken or MacReady, so closely does it stick to the template of a John Carpenter soundtrack. Track seven “Exhale” is an exception, but even that sounds like a lost track from Blade Runner. If that makes the album sound derivative, well, it is—but it’s also exceptionally good.
Musically it doesn’t seem to be very complex, most tracks simply contrasting ambient hums and noise with a repetitive synthesizer line or two, but it is extremely effective. I loved the parts of Third where weird sf sounds would poke through, so to have that element unpacked over a full album was for me an unexpected treat. One criticism I could make is that the short cover of the card case, while very dramatic, leaves part of the actual CD exposed, but that won’t be a problem until the CD leaves my stereo, and it seems to have settled in for a very long stay.
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