Mining Colony K-Alpha 61, a mineral working remote space outpost for Mega City One. Except the colony no longer considers itself a colony of the distant Big Meg. The colony has declared independence and renamed itself Liberty. And the Judges are not happy about it. Abnett and MacNeil set up the backstory very quickly, economically and efficiently, with a single page showing the senior Judge Marshall for the colony, Karel Luther delivering his statement of intent and the reasons for this radical – especially for a trained Judge – move:
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It’s a great set up, the struggling underdogs, heroic and with right on their side but with little chance of success, up against an unjust, inflexible, greater power; not the first time the Dredd universe has painted the Judges as complete fascist bully boys, of course, but it works so very well and it means we get some serious future space-war combat action thrills but as it comes with a strong moral-political imperative we can enjoy the spectacular action (and MacNeil gives us some cracking big scenes, from a fleet of vicious judicial starships to ground action as the Special Judical Squad – the feared SJS who deal with other Judges – come in force) and feel no guilt over the violence.
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Now I won’t go on into this second part of the book because I don’t want to spoil it for you, but I will tell you that is is, if anything, even more gripping than the first half. Abnett and MacNeil move on to a classic guerilla campaign for freedom and also a war of ideals. But it isn’t entirely straightforward good freedom fighters versus evil imperial power, Abnett is too canny and experienced a writer for that, and he mixes in some shades of gray too. Although I suspect most readers will still predominantly have their sympathies on the side of the rebels, the guys introduce some other elements, not least the SJS leader’s argument to Luther as to why not just MC-1 but the entire Earth desperately needs the colonies as they are, which does muddy the formerly clear moral waters a little. It’s a fine combination of science fiction, war action, morality, ideology and heroism that makes for a gripping, absorbing tale that draws you right in, deftly weaving in references to other fights for freedom, such as the French and American Revolutions as well as more recent history (you could read part of it as a comment on fighting foreign wars largely based on the chance to exploit the natural resources of another land, dressed up in ideology to mask naked greed).
And throughout Colin MacNeil’s art is superb. The Dredd Megazine has, like its 2000 AD parent, been fortunate in having had a roster of extremely fine artists over the years and MacNeil has long been a fan favourite. I’ve admired Colin’s art for many years myself, not least for his ability to create quite different styles to suit different tales – he’s a brush jockey who can go from the very cartoony to the highly stylised to the realistic as the story he’s working on demands. And here he has created a visually stunning wash of monochromatic art that is as at home depicting epic starship fleets as it is individuals, giving real character to the human and the uplift, mutie and robots alike, while also treating us to some brilliant large splash pages showing vast colonial landscapes and action scenes.