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2000 AD Prog 2355 out now!

ATTENTION, EARTHLETS – 2000 AD Prog 2355 is OUT NOW!

BORAG THUNGG, EARTHLETS! Call me The Mighty Tharg, beaming hot Thrill-power into your deprived excitement-circuits!

It’s that time of the week again, humanoids, when I bid you galactic greetings and satisfy your insatiable craving for high-octane graphic excitement with another salvo of scrotnig stories. Inside, you’ll find the latest instalments of Judge Dredd, Helium, The Devil’s Railroad, Feral & Foe and The Fall of Deadworld, all guaranteed to get your Thrill-motors buzzing!

Equally zarjaz is the latest release from the Treasury of British Comics imprint — the first issue of a Smash! mini-series, featuring such classic characters as The Spider, Janus Stark, Adam Eterno and more in an interconnected story, scripted by Jack Staff and Demon Nic’s Paul Grist, and illustrated by art-bots such as Anna Morozova, Tom Foster, Jimmy Broxton and VV Glass. Those of you that enjoyed The Vigilant’s similar plunge into UK comics history would do well to pick it up — grab a copy from your local comics store or at treasuryofbritishcomics.com!

Right, time for me to vacate the editorial office and take a quick tour of Quaxxann, for my nephew Joko-Jargo is in the hot seat next week!

2000 AD Prog 2355 is out now from all good newsagents and comic book stores, plus digitally from our webshop and apps! Don’t forget that if you buy an issue of 2000 AD in the first week of its release then postage in the UK is free!

DOWNLOAD THE APP >>

SUBSCRIBE NOW >>

GET COVER PRINTS >>


Cover Art: Cliff Robinson / Colours: Dylan Teague

Script: Rob Williams / Art: PJ Holden / Colours: Peter Doherty / Letters: Simon Bowland

JUDGE DREDD // POISON, Part Five

Mega-City One, 2145 AD. Home to over 200 million citizens, this urban hell is situated along the east coast of post-apocalyptic North America. Crime is rampant, and only future cops the Judges — empowered to dispense instant justice — can stop total anarchy. Toughest of them all is JUDGE DREDD — he is the Law! Now, in the wake of former Chief Judge Hershey’s death, he’s trying to find the culprit responsible…


Script: Ian Edginton / Art: D’Israeli / Letters: Simon Bowland

HELIUM // Scorched Earth, Part Five

The far future. It has been three hundred years since the Great War ended, and eighty-five per cent of the Earth’s surface now lies beneath a gaseous ocean known as the Poison Belt — a toxic cocktail of biological weapons. The survivors live above the lethal fugue, but a Professor Bloom has emerged, claiming he can make the planet habitable again. Constable Hodge is tasked with protecting him, but they’ve been captured…


Script: Peter Milligan / Art: Rufus Dayglo / Colours: Jose Villarrubia / Letters: Jim Campbell

THE DEVIL’S RAILROAD, Part Four

The Earth year 3038, and Planet Diaspora X-167 is a world that has been ravaged by war, a conflict that sees no sign of ending despite years of death and destruction. One couple, Palamon and Constance, are attempting to escape the caranage, especially now that Constance is pregnant — if the baby is born on Earth, it’ll have full Earth rights. Seeking a new life, these refugees must take a risky journey…


Script: Kek-W / Art: Dave Kendall / Letters: Simon Bowland

THE FALL OF DEADWORLD // Retribution, Part Four

The planet that became known as DEADWORLD was once a regular civilisation existing in a parallel dimension. But the end of days is coming, and creatures called the Dark Judges are spreading their contagion, exterminating all life. While Sov forces have take advantage of the chaos and invaded, Jess Childs and co have been trying to save Judge Fairfax — but in the process Jess has been sucked through a portal…


Script: Dan Abnett / Art: Richard Elson / Letters: Jim Campbell

FERAL & FOE // Bad Godesberg, Part Five

It’s been over five years since the Last-of-All-War, when the Monarchy succeeded in defeating the Malign Lord. With their leader dead, his minions are scattered, fleeing retribution from the Wretchfinders. Necromancer Bode and warrior Wrath are two such beings, and were offered a deal — hunt and kill their own kind or be declared FERAL & FOE. Now, they’ve travelled to Godesberg, a stronghold that’s in trouble…

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2000 AD Prog 2354 out now!

ATTENTION, EARTHLETS – 2000 AD Prog 2354 is OUT NOW!

BORAG THUNGG, EARTHLETS! I am Tharg The Mighty, all-powerful alien editor of this circuit-smashing SF extravaganza!

Time once again to put your Thrill-sensors through the wringer, my Squaxx, as my droids and I present you with another thirty-two pages of ghafflebette future fiction. There’s drama, intrigue, action and excitement to be had across Judge Dredd, Helium, The Devil’s Railroad, The Fall of Deadworld and Feral & Foe — but of course I’m sure you knew that already, and are no doubt thumbing through the pages right now, assimilating such zarjazness into your eyeballs as fast you can!

But while I’ve got you, however briefly, can I just remind you that Judge Dredd Megazine 461 is also out now and equally demanding of your attention. There’s a complete Dredd thriller from Mike Carroll and Colin MacNeil, and a Tale From the Black Museum by Guy Adams and Gary Welsh, plus the finale to Dreadnoughts, and the latest instalments of Spector, Lawless, Johnny Red and Rogue Trooper. In addition, there’s chats with creator-meks John Tomlinson, Jock, Paul Grist, and more, and a profile of Ant Wars and Robo-Hunter artist José Luis Ferrer — enjoy!

2000 AD Prog 2354 is out now from all good newsagents and comic book stores, plus digitally from our webshop and apps! Don’t forget that if you buy an issue of 2000 AD in the first week of its release then postage in the UK is free!

DOWNLOAD THE APP >>

SUBSCRIBE NOW >>

GET COVER PRINTS >>


Cover Art: Richard Elson

Script: Rob Williams / Art: PJ Holden / Colours: Peter Doherty / Letters: Simon Bowland

JUDGE DREDD // Poison, Part Four

Mega-City One, 2145 AD. Home to over 200 million citizens, this urban hell is situated along the east coast of post-apocalyptic North America. Crime is rampant, and only future cops the Judges — empowered to dispense instant justice — can stop total anarchy. Toughest of them all is JUDGE DREDD — he is the Law! Now, in the wake of former Chief Judge Hershey’s death, he’s trying to find the culprit responsible…


Script: Ian Edginton / Art: D’Israeli / Letters: Simon Bowland

HELIUM // Scorched Earth, Part Four

The far future. It has been three hundred years since the Great War ended, and eighty-five per cent of the Earth’s surface now lies beneath a gaseous ocean known as the Poison Belt — a toxic cocktail of biological weapons. The survivors live above the lethal fugue, but a Professor Bloom has emerged, claiming he can make the planet habitable again. Constable Hodge is tasked with protecting him, but they’ve been captured…


Script: Peter Milligan / Art: Rufus Dayglo / Colours: Jose Villarrubia / Letters: Jim Campbell

THE DEVIL’S RAILROAD, Part Three

The Earth year 3038, and Planet Diaspora X-167 is a world that has been ravaged by war, a conflict that sees no sign of ending despite years of death and destruction. One couple, Palamon and Constance, are attempting to escape the caranage, especially now that Constance is pregnant — if the baby is born on Earth, it’ll have full Earth rights. Seeking a new life, these refugees must take a risky journey…


Script: Kek-W / Art: Dave Kendall / Letters: Simon Bowland

THE FALL OF DEADWORLD // Retribution, Part Three

The planet that became known as DEADWORLD was once a regular civilisation existing in a parallel dimension. But the end of days is coming, and creatures called the Dark Judges are spreading their contagion, exterminating all life. While Sov forces have take advantage of the chaos and invaded, Jess Childs and co have been trying to save Judge Fairfax — but in the process Jess has been sucked through a portal…


Script: Dan Abnett / Art: Richard Elson / Letters: Jim Campbell

FERAL & FOE // Bad Godesberg, Part Four

It’s been over five years since the Last-of-All-War, when the Monarchy succeeded in defeating the Malign Lord. With their leader dead, his minions are scattered, fleeing retribution from the Wretchfinders. Necromancer Bode and warrior Wrath are two such beings, and were offered a deal — hunt and kill their own kind or be declared FERAL & FOE. Now, they’ve travelled to Godesberg, a stronghold that’s in trouble…

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Interview: Talking D’Art of Helium with D’Israeli.

Scorched Earth, The second series of Ian Edginton and D’Israeli’s magnificent retro sci-fi thriller Helium is up to episode 3 in the new 2000 AD Prog 2353, out this week – so time to have a chat to the D’emon Draftsman himself… D’israeli

They’re alive! But they’re in the Poison Belt and that’s full of dangers
and a whole new set of stunning colours from D’Israeli!
From Helium: Scorched Earth Part 2, Prog 2352

Back in 2015, Edginton and D’Israeli introduced us to the incredible world of Helium in Progs 1934-1945. A tale of a world split in two after the Great War, with the toxic biological and chemical weapon fog known as the Poison Belt forcing those above to live on high ground and travel by air and those below it to live in huge terrariums to prevent a terrible and agonising death from the fog.

But, as we find out from episode 2 of Scorched Earth, Constable Hodge, her loyal deputy Sol, and the mysterious Professor Bloom are in that deadly, flesh-eating Poison Belt, having been shot from the skies at the end of the first series. We’ve already had huge revelations about Hodge and Sol and who they actually are and we’ve no doubt there will be many more as Scorched Earth continues!

We’ve already talked to writer Ian Edginton about Scorched Earth (you can find that interview here), but in the same way that you can’t have jelly without ice cream or gin without tonic, having Edginton without D’Israeli just wouldn’t be right.

So, without further ado… D’Israeli, aka Matt Brooker

Prof Bloom lays out just how deep in the chem/bio weapon doo-doo they all are.
From Helium: Scorched Earth Part 2, Prog 2352

Matt, you and Ian go way, way back, first collaborating together at the start of both of your comics career with God’s Little Acre in 1990’s Revolver issue 2. Since then, there have been various Judge Dredd tales, the whole Scarlet Traces saga, LeviathanStickleback, and Helium here in 2000 AD, plus Kingdom of the WickedBatman: Bread and Circuses, Murder in the Rue Morgue, and Torchwood.

So, what is it that’s made the Edginton/D’Israeli partnership both successful and longstanding?

MB: It’s funny, we pretty much clicked from the start – even back as far as God’s Little Acre, I remember checking with Ian if I could add a couple of little tweaks to background details and he trusted me to get on with it. Kingdom of the Wicked cemented the relationship, but then we went about five years until we worked together on Batman: Bread and Circuses. At that point we’d really kind of melded – that two-issue Batman story was produced under phenomenal time pressure, so we basically scheduled things between us and bullied our DC editor, Jordan Gorfinkel, to approve the pages! He actually said to us, ‘You guys are a pain in the ass, but don’t stop what you’re doing, it’ll never get done otherwise.’

These days we’re pretty much like an old married couple – we’ll talk on the phone every couple of weeks and it’ll be five minutes of business followed by an hour shooting the breeze about old Doctor Who episodes, weird movies and Star Trek toys.

Sol has a way of finding trouble wherever he goes…
From Helium: Scorched Earth Part 3, Prog 2353

Matt, when we’ve talked before, you’ve talked about the ‘oh shit’ page that Ian usually throws at you in the scripts. The big, complex, hell to draw page. Have you had one of those in Helium: Scorched Earth?

MB: There’s a couple: a big market scene at the end of episode 4 that required both an expansive view and an intimate perspective; working out the viewpoint for that was a bit of a nightmare and then there was a ton of story-relevant detail to generate.

There’s also a big double-page spread that presented the opposite problem – it features the flying aircraft carrier Bellerophon menacing a small settlement under the fugue. Because of the foggy environment I couldn’t hide behind lots of detail like usual, and instead had to rely on shapes and a use of colour and tone to suggest size, mass and menace. I’m still a bit nervous about that one.

Ah, you’ll be fine, don’t worry!

More of Sol’s experiences with the local flora and fauna of the Poison Belt…
David Attenborough, he’s not.
From Helium: Scorched Earth Part 3, Prog 2353

Matt, with all of your art you have a look that permeates, something that’s absolutely unique to you. It’s always backed with a simplicity of the linework that builds to give life to wonderful ideas and results in spectacular scenes of invention – your fantasy is always fantastical, your sci-fi always stunning, and your horrific moments always enough to make the reader wince. And of course, there’s something of a sense of the absurd in your work, capturing the madness of what you’re putting on the page.

As far as the art on Helium is concerned, it’s a series that really did look like nothing else in the Prog when it first appeared. There was this tremendous lightness to it, perfect to show us the bright, beautiful skies above the Belt.

MB: Glad to hear you say that, I really wanted to get a sense of cold, wintry, high-altitude light in the early episodes of series one.

That ‘cold, wintry, high-altitude light’ that Matt talks of (and a little bit of Stop The Pigeon as well!)
From Helium series 1

Helium the first time round was full of all this. The visuals are suitably spectacular and alien, full of a retro-chic tech thing, all of those wonderful designs for the aircraft adding a really strong visual sense to it all.

When you and Ian sit down to talk about things, is it a case of you then going away and coming up with the designs?

MB: We’ll often talk in general terms about stuff it would be cool to do or have in a new project, but generally speaking I get the design cues from Ian’s scripts. He’s a real maven for old and obscure aircraft – I think every airplane that appears in Helium really existed, at least as a prototype. That means I’m usually working from photos, or for stuff that appears enough times, I’ll buy or make 3D models to work from.

For the more fantastical stuff, like the carrier Bellerophon, Ian will usually give me a design cue that mixes two existing things; if I remember rightly, the description for the Bellerophon was something like ‘imagine the dreadnaught from Laputa made out of the same struts and scaffolding as the starship Cygnus from The Black Hole.’

It’s one thing the writer saying ‘imagine the dreadnaught from Laputa made out of the same struts and scaffolding as the starship Cygnus from The Black Hole,’ it’s quite another thing making it come to life so well as this.
From Helium series 1, art by D’Israeli

So, what was the thinking with this very different look to Helium?

MB: We’re generally going with a ‘30s/40s retro vibe, with added elements derived from the demands of the environments. So I added quite a few elements from fishing villages in the North of England and Scotland to the New Castle sequences – thick stone walls, lots of heavy knitwear since they’re living at altitude. They all have jumpers with a family pattern on them so the bodies can be identified if they fall into the fugue – if you look carefully at the classroom scene in Series 1, Part 1, you’ll see that similar-looking kids (siblings) all wear the same pattern.

And of course, I went back, and yes, it’s there… all those little artistic touches that escape you the first time round…

One thing that always comes out when I look at Helium is the colours you’ve used. It’s something that’s recognisable through all your colour work in 2000 AD, almost giving us a completely new palette to view, but Helium really seems to have turned it up a notch – filling the skys with all that vivid blue and both the Belt and the depths below with choking, toxic greens and purples.

Was this something you’d thought about when considering how to do Helium or something that came out in the making of each page?

MB: I think again it flows from the environments within the story – Ian had described the oily, poisonous clouds of the fugue and the luminous, coral-like jungles under the fugue, but I turned it up to 11.

In series 2, between the noodly detail of the corals and the elaborate colouring, I really made a rod for my own back!

Yep, the noodly stuff and the colouring, enough to drive an artist mad
From Helium: Scorched Earth Part 3, 2000 AD 2353

Matt, time to talk process with Helium. And it strikes me there’s plenty to talk about given the long gap between series and how your work has changed in the interim.

MB: Working in colour is a particular problem – I think black & white offers more opportunities to go wild stylistically, so I do worry about just repeating myself.

By the end of Scarlet Traces I was getting a bit burned out – I’d done Home Front and Storm Front in a pseudo-John M. Burns/Gerry Haylock style with big areas of flat colour in the shadows, which matched the ’60s setting but started to feel a bit limiting by the end of the second series. The epilogue, set in the 1980’s, was done in a Bilal-inspired style that I’m not sure I pulled off, I think it ended up looking over-faffy.

I was feeling a bit disgruntled with my work (voicing that on Instagram sounded worse than it was and caused a bit of a panic on Instagram – sorry to everyone who was concerned, your support was appreciated), so I looked over the old pages of Helium for a bit of inspiration and realised I much preferred the simpler, straightforward approach I’d taken back then.

Perfect advice from Prof Bloom there –
especially when you see what dangers await at the end of episode 3!
From Helium: Scorched Earth Part 3, Prog 2353

Can you take us through the thought processes of creating the art for Helium versus creating the art for Helium: Scorched Earth?

MB: Basically, I was using the old Helium pages as a template for the new material, so actually the idea was to try and recapture the relative simplicity of the 2015 material.

The main difference has been what’s available technically. I work digitally and the Cintiq pad I use today is considerably more responsive than the one I used eight years ago (though I still do use that 2011 Cintiq display that I drew series 1 on my office machine, I find myself drawing with more recent 13” stand-alone pad most of the time). The other big difference is I’ve invested heavily in organic-looking brushes for Clip Studio over the last couple of years, and with some tweaking of settings I’m much closer to capturing the look of my favourite brush pens and dip pens from the analogue days.

On the process side, I’ve developed a new colouring system where I flat-colour everything, then produce multiple copies of the colouring on different layers, with different tints and shades applied to create highlight and shadow tones. I can then use a feature called a layer mask to hide all but one layer, and then paint back in parts of the other layers to create highlights and shadows. This lets me think purely about light and shade, while still producing a full-colour image.

Right then, and as we’re talking process, Matt sent through a panel from a future episode to talk us through just how the magic is done…

MB: The first step is to get a script from Tharg-in-residence Matt Smith – that’s emailed, so I print it out and mark it up with the number of panels per page, underlining any key points I’ll need to pay attention to. I’ll re-read the script a couple of times, drawing in little diagrams for possible arrangements of panels on each page.

1) Roughs

I used to do preliminary thumbnails in a little sketchbook, but for years now I’ve worked entirely digitally. I open up a page file in Clip Studio Paint – I have my own set up with the right page size and a vast stack of layers. For each part of the process outlined below, there’ll be at least three layers to allow me to treat foreground, midground and background separately. I rough in stick figures and rough indications of backgrounds using a very broad brush to prevent me adding any detail – this is about setting up the broad strokes of composition only.

I also add temporary lettering so that I can be sure there’ll be room for all the dialogue and captions – this way I know there’s definitely one possible way to letter the page. (Dialogue blurred out to avoid spoilers)

2) Rough Pencils

Here I use a finer pencil to block in the shapes of the figure and background. I’m establishing correct anatomy and proportions at this stage. I use a perspective grid to guide the drawing and help it look 3D. Clip Studio lets you constrain your lines to the perspective axes, which is great for quickly blocking out the corner of the room, picture frame and bookshelf in the background.

3) Pencils

I follow the animator’s convention of rough pencilling in blue and final pencilling in red. At this stage I’m adding detail to the framework I built in the last stage, and locking down the expression on the face. Note that I don’t pencil the background – unless there’s something really finicky in the background, I usually just ink from the rough pencils.

4) Inks

I use a heavier brush to establish the outlines of the foreground character and a finer tip to add fine detail and draw in the background. These are pressure-sensitive brushes which give a fatter line if more pressure is applied to the stylus. They’re harder to control, but give a livelier line. Leaving a little gap around the figure helps to separate the background from the foreground.

5) Flat Colour

Added using the Paint Bucket tool on layers below the inking. I always rather like this simple, Tintin-style look, but an adventure strip requires something a bit more atmospheric. One day I’ll have the nerve to do finished work this minimalist.

6) Tints and shades

I collect the colouring layers into one and duplicate them multiple times, adding tints and shades for each level of highlight and shadow I’ll want to use. This grid shows the different variations. Some of them look very similar, but when they’re overlaid the differences become more apparent.

I use Layer Masks to hide each of these layers – I can then use any painting or drawing tool to selectively paint back in the different layers, creating highlights and shadows on a base layer.

7) Shading

Starting with a lightly-shaded base layer, I add a few darker shadows (face, scarf, back wall and right hand)

8) Uplighting

Mainly noticeable on the face and hand.

9) Sunlight

A shaft of bright sunlight pops the figure into 3D. The shading on the face is mostly the base colour showing through the bright highlights.

10) Highlight/Finished

A couple of bright highlights in white using a chalk brush help the figure to “pop.” Panel complete.

How has your art developed over the years? Have there been noticeable ‘periods’ that are recognisable to you in your artwork?

MB: Definitely. I try to distinguish each series I do in some small way. If you just keep repeating yourself, you end up with diminishing returns. I’m sometimes unsure if the differences are that noticeable to the reader, but they help me to stay fresh.

>

The obvious ones would be Leviathan and Stickleback, each of which had their own distinct looks. Stickleback used a collage-based approach inspired by Argentinian artist Alberto Breccia to capture the grime and squalor of the Victorian slums. Lowlife went through a couple of phases, getting very chiaroscuro with lots of black and minimal outlines, then getting cleaner for a Manga-influenced look in the Hondo-Cit story.

>

The Vort needed to have a fever-dream feel to it, so I left the pencils and rough pencils in the art to give the backgrounds a slightly ragged, defocussed feel. I was inspired by Nicola De Crecy and Ralph Steadman on that one.

Even more different styles of D’Israeli…
The Vort’s fever-dream feel

With Scarlet Traces, I’ve tried to reflect the era each story’s set in – The Great Game is Frank Hampson/Dan Dare, Cold War is Don Lawrence/Trigan Empire, and as I mentioned before, Home Front/Storm Front reflects John M Burns’ and Gerry Haylock’s work for Countdown.

And the different looks of Scarlet Traces – each reflecting the era the story is set in.
Top left – The Great Game, top right – Cold War, bottom – Storm Front

In each case I start with a strong inspiration from another artist, but very quickly the work takes on a life of its own and starts to go its own way.

Earlier in my career I’d have been worried about becoming too derivative, but after I passed the 15 year mark my habits were so well established that whatever I draw and however I draw it, it always looks like my work in the end.

Possibly my favourite bit of Helium: Scorched Earth so far…
swears, running, loads of D’Israeli colours!
From Helium: Scorched Earth Part 3, Prog 2353

Thanks to Matt/D’Israeli for answering our questions and in particular for taking us deep into the process of making Helium: Scorched Earth.

The series began in 2000 AD Prog 2351. It is absolutely, definitely, totally worth your while. Pick up copies wherever you can find Thrill Power, including the 2000 AD web shop.

And as for all the other zarjaz volumes of Edginton/D’Israeli greatness, can we suggest you pick up The Best of 2000 AD Volume 2 which contains the complete Leviathan, their epic tale of the awful curse that haunts a mile-long ocean liner trapped in limbo.

For more epic storytelling, there’s the Scarlet Traces saga, adapting and expanding hugely on HG Wells’ War of the Worlds. And after that, how about a little Victorian steampunk crime thriller whose lead character is hiding a huge secret? If the answer’s yes, then Stickleback  is a must.

Just some of the Edginton/D’Israeli library, some 33 years in the making!

Finally, for more chat from Ian and Matt, please be so kind as to peruse these interviews: Judge Dredd: Babel, interview with Ian and Matt, and Scarlet Traces: Storm Front, interview with Ian and Matt, and of course be sure to read Ian’s interview about this new series of Helium here as well! Plus, don’t miss both Ian and Matt talking on The Lockdown Tapes, And for more art talk from Matt, be sure to look up his Stickleback Covers Uncovered pieces for Prog 2204 and Prog 2208,

Now, a little treat for you before d’end… I uncovered my copies of Revolver and scanned in that very first Edginton and D’Israeli story from issue #2… God’s Little Acre from 1990…

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2000 AD Prog 2353 out now!

ATTENTION, EARTHLETS – 2000 AD Prog 2353 is OUT NOW!

BORAG THUNGG, EARTHLETS! The Mighty Tharg here once again, channelling raw Thrill-power into your mundane existences!

Welcome back, seekers of all things scrotnig, to another pulse-pounding edition of the Galaxy’s Greatest Comic. You’ll find the zarjazosity meters are at maximum levels as the autumn attack continues its assault on your circuits — Judge Dredd travels to East-Meg Two as he continues to follow the trail of Hershey’s killer in Poison; the fauna bites back down in the Fugue in Helium; Judge Ava Eastwood battles Deadheads in Retribution; the fortress of Godesberg is infested with ravenous creatures in Feral & Foe; and Constance and Palamon’s perilous journey gets ever more dangerous in The Devil’s Railroad!

A few weeks on from the Battle Action crossover in Prog 2350, and I’m getting approving letters from Squaxx dek Thargo, who very much enjoyed this alt-historical merger. For those of you that never picked the original Battle stories, and would like to know more about Major Eazy, Hellman and co, may I point you in the direction of www.treasuryofbritishcomics.com, where you’ll find a range of ghafflebette war titles from Death Squad and Clash of the Guards to Black Max!

2000 AD Prog 2353 is out now from all good newsagents and comic book stores, plus digitally from our webshop and apps! Don’t forget that if you buy an issue of 2000 AD in the first week of its release then postage in the UK is free!

DOWNLOAD THE APP >>

SUBSCRIBE NOW >>

GET COVER PRINTS >>


Cover Art: Alex Ronald

Script: Rob Williams / Art: PJ Holden / Colours: Peter Doherty / Letters: Simon Bowland

JUDGE DREDD // Poison, Part Three

Mega-City One, 2145 AD. Home to over 200 million citizens, this urban hell is situated along the east coast of post-apocalyptic North America. Crime is rampant, and only future cops the Judges — empowered to dispense instant justice — can stop total anarchy. Toughest of them all is JUDGE DREDD — he is the Law! Now, in the wake of former Chief Judge Hershey’s death, he’s trying to find the culprit responsible…


Script: Ian Edginton / Art: D’Israeli / Letters: Simon Bowland

HELIUM // Scorched Earth, Part Three

The far future. It has been three hundred years since the Great War ended, and eighty-five per cent of the Earth’s surface now lies beneath a vast gaseous ocean known as the Poison Belt — a toxic cocktail of biological weapons. The survivors live above the lethal fugue, but a Professor Bloom has emerged, claiming he can make the planet habitable again. Constable Hodge is tasked with protecting him, but they’ve crashed…


Script: Peter Milligan / Art: Rufus Dayglo / Colours: Jose Villarrubia / Letters: Jim Campbell

THE DEVIL’S RAILROAD, Part Two

The Earth year 3038, and Planet Diaspora X-167 is a world that has been ravaged by war, a conflict that sees no sign of ending despite years of death and destruction. One couple, Palamon and Constance, are attempting to escape the caranage, especially now that Constance is pregnant — if the baby is born on Earth, it’ll have full Earth rights. Seeking a new life, these refugees must take a risky journey…


Script: Kek-W / Art: Dave Kendall / Letters: Simon Bowland

THE FALL OF DEADWORLD // Retribution, Part Two

The planet that became known as DEADWORLD was once a regular civilisation existing in a parallel dimension. But the end of days is coming, and creatures called the Dark Judges are spreading their contagion, exterminating all life. While Sov forces have take advantage of the chaos and invaded, Jess Childs and co have been trying to save Judge Fairfax — but in the process Jess has been sucked through a portal…


Script: Dan Abnett / Art: Richard Elson / Letters: Jim Campbell

FERAL & FOE // Bad Godesberg, Part Three

It’s been over five years since the Last-of-All-War, when the Monarchy succeeded in defeating the Malign Lord. With their leader dead, his minions are scattered, fleeing retribution from the Wretchfinders. Necromancer Bode and warrior Wrath are two such beings, and were offered a deal — hunt and kill their own kind or be declared FERAL & FOE. Now, they’ve travelled to Godesberg, a stronghold that’s in trouble…

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2000 AD Prog 2352 out now!

ATTENTION, EARTHLETS – 2000 AD Prog 2352 is OUT NOW!

BORAG THUNGG, EARTHLETS! I am The Mighty Tharg, all-powerful alien editor of this circuit-shattering sci-fi weekly!

Two new stories join the scrotnig line-up that commenced last prog — sliding neatly between Judge Dredd, Feral & Foe and Helium is the return of The Fall of Deadworld by regular collaborators Kek-W and Dave Kendall, with the latest arc Retribution continuing to chart the terrifying collapse of that planet’s civilisation, and all-new series The Devil’s Railroad by Peter Milligan and Rufus Dayglo, a tale of two refugees fleeing their war-torn world to seek sanctuary on Earth. I think you’ll agree that’s quite the roster of Thrills to see you through autumn and into the Xmas period!

But we’re getting ahead of ourselves — before we can be concerned with the tinsel and the turkey, we’ve just entered October, a month most associated with all things dark and creepy. Out this very week is a collection of the very best of my spine-tingling Terror Tales, featuring stories by the likes of John Smith, Chris Weston, Greg Staples, Al Ewing, Henry Flint and many more.

And for the younger Terrans, there’s the spooktacular Halloween edition of the new-look Monster Fun!

2000 AD Prog 2352 is out now from all good newsagents and comic book stores, plus digitally from our webshop and apps! Don’t forget that if you buy an issue of 2000 AD in the first week of its release then postage in the UK is free!

DOWNLOAD THE APP >>

SUBSCRIBE NOW >>

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Cover Art: Toby Willsmer

Script: Rob Williams / Art: PJ Holden / Colours: Peter Doherty / Letters: Simon Bowland

JUDGE DREDD // Poison, Part Two

Mega-City One, 2145 AD. Home to over 200 million citizens, this urban hell is situated along the east coast of post-apocalyptic North America. Crime is rampant, and only future cops the Judges — empowered to dispense instant justice — can stop total anarchy. Toughest of them all is JUDGE DREDD — he is the Law! Now, in the wake of former Chief Judge Hershey’s death, he’s trying to find the culprit responsible…


Script: Ian Edginton / Art: D’Israeli / Letters: Simon Bowland

HELIUM // Scorched Earth, Part Two

The far future. It has been three hundred years since the Great War ended, and eighty-five per cent of the Earth’s surface now lies beneath a vast gaseous ocean known as the Poison Belt — a toxic cocktail of biological weapons. The survivors live above the lethal fugue, but a Professor Bloom has emerged, claiming he can make the planet habitable again. Constable Hodge is tasked with protecting him, but they’ve crashed…


Script: Peter Milligan / Art: Rufus Dayglo / Colours: Jose Villarrubia / Letters: Jim Campbell

THE DEVIL’S RAILROAD, Part One

NEW THRILL! Planet Diaspora X-167, in the Earth year of 3038. This is a world that has been ravaged by war, a conflict that sees no sign of ending despite years of death and destruction. As the survivors living amongst the ruins become used to the daily bombings, for one couple, Palamon and Constance, it is time to escape the caranage. If they’re to seek a new life, they must take a risky journey…


Script: Kek-W / Art: Dave Kendall / Letters: Simon Bowland

THE FALL OF DEADWORLD // Retribution, Part One

The planet that became known as DEADWORLD was once a regular civilisation existing in a parallel dimension. But the end of days is coming, and creatures called the Dark Judges are spreading their contagion, exterminating all life. While Sov forces have take advantage of the chaos and invaded, Jess Childs and co have been trying to save Judge Fairfax — but in the process Jess has been sucked through a portal…


Script: Dan Abnett / Art: Richard Elson / Letters: Jim Campbell

FERAL & FOE // Bad Godesberg, Part Two

It’s been over five years since the Last-of-All-War, when the Monarchy succeeded in defeating the Malign Lord. With their leader dead, his minions are scattered, fleeing retribution from the Wretchfinders. Necromancer Bode and warrior Wrath are two such beings, and were offered a deal — hunt and kill their own kind or be declared FERAL & FOE. Now, they’ve travelled to Godesberg, a stronghold that’s in trouble…

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Get your first hit – the latest 2000 AD is perfect for new readers!

jump on board with 2000 AD PROG 2351 out now

GET YOUR FIRST HIT, EARTHLETS – JUMP ON BOARD WITH 2000 AD!

Plunge into the ultimate multiverse of high-charged sci-fi and fantasty action – subscribe now to 2000 AD and get 32 pages of the best comics delivered to your door or device every week!

2000 AD Prog 2351 is out this week and it’s the perfect issue to start your journey with the Galaxy’s Greatest Comic™ – with brand new stories from the likes of Garth Ennis (The Boys), Dan Abnett (Warhammer), Rob Williams (Suicide Squad) and more, you’ll be spellbound by the best of British comics!

Subscribe now in print or digital and receive a FREE 50% off voucher for the 2000 AD webshop – but if you take out any new print subscription you’ll receive a 48-page collection of the work of the legendary Judge Dredd and Boba Fett artist Cam Kennedy! Or get the combi print subscription and also receive an enamel badge marking 45 years since the debut of Pat Mills and Angie Kncaid’s Sláine the Barbarian!

Click here to subscribe now!

Start your 2000 AD subscription now with 2000 AD Prog 2351, containing all-new stories designed to allow new readers to jump on board. In this issue you’ll get FOUR incredible tales designed to charge your Thrill-receptors and leave you begging for more:

Judge Dredd

In the urban hell of Mega-City One, future cops called the Judges are empowered to dispense instant justice, maintaining law and order amidst rampant crime and disorder. Toughest of them all is JUDGE DREDD — he is the Law and he’s hot on the trail who was behind the murder of a former Chief Judge!

Perfect for: fans of Robocop, police procedurals, American Flagg and hard sci-fi

Feral & Foe

What do you do if you’re on the losing side in an epic fantasy war? In Dan Abnett and Richard Elson’s Feral & Foe, it is five years after the Last-of-All-War and the defeat of the Malign Lord. Necromancer Bode and warrior Wrath are two of his minions scattered across the lands and fleeing the retribution of the Wretchfinders…

Perfect for: fans of Lord of the Rings, Warhammer 40k and World of Warcraft

Helium

In Ian Edginton and D’Israeli’s skyship saga, humanity clings to mountain tops and soars in vast airships above poisoned clouds that blanket most of the Earth’s surface. The survivors live above the lethal fugue, but a professor named Bloom has emerged, claiming he can make the planet habitable again. Young Constable Hodge was tasked with protecting him… And you can catch up on the series for FREE, as Prog 2351 includes a link to a download of the entire first book!

Perfect for: fans of steampunk, the books of H.G. Wells, Lockwood & Co. and TV series like The Nevers

Judge Dredd vs Robo-Hunter

The hit writer behind Preacher and The Boys, Garth Ennis, and fan-favourite artist Henry Flint deliver a blast from the past as Sam Slade, the Robo-hunter hired to find missing droids or track down malfunctioning meks, journeys to Mega-City One for a very special job!

Perfect for: fans of classic 2000 AD and of Garth Ennis comics


So don’t delay – click here to subscribe now!

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Interview: Exploring The Scorched Earth in Helium Series 2 with Ian Edginton

For the triumphant return of Edginton and D’Israeli’s Helium with Scorched Earth, beginning in 2000 AD 2351, some eight years after the first series left us with a huge cliffhanger, we talk to series writer and co-creator Ian Edginton.

It was all the way back in 2015 that those talented droids Ian Edginton and D’Israeli (Matt Brooker) delighted us with the 12-part series Helium in Progs 1934-1945.

It was a medley of fabulous things: a devastated nightmare world of post-Great War pollution, a thrilling adventure, loads of pulp action, incredible aerial battles, and full of fascinating characters and ideas. This was big sci-fi concept stuff done so well, each page a beauty to behold with D’Israeli seemingly rewriting the colour rules of comics to make pages pop so hard.

And it all ended with a cliffhanger, the heroes plunging to their certain doom into a toxic cloud of biological and chemical weapon smog that blankets this world. That final page promised us that ‘Helium will return…’

Well, it may have taken eight years, but finally, FINALLY, Edginton and D’Israeli are back with Helium series 2, Scorched Earth, kicking off in 2000 AD Prog 2351.

It’s been a long, long time and the fans of the series will be cheering its return. But what of the new readers about to be plunged into this technicolour delight of wonderfully different sci-fi?

Well, we figured we’d do you a double service here, not just interviewing the team behind Helium but also giving you the skinny on what you may have missed.

But first, a special gift from us to you – in the pages of 2000 AD Prog 2351, you can find a download code to get hold of the entire first series of Helium, perfect to catch up with this zarjaz series!

The cover to the downloadable Helium series 1 –
It’s yours free via the code inside Prog 2351

So, what have you missed in Helium series 1? Here’s a quick recap for you…

Set in the far future, the world of Helium takes place 300 years since the Great War ended, resulting in eighty-five per cent of the Earth’s surface lying underneath a vast gaseous ocean known as the Poison Belt — a toxic, mutated cocktail of biological and chemical weapons designed by both sides to win the war. Instead, it almost spelt extinction for the human race.

Life on Earth is either on the tops of the highest mountains or takes flight in the skies in all manner of airships. But something from below the Belt is shooting these ships down… meaning a grisly death for all on board…

In one of the little towns above the Belt, Foundling Hodge is a tenth-generation officer of the law, an adopted daughter discovered, as the name suggests, as a baby on the shores just above the Belt.  

Along with the strange and frightening Solace Grimsby, ‘Sol’ to Hodge, a ‘revenant’ according to some of the less inclusive towns-folk, she’s pulled into the investigation of the missing ships…

And then we meet Professor Pontius Bloom who pops up from under the Belt. He and Hodge are similar creatures it seems. It certainly explains Hodge’s pallid colouring and the green tint to her hair.

Prof Bloom is on the run from his own people below the Belt and the mutants living in it and claims to have discovered a way to restore the Earth to what it was…

All of this leads us to revelations about Hodge and who she really is, why she ended up on that shore above the Belt as a foundling, a glimpse into the dangerous world below the Belt, and a huge finale of aerial combat that ends with Hodge, Sol, and Bloom shot down, plunging into the Belt to their certain deaths… just like this…

Okay then, that was your recap… now, without further ado… Ian Edginton.

My first question to you, the obvious question to you, has to be – you left us with a thrilling cliffhanger… for eight years. Eight. Years. How could you?

IAN EDGINTON: We were busy doing other things. Life and other stuff happened. Matt and I did other series for 2000 AD both together and with others. I was busy writing several series for Iron Maiden and KISS, Matt drew a Witch Hunter series, part of the Hellboy universe, for Dark Horse. I got divorced. You know…stuff.

Now, I’ve given the readers something of a recap of the first series, but it’s always good to hear it from the horse’s mouth. So, what was that first series of Helium all about?

IE: Airships, mysteries and monsters. A plucky heroine, a Yorkshire cyborg, much daring-do and shenanigans. If you pick up Prog 2351 there’s a code that lets you download the entire first series. It’s all in there.

It is indeed – everyone, do yourself a favour, use the QR code, grab the collected first series of Helium. It’s a beaut of a comic.

So now, on to Helium: Scorched Earth…

Helium: Scorched Earth part 1 – it all opens with treason below the Poison Belt!
From 2000 AD Prog 2351

The first series ended, of course, with a cliffhanger – and when we last saw them, Hodge, Sol, and Bloom were plunging to seeming certain death into the Belt. So, unless Scorched Earth is either going to be really short or you’re introducing a whole new main cast, can you let us into the secret of what the readers can expect?

IE: They don’t die. We see more of their world and the extraordinary things it in.

Will we be finding out more about Hodge’s history and how important she is in the grande scheme of things?

IE: Yes. I’m going to be really cagey here and give next to nothing away! If you enjoyed the first series you’ll love the second!

Oh darn those writers and the whole wanting to leave it to the reader to discover!

More revolt and rebellion in Helium: Scorched Earth part 1
From 2000 AD Prog 2351

I’ve seen the first couple of episodes of Scorched Earth and you’ve gone in a different direction than I expected.

IE: Yes, it’s part of the job. If I’d gone in the direction you expected wouldn’t you be a wee bit disappointed?

Okay, okay, fair enough, you got me.

With that first series of Helium, what was the original idea that came to you? And what was the elevator pitch that you came up with?

IE: That World War One went on for decades. The Earth was covered in a miles deep toxic fog known as the Poison Belt that grew from all the chemical and biological weapons being used. Only those living on the high ground survived. All commerce and conflict is carried out using aircraft and airships but something from below The Poison Belt is shooting them down.

When I was thinking about all the different elements in the series, I came up with retro-futurist Steampunk pulp sci-fi adventure. Too much perhaps?

IE: Sounds about right. I’d lean more towards Dieselpunk than Steampunk though.

Solomon’s mission revealed – from Helium: Scorched Earth part 1, 2000 AD 2351

But it’s a strip that really did resonate with so many readers and one that’s been missed by us all. It’s one of the strips that readers always ask about – wanting to know when’s it coming back. What was it, do you think, that made that connection?

IE: You’d have to ask them. I just wanted to write a story about airships, mysteries and monsters. It has a very pulp feel to it, action and high adventure. I think in many ways it calls back to UK comics such as Lion and Valiant that I read as young tearaway, growing up with characters like Kellys Eye, Robot Archie and Adam Eterno.

Oh, it absolutely does have that pulp feel and the sense of old Brit comics to it – but what else is there in the essential DNA of Helium? Where does it pull inspiration from – what influences, literary and artistic, have fed into it?

IE: Old books. Old movies. Also, not-so-old books and not-so-old movies. There’s everything from Alexander Korda’s film adaptation of  HG Wells’ The Shape of Things to Come with its huge art deco aircraft to the Jules Verne novels Clipper of the Clouds and Master of the World, and the Vincent Price movie of the same name. There are also nods to Dastardly and Mutley in Stop The Pigeon and Those Magnificent Men in Their Flying Machines.

Yes, yes, absolutely the Stop the Pigeon and Those Magnificent Men, that worked so well in the aerial battle scenes in the first series!

IE: There’s also the Miyazaki classics Porco Rosso and Laputa: The Castle in the Sky also heavily informed the look of the series. Then there’s Sky Captain and the World of Tomorrow,which I love, and a thousand pulp magazine and novel covers.

Prior to working on a project like this I put together a mood board of images that set up a visual feel for the series.

There’s a lot going on in Helium, a delightful mix of intrigue and a lot of lightness and good old adventure thrills. This was never a series that went down the grim and gritty route, instead its full of light, both in art and tone.

Was that a deliberate choice on both your parts or simply something that happened organically during the creative process?

IE: Yes and both! I wanted the story to zip along at a brisk pace. The atmosphere I was aiming for was along the lines of the Cohen Brothers film O Brother Where Art Thou? It’s breezy and fun but with some dark turns at times.

Another thing I realised when reading it again was just how cleverly youve done it. Its both tight and expansive, a very limited cast of characters for the reader yet youve managed to sell it to us as a huge world, ready-made.

Its a very simple tale at its heart, not trying to be too much, just a mystery of who were dealing with and the revelation of what lies under the Belt and Hodge’s secret past. But then youve both dressed it up in such wonderful pulp sci-fi finery, built a world for it, populated it with all that retro sci-fi and made it feel, almost effortlessly to the reader, that its a massive tale.

And I can’t help thinking that all that, plus the sense of adventure and sheer fun of it all is what made the strip so popular.

IE: I hope so. It’s not rocket science – hah!.  The goal was to try and recapture that feeling of wonder when I was a kid and watching Jason and The Argonauts or This Island Earth or even Star Wars (A New Hope of course) for the first time. We’ve become so cynical and over-analytical these days. Why can’t we like something just because it’s fun and it reminds us of a simpler and sometimes happier time?

One particular thing that everyone seems to remember are those great aerial scenes of Hodge et al flying those gorgeous blue skies.

IE: Again, that’s the Miyazaki influence. If you look at the backgrounds in his films they’re so sumptuous and expansive.

Ian, when I was reading Helium back in 2015, I made comment that you’re a writer that benefits, it seems to me, from a close artistic partnership, something that we’ve seen here in 2000 AD and beyond – with D’Israeli there’s been various Dredds, Scarlet Traces, Leviathan, Stickleback, and of course Helium in 2000 AD, plus Kingdom of the Wicked, Murder in the Rue Morgue, and Torchwood. Then there’s been Brass Sun for 2000 AD, and the great adaptations from SelfMadeHero; Dorian Grey, Princess of Mars, and Sherlock Holmes, all with INJ Culbard. And of course there’s 2000 AD‘s Red Seas with Steve Yeowell. 

Just a little of the Ian Edginton Library
Top – with D’Israeli – Leviathan, Stickleback, Scarlet Traces, Kingdom of the Wicked
Bottom – with INJ Culbard – Brass Sun, Dorian Gray, Sherlock Holmes – with Steve Yeowell – Red Seas

Do you find you’re naturally drawn to working with these guys and what are the benefits to you from working closely with a group of artists like this?

IE: Having a like mind, shared interests and life experiences goes a long way to informing a relationship with an artist. I’ve been very fortunate to work with some extraordinary talents. On the flip side there have been a couple who I didn’t really click with. Nothing egregious, it was more that they just didn’t get what I was after.

Indeed, your earliest comics work was God’s Little Acre with D’Israeli back in 1990 in Revolver issue 2. (Yes, that makes us all feel old.) That’s 23 years of collaboration, something you previously referred to as being ‘the Morecambe and Wise of comics.’

So, what is it about the Edginton/D’Israeli partnership that’s meant it’s been both successful and longstanding?

IE: Matt and I like working together because we share a similar mentality and mind set. We’re both around the same age, read and watched a lot of the same stuff, we’re only children raised by our mums.

There’s a sense of nostalgia, dry humour, warmth, and Britishness to what we do. I don’t mean a jingoistic nationalism but something more kind, civil, and understated. There’s as much Victoria Wood, Alan Bennett, and Coronation Street in what we do as there is Doctor Who, Space 1999, and Thunderbirds. Basically, we’re a couple of creaky, grumbly old blokes sitting on a park bench and talking about spaceships.

A very special treat for you – They’re alive!
Something from next week’s episode – Scorched Earth part 2from 2000 AD 2352

There’s also a thing in your work that tends towards the big high-concept stuff – usually big high-concept sci-fi and fantasy. It’s there in Leviathan, Brass Sun, Scarlet Traces, and obviously Helium.

There’s that sense of a huge world to build, a big idea, the inclusion of fantastical elements, a subversion of traditional sci-fi and fantasy, the steampunk-esque nature of a lot of what you do.

Is that something that’s always been there or is it simply a style of work that comes easiest to you?

IE: Building worlds appeals to the megalomanic in me! It’s not something I thought much about in the early days, I just used to like coming up with these big concepts and how cool they would be. Giant ocean liners, clockwork solar systems!

It’s only as I’ve got older that I realise that I like to set up these big, broad sweeping set pieces but then zoom in and focus on how they affect the lives of individual people. That’s where the story lies, not the extraordinary environments they live in.

Bloom, Sol, and Hodge, below the Belt and in way too deep!
More sneak peeks from the next episode!Scorched Earth part 2from 2000 AD 2352

Scarlet Traces may well be the defining strip of your careers, the thing most people know you for.

Back in 2022, we had the finale to Scarlet Traces with Storm Front, ending the long-running tale of the Human-Martian conflict.   And when I interviewed you last, there was talk of more to come, tales away from the main storyline. You talked of a tale ‘set back in the early days of Scarlet Traces, just after the demise of the Martian invasion force.’

So, how soon can we expect more?

IE: Funny you should ask! I am in the process of penning said prequel as we speak!

Whoop!

And then, speaking of missing in action strips there’s Brass Sun, with INJ Culbard. It’s not been quite as long away from the pages of the Galaxys Greatest as Helium, just the five years since the end of Engine Summer, the fifth storyline.

That was a storyline that ended with this – ‘To be continued in Brass Sun: Pavane… coming soon.’ Again, you have a strange idea of what soon means!

What’s taken so long with Brass Sun and is there any hope of seeing a new series at some point?

IE: It’s on my list and is creeping towards the top! As with Helium, life and other work have got in the way.

Life and work… they always get in the way!

A final glimpse into the next episode – the terror of Doctor Dyall!
Scorched Earth part 2from 2000 AD 2352

Okay then, time to wrap this one up – but not before we get to ask you what we have to look forward from you in the next however long? New work for 2000 AD? New work for other publishers?

IE: As I mentioned there’s the Scarlet Traces prequel that we’ll be working on next. There’s another series of Kingmaker in the works. More Fiends from myself and Mr Trevallion. I also have something coming out Stateside based on a console game that I can’t talk about!

And finally – of course, we wont be waiting long for Helium series 3, will we?

IE: Not quite so long but after the Scarlet Traces prequel, Matt and I have a new series set in 1950s L.A. that we are desperate to get cracking on!

Oooooh, now that’s a great place to leave it. Edginton and D’Israeli doing ‘50s L.A. – already sounds like a must-read! More on that in the future!

But as for the fact that Ian’s a little quiet on how long we’ll have to wait for Helium series 3, I’ll let Constable Hodge comment on that…

Thank you to Ian there for chatting with us about all things Helium. You can find the first part of the new series, Scorched Earth, in the pages of the new jumping-on Prog 2351, out right now wherever Thrill Power is sold, including the 2000 AD web shop.

And remember that there’s a QR code in all copies of Prog 2351 with a download link to the complete Helium volume 1. How the PR droids got that one past The Mighty One we’ll never know!

Now, you should, of course, be tracking down everything that the Edginton & D’Israeli droids have had in the pages of the Galaxy’s Greatest… Most recently, how about picking up The Best of 2000 AD Volume 2 which contains the complete Leviathan, a truly epic tale of a mile-long ship powered by hellfire and trapped by a terrible curse.

Then how about Stickleback? a steampunk crime thriller about the Victorian crime lord who’s harbouring a very big secret, one we discovered in the most recent series, New Jerusalem. And finally from Edginton/D’Israeli, there’s Scarlet Traces, the adaptation and expansion of War of the Worlds, telling their tale of Martian invasion and everything that comes after in a true sci-fi epic.

Finally, for more from both Ian and Matt, do be sure to dive into the interview archives… Fiends of the Eastern Front: 1812, interview with Ian and Dave Taylor, Fiends of the Eastern Front: 1963, interview with Ian, Judge Dredd: Babel, interview with Ian and Matt, and Scarlet Traces: Storm Front, interview with Ian and Matt. Plus, don’t miss both Ian and Matt talking on The Lockdown Tapes.

And finally, finally… the first couple of pages of Helium: Scorched Earth

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2000 AD Prog 2351 out now!

ATTENTION, EARTHLETS – 2000 AD Prog 2351 is OUT NOW!

Welcome to Thrill-Central — I am your host, galactic green godhead Tharg The Mighty!

After the scrotnig circuit-scrambling alt-history shenanigans of last week’s Battle Action merger, we’re back to the current reality with an all-new line-up of zarjaz stories.

Future lawman Judge Dredd is on the trail of those responsible for former Chief Judge Hershey’s death in Poison by Rob Williams and PJ Holden; Feral & Foe is back for its third outing, courtesy of regular creators Dan Abnett and Richard Elson, as Bode and Wrath continue their bounty-hunting business; and Ian Edginton and D’Israeli’s skyship saga Helium returns after an extraordinary eight years. The last we saw of Hodge and Sol was their craft crashing in the Poison Belt so I’m sure you’re eager to find out what happened next — and if you need a refresher, the entire first series is available as a free download from 2000AD.com!

Add to that a special crossover one-off from the Ennis and Flint droids, and you’ve got another ghafflebette jumping-on prog.

2000 AD Prog 2351 is out now from all good newsagents and comic book stores, plus digitally from our webshop and apps! Don’t forget that if you buy an issue of 2000 AD in the first week of its release then postage in the UK is free!

DOWNLOAD THE APP >>

SUBSCRIBE NOW >>

GET COVER PRINTS >>


Cover art by John McCrea with Mike Spicer

Script: Rob Williams / Art: PJ Holden / Colours: Peter Doherty / Letters: Simon Bowland

JUDGE DREDD // POISON

Mega-City One, 2145 AD. Home to over 200 million citizens, this urban hell is situated along the east coast of post-apocalyptic North America. Crime is rampant, and only future cops the Judges — empowered to dispense instant justice — can stop total anarchy. Toughest of them all is JUDGE DREDD — he is the Law! Now, in the wake of former Chief Judge Hershey’s death, the question remains of who was responsible…


Script: Dan Abnett / Art: Richard Elson / Letters: Jim Campbell

FERAL & FOE // BAD GODESBERG

It’s been over five years since the Last-of-All-War, when the Monarchy succeeded in defeating the Malign Lord. With their leader dead, his minions are scattered, fleeing retribution from the Wretchfinders. Necromancer Bode and warrior Wrath are two such beings, and were offered a deal — hunt and kill their own kind or be declared FERAL & FOE. So now they’re in the bounty-hunting business…


Script: Ian Edginton / Art: D’Israeli / Letters: Simon Bowland

HELIUM // SCORCHED EARTH

The far future. It has been three hundred years since the Great War ended, and eighty-five per cent of the Earth’s surface now lies beneath a vast gaseous ocean known as the Poison Belt — a toxic cocktail of biological weapons. The survivors live above the lethal fugue, but a professor named Bloom has emerged, claiming he can make the planet habitable again. Young Constable Hodge was tasked with protecting him…


Script: Garth Ennis / Art: Henry Flint / Letters: Rob Steen

JUDGE DREDD Vs ROBO-HUNTER

In 22nd-century Brit-Cit, Sam Slade is a ROBO-HUNTER, a private detective hired to find missing droids or track down malfunctioning meks. Partnered with his idiot robot understudy Hoagy and his excitable robo-cigar Stogie, trouble is never very far away when Sam’s on a case — and when the creds are running dry, he’ll take any case that he can get his hands on, and that includes journeying to Mega-City One…