Judge Dredd

2000ad scotland

The Tartan Takeover: Why 2000 AD is Secretly Scottish

Introduction: The Soul of the Galaxy’s Greatest Comic When comic fans talk about the “British Invasion,” they often focus on the names that went to America. But the heart of that movement was forged in the pages of 2000 AD by a powerhouse of talent from north of the border. At the center of it all stood Alan Grant. While 2000 AD is a British institution, its most iconic eras were defined by a “Tartan Takeover.” Alan Grant didn’t just write stories; he injected the comic with a uniquely Scottish brand of dark humor, political satire, and deep human empathy. Alongside his “partner in crime” John Wagner (raised in Greenock), Grant turned a weekly sci-fi magazine into a global cultural force. 1. The Grant & Wagner Powerhouse Alan Grant and John Wagner redefined Judge Dredd during the 1980s, creating what many consider the “Golden Age” of the character. Grant’s writing was fueled by a disdain for authority and a sharp, satirical wit. 2. The Heart of the Mutant: Strontium Dog If Dredd was the head of the comic, Strontium Dog (Johnny Alpha) was its heart. Grant became the primary voice of this mutant bounty hunter, using the series to explore themes of prejudice and social exclusion. 3. The “Glasgow Mafia” & The Mentor In the 90s, the “Glasgow Mafia”—Grant Morrison, Mark Millar, and Frank Quitely—took the industry by storm. They stood on the shoulders of Alan Grant, whose success with Batman in the late 80s opened the doors for Scottish talent at DC Comics. 4. Gordon Rennie: The Workhorse of the North A mainstay of the “Prog” for decades, Gordon Rennie is the writer who arguably “nails” the grit of the 2000 AD universe better than anyone else. 5. Jim Alexander: The Master of Calhab Jim Alexander famously expanded the Dredd universe into a “post-apocalyptic Scotland” with Calhab Justice, bringing a grounded, local perspective to the Mega-City world. 6. Gary Erskine: The Technical Visionary Paisley’s Gary Erskine provided the industrial, cinematic aesthetic that made the future feel real. His technical detail is legendary among fans. Conclusion: A Legend Never Truly Dies Alan Grant passed away in 2022, but his influence is everywhere—from the superhero movies filmed in Glasgow to the vibrant indie comic scene in Scotland. He taught us that the future doesn’t belong to the law; it belongs to the rebels.

The Tartan Takeover: Why 2000 AD is Secretly Scottish Read More »

Review – Essential Judge Dredd: Origins

SUMMARY Opening with a perilous prologue of secrecy and bad dreams in The Connections, the race is on to deliver a mysterious package to the Grand Hall of Justice. What follows is a furious road mission of high importance that could change the laws of Mega City One and offers a shocking history lesson on the origins of immediate justice. ART Kev Walker brings the neo-noir dystopian crime thriller to Dredd with his dark and minimalistic style. While it can be difficult to fully decipher what’s going on at times, that only adds to the mystique and drama of the short story. While Ezquerra’s flare for bombastic scenery and iconic chins is no secret, it’s the beautiful subtlety of his characterisation that serves as a narrative structure all on it’s own; the contrasting usage of polished colouring and rough shading delivering the arc of Dredd as a seasoned and grizzled veteran with a strict regiment for principles and upholding traditional laws. WRITING Despite what the title suggests, that being an essential deep dive into the origins of Judge Dredd, I believe newcomers or casual fans may struggle to keep up with the moving parts of the narrative and multitude of characters throughout. Coming off more like a love letter to existing fans of the titular badass – and an intimately written one at that, those without the experience may be left with more questions than answers to this deep and grizzly story. That being said, the events that take place throughout this collection do an incredible job of bridging the gap between fantastical science-fiction and nail-bitingly realistic non-fiction. Like we’re one quaking domino away from setting off a chain of probable actualities for the future based on this Wagner’s series. OVERALL In conclusion, Essential Judge Dredd: Origins puts you in the gruelling position of a Judge in early training, suddenly thrown into the line of fire unprepared. If you can withstand the direct heat of this bloody and scorched battlefield and brave the cold of this callous and unrelenting tale of immediate judgement, then you’re fit to be a Judge and learn the secrets of how it all came to be in a fascinatingly unique story for the time that still holds up today. [yasr_multiset setid=1] [yasr_visitor_multiset setid=1] Let us know in the comments your thoughts on Essential Judge Dredd: Origins as well as your origins with Judge Dredd. Buy tickets for BGCP Comic Con in and around Glasgow Scotland – BUY TICKETS Check out all of our Comic, Movie, Television and Videogame Reviews HERE and our Podcasts/Interviews HERE If you want to be part of the BGCP community, Join us on Discord, Twitter, Instagram etc then click HERE

Review – Essential Judge Dredd: Origins Read More »

Creator Interview – Gordon Rennie

Introduction Hey folks and welcome to the another written BGCP creator interview. We are lucky enough to be chatting today with Gordon Rennie. Gordon Rennie is an incredibly talented artist from the Scotland. He has worked in the comic book and videogame industries respectively for the last 30 years. His credits include: Judge Dredd Rogue Trooper Killzone Splatterhouse Aliens vs Predator As well as multiple other cool titles that you can find over on Amazon. Interview BGCP: Hi Gordon, thank you for taking the time to speak with us. Would you mind starting off by telling us a bit about yourself, your educational background and your career? Gordon Rennie: My education? A useless arts degree from a Scottish redbrick university, guaranteed to get you nowhere at the point I got it in the late 80s.I started doing interviews and reviews for the UK comics press – back in the days when that was an actual thing and they paid actual money – which is something that most frustrated writers end up doing. Warren Ellis was starting out at the same time, working for the same people. One of those comics press mags was Speakeasy, which was morphing into the short-lived Blast comic, that was part of that early 90s surge of (equally short-lived) ‘mature’ comics like Crisis and Revolver. I pitched some comic strip ideas to the editor and he bought just about everything I offered him.And that was it.  I was a professional comics writer.  It seemed a lot easier in those days… BGCP: You obviously began your career in the comic industry with Sewer Patrol releasing in 1991. Could you tell us how that first gig came about and what you learned from that early experience? Gordon Rennie: It was the first thing to appear in print, but it wasn’t the first professional thing I wrote. I had already by then written the first chapters of White Trash and Sherlock Holmes & The Curious Case of the Vanishing Villain, both of which would appear in the last issue of Blast and then be picked up by as separate comics in their own right by Tundra. Trust me, they were much better and more memorable stories than Sewer Patrol, which was basically a sort of dumb and disposable Future Shock thing. Sewer Patrol did have one notable thing about it; I didn’t get paid for it. It appeared in the last issue of Toxic, and the spivs in charge of that comic sent me three post-dated cheques for it, all of which bounced, of course. So early on in my career I learned a valuable lesson from it; don’t believe or work for spivs. BGCP: Just a couple of years after that, you managed to score a gig writing for 2000AD with Missionary Man. How did that opportunity come about? Did you apply for that yourself or did 2000AD seek you out? Gordon Rennie: Well, it was the Judge Dredd Megazine, not 2000AD.  I was still blacklisted from 2000AD at that time, as a result of having written too many mean reviews of it in previous years. I sometimes think Megazine editor David Bishop mainly hired me to spite his erstwhile colleagues at 2000AD, all of whom would be gone from there within a few years.I had pitched David a few things, all of which he rejected in his famously blunt style of the time. He liked Missionary Man, though – a sort of Pale Rider/High Plains Drifter apocalyptic western set in the Cursed Earth wasteland of Judge Dredd’s world. My main stroke of luck on it was David diving it to Frank Quitely as his fist mainstream comics work. Those first Missionary Man stories really aren’t very good story-wise, but – much to my chagrin, keep on getting reprinted due to the Quitely artwork. BGCP: You worked on and off with 2000AD for a good number of years following this. How was your experience working with them as a company? Gordon Rennie: Great. They pay regularity and on time – which, trust me, is the main thing after my early experience with the Toxic spivs – and I get to do a lot of hopefully fun and interesting stories in the comic I grew up reading. How we laugh at the time I was in no uncertain terms told I’d never ever work for Tharg. BGCP: Going through your body of work, I notice that you have written for a good number of licenced properties. How does that affect your creative control if at all? Are there certain rules laid out by the company that you have to stick to before you plot out your storyline? Does it vary depending on the property that you are writing for? Gordon Rennie: Have I? Warhammer, of course. Some Doctor Who. What else? Predator and some other Dark Horse stuff.It really does depend on the IP and how much control the holder wants to exert on it. Some just want the licence money and then don’t really care what you do in your silly comic, and some have very definite ideas on what you can and can’t do with their property. Games Workshop are pretty possessive with their Warhammer IPs, but the most ferocious I’ve ever encountered is – probably unsurprisingly – Lucsasfilm. I worked on a Star Wars game and while I never answered to Lucasfilm directly, their comments and directives were very much passed on to me by the games developer and it was clear they looked at everything I was doing on the game.  They seemed to like what I was doing because, rather flatteringly, they told the developer to bring me back to do some more extra dialogue work on the game that the developer had wanted to do in-house. BGCP: Do you have a favourite IP that you have enjoyed working with the most? Gordon Rennie: Judge Dredd, Doctor Who and Star Wars, which were the holy trinity of my growing-up years and which I’ve been lucky enough to all write for.  Trust

Creator Interview – Gordon Rennie Read More »

Scroll to Top