![]() To be clear, Garth’s work here is totally fine, it’s just a return to the status quo for the most part, albeit with Ennis’ particular sense of humor – heavy on violence and punishing to its characters, though sans the gross-out liberties imprints like Vertigo would later allow. ![]() While the latter is notable for introducing the Irish judges, Dredd feels mostly back to business-as-usual, disrupting some of the more cautious re-integration Wagner was doing in the weeks prior (and that he would explore mid Death Aid in some “interludes”, though the Case Files rearrange the order so that Death Aid is all together and the interludes appear afterwards). ![]() Ennis comes in after this for a couple of arcs – Death Aid and Emerald Isle. Maybe, who, no surprise, loved Necropolis. It shows Joe finding his way back into the temperament of the judge system, as well as following up directly with Yassa, and returning once more to P.J. Wagner’s Necropolis codas kick things off, and are the best part of the book. ![]() Toss in the first few entries from the Judge Dredd Megazine, which feature some fantastic art but are very much typical tales, not so much on the world-building or philosophizing tip, and we have a pretty average collection. A somewhat underwhelming and tonally uneven followup to the Necropolis arc, volume 15 feels split between some interesting conceptual plot-threads post that epic from Wagner, and Garth Ennis’ – the first post- Wags / Grant Dredd writer – somewhat more mean-spirited and humorous take on the world. ![]()
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