Review by Ian Keogh
Wilderlands is set during the period when the capabilities of Chief Judge McGruder are being called into question, while a secondary plot concerns the validity of robot Judges, in effect continuing from the events of Mechanismo. Readers learn McGruder’s no longer the full shilling in a chilling opening sequence, but when other leading Judges try to co-opt Dredd for a coup he refuses. It turns out that’s a poor decision, as when the Mechanismo project is revived Dredd is arrested for firing on what’s now a Judge, albeit one he doesn’t recognise as such.
Judge Dredd epics are usually action thrillers in the form of existential threats leaving the population of Mega-City One considerably depleted, but John Wagner takes a different approach for Wilderlands. It’s an episodic combination of disaster movie, exploring the unknown and studying the politics of power. It’s certainly a change of pace, but not one ideally suited to the strengths of Carlos Ezquerra, who draws most of it. His McGruder is suitably conniving, and after all these years knows he Dredd inside and out, but he doesn’t appear to have a great appetite for what’s going on. Even accounting for Wagner being more verbose than usual the art is often cramped, and Ezquerra’s digital colouring is very basic. To give him credit where it’s due, though, his design skills remain sharp and the flying sharks are terrifying.
Other artists are involved, and at this stage of their careers it’s Trevor Hairsine’s pages that are the most effective, almost a combination of Mike McMahon and the sort of stuff Ezquerra usually reliably provides.
Almost the entire story is set on the world of Hestia, where a planetary intelligence seems to be resisting colonisation. The events are related via the observations of novice Judge Castillo, and she’s connected with the most interesting of the local inhabitants, a voice of understanding and reason. Until halfway that’s also Dredd’s role, as Wagner emphasises his upholding the law ahead of what might be the best course for everyone, his comments coming from the sidelines
‘Wilderlands’ has some nice portions, but eventually wanders off in circles with the cast being gradually reduced. Elements important at the start, such as the new robot Judges and McGruder’s madness fade into the background to be replaced by formulaic episodes extending the plot too far.
The book concludes back in Mega-City One with a vacancy for the post of Chief Judge, and the jockeying for the position amid public speculation. Will Dredd stand, for instance? Wagner introduces viable complications, but strangely old-fashioned art from Mick Austin and a still under-performing Ezquerra don’t bring out the possibilities.
Overall it leaves Wilderlands as a collection with not enough diverting moments to compensate for formula. Most of Wilderlands is also available in Judge Dredd: The Complete Case Files 21, but the hardcover Mega Collection version of Wilderlands also includes a couple of chapters featuring the consequences bumped to The Complete Case Files 22.