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JUDGE DREDD: POSSESSION
In Pre-Production
Flashback: 2107, Mega-City One: A vast, futuristic metropolis in the first stages of mass decay, its crime-riddled streets patrolled by Judges, law enforcement authorized not only to arrest but to act as on-the-spot jury and, if necessary, executioner. To combat the depletion of healthy air, water, and food, a brilliant Mega-City professor has developed the Ripper, a device designed to rip a hole in time and space via a mysterious orb, making accessible uncontaminated natural resources from the past. Disastrously, a self-fashioned prophet, Phobia, interferes with the Ripper's first audition. Judge Dredd and his psychic partner Judge Anderson unsuccessfully attempt to subdue Phobia, instead accidentally killing the professor (in front of the professor's young son, Jackman), and loosing the orb into Phobia's possession.
The present, 17 Years Later: The city's environmental deterioration has accelerated. A comet can be seen in the night's sky, descending directly toward the planet. Worse, an alarming number of psychics have been mysteriously kidnapped. An otherwise routine seizure by Dredd and Anderson leads them again to Phobia, only this time she, with the help of the abducted psychics, has summoned the seemingly-invincible Judge DEATH, who considers life itself inherently criminal and is hell-bent on genocide of the human race.
Elsewhere, a bitter Jackman, now twenty-five, busies himself with hacking bank accounts until he discovers that the lost orb has again been activated. His curiosity results in him being pursued by Dredd out into the Cursed Earth, an irradiated desert zone outside Mega City One, occupied by lawless social outcasts, mutants, and worse. Dredd and Jackman are forced to co-operate when they attacked by Cursed Earth denizens, Phobia, and finally an army of the undead, led by two evil Dark Judges: Judge Fire and Judge Mortis.
Back in the heart of the city, Death's spirit has cunningly taken over the drugged body of Anderson, her superior psychic abilities uniting with his, rendering him ever more powerful. Dredd and Jackman return in a battle-scarred humvee, scarcely intact after warding off Fire and Mortis. With hordes of zombies at Death's command threatening to invade the city, Dredd manages to trap Death's spirit within a plastic seal, concomitantly leaving Anderson to suffocate. Suddenly Phobia appears, slashing the encasement to release Death from his synthetic prison.
Dredd and Jackman must now face a terrifying prospect: the only way to permanently annihilate Judge Death and his minions is to follow him into the Dead World through a vortex opened up by the orb. Will Dredd find a way to out-duel Death in his very element? And will Mega-City One survive even another night? Judge Dredd's resilience in the face of the ultimate supernatural evil is the world's last hope.
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