Quantcast
Channel: TMNT Entity
Viewing all 879 articles
Browse latest View live

TMNT (1987) Season 5, Part 4: Review

$
0
0

I finally get to the bottom of the fifth season of the 1987 Teenage Mutant Ninja Turtles cartoon produced by Fred Wolf.

TMNT Season 5, Part 4 review at Adventures in Poor Taste.

In these adventures, we get our one and only appearance from Wingnut and Screwloose, but more importantly, we get the big "Planet of the Turtleoids" primetime special.  Is it as good as I remember it?  Nothing ever is, but I love it anyway.


Also, update on the image fiasco: I'm almost done.  I only have to get through the rest of the Image TMNT series and restore one more article (the TMNT & Other Strangeness overview) and we'll be back to normal.


TMNT Magazine (Panini) #17

$
0
0

Publication date: July 24 – August 20, 2014

Script: Landry Walker
Art: Lee Carey
Colours: Jason Cardy and Kat Nicholson
Colour assist: J. Stayte
Letters: Alex Foot

“Danger, Danger!”

Summary:

In the dojo, April is whining that she’ll never be ready to be a kunoichi.  Splinter tries to soothe her by explaining that no one is ever 100% ready for battle, but Raph actually agrees with April (much to April’s irritation).  He mentions all the times she was beaten by Karai and kidnapped by the Kraang and how she’s only been training for months compared to the years of training he and his brothers have had.  Donatello thinks he has a solution and asks April to test out his Threat Detection Goggles which can instantly analyze and assess potential hazards and enemies.


Later, April is running along the rooftops, testing out the goggles while Donnie remotely monitors her progress from his lab.  The goggles delay in warning her of a weakspot in the roof and she falls through… into a Kraang facility.  Donnie loses his feed and the Turtles rush to her rescue (Raph bitching all the while that they have to save April AGAIN).


In the facility, the Kraangdroids attempt to seize April, who is hopelessly outnumbered.  The goggles begin to notice a number of environmental hazards and April figures she can use those threats to her advantage.  She tricks the Kraangdroids into knocking crates onto each other, bursting steam pipes, catching on live wires and, finally, climbing scaffolding that can’t support their weight and crashing to the floor.


The Turtles at last arrive in the Shellraiser only to find that April has handled the Kraang all on her own.  As April takes off the goggles, Raph remarks that he STILL doesn’t think she’s ready.  Suddenly, a Kraangdroid attacks Raph from behind and April nails it in the head with a shuriken… all without the goggles!  Raph concedes that April is ready.


Turtle Tips:

*This story is continued from TMNT Magazine (Panini) #16.  The story continues in TMNT Magazine (Panini) #18.


Review:

When reading my summary, you might imagine that there’s some big revelation about patience and diligence trumping technological crutches, or maybe some huge “girl power” moment to offset Raph’s (totally justified) dismissal of April’s ninja worth (hey, he made a solid point).  Those scenes are in the story, sort of, but they’re brief and organic to the adventure and don’t lay the lesson on thick.  In fact, there is never any admonishment about using the goggles to enhance your ability at all, just that skills earned through labor come in handy, too.

I think this script makes for a good example of how you can write a story with obvious morals (several, in fact), but not at the expense of the fun.  The educational content is there, it just isn’t… preachy.

Anyway, the story also made me think of Arkham Asylum, the Batman video game.  “World’s Greatest Detective”, yet he uses goggles in his cowl to make all environmental and logical assessments and collect all his clues for him.  Hey, I loved the game, but I just thought it was funny.  Likewise, April uses Donatello’s goggles to do all the work for her, but in tandem with her wit, so there’s an aspect of cooperation going on.  The goggles aren’t “doing the work for her”, but they are a tool that comes in handy and are treated as such.  Walker could have gone the obvious route with a big to-do about “I don’t need the goggles anymore!  That’s cheating!  I’m going to study harder and eat my vegetables!” but he relents and I thank him for that.

Anyhow, this was a good April solo story that felt well-balanced and honest in its characterization (though Raph plays butt monkey a bit).  April CAN’T be as good as the Turtles because all those points Raph brought up at the start are true.  However, she CAN hold her own in certain situations and her skills lay in areas other than brute martial arts.  This was one of those “make a case for the continued existence of a character” stories without falling into the traps and tropes of those sorts of stories, proving that even standard formulas can work if you handle the execution right.

Grade: B+ (as in, “Batman, why do you even bother having a switch that turns OFF Detective Mode?  Shouldn’t you ALWAYS be in Detective Mode?  That’s kind of the only way to play the game, anyhow…”)



TMNT New Animated Adventures #15

Training Trap

$
0
0

Originally published in: TMNT New Animated Adventures #15
Publication date: September 10, 2014

Story: Landry Q. Walker
Art: Dario Brizuela
Colors: Heather Breckel
Letters: Shawn Lee
Edits: Bobby Curnow

“Training Trap”

Summary:

Down in the lair, Raphael, Donatello and Michelangelo find a note from Leonardo.  Apparently, he’s set up a training obstacle course for them and whoever gets through it first will receive a prize.

At the abandoned underground water treatment plant, Leo has finished setting up his decidedly nonlethal obstacle course when he’s suddenly attacked by Fishface and a unit of Footbots.  With Leo chained up, the bad guys then get to work replacing all of the nonlethal traps with lethal ones.


The other Turtles soon arrive and begin their race through the course.  They’re immediately menaced by swinging blades, spring-loaded spikes and flesh-eating acid.  Raph and Mikey think Leo has gone insane, but Donnie figures someone else must have interfered and replaced all the traps.  However, if all they did was replace the traps, then the strategy to solve the obstacle course should remain the same.  They ruminate on this, trying to figure out what lesson Leo was trying to teach them that could get them through the course.  They settle on “teamwork”.

Using teamwork, they make it through the many deathtraps with ease and slaughter all the Footbots.  As they approach Fishface, the mutant puts a knife to Leo’s throat and threatens to kill him.  Luckily, Leo has used the time to get loose from his chains and belts Fishface in his fish-face, knocking him out.


Back at the lair, Leo presents the prize: A trophy for #1 Turtle.  He tells them they all earned it, but Raph insists that it was HIS idea to use teamwork, so he should get the trophy.  Raph immediately regrets being so greedy, as Mikey begins singing a congratulatory rap song in his honor.


Turtle Tips:

*This story is continued from TMNT New Animated Adventures #14.  The story continues in “The Adventures of Ice Cream Kitty”.


Review:

Teamwork!  The answer to all of life’s problems.  I’m gonna feel sorry for the kids who grew up reading stories like this.  When they get to high school or college and have to work on group projects, they’re going to learn that sometimes 90% of your group are a bunch of lazy assholes and sometimes you’ve just got to do everything yourself.

Teamwork!  Yay!

This was another fun, lighthearted story.  A little dumb, but eh, it was a 10-page comedy relief piece that had to wrap everything up with a moral.  It was nice to see Fishface again, though he’s been reduced to a one-punch annoyance; a far-cry from the leg-fighting worthy adversary he was in the first season of the cartoon.  But all the villains in this series, be it in cartoon or comic formats, are victims of instantly decaying skill beyond their initial appearances.  So the portrayal’s just keeping consistent, I guess.

Hey, do you think Shredder is ever going to show up in this comic?  And do more than just sit on his throne, I mean.  With a little pixie dust, it could happen.

Grade: C (as in, “Could have been a B, but Brizuela misspelled ‘water’ on page 3”.)



The Adventures of Ice Cream Kitty

$
0
0

Originally published in: TMNT New Animated Adventures #15
Publication date: September 10, 2014

Story: Matthew K. Manning
Art: Marcelo Ferreira
Colors: Heather Breckel
Letters: Shawn Lee
Edits: Bobby Curnow

“The Adventures of Ice Cream Kitty”

Summary:

In the kitchen, Leo opens the freezer for an ice pack because Raph took sparring a little too far.  After some verbal sparring, the two Turtles begin fighting… leaving the freezer door open.  Ice Cream Kitty, defender of the city, awakens for her evening justice patrol!  Recalling her epic origin in which a genius (Michelangelo) gave her super powers, she journeys to the surface to fight crime as only she can.

Back in the lair, Mikey notices that the freezer door is open and Ice Cream Kitty is MIA.  He freaks out, but Donnie figures they can just follow her trail of melted ice cream.

On the streets, Ice Cream Kitty notices a bank robber and oozes into action.  The thief slips on her puddle of melted ice cream and knocks himself out.  The day is saved!  The Turtles then arrive and Mikey places the half-melted cat in a cooler and returns her to the freezer.


The next evening, Raph opens the freezer for an ice pack after Leo takes sparring a little too far.  The two begin to fight, leaving the freezer door wide open.  Ice Cream Kitty awakens, ready for another night of crime fighting!


Turtle Tips:

*This story is continued from “Training Trap”.  The story continues in “Splinter’s Game”.

*Ice Cream Kitty first appeared in the season 2 episode “Of Rats and Men”.


Review:

Well, we have a winner for best story in this issue.  And it’s Ice Cream Kitty!  Because of course it is.

I think this was Manning’s first story in New Animated Adventures, but he writes a really fun and goofy short strip that forgoes the formulas that have made many of these New Animated Adventures stories a little repetitive.  It’s just a silly yarn that gets inside the head of Ice Cream Kitty and gives us insight on how she sees herself and the Turtles (she looks at Mikey as the “genius” who gave her “super powers”).

The narration (which may be Ice Cream Kitty’s inner monologue or might just be 3rd person description) puts a neat spin on things while simultaneously making Ice Cream Kitty’s predicament seem more bearable.  She doesn’t see herself as a tortured monster locked in a cage, but as a cool superhero with a loving family and an adventurous life.  So I don’t feel so sorry for her being cooped up in that freeze all the time anymore.

Only 4 pages, but a cute 4 pages.

Grade: B+ (as in, “But wait, Ice Cream Kitty is a girl?  Does Kevin Eastman know?”)


Splinter's Game

$
0
0

Originally published in: TMNT New Animated Adventures #15
Publication date: September 10, 2014

Story: Bobby Curnow
Art: Chad Thomas
Colors: Heather Breckel
Letters: Shawn Lee
Edits: Bobby Curnow

“Splinter’s Game”

Summary:

In the living room, Mikey trounces Raph in a game of Ninja Ultra Fury on their Legal-Approximation-Of-A-Playstation.  Mikey asks Master Splinter if he’d like to try and Splinter agrees.  Having never played a video game before, he completely fails at it and loses instantly.


That night, while the Turtles sleep, Splinter returns to the game with ultimate focus.  For several more nights, he trains, and in doing so, he “becomes the game”.

At breakfast, Splinter asks Mikey if he’d like to partake in a rematch of Ninja Ultra Fury… on max difficulty.  Mikey declines, saying he’s bored with the game and has moved on to a new title.  Splinter momentarily freaks out in frustration, at least until he notices Leo and Don watching him.  Then he tells them to forget what they’ve seen.


Turtle Tips:

*This story is continued from “The Adventures of Ice Cream Kitty”.  The story continues in TMNT New Animated Adventures #16.


Review:

TMNT editor Bobby Curnow has been credited on “story” for much of IDW’s ongoing TMNT series, but I think this is his very first Turtle script.  It’s a fun little 4 pager, in a way reminiscent of the old Fred Wolf TMNT episode “Leonardo vs. Tempestra”.  In that one, the no-nonsense train-a-holic Leonardo gets obsessed with mastering a video game.  Here, much the same happens with Master Splinter.

Beyond that, it’s sort of a one-punchline kind of comic, though the Engrish phrases were kind cute.

Grade: B (as in, “But I guess I kind of prefer these short gag strips over the ‘what I learned today’ centerpiece stories”.)



TMNT: Turtles in Time #4

$
0
0

 Publication date: September 17, 2014

Writer: Paul Allor
Artist: Dan Duncan
Colorist: Ronda Pattison
Letterer: Shawn Lee
Editor: Bobby Curnow

“Turtles in Time, Part 4”

Summary:

The Turtles blip into a futuristic Manhattan populated entirely by mutants.  Intrigued, they decide to get some sushi and reflect on how swell this world is.  A fish-girl at the restaurant fawns over them, explaining how she always wanted to be a ninja but her master wouldn’t let her.  Donatello tells her that she needs a new master and should follow her own path, but his words arouse the suspicions of a nearby gang.  Apparently, that sort of talk is considered treason on “Shredder Island” and a fight breaks out.  The Turtles flee (running past several humans being rounded up by Foot Clan officers) and make their way to the nearest manhole.  Unbeknownst to them, Renet arrives seconds late, but soon enough to trip the thugs that are chasing them.


The Turtles find sanctuary in their old lair, but also find a map with grim tidings.  Apparently, in this future, Shredder controls North and South America, General Krang controls Asia, Europe and Africa, and Baxter Stockman controls Australia.  Then, Renet blips into the lair, having fixed her time scepter.  She explains that after their first adventure, the Turtles absorbed an excess of quantum particles, which is why they were suddenly sent hurtling across time and space.  Raphael wants to know why they went to time periods very specific to their history and Renet suggests that the “universe” was guiding them in an attempt to teach them a lesson.

Suddenly, they’re greeted by Future-Don, an old man and the last of the Ninja Turtles.  They ask him what happened and Future-Don tells his younger self that he gave up on fighting and in doing so, his brothers were killed and the last of the resistance rounded up.  Donnie is mortified and insists on restoring the resistance before they all head back to their present.  Future-Don says that the last of the resistance are scheduled to be publically executed in only a few hours.  Don forces his future self to guide them to where the executions will be taking place.


In a public square, a walrus-mutant is about to kill the humans they rounded up earlier when the Turtles storm the platform.  Future-Don joins the fray, feeling the fight return to him.  Don attempts to free one of the soldiers, but the man is executed.  He gets the rest free (including one with a scarred face), but the walrus-mutant intervenes before they can escape.  He’s summarily shot by the fish-girl from the sushi restaurant who says that Donatello inspired her earlier to fight back and follow her own path.  She joins them in escaping, following Future-Don back the lair while the Turtles keep the Foot clan at bay.  They’re then menaced by an older, more demonic-looking Shredder flanked by dozens of Bebop and Rocksteady clones.  He attempts to strike, but Renet sends them home before his blade can connect.


In the lair, the scar-faced man, actually Woody and leader of the resistance, asks Future-Don to consider returning to the fight to inspire and lead the people.  Future-Don holds his old purple bandana and considers it.

In the present, the Turtles reflect on the future they’ve seen.  Donatello is racked with guilt, especially because he has, in fact, considered giving up the fight many times.  Leonardo repeats what Renet said, that the “universe” was trying to teach them something.  Don is confused and unsure what to do.  Michelangelo tells him that all they CAN do is keep fighting.  Don is satisfied with that.


Turtle Tips:

*This story is continued from TMNT: Turtles in Time #3.

*The future in which Shredder and Krang wage war upon one another was first glimpsed in TMNT Villains Micro Series #8: Shredder.  The older, more demonic version of the Shredder was also seen inhabiting the afterlife in that issue, as well.

*The Turtles had their first adventure with Renet, and absorbed the quantum particles, in TMNT Annual 2014.

*This issue was originally published with 2 variant covers: Regular Cover by David Peterson, and Subscription Cover by Dan Duncan.


Review:

Alright, before I get ahead of myself by talking about Turtles in Time as a whole, let’s discuss this single issue.  It’s rather… formulaic.  I mean, it’s really formulaic.  Every cliché of the “characters go to a future ruled by the bad guy and inspire the masses to fight back” plot is present as a matter of obligation and it’s all rather graceless.  I mean, the script follows the guidelines right down to having the character the heroes briefly talk to at the beginning show up to save the day at the end because they “inspired” her.

Hey, remember that episode of “Darkwing Duck” where Darkwing goes into an alternate universe ruled by Negaduck and inspires the local heroes to resist the fascist tyranny before going home?  Heck, remember that episode of the 4Kids NINJA TURTLES cartoon where Donatello goes to an alternate future ruled by the Shredder and inspires the future Turtles to resist the fascist tyranny before going home?

I’m sure if I spent 5 minutes on TV Tropes I could come up with a dozen more doppelgangers of this story right down to the letter, but do I really need to?  In the end, the dull familiarity made for a very boring, predictable read.  For all my grievances with the last issue, it was at least a fun (if rushed) tale of rascally hijinks that felt spontaneous and original.  This was writing by formula and for a tale all about “inspiring” others, this was an utterly uninspired script.

On the other hand, it does fit into the massive tapestry of IDW’s TMNT universe, following up on the glimpse of a dystopian future we saw in the Shredder micro, as well as the Shredder’s older form.  It also reads well after the one-shot story in TMNT (IDW) #37, where Shredder and Krang officially declare war on one another.  The release of these two issues was well-timed, as they complement each other nicely.  So while the story is nothing fresh, it has its place in the grand scheme of this narrative. 

Now, for those patiently waiting for a flashback or a circular storytelling gimmick or SOMETHING to explain the in medias resbeginning of this miniseries… too bad.  In fact, if you were reading this issue on auto-pilot and not really digesting the dialogue, you may have even missed the explanation.  Offhandedly, Renet mutters some mumbo jumbo about “quantum particles” and that’s all we get.  I guess it didn’t really need anything more than that.

Looking at the whole Turtles in Time miniseries, I think it was a lot of fun, even if it ended on a bland note.  The tonal pacing was rather bipolar (fun-serious-fun-serious), and the time period one-shot nature of each chapter sometimes forced storytelling truncations, but the end ultimately justified the means.  We got a lot of crazy situations out of this fly-by-the-seat-of-your-pants storyline and it sewed up a handful of loose threads that might have been dangling from the ends of the aforementioned IDW TMNT tapestry.  Each issue also served, sort of, as a spotlight on each Turtle and nobody felt shortchanged.  While I didn’t care for this chapter much, the whole miniseries was pretty cool.  Confusing, thanks to all the delays and scheduling bullshit, but pretty cool.

Grade: D (as in, “Doesn’t the ‘footprint’ style Foot Clan symbol represent the Feudal Era incarnation of the clan while the ‘claw’ style symbol represents the modern incarnation of the clan, at least in the IDW universe?  Or was future-Shredder just feeling nostalgic and changed the logo to Foot Clan Classic?  It’s not important.”)


Tales of the TMNT (Vol. 2) #29

$
0
0

Publication date: November, 2006

Story and art: Dave White
Additional creative input: Peter Laird
Lettering: Eric Talbot
Frontispiece: Ross Campbell

“Soul Survivor”

Summary:

Frontispiece: Donatello is in the midst of battling a Misochun Nightcrawler from the planet Nadaman and even though the tentacled creature is trying to eat him, he can’t help but be fascinated by it.  As he attempts to inflict the minimum amount of pain, he’s reminded of a story…


Donatello has joined his Utrom friend Bydex and a Styracodon liason, Sellis, on a good will mission to a planet on the disputed border between Styracodon and Triceraton space.  The trio is to peacefully investigate some strange happenings on the lush jungle world.  Upon landing, they happen upon some ancient ruins from a culture that predates both the Styracodons and Triceratons.  In fact, according to a pictograph carving, both of the alien civilizations stem from this culture, linking their histories (Sellis finds this concept repulsive).  While investigating the ruins, Don happens upon some modern equipment and grows suspicious.

Over the nearest ridge, they find their suspicions correct, as a unit of Triceratons are busy excavating what looks like a huge, ancient space craft.  Sellis attempts to contact the other Styracodons on the Incisor, but the Triceratons are blocking all transmissions with the equipment aboard their nearby spaceship.  One Triceraton cuts a hole into the ancient ship and enters.  His presence causes the ancient ship to rise from the mountainside and begin hovering in the air.


With no time to lose, Don and co. storm the excavation site and begin beating up Triceratons.  Don throws down with Major Tritan and, after cracking a few ribs, finally defeats the behemoth.  Bydex then gives Don a boost and launches him into the air, where he latches onto the side of the ancient ship and crawls in.

Inside, the Triceraton finds the body of a Triceraton/Styracodon-like creature in the pilot’s seat.  He touches it and the body disintegrates, but his mere presence causes the ancient ship to begin discharging weapons.  The weapons blow up the Triceraton spaceship, allowing Sellis to call for backup from the Incisor.  Don, meanwhile, attacks the Triceraton and, defeated, the Triceraton attempts to take control of the ancient ship by sitting in the pilot's seat.  The energies of the ancient ship kill him.


The ghost of the alien pilot then speaks to Don, explaining that the ancient ship was the ultimate weapon of its people and is powered by something called a “Soul Capacitor”.  The Capacitor traps the essence of the pilot when they lose control of their emotions and both it and the Triceraton are now trapped in the ancient ship.  It asks Don to aligns his spirit with the ship, focus and use that strength to destroy the Capacitor.  Reluctantly, Don agrees and after recalling some words of encouragement from Splinter, he destroys the Capacitor, frees the spirits held within and escapes as the ship disintegrates.

Later, onboard the Incisor, Donatello and co. are debriefed.  The Styracodon Commander remarks that Donatello seems accustomed to such crazy adventures.  Don and Bydex share a smile and remark that this was nothing compared to their last outing.


Turtle Tips:

*This story takes place during the six month time gap in TMNT (Vol. 4) #5.

*The story of Donatello’s and Bydex’s first adventure together has, thus far, never been told.


Review:

“Soul Survivor” is another in the long line of Donatello/Utrom space adventures that dotted the first half of Tales of the TMNT Volume 2.  I think it’s among the better of them, though, and continues the theme inherent in almost all of those stories: Secret Origins.  “Sins of the Past” looked into the origin of the Utroms, “The Blue Hole” investigated the source of all turtle life on Earth, and “Soul Survivor” now takes a gander at where the Triceratons came from (while also giving us our first look, chronologically, at the Styracodons).  While the Donatello space adventure stuff might not be my favorite recurring setup in Tales, I appreciate that each installment kept a consistent theme that worked toward some excellent world-building.

Donatello also receives another Utrom partner in the form of Bydex.  Funny how Glurin stuck around, but none of these other guys did.  They’re all pretty indistinguishable from one another, so I guess it just made more sense to give Don a dedicated Utrom sidekick instead of four of five nigh-identical ones.  The ending hints at some greater partnership between them predating this experience and is another of those “In a Tales of the TMNT yet to be told” situations.  And like many of those “as yet to be told” teasers, it was never followed up on.

I enjoyed this tale quite a bit, though the ending feels rushed and spontaneous.  White devotes 6 pages to Don’s battle with Major Tritan, but when we finally get to the climax, we have all of 4 pages to accept the concept of alien ghosts, a dissertation on the “Soul Capacitor”, the history of the alien’s people, and the resolution to the conflict.  The pacing is way off and more time is offered to a meaningless battle with a minor inconvenience than the big finish which contains all the exposition to tie the tale together.

It’s just… suddenly… GHOSTS!  Deal with it!

Shortcomings in the script pacing aside, White’s layouts and action staging are very nice.  His lines are very crisp and the art reads especially well.  While the extended fight with Tritan was gratuitous, it did look lovely (especially that two-page spread) and I dug all the little details on the Triceratons and Styracodons.  White makes an effort to distinguish them from one another, so they don’t all wind up looking like doppelgangers (as many artists who draw the Triceratons are guilty of doing).  I do wish he’d employed some shading or toning, as the stark blacks and whites leave the pages looking kind of empty.  Like I said, the art reads well, but without any sort of grey tones it actually looks unfinished; like it was supposed to be colored.

Anyhow, I’d say this was the best of the Donatello space adventures.  The theme of secret origins is present, but it doesn’t overwhelm the actual adventure aspect and this is an action-packed tale.  Perhaps a little *too* action-packed for its own good, but when everything else is put together so well I find I can let the rushed conclusion slide.

Grade: B (as in, “But all the type-os are kind of annoying”.)



Fun times at the Alamo City Comic Con in San Antonio

$
0
0

 
There weren't any updates this weekend, as I was out in San Antonio working the Ninjaink booth at the Alamo City Comic Con.


Lots of fun!  There were plenty of TMNT personalities there, though alas, my work schedule didn't permit me time to meet any of them (they had the LONGEST lines and the Ninjaink booth was very busy).  In fact, most of the folks I DID get to meet I did so at the hotel (apparently, we were booked in the same joint the celebs were staying at).  Met some great people...

Sat on the bus next to John Kassir (voice of the Crypt Keeper!) without even knowing it.  He was cool to take a picture with me after we got off and my friends told me who he was.  I actually talked to him for 10 minutes at the con when I had time to get to his booth, but I was so zonked out at the end of the day I didn't even realize he was right next to me the whole way back to the hotel.


Met Paul Eiding (Perceptor from Transformers, Grandpa Max from Ben 10) at dinner, too.  A real great guy and lots of fun to talk to!  We've done work for Transformers via We Love Fine and that led to a long chat with Paul and his wife (whose a published author).  Food was good, too!


And here I am wearing some dude's Matt Trakker helmet (it didn't smell very good in there):


Anyway, fun's over.  I'll get back to reviewing.

Tales of the TMNT (Vol. 2) #31

$
0
0


Publication date: January, 2007

Story: Quinn Johnson
Pencils: Andres Ponce
Inks: Sean Parsons (pgs. 1-5, 9, 13, 20, 24-26), Andres Ponce (pgs. 6-8, 10-12, 14, 18, 21, 23), Rich Faber (pgs. 15-17, 19, 22)
Cover: Fernando Pinto
Frontispiece: Robert Atkins
Letters: Eric Talbot

“Reflections”

Summary: 

Frontispiece: In an alley, Casey stares at his hockey mask and wonders what kind of psycho he might have turned out to be had he never met the Turtles.  Unfortunately, an “individual” in his life has always been there as a grim reminder of what could have been…


Casey awakens from a nightmare where “Dark Casey” appears once more to threaten April and Shadow.  Disturbed, he goes to the kitchen for breakfast and Shadow announces that she won an online contest to go see the alien entertainer Bleebozz.

Bleebozz, meanwhile, arrives via the Utrom transmat to a flurry of reporters.  Bleebozz is a Meta-morph and can shapeshift to mimic other people, which is the core of his act.  One reporter remarks that Bleebozz has been running low on fresh material and a flustered Bleebozz assures everyone that he has plenty of tricks up his sleeve.  Later, Bleebozz meets up with a shady Utrom character who gives him a “hat” as per an earlier arrangement.

That evening, the Jones family arrives at the show.  Casey, being paranoid after his nightmare, brought his mask and gear with him, but it was checked at the door.  Bleebozz then appears on stage and asks several famous athletes and artists in the audience to come up on stage.  He then takes on their forms but, more impressively, he flawlessly mimics all their talents and knowledge.  Bleebozz then calls a random seat number, which turns out to be Casey’s, and invites him up on stage.  Casey reluctantly goes up, but before Bleebozz can do his routine, the alien begins to violently change against his will.


He transforms into Dark Casey, who is thrilled to have taken on tangible form for the first time.  Dark Casey smacks the real Casey aside and then charges through the audience and out of the building, taking Casey’s gear with him.  Casey puts on his mask and tells April and Shadow that they need to stay behind, as Dark Casey is a menace he has to conquer on his own.

Casey trails Dark Casey to an alley, following his own mental intuitions.  Dark Casey attacks him with a baseball bat, but Casey counters the blow with a length of pipe.  Dark Casey beats Casey down, explaining that he represents Casey’s suppressed anger, hatred and zeal for combat; traits he bottled up once he became “domesticated” by friends and family.  Dark Casey says he’s been building up strength in the back of Casey’s head for years and the mind-reading helmet obscured in Bleebozz’s hat was what he needed to break free.


Just then, April and Shadow catch up and Dark Casey decides to fulfill the promise he made years ago to take everyone Casey loves away from him.  This enrages Casey, who rises from the ground and grabs a discarded hockey stick.  Casey begins to beat Dark Casey to a pulp, but the maniac only laughs and encourages Casey to become the lunatic vigilante he was meant to be.  Casey relents and comes to his senses, realizing that it’s Bleebozz he’s about to kill, not Dark Casey.  Casey then rips off Dark Casey’s mask, which transforms back into the “hat” with the mind reading helmet inside.  With Dark Casey vanquished, Bleebozz returns to normal and Casey happily helps him to his feet.


Later, the Jones family arrives at the farm in Northampton to meet up with the Turtles (who have been meditating over all they’ve been through, lately).  Shadow says that a news report has it that Bleebozz’s performing career is on hiatus while Utrom authorities look into his shady connections.  Casey hopes that Bleebozz can get his life back on track.  Casey then tells his family that it was because of them he was able to face his demons; a feat he never could have accomplished alone.  As they meet up with the Turtles, Casey is proud to finally be free.


Turtle Tips:

*This story takes place during TMNT Volume 4, after TMNT (Vol. 4) #5 (or possibly during the time gap in that issue).  April mentions that the Turtles are in Northampton meditating after “all they’ve been through”, which could be a vague reference to a LOT of different things that happened to them during Volume 4.

*“Dark Casey” first appeared in TMNT (Vol. 1) #58.  He last appeared in TMNT (Vol. 2) #1.

*Gabrielle died giving birth to Shadow in TMNT (Vol. 1) #58.

*The mind-reading helmet disguised as a hat may be related to the menta-wave helmet, which the shadier cults of Utroms were shown selling on the black market in the story “The Grape”.


Review:

“Dark Casey” was another of those unfulfilled plot threads left lingering for over ten years.  First introduced during “City at War” and then at the start of Volume 2, he was intended to be a spectral harbinger of doom and menace who would appear to Casey shortly before something terrible would affect his life.  Due to the many awkward starts and stops of the Mirage TMNT storyline, as well as the rotating staff of writers, we never really got the whole deal with Dark Casey and the concept just sort of fizzled out and vanished.  Both previous stories to feature the character came out in 1993, so he was sort of introduced and hyped all at once as this big deal… only to never been seen or mentioned again for 14 years.

When it comes to the Mirage TMNT series, we should be grateful whenever we DO get a conclusion to a plot thread, as the norm tends to involve characters and concepts being introduced and unceremoniously forgotten.  But I don't want to sound like a drag, since author Quinn Johnson does his research and pens a wonderful conclusion to the Dark Casey plot thread.

So like I said, Dark Casey hadn’t been seen in 14 years, so you can appreciate why Casey nearly shits the bed when he has his nightmare at the start.  Dark Casey has historically meant serious trouble for him.  Johnson’s explanation for Dark Casey’s existence is probably something we all put together when reading the comics ourselves, but it’s an intuitive explanation.  What I appreciate more is that Johnson ties it into Casey’s evolution as a character.  He’s no longer the heavy drinking, skull-busting lunatic with a short temper that he was when Eastman and Laird introduced him.  By this point in the Mirage narrative, he’d actively put that life behind him and is pretty much a full-time dad.  You can call it “boring”, but he honestly did grow up and Casey discarding his mask for good (save a couple relapses) was a MAJOR turning point for the character.

There’s a metatextual level to the script, as Dark Casey not only represents what Casey could have become had he not grown up, but he also speaks to all the readers who find Casey’s matured persona “boring” and WANT him to regress back to the vigilante psycho he used to be.  That’s not who Casey is anymore and character regression is never a positive thing.  What’s nice is that the subtext is there, but Johnson never lays it on too thick or actively admonishes the readers who want Casey the Vigilante to make a comeback.  He just shows you why that would be counterintuitive to the growth of the character in this universe.

And again to Johnson’s credit, he finds a neat way to bring Dark Casey into the physical realm by drawing on then-current plot elements from Volume 4.  You’ve got the aliens mingling with humanity on Earth, but also the idea that Steve Murphy introduced in his Professor Obligado serial; that the menta-wave helmet technology has been purloined for recreational use on the black market.  If you’ve been reading the comics, then Dark Casey’s physical manifestation doesn’t feel quite so forced, but picks up on other plot elements scattered about.  Yes, there is the fact that Dark Casey hasn’t been mentioned in 14 years, so his showing up seems a little spontaneous, but that’s hardly Johnson’s fault and, again, it’s nice to get closure on this plot thread.

As for where this story takes place, I’m of a few minds on the subject.  I originally put it as happening during the time gap in TMNT (Vol. 4) #5, and it could very well go there, but I think a better slot might be in that unknown area “shortly after the end of Volume 4” (which, as of this writing, hasn’t been concluded).  I suggest this partly because of the statements regarding the Turtles needing to recover from all they’ve been through, but also because this works as something of a coda to Casey’s character.  Partway through Volume 4, April leaves him and he briefly goes back to being a vigilante; regressing as a character in a moment of hopelessness and desperation.  I’d like to think that it was THAT moment which allowed the Dark Casey persona, which had been gestating in the back of his psyche for a decade, to reawaken.  Here, now that Casey has his family and friends back, he faces his last demon, vanquishes it and comes to terms with himself. 

If we never saw Casey again after this, it would work as a wonderful farewell for the character, putting a definitive period on his arc and evolution throughout the series.

But again, we have no idea how (or if) Volume 4 will conclude, so it’s precarious territory to place it there.  I still think it’s a nice sentiment, though.

Also, Andres Ponce’s pencils are lovely and he offers the best rendition of Dark Casey we’ve gotten.  Jim Lawson’s version worked in an abstract way, being deliberately cartoonish in build to exaggerate the traits Casey was trying to suppress as he grew out of his vigilante phase.  Ponce pares those features down a bit (the hyper musculature in particular) so he looks more consistent with the rest of the characters, but still retains those details that define his look.  The action is staged really well and the fight in the alley just looks great.  The three-man inking team also manages to keep things visually congruous from page to page, so the visuals remain consistent all the way through.

“Reflections” is a wonderful tale that fulfills a plot thread we might have forgotten about.  While at times it does spell out Casey’s arc a little too obviously (Dark Casey’s exposition during the final battle) and some of the symbolism is just a little corny (Casey’s mask shatters on his face as he comes to terms, though “not really”, it was just for effect), it still serves as a great reminder of how far Casey has come and just WHY Casey can never go back.


Grade: A (as in, “And I like how the shape of Dark Casey’s mask looks like the shape of Casey’s mask during the Image run, which was one of the bigger moments of regression in Casey’s character”.)



TMNT (IDW) #38

$
0
0

Publication date: October 2, 2014

Story: Kevin Eastman, Bobby Curnow and Tom Waltz
Script: Tom Waltz
Art: Mateus Santolouco
Colors: Ronda Pattison
Letters: Shawn Lee
Editor: Bobby Curnow

Summary:

The Turtles and Splinter return to the church lair from a training run together (and Mikey is happy Splinter didn’t wear that weird mask this time).  They come home to find Slash waiting for them.  Apparently, he infiltrated through the waterways and used the various skills Hob taught him to disable the alarms.  He wants to deliver an invitation from Hob to meet with him and discuss their alliance, as per Hob’s agreement with Splinter.  As Slash leaves, he bids Mikey farewell and says he’s proud to be one of the good guys.


His appearance causes the family to begin arguing, as once again they debate whether they should deal with Shredder or the Technodrome first.  Donnie is furious, as he feels that the Technodrome presents a global threat and that Splinter only wants to go after the Shredder for petty personal reasons.  He storms out of the lair once it becomes clear that all the other Turtles side with Splinter and even state that an alliance with Hob’s mutant army might prove beneficial.  All agree with Splinter except Mikey, who feels that even if they aren’t “crime fighters” they’re still “good guys” and they need to be doing more to help the world.  Leo says that they’ll try to find a middle ground.  He leaves to go talk to Donnie, but tells the others to go meet with Hob and at least hear him out.

In an alley somewhere, Nobody (Angel) is taking the exo-suit for a field test while Harold remotely collects data.  Nobody trashes a group of thugs, but one gets the drop on her with a gun.  A white blur then whizzes by, knocking his shot off target and giving Nobody the chance to knock him senseless.  Nobody returns to Harold’s lab, unsure what the blur was.  From a rooftop, Alopex watches her leave.


At the Second Time Around Shop, April comes home to her parents and Casey.  She sees how beat up Casey is and angrily reminds him that she has no more regenerative ooze; if he gets another serious injury in battle, she won’t be able to revive him.  She once again implores Casey to continue with his education, but Casey insists that all he knows his fighting.  The O’Neils crowd around him and remind him that what he needs to fight for is his future and that they’ll all be with him along the way.


Elsewhere, Splinter and the Turtles meet up with Hob, Slash and Lindsey.  Hob says that Lindsey has perfected the mutation process and that with her help, animals will become the dominant species on Earth once more (well, mutant animals, anyway).  He then introduces his newest recruits: Herman the Hermit Crab (who wears a dumpster on his back with hidden machineguns in it) and Mondo Gecko (who has a skateboard with guns hidden in it, too).  Leo then shows up late and the two new mutants prepare to attack him, but Hob calls them off.  Raph asks Lindsey what happened to Pigeon Pete.  She says that she sent the imbecile to collect more specimens.

And Pete is doing exactly that, as he finds a pair of mysterious individuals and asks them to join Hob’s army.  The two figure it’s worth a shot and sign up.  They are, of course, Bebop and Rocksteady.


Turtle Tips:

*This story is continued from TMNT (IDW) #37.  The story continues in TMNT (IDW) #39.

*Splinter wore a creepy mask and “trained” with the Turtles in TMNT (IDW) #21.

*Slash became familiar with the waterways leading to the lair in TMNT (IDW) #16.

*Splinter made his bargain with Old Hob in TMNT (IDW) #25.

*This issue was originally published with 4 variant covers: Cover A by Santolouco, Cover B by Eastman and Pattison, Cover RI by Brahm Revel, and Cover RI Alamo City Comic Con Exclusive by Eastman.


Review:

There’s a lot of debating and alliance-forming going on in this book, as all the characters seem to be choosing sides (even when they don’t know it).  You’ve got the Turtles “playing” for the Rat King and the Foot “playing” for Kitsune, the Turtles joining up with Hob and his mutant army, Shredder and Krang drawing lines in the sand, Stockman reevaluating his endgame, the Fugitoid playing double-agent while working for Krang, Bebop and Rocksteady joining Hob’s army (perhaps to infiltrate for the Foot?), and Alopex waiting in the wings (but being manipulated by Kitsune).

This shit needs a flow chart.

There are so many intersecting allegiances, it’s tough to keep track, but it certainly makes the book interesting.  You won’t find clear cut sides, “good guys” and “bad guys”, in this book as everyone seems to be playing for at least three teams.  I’m enjoying the complexity, and characters who were dull as dishwater when this book began are growing into something more.  We all know that there’s a major narrative milestone (if not necessarily an “end game”) waiting for us at #50 and the momentum is steadily getting us there.

If there’s a drawback to all these intersecting plot lines, I suppose it’s that now that EVERYONE is important, there simply isn’t enough space for these characters to each get their fair share of face time.  I want to know more about Koya and Bludgeon, but I’m only just NOW beginning to get a feel for smart-Slash.  Bebop and Rocksteady, likewise, are only just NOW getting into the book in a meaningful way, having only served as henchmen during “City Fall” and little more.  In a way, we’re kind of spoiled for choice as readers.  So many cool characters, we want to see more of them ALL, but there just ain’t enough pages in a month.  It’s like trying to pour ten gallons of Red Bull into a one gallon jug.

And we’re only getting MORE characters, too!  This issue introduced the new guy, Herman the Hermit Crab, and reintroduced an old favorite, Mondo Gecko.  I’ve got to say, Herman was a pretty awesome new face.  His aesthetic, the dumpster shell with the hidden machinegun, sincerely feels like it stepped out of the 1980s Playmates toyline.  This guy would fit in right alongside the likes of Halfcourt and Monty Moose.  Which is probably why he came coupled with Mondo Gecko, an actual character from the 1980s Playmates toyline.

We don’t really learn much about either character beyond the broad strokes of their personalities (Herman talks like a subservient soldier while Mondo, of course, uses the lingo of a skater dude).  So far, Hob’s army has been a neat mix of characters from the Fred Wolf era (Slash, Mondo), the Nickelodeon era (Pigeon Pete) and completely new guys (Herman).  There’s real variety in the ranks and it’s great to see representation from all the major brand incarnations (well, except for the 4Kids era, but that series was never big on mutants).

To get back on the subject of the inundation of plot lines, you can kind of see the trouble with the pacing in this issue.  Waltz has to pull in too many directions, so moments like Nobody getting saved by Alopex exist just to keep tabs on those characters and their threads, not so much because they segue in and out of the main plot very well.  Likewise, April and Casey have their moment to keep us up to date on their happenings, but it’s also a reminder of how fucking pathetic Casey has been in this book for a while.  Casey hasn’t come out on top in a fight since, what, the 2012 Annual?  The exchange was basically April trying to tell him that he needs to retire from being a badass because he’s been really, really sucking at it lately.

Anyhow, spastic pacing aside, this remains an intriguing book that mixes the nostalgic familiar with the exciting original.  Santolouco’s back and he hits another home run, but that guy always brings his A game so I’m getting bored praising him every month.  Maybe, at the end of the day, these arcs read better in trade than individually, but that’s the worst I can say about the book.


Grade: B (as in, “By the way, is Herman supposed to have a British accent?  The way his mandibles look like a handlebar mustache makes me think he should”.)


Tales of the TMNT (Vol. 2) #40

$
0
0

Publication date: November, 2007

Plot: Steve Murphy, Diego Jourdan, Martin Casanova
Script: Steve Murphy
Art; Diego Jourdan
Front cover: Diego Jourdan
Back cover: M.J. Macedo
Frontispiece: El Bruno
Letters: Eric Talbot

“Silent Night”

Summary:

Frontispiece: On a rooftop, a battered Raphael catches his breath after trashing a unit of Foot Soldiers.  As much as he enjoys a good scrap, he wishes he could just go out once in a while without having to fight Foot ninja or whatever.  He can’t imagine what it would be like if he had to do this for the rest of his life…


Tokyo, Christmas Day, 2060.  An aged Raphael (in an eye patch) awakens in an alley after a long battle with cyborg Foot Soldiers.  He sees a blood-stained baby’s bottle and becomes concerned.  Raph follows the trial the Foot left down into the sewers and discovers a baby girl in a basket.  He takes her into his protection, but decides he needs to find someone more suitable to change her diaper.


Raph goes back to the surface streets and asks around until some street punks point him toward a trio of prostitutes.  The prostitutes change the baby’s diaper and refill her bottle (though Raph takes it upon himself to feed her).  They then point him toward Tokyo General Hospital, where he can drop off the baby for safekeeping.


Before he can get there, he’s attacked by several radioactive zombies, but they’re only a distraction set up by more cyborg Foot Soldiers.  Handicapped by having to protect the baby with one arm, Raphael is eventually worn down by their numbers (though he puts up a good fight).  Raphael wakes up sometime later and finds the baby missing.  The street thugs and prostitutes, having witnessed the whole thing, rush to his aid and offer to help him save the baby.  Using their connections, they arm themselves with guns and find a passage into Foot HQ via the sewers.


Together, Raph and his gang storm the compound, mowing down cyborg Foot Soldiers until they reach the throne room.  And sitting on the throne, cradling the baby in her arms, is a geriatric Karai.  Raph demands that she fork over the kid, but Karai says that the baby is Motoko… her great-granddaughter.  Confused and furious, Raph points to all the dead bodies surrounding them and demands an explanation as to why Karai would set up such a bloody ruse.  Karai says that she just missed “those good old days”.  Disgusted, Raph storms out.


Turtle Tips:

*This story takes place in the future, sometime after the main story in Tales of the TMNT (Vol. 2) #69, but before the short “Choices”.

*In Tales of the TMNT (Vol. 2) #69, Cha Ocho was shown to be the leader of the remnants of the Foot Clan.  It’s possible that Karai either reasserted leadership after that story or that the Foot Clan has splintered into factions led by Karai and Ocho.

*The title “Silent Night” does not appear anywhere in this issue.  The title is taken from the official Mirage website.

*This issue also came with a bonus pin-up, “Raphael” by Dan Berger.


Review:

“Silent Night” takes its cues from an influential G.I. Joe story by Larry Hama, “Silent Interlude”.  There’s a good chance you’ve heard of that one, as it’s typically pointed to as an educational tool for folks either learning to create or just read stories in the sequential art medium.  Done entirely in pantomime, it requires lots and LOTS of visual context to impart narrative clues upon the reader, allowing them to interpret all the necessary exposition to comprehend the complex narrative… without ever having read a single word.

So yeah, “Silent Night” is very much a love letter to “Silent Interlude”, from the title down to the basic conflict (a rescue mission).  Jourdan does a great job of getting the story across to the reader through nothing other than the visuals, much of it being through subtle layouts that direct the reader’s eyes carefully from panel to panel so you seamlessly follow along with the flow.  Page 5, a fairly mundane page of Raph traipsing through the sewers, is actually a great example of this effect.  Observe how panel 3 is a bust of Raph looking to the left, panel 4 is a borderless panel that materializes out of panel 3, showing the empty sewer tunnel Raph is looking at, allowing the reader to “see” the visuals through Raph’s eyes. Panel 5 is then slightly overlaid upon panel 4 and it shows Rpah running down that same tunnel.

As readers, we often rely on lettering to help us along with the layout of a page, and bad lettering can lead to confusion as to what panel you should be reading next, fucking up the flow.  Without that aid, Jourdan has to guide the reader along with nothing but line of sight suggestions and he manages it very well.  I think the only time I had trouble reading the art was during the huge 7 page brawl with the cyborg Foot Soldiers.  There are a LOT of panels (upwards of 12 per page) and it can get really chaotic.  I’ll concede, though, that with this being a fight scene the sense of chaos was probably intentional.

Where “Silent Night” falters, unfortunately, is when it finally starts talking at the very end.  Steve Murphy, who wrote the script, is left to come up with a reason for all this madness and the one he concocts makes no sense in the grand scheme of things.

So Karai wants a rush of nostalgia from “the good old days” by having the Turtles fight the Foot Clan.  But WHAT “good old days”?  From the very beginning, Karai was never a major antagonist of the Turtles.  They teamed up upon their first encounter and following that, they brokered a truce.  A truce Karai HONORED for years afterward, even when it hindered her own plans.  These “good old days” where she was locking horns with the Turtles... simply never existed.

And I’m wondering what made Murphy put that in there.  Is Karai senile?  Or maybe she’s pining for the “good old days” of the Foot Clan as a whole, not herself, when THEY were at odds with the Turtles?  Or maybe, in some post Volume 4 story yet to be told, Karai overturned the truce and became an enemy of the Turtles and THOSE are the good old days she’s talking about?  Good old days we, as readers, have never seen because those stories don’t exist?

Or maybe Murphy just got confused with other depictions of Karai as an enemy of the Turtles, like in the 4Kids cartoon or the Imagi TMNT film that came out the same year as this comic?  Or maybe he just wrote himself into a corner and took the easy way out by making up insubstantial bullshit?  I don’t know, but it’s the only major blemish on an otherwise excellent issue.

Grade: B+ (as in, “But a badass teaming up with a prostitute to protect a baby from an army of disposable bad guys reminds me of that flick ‘Shoot Em Up’… which also came out in 2007”.)


New toppings for an old Pizzaface article

$
0
0

I decided to add an addendum to my old article,

Pizzaface: A Recipe for Awesome.

Now it reflects my thoughts on Pizzaface's appearance in the Nickelodeon TMNT cartoon.  But it ALSO contains some rare concept art for the original action figure by Playmates artist Errol McCarthy (thanks to Adam Winters) and his appearance in the TMNT newspaper strip by artist Jim Lawson (thanks to Enscripture for hooking me up with that).

It's been good times for Pizzaface.

Also, in case any IDW guys are reading this, I'd totally like to pitch a Pizzaface story to you.  Just gettin' that out there.


TMNT (IDW) #39

$
0
0

Publication date: October 15, 2014

Story: Kevin Eastman, Bobby Curnow and Tom Waltz
Script: Tom Waltz
Art: Mateus Santolouco
Colors: Ronda Pattison
Letters: Shawn Lee
Editor: Bobby Curnow

Summary:

On the streets of New York, Bebop and Rocksteady are discussing taking Pigeon Pete’s offer to join Old Hob’s mutant army.  Seeing as how Karai got pretty mad at Koya for failing to kill the Turtles, they figure she wouldn’t be too thrilled with them doing anything behind her back.  In the end, they decide just not to tell her and knock over an ATM.  Unbeknownst to them, Alopex watches their every move.


At the church lair, Splinter tells his sons that they can no longer wait to persuade Donatello to their side.  They must respect his choice to focus on the Technodrome issue while they proceed with their offensive against the Foot Clan.

At Harold’s lab, Angel wants him to upgrade the camera system in her Nobody getup so it can better track enemies (as they can’t tell from the video who saved her from a gun-toting thug).  Donatello then arrives and is furious to see that Harold has been spending more time working on the Nobody suit than the transmat.  As Angel leaves, she tells Donnie to go easier on Harold, as he’s been working his butt off trying to do both projects at once.


Donnie apologizes to Harold and shows him the latest transmission from the Fugitoid.  Apparently, General Krang’s recent altercation with the Shredder has encouraged him to speed up the Technodrome project, severely accelerating their own time table.  Don tells Harold that if he focuses more on the transmat, he’ll in turn take on the job of finishing Metalhead.  Harold agrees and with the notes from the Fugitoid he’s mostly completed decoding, he gets back to work on the transmat.

At the Second Time Around Shop, Casey has some quality time with April’s parents.  Using his inherent handyman abilities, Casey fixes a fuse in the kitchen and Mr. Jones asks if he can help with a few other odd jobs around the house.

Outside the Skara Brae, Angel bids her dad good night and is confronted by Alopex.  Alopex tells her that Bebop and Rocksteady are planning to ambush the Turtles.  Angel reluctantly agrees to follow Alopex after recognizing that she’s the one who saved her from the thug the other night.


In an alley, the Turtles and Splinter meet up with Hob and his mutants.  Splinter tells Hob that he wants to take the offensive against Shredder and that they’ll need to work together to do it.  Hob isn’t opposed to the idea, but the negotiations are interrupted when Pete returns with Bebop and Rocksteady.  Hob is willing to allow them into his gang… until he finds out that they used to be human.  Hating humans with a passion, he orders his gang to kill Bebop and Rocksteady.

As the fight rages, Splinter tells his sons that they must side with Hob and his gang in order to preserve their necessary alliance.  Suddenly, Nobody and Alopex drop down into the alley to give the Turtles a hand.  Harold and April, meanwhile, watch the events unfold through Nobody’s helmet.  Harold suggests that Donatello go help his family, but Don passes on the opportunity, saying he has more important things to do as he continues his work on Metalhead.


Turtle Tips:

*This story is continued from TMNT (IDW) #38.  The story continues in TMNT (IDW) #40.

*Koya failed to defeat the Turtles in TMNT (IDW) #32.

*This issue was originally published with 3 variant covers: Cover A by Santolouco, Cover B by Eastman and Pattison, and Cover RI by Ulises Farinas.


Review:

“Mighty mutant animals”, huh?  I like where Hob is going with this.

This is Bebop and Rocksteady’s first real spotlight since “City Fall” and it’s great to finally catch back up with them.  Waltz seems to have a better handle on their voices than Dustin Weaver did in their Villain Micro and the pair have stronger personalities for it.  They speak with contractions, double negatives and slang, giving an all-around better sense of their IQs and attitudes than the bland generic-speak they used before.

And they’re still idiots, too!  There’s overt stupidity to them, such as their belief that they can hide their under-the-table activities from Karai, but I loved the more subtle bafoonery from the beginning of the issue.  They knock over an ATM to steal cash so they can buy breakfast… instead of just stealing food in the first place.  It’s the kind of dunderheaded thing those two would do, as they still aren’t grasping the full measure of their newfound powers and are, at least inadvertently, playing by society’s rules on a subconscious level.

I especially got a kick out of their reaction to Hob attacking them.  Their biggest grievance wasn’t that they were being shot, but because Hob was discriminating against them for being half-human, and gosh darnnit, that just isn’t fair!  Bebop and Rocksteady may be murderous psychopaths, but they don’t cotton to no racism!  Little touches like that retain their innocence and likability factor even when they’re full-on bad guys.

Other characters appeared in this issue, too!  Coming off of Turtles in Time #4, I think you can better understand Donatello's irritable attitude in this arc.  He just saw a horrible future he was partly to blame for and he feels the pressure is on.  One of the better elements from the early days of the IDW run was that DONATELLO was the rebel of the Turtles; stubbornly refusing to go along with Leonardo’s or Splinter’s plans because his innate skeptical nature made him question their wisdom.  That attitude is back on the forefront, as Donatello rejects what his brothers are doing and splits from the group to focus on the Technodrome project.

It’s a wonderful spin on the character and I’m glad to see it make a comeback after he’d been so agreeable for the past couple of years.  His heel-turn was worked into the tapestry of the overarching narrative (getting set up in the aforementioned Turtles in Time mini) and it doesn’t feel like an inexplicable resurgence of a forgotten trait, but one that’s been given just cause to resurge back into prominence.

Then you’ve got Alopex making her move.  She’s trying to help the Turtles through Angel since the TMNT don’t trust her anymore (or at least she thinks they don’t) and its past time she got off the sidelines.  Presumably she’ll be hooking up with Hob’s “mighty mutant animals”, but we’ll see.

Casey and the O’Neil family have kind of been suffering these past few issues, stuck with a lot of doting around and mundane drama that stops the book dead.  With mutants and superheroes and ninjas and aliens running around, their shtick is kind of boring, though I understand the need for it to ground the narrative with some humanity.  But two pages of small talk over a broken coffeemaker felt like an eternity.

Anyhow, this continues to be a solid read from month to month.  The minis, too, have been having their impact on the main title and you can start to see it with this issue.  Even when the characters aren’t directly referencing their time-spanning adventure, the fallout in terms of character development is evident and damn, doesn’t that just feel really… substantial?  Boy it’s nice when a tie-in miniseries has a significant impact on the growth of a character in the main book.


Grade: A (as in, “And with all these mutants and weirdos running around, it’s becoming harder and harder to make a convincing argument against the inclusion of Pizzaface”.)


TMNT New Animated Adventures #16

$
0
0

Publication date: October 15, 2014

Contents:

*"The Walkabout"
*"Breakdown"


Turtle Tips:

*These stories are continued from TMNT New Animated Adventures #15.  The stories continue in TMNT New Animated Adventures #17.

*Beginning with this issue, the cover now features "Nickelodeon" branding as part of the title (though the indicia still reads "Teenage Mutant Ninja Turtles New Animated Adventures", indicating the actual title has not changed).

*This issue was originally published with 2 variant covers: Regular Cover by Dario Brizuela, and Cover RI by Dave Alvarez.



The Walkabout

$
0
0

Originally published in: TMNT New Animated Adventures #16
Publication date: October 15, 2014

Story: Matthew K. Manning
Art; Chad Thomas
Colors: Heather Breckel
Letters: Shawn Lee
Edits: Bobby Curnow

“The Walkabout”

Summary:

Many years ago.  In his home in Japan, Hamato Yoshi sees something in the sky and rushes inside to get someone.

The present.  Splinter tells the Turtles that he is going to partake of his annual walkabout and, like always, they are to respect his privacy.  The Turtles agree, but as soon as he leaves, they decide to follow him and solve the mystery of the annual walkabout.


They trail Splinter across the rooftops and through the empty streets (Mikey stopping for pizza), but they can’t shake the feeling that Splinter knows they’re there.  Leo thinks he sees Splinter enter an old warehouse through a skylight and they go inside.  As soon as they do, they realize that the warehouse looks very familiar.  As a horde of Mousers attack them, they come to the conclusion that this was one of Baxter Stockman’s old hideouts.

The Turtles narrowly escape through the skylight, but they aren’t ready to give up yet.  Donnie catches Splinter through some fancy binoculars he made and they give chase into an alley.  They promptly bump into Rahzar, Fishface and a unit of Footbots, resulting in a nasty skirmish.  The Turtles throw some smoke bombs and retreat, realizing they’re badly outnumbered.


Back at the lair, the Turtles figure that Splinter led them into all those traps because he truly DOES want to keep his walkabout private.  They whine amongst themselves that they’ll never figure out what the big deal is.

Many years ago.  Hamato Yoshi brings his infant daughter, Miwa, outside to watch a shooting star.  He tells her happy birthday.


The present.  Splinter sits on a rooftop, watching the stars and quietly wishes Miwa a happy birthday, just as he always has.  Elsewhere, Karai, mutated into a snake, watches the sky as a shooting star passes by.


Turtle Tips:

*This story is continued from TMNT New Animated Adventures #15.  The story continues in “Breakdown”.

*This story must take place sometime between the season 2 episodes “Vengeance is Mine” (where Karai is mutated) and “The Invasion (Part 1)” (which begins the storyline that sees the Turtles exiled from New York).

*Baxter Stockman had a lot of warehouses.  This could be the one from “Mousers Attack!”, though, given the Mousers and everything.

*The title “The Walkabout” does not appear in the actual issue.  Editor Bobby Curnow confirmed this as the title on the IDW Forums.


Review:

Man, Splinter’s a jerk.  “My sons are following me.  I’d better lead them into several life-threatening traps in order to convince them to go home.”  Ahhhh, the comedy of child abuse.

Anyway, “The Walkabout” is a pretty alright story that at least gives us a chance to see several bad guys and enemies from the cartoon, even if the Mousers, Rahzar, Fishface and the Footbots only receive 3 pages between them.  

It’s most assuredly a coincidence, but Manning’s script shares similarities with the story “Sleepwalking Sensei” from Panini’s TMNT Magazine.  In that adventure, the Turtles follow Splinter in secret as he traipses through New York, crossing paths with the Foot Clan and other life-threatening hazards along the way.  But like I said, I don’t think it’s a matter of knocking off an idea, but rather that the idea wasn’t very original to begin with.

What gives “The Walkabout” an edge is the subplot involving Splinter lamenting over Karai.  The Karai storyline in the Nick cartoon was kind of fumbled in the second season, but Manning tries to make lemonade out of it and the bookending flashbacks are pretty nice.

All in all, “The Walkabout” is an okay story, but one we’ve seen before in another form.

Grade: C- (as in, “Chad Thomas is still one of the better artists they have on this title”.)


Breakdown

$
0
0

Originally published in: TMNT New Animated Adventures #16
Publication date: October 15, 2014

Story: Paul Allor
Art: Marcelo Ferreira
Colors: Heather Breckel
Letters: Shawn Lee
Edits: Bobby Curnow

“Breakdown”

Summary:

The Turtles are chasing down a Foot Soldier in the Shellraiser.  He turns into an alley and they don’t take the turn sharp enough, crashing into the wall.  Leo and the others proceed to chase down the Foot Soldier while Donnie stays behind to fix the Shellraiser.

As Donnie assesses the damage, a stranger walks up and offers to help fix the vehicle, as he’s good with machines.  Donnie panics and tries to conceal his identity by stealing some clothes off a laundry line.  While he does this, the stranger gets busy fixing up the Shellraiser (much to Donnie’s annoyance).  He tries to get the stranger to leave when suddenly Leo calls on his T-phone, saying they need the Shellraiser ASAP.  Donnie asks what the hurry is and he sees his brothers coming with an army of Foot Soldiers hot on their heels.


The stranger tells Donnie the van is fixed and to go in and give it some gas.  Much to Donnie’s surprise, the stranger is right and the Shellraiser zooms off.  Donnie picks up and his brothers and they use the… chomping teeth mechanism on the grill of the Shellraiser to scare the Foot Soldiers off.

Later, the police interview the stranger and ask how the street got so damaged.  The stranger nonchalantly mentions that he helped a giant talking turtle repair his van and the police fail to believe him.


Turtle Tips:

*This story is continued from “The Walkabout”.  The story continues in TMNT New Animated Adventures #17.


Review:

Er… hrm.  Funny?  I guess?

The issue hinges on a really tired punchline; a character matter-of-factly describing the Ninja Turtles to someone who incredulously rolls their eyes at the absurdity of the idea.  It’s not a very funny joke.

And that’s all there really is to say about “Breakdown”.

Grade: F (as in, “Foot Soldiers… Were those human Foot Soldiers?  Haven’t seen them in a while”.)


Tales of the TMNT (Vol. 2) #45

$
0
0

Publication date: April, 2008

Plot: Jim Lawson and Peter Laird
Script: Jim Lawson
Art: Jim Lawson
Letters: Eric Talbot
Cover: Jim Lawson and Steve Lavigne
Frontispiece: Michael Dooney

“Rocks”

Summary:

Frontispiece: A tentacled, Lovecraftian monster slithers from the rocks and speaks of places in the earth where evil dwells.  The rocks don’t say where the evil came from, but animals know to avoid such places.  Humans don’t, however, and often settle down in such places.  And that brings the monster to a place called Dudleytown…


Mike, Raph and Don enjoy a peaceful night out camping.  Mike and Don wish Leo could have joined them, but Raph is actually happy to get a break from the guy.  Mikey suggests someone tell a ghost story and Don spins a yarn about Dudleytown.  Apparently, it was a small town not far from their campsite.  The people there began to change over time and became nocturnal, living in caves.  At night, they would attack people from nearby towns until eventually those townspeople fought back.  They locked up all the people of Dudleytown in a church and left them there as their valley was flooded to become a reservoir for Boston.

The next morning, the Turtles go out to a field to play some baseball, waving to a few hikers as they pass by (and still getting used to the idea of living out in the open as “aliens”).  Raph hits a fastball into the woods and Mikey runs out to get it.  He’s attacked in the woods by a pair of strange fish-like man-creatures.  When he doesn’t return, Don and Raph go looking for him and follow the trail they left behind.  Eventually, one of the man-creatures attacks them and Raph stays behind to fight it while Don continues tracking Mikey.  After a skirmish, Raph kills the creature and leaves to catch up with Don.


Mikey, meanwhile, is carried down a cave by the other man-creature and is set before a huge Lovecraftian monster; a lesser god named Karenthog Sar Routolo, Devourer of Worlds.  The monster says that it has lived in the earth, listening to the rocks tell their stories for centuries.  For every lie man tells, every promise man breaks and every act of violence man commits, the rocks crack.  It has been listening to these cracks and knows that soon, man will be crushed under the weight of his evil and in that catastrophe, Karenthog will rise.  It says that Michelangelo intrigues it, as Mikey is not a man but lives like one anyway.  The monster intends to devour Mikey and learn his secrets.


Donatello takes this opportunity to come out of hiding and attack the monster, giving Mikey the chance to run.  The remaining man-creature gives chase, but as Don and Mikey cross the threshold to the surface, Raph pushes a boulder down from above which crushes the man-creature and seals the entrance.


Mikey thanks his brothers for coming to his rescue, but Raph tells him not to sweat it.  He promises that he and his brothers will always be there for each other.  As he says this, a rock begins to crack.


Turtle Tips:

*This story takes place during the six month time gap in TMNT (Vol. 4) #5, after the Utroms had initiated First Contact with Earth.

*The crack in the rock foreshadows the Turtles breaking up and going their separate ways in the future.  You can read more on that in this article.

*The global catastrophe the subterranean monster fears was previously alluded to in Tales of the TMNT (Vol. 2) #16, Tales of the TMNT (Vol. 2) #18, Tales of the TMNT (Vol. 2) #24, and Tales of the TMNT (Vol. 2) #30.

*The global catastrophe itself will be shown in detail in Tales of the TMNT (Vol. 2) #69.

*This issue also contained a bonus pin-up, “Alhazred” by Kennon James.


Review:

When you go back and reread the Mirage TMNT stories, particularly Tales of the TMNT Volume 2, you’ll notice several vague allusions to a great global catastrophe that will wipe out human civilization.  What’s interesting is that few of these predictions were exactly the same and it’s easy to overlook them all when reading through the first time around; it’s something you better pick up on in hindsight.

I think the earliest hint of the global catastrophe was in TMNT (Vol. 1) #37 (“Twilight of the Ring”), where Leonardo defeats a spiritual entity known as the Adversary and inexplicably ensures the downfall of human/mammalian civilization.  This was a “guest” issue and as such it may or may not “count” on a canonical level (that’s really up to the reader, though).  But be that as it may, it fits in nicely with all the other stories that tease the end of the world.

Tales of the TMNT Volume 2 was where the writers really began building up to the Apocalypse.  Murphy wrote two stories (“Sins of the Past” and “The Blue Hole”) that suggested global warming would very soon destroy the Earth.  In both stories, the threat of global warming was the impetus for another adventure and it’s easy to forget all about it by the time you’re done reading.  Murphy wrote another story ("Rock of Ages”) where survivors of an ancient human race are discovered by the Turtles and it is learned that they destroyed their civilization through over-industrialization which led to a global climate change.  So again, the global warming thing.

Other writers took a more supernatural look at the potential destruction of Earth.  In a story by Bill Moulage that better complements this one (“Circle of Darkness”), Michelangelo encounters a Lovecraftian monster named Ouroboros and a cursed prophet named Tiresias.  Tiresias foresees a catastrophe that will kill tens of thousands of people and tries to cast a spell that will bind those lost souls to Ouroboros.

That works well with the Lovecraftian deity seen here in Lawson’s story (“Rocks”), which also foresees a future where mankind is crushed under the weight of his lies and arrogance, as for every lie man tells the rocks proceed to crack and crumble.  It’s a bit poetic, but essentially the more mankind abuses the environment and ignores the consequences, the more they will bring about their own destruction (global warming, again).

Whether you agree with the global warming sentiment or not (it was laid on way too thick for my tastes), it IS interesting how subtly they built the event up.  You even saw glimpses of it in stories like Tales of the TMNT (Vol. 2) #55, which showed a flooded Earth and ruined cities.  By the time you get to Tales of the TMNT (Vol. 2) #69, and you get to see the big event, hopefully all that foreshadowing will have paid off.

Another element of foreshadowing seen in this issue is the inevitable dissolution of the Turtles as a team and possibly even as a family.  We’d seen hints of their breakup as far back as “Old Times”, so again, anybody who has been reading the grand scheme of Mirage comics won’t be too surprised by the time they get here.  But Lawson actually bookends this issue with hints of the breakup.  When the tale begins, the Turtles are one ninja short, and while Don and Mike miss having Leo among them, Raph makes a flippant remark about wanting to have a break from the guy (which leads to a panel of awkward silence).  And, of course, the end of the story sees Raph make a remark about family unity, only for a rock to crack at the sound of his “lie” (illustrating that Raph’s earlier statement about wanting a break from his family was the truth, not his later remark about always being there for his brothers).

All in all, that’s what “Rocks” really amounts to; lots and lots of foreshadowing for things to come.  The meat of the story is really dull, just the Turtles fighting monsters, and I remember being bored with it the first time I read it.  I guess in order to appreciate “Rocks” you need to step back and look at the big picture, which can be a little tough when you consider how episodic most of the storytelling in the Mirage series is.

Grade: B- (as in, “But in keeping with Lovecraft tradition, the all-powerful and terrifying deity is defeated in the mot lackluster way possible”.)


TMNT/Ghostbusters #1

$
0
0

Publication date: October 22, 2014

Written by: Erik Burnham, Tom Waltz
Art by: Charles Paul Wilson III (pgs. 1-5), Cory Smith (pgs. 6-9), Dan Schoening (pgs. 10-22)
Colors by: Luis Antonio Delgado, Ronda Pattison (pgs. 6-9)
Letters by: Neil Uyetake
Edits by: Bobby Curnow

Summary:

Japan.  The Muromachi Period.  Kitsune prays before the torri to open the gateway for the Iron Demon.  She’s approached by her brother, the ox-headed Chinese deity known as Chi-You.  Chi-You accuses her of breaking the rules of the “game” established between their family by manipulating demons when they’re supposed to stick to mortals.  Kitsune begins to insist that she’s within her rights when the Iron Demon (Krang) exits the portal with a canister of ooze.  Kitsune sees a chance to be rid of her brother and throws Chi-You into the gateway.  The Iron Demon tells her that the safeguards in his transmat technology will keep Chi-You from exiting the portal, trapping him in dimensional limbo forever.


The present.  Harold Lillja’s lab.  Harold, April and Donatello have finally completed the interspatial transportation unit and tested it out for short distances.  Donnie invites his brothers, April and Casey to take the longest test by teleporting to the church lair to surprise Splinter.  As they step through the gateway, Harold swats at a fly and hits a button that recalculates the coordinates, sending the Turtles to who-knows-where.


New York City.  Another dimension.  The Ghostbusters (Peter Venkman, Egon Spengler, Ray Stantz and Winston Zeddemore) finish trapping a class 5 spirit and pile into Ecto-1.  They receive a call from Janine Melnitz and Kylie Griffen.  Apparently, Egon’s “dimensional breach early warning” device has gone off (he built it after their recent spats with the Peoplebusters and Gozer) and the Ghostbusters follow the signal to see what the big deal is.


The Turtles and co. materialize in the church lair, but the one in this dimension, which happens to still be in use and with a wedding in service, no less.  The dimensional breach also allows Chi-You to break free.  At first he’s furious that he’s in the wrong dimension, but then he realizes that the energies of this new universe have increased his powers.  The Turtles try to fight him, but are woefully overmatched.  Chi-You then uses his powers to possess Casey and all the wedding goers, turning them into mindless slaves to his will.


As the people attack the Turtles and April, the Ghostbusters come storming in and assess the situation…


Turtle Tips:

*For the Turtles, this issue takes place after TMNT (IDW) #40.

*For the Ghostbusters, this issue takes place after Ghostbusters (Vol. 2) #20.

*Kitsune began her pact with the Iron Demon/Krang in TMNT: The Secret History of the Foot Clan #1 (the prologue takes place sometime during that miniseries).

*The Ghostbusters last encountered Gozer in Ghostbusters (Vol. 2) #19 and had dealt with the Collectors/Peoplebusters in Ghostbusters (Vol. 2) #4.

*The Rat King, the other sibling of Kitsune and Chi-You, revealed the “game” in TMNT (IDW) #36.

*This issue was originally published with 9 variant covers: Regular Cover by Schoening and Delgado, Subscription Cover by Triston Jones, RI Cover by Kevin Eastman and Ronda Pattison, Hastings Exclusive by Brent Peeples, Heroes’ Haven Exclusive by Ozzy Fernandez and Tony Kordos, Awesome Con Exclusive by Jerry Gaylord, Hot Topic Exclusive by Adam Gorham and Paris Alleyne, and VA Con Exlusive gold and VA Con Exclusive red.


Review:

So here it is: A dream come true.  The Ninja Turtles have just met the Ghostbusters and my inner seven year-old couldn’t be more excited.  Gratuitous crossovers tend to follow a predictable formula, and this one may turn out to be no different, but the thrill of seeing two properties you love interact is usually worth the clichés.

Now, in addition to IDW’s Teenage Mutant Ninja Turtles comics, I also diligently read all of their Ghostbusters comics and let me tell you: They freakin’ ROCKED.  Burnham’s and Schoening’s run on both volumes of Ghostbusters amounted to some DAMN good comics.  I keep using the past tense because, as of last month, the series is cancelled.  And during the brand’s 30th Anniversary, no less.  If IDW has any plans for the Ghostbusters beyond this miniseries, I do not know, but I can only hope.  And I can’t recommend enough that you check these comics out.  The first volume has recently been collected in a hardcover omnibus called Total Containment and it’s worth every penny.

Anyway, I just wanted to get it out there that I’ve been reading both books, so I wasn’t at any sort of disadvantage when it came to the continuity of the intersecting titles.  But for those of you who haven’t been reading one or the other book?  Or, god forbid, neither?  You might be at something of a loss. 

Those who have been reading TMNT should be fine; the continuity of the Ghostbusters book so far extends only to some vague references of their recent encounters with the Peoplebusters and Gozer.  It explains why they have the dimensional breach warning system in place, but the references are slight.  You might wonder what that goth chick from Extreme Ghostbusters is doing there, but that's about it.

The Turtle continuity, on the other hand, is much less forgiving.  If the “TMNT” coming first in the title didn’t tip you off, this is more of an essential chapter in the chronology of the Turtles than it is the Ghostbusters.  So if you’re coming into this after having only read the Ghostbusters book, you’re just a little bit fucked.  It starts out knee-deep in “The Secret History of the Foot Clan” mythology, adding in the stuff the Rat King revealed during the “Monsters, Misfits and Madmen” arc, and hinges the whole crossover plot device on a subplot that began in the “Utrom Empire” miniseries and came to a head during the “New Mutant Order” arc.  So far as the Turtles go, this mini is MIRED in their continuity and you Ghostbusters fans are right to be head-scratching.

That said, I like how Waltz and Burnham have worked so much of the TMNT mythology into setting up this crossover.  As a reader of the IDW TMNT books I don’t feel like this storyline is inessential or a side story, but another vital step in the forward momentum of the series.  Admittedly, the reason for the Turtles to get lost in another dimension (Harold swatting at the keyboard) was kind of dumb, but I think it was intended as a tongue-in-cheek sort of thing.  The crossover between these two properties is so random to begin with, the stupidity of the story mechanic is an appropriate nod to the circumstances.

I haven’t much else to say about the story outside of the continuity between the books because this introductory chapter was all setup that used the continuity as a means to an end.  There isn’t much actual story yet to discuss.  But that’s a necessary evil of the crossover tale and one of the clichés I talked about in the first paragraph of this review (who wants to bet that the Turtles and the Ghostbusters will fight when they first meet due to a misunderstanding, but will eventually realize they’re on the same side and team up to save the day?).

Chi-You was a surprise inclusion; a creature of Chinese folk lore I wasn't too acquainted with until I read his wiki article.  I wonder how deep Waltz will end up going with this oddball "pantheon" of manipulative deities?  And how international he plans to get?  Kitsune comes from Japan, Chi-You comes from China and the Rat King comes from Europe.  It seems like there are plenty of options out there in the world of ancient mythology to expand their ranks.

Let’s talk about the art.  Three guys on this one.  Again, those who don’t read the TMNT book are at a disadvantage here, probably wondering why three people penciled this thing instead of one.  Those who have been keeping up with the TMNT books no doubt recognized the method to the madness and didn’t blink.  Basically, Charles Paul Wilson III has a history with the IDW TMNT book, often drawing the stories which take place in Feudal Japan.  Corey Smith is an alternating artist for the ongoing TMNT title, swapping out with regular artist Mateus Santolouco between arcs.  Dan Schoening, though, is the main artist for the Ghostbusters book (or was, anyway) and he’ll be the artist for the rest of this mini.  See?  It all makes sense.

Schoening’s style is a bit polarizing, I’ve discovered, but I absolutely adore his stuff.  Yeah, there are a few aesthetic choices that bug me (he overdetails the digits so everybody looks like they have granny fingers, all the women speak out of the sides of their mouths, he draws ears as itty bitty half-circles), but just because I don’t like SOME of his decisions doesn’t mean to don’t love everything else.  His style is heavily animated and it marries EXTREMELY well with Luis Antonio Delgado’s colors (which don’t get as much credit as they deserve).

Schoening is also an Easter Egg MANIAC and one of the most entertaining aspects of his run on Ghostbusters was going back and inspecting every page for the myriad in-jokes he slipped in for the eagle eyed readers.  In this issue, you’ll see the Bug-Eye Ghost from the old Kenner Real Ghostbusters toyline.  But perhaps more obviously, the wedding is between Irma and Howie from the Fred Wolf TMNT cartoon (with Vernon and Burne as groomsmen).  I wouldn’t take the Easter Eggs too seriously, TMNT fans, as Schoening includes them more for fun than canon (many of the Easter Eggs in the Ghostbusters comic make no sense in context and are just supposed to be a cute game of Where’s Waldo).  “Irma” is even addressed as “Lucy” by the wedding goers, so that should tip you off that it was just a gag and not “really her”.

Anyhow, when I mute the hyperactive screeching of my inner seven year-old, I can see a few of the problematic factors in this crossover.  The learning curve regarding TMNT continuity is a little intimidating for the uninitiated and this first installment is heavy on the setup.  That aside, it’s still all very promising and those of you who HAVE been reading the Turtle books won’t miss a beat.  As for the rest of you?  Hey, these comics are pretty great.  Check em out.

Grade: B (as in, “But once again, Casey gets jobbed.  Jeez, he is IDW’s punching bag, isn’t he?”)


Awesome Turtle Picture #32

$
0
0

With Halloween a week away, let's bask in the glory of one of the TMNT's more obscure, and frightening, adversaries: The Terror Bears!



Pain Bear (vines), Fear Bear (the scream), Nightmare Bear (demon) and Doom Bear (mushroom cloud) escaped from the laboratory where they were created with the singular goal of worldwide Armageddon.  And depending on how well you played the RPG TMNT & Other Strangeness, they may have succeeded.

The Terror Bears only received one piece of merchandise I know of: Pewter miniatures from Dark Horse (not to be confused with the comic book publisher).


I love these little guys; a shame they never appeared in any comics.  There may be muddy rights issues involved with the characters, since they only appeared in the RPG sourcebooks by Palladium and I don't know who retained ownership over characters created exclusively for those things (be it Mirage or Palladium).  Whatever the legal case may be, it looks like we might be getting spiritual successors to the Terror Bears in the Nickelodeon TMNT cartoon for the third season.

Meet the Dream Beavers:


The episode featuring the Dream Beavers hasn't aired yet, so I dunno if they're really going to be channeling the Terror Bears, but man, I can only hope.



Viewing all 879 articles
Browse latest View live