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The Art of Camouflage

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Originally published in: Nickelodeon TMNT (Panini) #10
Publication date: January, 9 – February 5, 2014

Script: Steve Tillotsen
Art: Bob Molesworth
Colours: Jason Cardy
Colour assist: E. Pirrie
Letters: Alex Foot

“The Art of Camouflage”

Summary:

In the dojo, Splinter prepares the Turtles for a lesson in camouflage, as a ninja must be able to thoroughly conceal himself.  Mikey whines that they shouldn’t be training on such a special day, but Splinter silences him and tells his sons they have one hour to prepare.

An hour later, Splinter begins his hunt around the lair.  With a flashlight, he immediately spots Raphael, who is painted like bricks and standing flush against a shadowy part of the wall.  Splinter compliments him on his ability to stay concealed in the shadows, but warns him that his camouflage will become useless the moment someone turns on the lights.

Rather than hide, Donatello comes marching out to show Splinter his latest camouflage-related invention.  The device projects images over his whole body, thus rendering him “invisible”.  Splinter is impressed until the device starts selecting images from Don’s “April” folder, plastering the Turtle in photos of their friend.  Splinter compliments him on his ingenuity, but warns that he should not be so reliant on technology.


Next, Splinter finds Leonardo hiding in the rafters above.  Leo has his arms and legs splayed out, bracing himself tightly between the beams.  Splinter pokes him once in the head with his stick and Leo comes falling down.  Splinter compliments him on his exertion of effort, but warns that even when hiding, he should never leave himself vulnerable to attack.

Lastly is Michelangelo, who comes waltzing into the living room wearing a pinstripe suit, glasses and a false moustache.  Mikey introduces himself as “Maurice Turtleman”.  Splinter informs Mikey that he may have missed the point of the exercise.  With the lesson over, Splinter dismisses his sons for the day.


Some while later, Splinter returns to the living room to find it completely empty.  He suspects his sons are around, but can’t find them.  The Turtles successfully sneak up on him with a birthday cake and yell, “Surprise!”  Splinter thanks them for the birthday celebration and compliments his sons on improving their concealment skills.


Turtle Tips:

*This story is continued from “Number One Fan”.  The story continues in Nickelodeon TMNT (Panini) #11.


Review:

“The Art of Camouflage” is a cute story and it was fun to see Splinter find each Turtle, then offer them compliments and criticisms on their technique.  Well, each Turtle except Mikey.  It might have been nice to see if he could have used any of his skills come up with something creative, but nah, it was just a dumb joke at the expense of his stupidity and utter uselessness.  Hrm.

Beyond the neat gimmick and the ending with Splinter’s surprise party (a good way of tying it all together), this one’s pretty low key in terms of humor and art.  No gut-busters, here.  Molesworth’s characters look stiffer than usual and some of the layouts look pretty rough (especially Don’s near-identical posing between the first panel and the second-to-last panel on page 26).  A few pages have some energy to them, such as page 27 when Splinter finds Leo, but this particular comic is just a bit blander looking than Panini typically puts out.

“The Art of Camouflage” is the lesser of the two strips published in this issue, but it does have its moments and I liked the premise.  It just could have benefitted from something better for Mikey to do than embarrass himself and a bit more energy in the layouts.


Grade: C (as in, “Camouflage is an art most teenagers should be masters of, at least when it comes to concealing their porn collections”.)

Awesome Turtle Picture #29

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After previously discussing how difficult it was for characters from the Mirage TMNT comic to get action figures in the Playmates toyline, I thought I'd spend this Awesome Turtle Pictures looking back at one of the more obscure characters to actually GET a toy: Chote.  Or as Playmates called him, "Shogun Shoate".

Chote originally appeared in TMNT (Vol. 1) #46 and #47, published in May of 1992, as an honorable but villainous hench-mutant under the command of recurring antagonist Savanti Romero (who didn't get an action figure until the 2003 toyline).  He was created by Mirage staffer Michael Dooney.


By the end of the "Masks" story arc, Savanti Romero was once again defeated and Chote was banished to the future by supporting character Renet.  Upon arriving in the future, he wound up sharing panel-space with a familiar face:


That koala-looking guy is Fluffy Brockleton from Dooney's "Gizmo" series.  The opening editorial from Eastman and Laird in TMNT #47 even assures readers that Dooney had plans to continue using Chote, with that ending implying he'd be showing up in some "Gizmo" comics.  Alas, Dooney never acted on those plans and Chote was never seen nor heard from again.

Well, Chote was never heard from again because he changed his name to Shoate for some reason.

In 1994, Chote beat the odds and actually received an action figure from Playmates, albeit under the name Shogun Shoate (I'm guessing the alliteration just rolled off the tongue better in the marketing boardroom).  In all honesty, it was a pretty dead-on recreation of Chote's comic book likeness and the origins of the character fit right in with the "Shogun" subline the series was going through that year (he was certainly a better fit than Shogun Triceraton).



The bio on the back of his card changes up his back story a bit.  He's still a villain to the Ninja Turtles, but now he's apparently a subordinate of the Shredder's.  His bio also says that his favorite film is "Teenage Mutant Ninja Turtles III", which was loosely (LOOSELY) based on the "Masks" storyline the character originated from.

Beyond the rather sweet toy and a two-issue arc, Chote/Shoate hasn't gotten much play.  Michael Dooney hasn't forgotten about him, though, and continues to draw the character for fans:



On an apocryphal note, another time-displaced dinosaur-man with sweet shoulder pads was set to appear in the proposed Mighty Mutanimals animated series: Deinotor.


Obviously, that show never happened.  The Mighty Mutanimals cartoon was pitched in 1993, a year after Chote was introduced in the comics, but a year before Shoate got his toy from Playmates, so if Deinotor was an evolution/variation of Chote as Shoate was, I really don't know.

Anyhow, that's your history lesson on obscure TMNT villain Chote.  Well, he's more obscure than, um, Tattoo, but less obscure than... uh...  Muckman?  Yeah, sure, let's go with that.


Thoughts on Paper

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Originally published in: Turtle Soup (Vol. 2) #4
Publication date: February, 1992

Story, art and colors: Michael Gaydos and Dan Berger

“Thoughts on Paper”

Summary:

Through an abstract collage of familiar imagery (Turtles, ninja weapons, Splinter, the sewers), one of the Turtles contemplates their relationships through stream of consciousness babble.  He thinks about how they have been hiding and searching for themselves for 16 years.  He thinks about how Splinter is not just their master, but “the one”.  He thinks about how he and his brothers are “four” and “forever”.  Yet also, sometimes they are not his brothers, but reflections of his own inadequacies and loneliness.  He considers how all these numbers and variables are too confusing to keep track of.

Don is suddenly roused from his drawing board by one of his brothers (either Raph or Mikey).  They’ve come back from McDonald’s and it’s about time for “Cops in Budapest”.  Don snaps out of it and tells his brother that he’s been studying art lately and it kind of got him itching to experiment with what he’s learned.  The Turtle takes one look at Don’s surrealist sketchbook and immediately thinks Don is on something.  Don laughs and agrees that his attempts at art maybe aren’t so hot.


As they leave to go watch TV, Splinter takes a look at the sketchbook for himself.  He is immediately fascinated by Don’s profound musings.


Turtle Tips:

*The credits don’t specify which creator contributed to which portions of the comic, though I imagine it was a highly collaborative effort. The last page is very clearly Dan Berger’s pencils, however.


Review:

So this is the story that ends Turtle Soup, though I don’t think it was supposed to be the last installment (Turtle Soup was meant to be an ongoing, not a limited series).  As a parting shot, “Thoughts on Paper” offers some very strange visuals and a genuine change of pace for the anthology.  Most stories in Turtle Soup have been action/adventure pieces or dumb absurdist comedies.  There were a handful of introspective shorts that were definitely highlights, but even those were pretty typical in terms of their art direction (though they were certainly attractive-looking, don’t get me wrong).

“Thoughts on Paper”, on a surface level, looks to be Gaydos and Berger trying their hands at aping the style of Dave McKean; that abstract collage and cut-out style that’s uniquely his.  The context of the story revealed in the final page explains that Donatello is attempting to mimic the art styles of others to learn more about the craft, which was a nice meta reference and also helps take the edge off of any excess criticisms regarding Gaydos and Berger’s success at copying McKean.  While it definitely does feel like pastiche stuff, I think they did a pretty good job of applying that weird graphic flavor to the Turtles.  The text is a bit hokey, but again, the context puts it all into perspective.

I do kind of wish that the Turtle drawing the comic had been revealed to be Michelangelo, not Donatello.  Art and storytelling was something Mikey was established as taking an interest in way back in TMNT (Vol. 1) #17 and future stories published after this one would continue showing him working on his craft.  While there’s certainly nothing wrong with Donatello taking a crack at art, I think it would have been a nicer moment for Mikey’s character development, personally.

On the other hand, it’s kind of a nice companion piece to “Credo”, a short that deals with Donatello struggling to put his feelings into words.  In this case, Don is trying his hand at putting his feelings into art and having just as much trouble.  In both stories, Don gives his age as 16, so they actually go back-to-back fairly well (the setting in the final pages even implies the ramshackle farmhouse).

All in all, “Thoughts on Paper” is one of the most unique installments in the Turtle Soup anthology, though easy to overlook because it’s more of a visual experiment than a full-fledged story.


Grade: B- (as in, “But I can’t tell what that symbol on the sketchbook in the final panel is supposed to be.  It sort of looks like E.T. if you squint.”)

TMNT (Vol. 4) #1

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Publication date: December, 2001

Writing, lettering, inking, toning: Peter Laird
Penciling: Jim Lawson
Cover painting: Michael Dooney
Production assistant: Dan Berger
Dedicated to: Kevin Eastman

Summary:

On the surface of the moon, a big robot stomps around until he finds the Apollo 11 lunar landing site.  The big robot enjoys the history and then reconvenes with an Utrom.  Overlooking a large complex secretly built into the surface of the moon, the pair contemplate the shocking plans they have for the Earthlings.  The big robot thinks about how he’s only met a few Earthlings in his time, and they weren’t even human.


Down in a snow-covered alley in New York City, the Ninja Turtles find themselves cornered by the Madhattan Maulitia, a gang of militant thugs out to kill any and all “aliens”.  The Turtles try to explain that they aren’t aliens, but the Maulitia isn’t listening.  The Turtles take the thugs down pretty easy and then escape into a nearby abandoned building.  Resting, Michelangelo ponders how throwing down with street hoods was a LOT easier 15 years ago. 


Leonardo rallies his brothers and they make their way to the rooftops.  As soon as they get there, they’re attacked by more Maulitia thugs, this time riding snowmobiles across the rooftops.  The Turtles take down several of the thugs, but they decide to cut and run and escape by splitting up (much to Raphael’s annoyance).  Donatello escapes to an alley and finds one of the Maulitia’s snowmobiles.  Deciding he could put it to better use, Don takes it for a joyride.

Michelangelo runs out into the street to flag down Donnie, but his brother fails to see him.  Mikey, meanwhile, fails to see a bus which clips him with its fender and  knocks him out.  A strange figure wearing a helmet and a cape, and named “Magnrok”, finds Michelangelo and pulls him into the safety of an alley.  Magnrok then radios for an immediate pickup.

Donatello proceeds to drive his new snowmobile down into a subway tunnel and onto the tracks.  The snowmobile doesn’t maneuver well without snow and bucks Donnie as it skids along the rails.  The snowmobile hits a wall and explodes (because I guess snowmobiles just explode when they hit things).  Once the smoke clears, Don looks through the hole in the old brick wall and finds a dusty old armored car, hidden away for years.

At the Jones resident, April Jones is getting anxious.  Casey tells his wife to relax; that their appointment with the doctor isn’t for another hour.  April is just antsy, however, as she wants to find out what their prospects for having children are.  Together, they get into the Chevy and head out.


At the farmhouse in Northampton, Shadow is busy sparring with diminutive android and Justice Force member Metalhead.  After a good workout, Shadow calls it quits and thanks Metalhead.  Splinter enters the room and tells the teenage girl to be patient; her father will call with the news about April’s appointment soon.  Shadow knows she shouldn’t be anxious, but she can’t help but feel like something big is on the way that will change everything.


Turtle Tips:

*This story is continued from TMNT (Vol. 2) #13.  The story continues in TMNT (Vol. 4) #2.

*When he began Volume 4, Peter Laird chose to ignore the continuity of Image’s TMNT Volume 3, rendering its events non-canonical.  As a result, there is a large gap of time between the events of TMNT Volume 2 and TMNT Volume 4.

*Numerous issues of Tales of the TMNT Volume 2 were written to account for the missing years, creating a “Mirage Volume 3”.  For a listing of those issues, see my Mirage Comics Continuity Timeline.

*Jim Lawson penciled an alternate version of the first 8 pages of this issue before discarding them and redoing the sequence.

*Chronologically, the Madhattan Maulitia first appeared in Tales of the TMNT (Vol. 2) #57.  The Turtles last encountered them in Tales of the TMNT (Vol. 2) #66 (which takes place shortly before this issue).

*Metalhead last appeared in TMNT (Vol. 1) #15.

*This issue received a second printing in February-March, 2003 (cover says March, indicia says February).  There is no additional content in the second printing.


Review:

Eastman and Laird are two creators with two starkly different sensibilities.  Eastman likes gratuitous gore, fast-paced action to the detriment of story, gritty urban settings, F-bombs, and Julie Strain.  So much Julie Strain.  Laird is the other side of the coin.  His stories veer toward science fiction more often than not, he’s reserved to the point where he won’t even permit his characters to curse (“holy hippo spit” is the closest you get), he prefers decompressed prattle between characters over excessive action, and his work is generally more PG-rated than Eastman’s stuff (Eastman’s the editor of Heavy Metal magazine, after all).

Together, Eastman and Laird created a great balance in storytelling.  Their contrasting tastes compromised somewhere in the middle and as readers we received comics that were equal parts urban adventure and science fiction, explosive action and character portraits.  Individually, however, the seams of their storytelling styles stand out like blinking neon.

Back when I reviewed Bodycount #1, I talked about Kevin Eastman’s solo TMNT work; the sort of signatures, tropes and clichés that define his individual style.  Now that I’m getting into TMNT Volume 4, it’s time to take a look at Peter Laird.

The man likes his science fiction and the opening pages of TMNT (Vol. 4) #1 make no effort to hide that fact.  The first thing we see are robots and aliens exploring the moon.  When the Turtles finally do show up (in an homage to TMNT Vol. 1 #1), they’re misidentified as aliens by the antagonists.  The stage for Volume 4 is set immediately and this is going to be a VERY science fiction-centric volume.  Lots of aliens, lots of outer space exploration, lots of robots and lots of super technology.  This first issue is very upfront about the direction the series will be taking and if you’ve never been a fan of sci-fi themed TMNT stories, then you may want to opt out.

While the action in Laird's books tends to be decompressed to the point of losing all kinetic energy (the “running battle” cliché of Eastman’s work may be tired and overdone at this point, but the man can lay out a frenzied action sequence like nobody’s business), he does slow down to give characters the time to talk and digest the situation.  This is both a blessing and a curse, as Laird’s dialogue is tedious and doddering.  While not yet inundated with the “ummm”, “uhhh”, and “hmmm” noises that polluted the scripts for TMNT Volume 2 (which were scripted by Lawson, I believe), the man is a thousand times guilty of abusing the ellipses.  Characters talk with an excess of awkward pauses that don’t so much succeed at giving them a unique or “realistic” voice as it just makes them all rub off as slow and dull-witted.

Seriously, count the number of fucking ellipses in this issue.  It’s obscene.

BUT, what Laird does do, and what kept me reading through TMNT Volume 4 even… when… I… couldn’t… stand all… of the… ellipses… was the STORY.  Laird can plot a solid long-form story. TMNT Volume 4 truly does feel like a definite change for the course of the narrative and the places he takes many of the characters are certainly engaging.  We haven’t gotten there yet, but there’s going to be a big status quo changer in a couple of issues that will put the characters in a completely new situation.  A few issues after that will be a tragic sequence that, again, truly imparts the idea that these characters are growing and changing with time.  While the execution of these stories can be meandering, to put it politely, the actual CONTENT of the stories is fascinating.

If you read the letters pages throughout Volume 4, you’ll frequently see Laird responding to criticism by telling his unsatisfied readers not to buy the comic (before obliviously spinning yarns about how the comic doesn’t turn a profit).  Mirage’s slogan changes from “If it Ain’t Late, it Ain’t Mirage” to “Mirage: If You Don’t Like it, Don’t Buy it”.  And you know what?  I can’t argue with his logic.  If you hate an ongoing series, you really can’t expect the writers or the editors to change it just to suit your expectations.  And if all something does is bring you frustration and disappointment, then dude, just drop the book.  I used to have the “collector’s mentality”, that I had to own EVERY issue of a series because I’d already invested so much into it, but I eventually outgrew that when some of the ongoing comics I was reading started to really, REALLY suck.

For me, I don’t hate TMNT Volume 4.  There are aspects about it I don’t care for in the slightest, but disliking a PART of something doesn’t equate to disliking the WHOLE.  “Ghostbusters” is my all-time favorite movie, but even I will admit that some of the special effects look like shit; you can like or even love something and still be critical of a few of its components.  As I said before, the dialogue in this comic is awful and the characters are bland as balsa wood, but the overarching narrative and the direction the established characters go in is genuinely fascinating.  There’s enough good in TMNT Volume 4 to outweigh the negative and as a result, I continued to read it all the way up to its unceremonious “indefinite hiatus” (at which point, Mirage once again changed its slogan, this time to “Mirage: We Never Finish What We Start”).

Anyway, that’s enough waxing on Volume 4 as a whole and Laird’s signature style.  What about this issue on an individual level?

Well, the opening is, as I said, a fine way of indicating right off the bat just what genre this series would be miring itself in.  The Utroms and the giant robot set an ominous tone with their plans and I love how the story jumps straight from the grand scope of outer space directly to the “small time” action of the Turtles fighting thugs in an alley.  The action sequence is rather crude and drones on for way too long, but the need to establish the Madhattan Maulitia and their fear of alien invaders (through clumsy dialogue) was necessary, as again, they’ll play a major part in the sci-fi themed narrative of this volume.

What you’ll notice with this issue is that the storytelling is not especially tight.  The Turtles fight a bunch of thugs for a really long time and then just suddenly Mike is hit by a bus and Don finds an armored car in the subway.  The pacing is all over the place and there isn’t a beginning-middle-end structure to this adventure.  It’s just a whole lot of stuff that happens and then the comic runs out of pages.  TMNT Volume 4 is HEAVILY serialized in its storytelling, so this is how all the issues are going to be.  The issues don’t end because the story reaches an organic breathing point, but because the comic runs out of pages.  You’ll just have to get used to it.

Anyhow, Volume 4 is not everybody’s cup of tea.  I know that.  But when it introduces good ideas, they’re actually GREAT ideas.  The fact that it doesn’t have a conclusion or anything approaching closure to any of its storylines is concerning to some, but let’s be frank, when I pulled that “Mirage: We Never Finish What We Start” gag, I was talking about more than just TMNT Volume 4.  Read through Tales of the TMNT Volume 2 and you’ll be pulling your hair out in frustration at the number of plots and storylines that are initiated and never resolved.  From 2001-2010, Mirage just loses any and all ability to focus on a storyline and bring it to a satisfying conclusion (or ANY conclusion, really) and the decade is defined by their refusal to finish anything they start.  It’s hard to get mad at Volume 4 for petering off into oblivion without tying up its loose ends when practically every major Mirage storyline from the decade did the exact same thing.

That ball of negativity aside, this first issue lays everything out on the table for you in terms of the direction this book will be taking.  Not just the plot and genre, but the storytelling style.  Either you can acclimate to it or you can’t, but don’t expect it to change.


Grade: C+ (as in, “Come and enjoy all the wonderful inking and toning work on this issue, by the way.  It’s quite good.  But enjoy it while it lasts.”) 

Stay cool, Vanilla Ice

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I just thought I'd get this out there on the off-chance you haven't seen the commercial yet.





Incidentally, if that wasn't awkward enough for you, here's a 2-minute "making of" documentary:




I won't lie, even if I win the lottery this will still be a contender for the highlight of my day.

TMNT III manga, Chapter 3 translated!

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The Optical Internet Translation Gang were having some trouble with their URL, which wound up in the site shutting down and this chapter getting delayed for... a while.  But the TMNT manga translations are back on track!

TMNT III (Comic Bom Bom adaptation), Chapter 3.

Once again, you'll encounter some familiarity with the flow of the film's plot, but otherwise it takes the characters on a very different course.  It's fun, weird, stupid stuff.  I'm liking how the characters, so utterly bland in the movie, are much more animated in this version.  Especially Walker, though his dialogue is a bitch to translate (to illustrate how "foreign" he is, his dialogue will randomly switch from kanji/hiragana to big blocks of katakana which is disorienting and obnoxious to read).

So there you go!  I think this is the halfway point of the TMNT III adaptation and I'll try to get the rest translated quicker for those who have been waiting patiently for the project to get back on its feet.

The X-Files/TMNT: Conspiracy #1

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Publication date: February 19, 2014

Written by: Ed Brisson
Pencils by: Michael Walsh
Inks by: Adam Gorham
Colors by: Jordie Bellaire
Letters by: Chris Mowry
Edits by: Bobby Curnow and Denton J. Tipton

“Conspiracy, Part 3 of 6”

Summary:

In the woods of Northampton, a pair of teens are trying to get pictures of the “vampire cult” rumored to be hiding around there.  They spot something else and take a photo before fleeing in terror.

In the sewers of New York City, the Lone Gunmen are following the lead that tipped them off about “manphibians” living in the New York sewers (it came from a tabloid sent to them from the future).  Langley gets an update on his tablet and sees the photo the two teens took.  It’s a picture of Leonardo (or “the manphibian”) prowling around the woods of Northampton.  The Lone Gunmen decide to pursue their search there.


By the barn at the Northampton farmhouse, Leo is busy practicing with his swords.  Donatello comes to him with the bad news about the photograph.  Leo is upset at himself for letting the teens get the picture and realizes he could have jeopardized their safety.  Don tells Leo not to worry about it; that after everything that’s happened, they’ve ALL been a little off their game, lately.

In town, the Lone Gunmen have parked their van outside the Golden Pizza.  Langley explains that there have been numerous “exsanguination” deaths reported in the town (all the bodies found with their blood drained) and he suspects their “manphibians” may also be “vampires”.  More than that, the victims were all poisoned first with chloral hydrate and all the victims had ordered from the Golden Pizza shortly before their murder (hence their stakeout).  Frohike wonders how the local authorities could possibly overlook such obvious connections, but Langley suggests the hick police are just too stupid to figure it out.  On cue, the local Sheriff (Hartwell) comes knocking on their door, asking why they’ve been sitting outside the Golden Pizza for hours.  Frohike makes up the excuse of “car trouble” and the Lone Gunmen quickly drive off.  Immediately afterward, April and Casey come waltzing up to the Golden Pizza to pick up some grub.

On the rooftop, Leo has dragged his brothers with him to keep an eye on their friends.  Leo is concerned that with the recent photo hitting the internet, the Foot might be onto their whereabouts, so he wants to make sure April and Casey are safe.  As the Turtles watch from a roof, the Lone Gunmen watch from behind a dumpster in an alley, waiting for anything out of the ordinary.  Suddenly, a chair comes smashing through the front window of the restaurant and the Turtles immediately leap down to see what all the commotion is.


Inside, the Turtles find a pizza boy with glowing red eyes and fangs trying to attack April and Casey who have been drugged.  The Turtles are about to take down the vampire when Sheriff Hartwell shows up with a gang of other vampires.  A fight breaks out and when Langley sees that the “manphibians” are outnumbered, he decides to call Agent Mulder for advice.  Mulder recognizes Langley’s description of the pizza boy as being Ronnie Strickland, a vampire he met before.  Mulder tells Langley to spread some seeds on the floor, as vampires will instinctively try to pick up and count any spilled grain.  Byers doesn’t find any seeds, but he does spill a shaker of pepper flakes.  The vampires immediately stop fighting and try to collect the flakes.  Seeing that the battle is a lost cause, Sheriff Hartwell orders the vampires to drop the flakes and retreat.

The Turtles are about to leave when the Lone Gunmen stop them.  Byers tells them that there’s a virus currently spreading across the East Coast and its “alien” nature has thus far made finding a cure nearly impossible.  Frohike and Langley insist that they have leads which indicate that mutated “manphibian” blood might be the only way to engineer a cure.  The Turtles aren’t about to give their blood to a trio of strangers and storm out.  The Lone Gunmen yell that without their help, thousands will die.  As he leaves, Leo glances back.


On the road leaving Northampton, the Lone Gunmen lament that they weren’t able to get any “manphibian” blood.  They begin to lose hope, as they’ve now no idea how a cure might be engineered for the virus.  Frohike suddenly stops the car as Leo appears in the middle of the road.  Leo offers them one chance to convince him that what they’re claiming is true.  Langley invites Leo into the van and shows him all the evidence they’ve been collecting as well as news reports corroborating the rapid spread of the deadly contagion.  Leo gives them a sample of his blood but warns the Lone Gunmen that if he finds out they were lying, he and his brothers will make them pay.


Turtle Tips:

*This story takes place between TMNT (IDW) #30 and TMNT (IDW) #31.

*Ronnie Strickland and Sheriff Hartwell previously appeared in The X-Files episode “Bad Blood”.

*The Lone Gunmen were made aware of the “manphibians” in The X-Files: Conspiracy #1.

*So far as the Conspiracy arc is concerned, the story is continued from The X-Files/Ghostbusters: Conspiracy #1.  The story continues in The X-Files/The Transformers: Conspiracy #1.  The arc will conclude in The X-Files: Conspiracy #2.

*This issue was originally published with 3 variant covers: Standard Cover by Miran Kim, Subscription Cover by Michael Walsh, and RI Cover by Joe Corroney, Brian Miller and Hi-Fi Studios.


Review:

Before I review this X-Files/TMNT crossover, I first want to blow off some steam.  I want to talk about the only other installment in the “Conspiracy” crossover event I've picked up: The X-Files/Ghostbusters #1.  So if you don’t want to hear me discuss one of the worst-drawn comics I have ever seen in my life, and if you don’t want to defile your eyes by looking at scans from said comic, then scroll down a bit.

The X-Files/Ghostbusters: Conspiracy #1 was terrible. 

Erik Burnham’s script was… passable.  Probably the worst script he’s ever written for IDW’s Ghostbusters comic, but when all his other Ghostbusters scripts have been positively awesome (seriously, that book is great), it’s hard to hold a grudge.  It’s incredibly dull (the Lone Gunmen sneak into the Firehouse, release a ghost, the Ghostbusters catch it, the Lone Gunmen leave), but the script isn’t offensive beyond that.

No, what was offensive was the art by Salvador Navarro.  And by “art” I mean “tracings of promotional stills and screenshots from the X-Files TV series”.  This guy traces and traces and traces and traces to the point where even GREG LAND would be inclined to tell him, “Dude, enough with the tracing, already.  Have some integrity”.  As a result, no one ever looks like their posture or their facial expressions are appropriately reacting to ANYTHING going on around them.  And even worse is when Navarro traces the same panel 2 or 3 times just so he won’t have to draw anything new, only changing a head (or sometimes nothing at all) between each panel.

Here.  Just... Just LOOK at this shit.








And.  That’s.  Not.  Even.  ALL OF THEM.

If you’re wondering why I’m spending so much time in this Teenage Mutant Ninja Turtles review bitching about a Ghostbusters comic, trust me, I have a reason.  After witnessing how little attention to quality the “Conspiracy” editor (Denton J. Tipton) was paying to the books he was in charge of, my expectations for X-Files/TMNT promptly went from “eh” to “oh God, is this gonna be total shit, too?

There’s absolutely no excuse for publishing a comic with “art” that bad.  I admit I'm getting nasty, but even if you've ignored every word I've typed, those panels speak for themselves.

Anyway, X-Files/TMNT was an improvement, though perhaps only because X-Files/Ghostbusters set the bar so low it was practically subterranean.

Following Ed Brisson’s script requires the reader to be familiar with the X-Files episode “Bad Blood”.  That’s fine for X-Files fans (do they still call themselves “X-Philes”?), but TMNT fans may be at a disadvantage.  I actually remember seeing “Bad Blood”… 16 years ago.  When it first aired.  So my memories weren’t exactly fresh.  They were good enough to follow along, but I imagine anybody going in cold would be completely bewildered about the characters of Ronnie Strickland and Sheriff Hartwell (who isn’t even named in the issue and also doesn’t look a thing like Luke Wilson) as well as the whole idea that vampires are OCD.

Now, for those who GOT the referenced episode, I’ll give Brisson credit; tying a pizza-related episode of the X-Files into an issue of TMNT was a cute bit of inspiration.  As a sequel to “Bad Blood” it doesn’t really give those returning characters much time to shine (Strickland and Hartwell scarcely share a dozen sentences between them), but that’s sort of a casualty of this issue being PACKED with exposition.  The Turtles have to explain their status quo (the whole exile thing), the Lone Gunmen have to explain the whole deal with the virus and the tabloid from the future, and “Bad Blood” has to be summarized just enough to give the presence of those characters some sort of functional context.  It’s way too much for a one-shot issue and unlike past IDW crossover events, this story doesn’t work on a standalone level in the slightest.  Still, I think I prefer the excess of story in X-Files/TMNT over the dismal lack of story in X-Files/Ghostbusters.

Michael Walsh’s pencils are good.  They’re scaled back in terms of detail, but his caricatures of the Lone Gunmen are pretty dead-on.  I don’t know if it was the decision of Walsh or the colorist, Jordie Bellaire, but the Turtles all have these colored spots on them that remind me of the “Movie Star Turtles” toys from Playmates back in the day.  It’s a good thing!  Overall, there are glimpses of Walsh's talent at laying out action, but it’s hard to get a good bead on that skill because this story has to spend so much time explaining things.  The script relies on so many pages of exposition that Walsh is sort of left to just draw characters sitting around talking and that’s not exactly the most stimulating of visuals.

The X-Files/TMNT is not heinously bad like the X-Files/Ghostbusters was.  However, I can’t consider it very good.  It tries to pull double duty as a one-shot and a chapter in an ongoing tale and we end up with something that doesn’t really work as the former.  And not even so well as the latter, either, as followers of "Conspiracy" have to deal with the Lone Gunmen explaining the intricacies of the virus and the future tabloids for the third time and that has GOT to be getting tiresome.

I’ve enjoyed IDW’s previous crossover events to some degree, but “Conspiracy” is the first one I’d say has been genuinely bad.  It hasn’t been well planned out and the editor(s) have not been paying much mind to the quality of some of the installments.  I hope that they get their act together by next year’s crossover event.  Honestly, “Infestation 2” was pretty much perfect; they ought to go back to that system.


Grade: D+ (as in, “Denton J. Tipton must have gotten the pages for the X-Files/Ghostbusters issue at 4:59pm on a Friday.  The APPROVED stamp moves mighty fast when Miller Time is just around the corner,”)

TMNT (Vol. 4) #2

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Publication date: February, 2002

Writing, lettering, inking, toning: Peter Laird
Layouts, pencils: Jim Lawson
Cover painting: Michael Dooney
Production assistance: Dan Berger

Summary:

Woozy, Michelangelo wakes up in the back of an ambulance.  Paramedics are seeing to his injuries and about to sedate him.  Mikey freaks out and rushes through the backdoors of the ambulance.  As it turns out, he was in a FLYING ambulance and suddenly finds himself falling from several hundred stories in the air.  He’s caught by the angelic winged flying man, Raptarr, who carries him back to the flying ambulance.  Michelangelo passes out and the paramedics begin treating him.


Down in the sewer lair, Leo suggests they go look for Don and Mike, but Raph reminds him that they can take care of themselves.  Besides, they’re expecting a visit from Casey with news regarding April’s doctor’s appointment.  Leo mentions that April and Casey have been trying to have a baby for five years, so he hopes the news is good.

Meanwhile, Mikey wakes up in a hospital bed.  He’s body aches, but he figures he needs to escape immediately.  A nurse appears on a video monitor, warning him to stay in bed.  Seeing that Mike won’t cooperate, she tells him that his belongings are in the closet and that he should check out at the front desk before leaving.  Mikey is confused, but finds his belongings where the nurse said they’d be.

He makes his way down to the lobby and finds the waiting room filled with superheroes, mutants, aliens and robots.  A doctor (Doctor Singh) and two orderlies approach Mikey, warning him that his injuries are too fresh for him to be out of bed and that he needs to get back to his room.  Mikey flips out and starts attacking the orderlies, but the fight is broken up by Zippy Lad, who comes rolling up in his wheelchair.  The geriatric (going by his real name, “Pat”), tells Doctor Singh that he knows Michelangelo and that he’ll talk some sense into him.


Mike follows Pat back to his room while the aged superhero fills the Turtle in on the situation.  He’s currently inside Kurtzburg Memorial Hospital, a secret facility in New York that treats superheroes, mutants, extraterrestrials and other “unusual” patients so that they don’t have to deal with the exposure of a normal hospital.  In fact, Pat is on the board of directors.  He was at the hospital when the paramedics brought Mikey in and vouched for the Turtle’s status as a “good guy”.  Mikey climbs back into bed and Pat promises to check in with him in the morning.

Down in the lair, Donatello comes rushing in with news about the abandoned armored car he found.  Raph and Casey, getting bored just watching TV, grab their toolboxes decide to go check it out.  Leo, on the other hand, stays behind to watch “Junkyard Wars” in peace (because that’s a contemporary reference that won’t get dated).

They follow Don, who suggests that some robber likely stole the car and drove it down the sewer tunnel they’re standing in.  He takes them to a flimsy wooden wall, which he also suggests the robbers built to stash the truck.  Casey muses that this all sounds very familiar, as he vaguely remembers a news story from the ‘70s about an armored car heist.


Inspecting the armored car, they find it loaded with skeletons, all dressed in vintage ‘70s clothing.  Donatello checks the engine and suggests all the vehicle needs is a de-gunking and a tune-up and it should work just fine.  Don and Casey go back to the lair to get some extra car parts, while Raph stays behind with the skeletons.

At the farmhouse in Northampton, Splinter sees Shadow off as she takes her dirt bike for a spin.  She meets up with her boyfriend, Jay, and suggests they go back to her dad’s old farmhouse, which has been abandoned for years, and start a fire in the fireplace.  Jay asks if he can finally meet her family back at her current living place, especially the sagely grandfather she’s always talking about.  Shadow refuses and says that her family just isn’t ready to meet Jay yet.

Out in space, orbiting the moon, the Utroms pilot some small ships over the facility they’d built into the satellite’s surface.  The facility lifts up from the surface of the moon as a large cylindrical craft and the Utrom’s prepare for “phase two”.


Turtle Tips:

*This story is continued from TMNT (Vol. 4) #1.  The story continues in TMNT (Vol. 4) #3.

*Raptarr would go on to appear in the 4Kids TMNT cartoon, starring in the episode "A Wing and a Prayer".

*Zippy Lad last appeared in TMNT (Vol. 1) #15.

*“Kurtzburg Memorial Hospital” is named after Jack Kirby (his original name being Jacob Kurtzburg).

*Chronologically, Jay was first mentioned in Raphael: Bad Moon Rising #1.


Review:

The Turtles inhabiting a world already overrun with superheroes is an idea that Eastman and Laird introduced pretty early into their run.  With Radical and the Justice Force running around, superheroes are just a part of everyday life in the Mirage universe.  Likewise, the fact that the Turtles can’t go one weekend without bumping into aliens or monsters or ghosts or other mutants also illustrates just how overpopulated their world is with “super” beings.

So when you put it into that kind of context, the Kurtzburg Memorial Hospital makes perfect sense.  There’s much more weirdness in the Mirage universe than just the Teenage Mutant Ninja Turtles and everybody needs some medical attention, sometimes.  In a way it makes the Turtles seem less special, as how could normal folks find them "unbelievable" when superheroes are a mundane part of everyday life?  But again, that’s the way it’s almost always been in the Mirage comics, though the writers haven’t always been consistent in exploiting such an angle.

But what the Kurtzburg Hospital really accomplishes is to remind us, the readers, about just HOW exceptional the Mirage universe is and just HOW full of weird-os and super-types this world is.  As with the Madhattan Maulitia going apeshit about aliens in the previous issue, the hospital hammers home the fact that not only is this world filled with strange beings, but that people know about them and have been living alongside them for decades.  It’s important foreshadowing that will pay off in just a few more issues when the series makes its first major plot twist.

Excellent world-building and foreshadowing though it is, it all still relies on a lot of clumsy exposition and explaining explaining explaining.  And on the subject of the dialogue...

You’ll start to notice how “captioned” it all seems to be.  Like Jim Lawson drew the pages and then Peter Laird went in and wrote all the dialogue based on what he was looking at.  If that’s the case, then that would make Jim Lawson “Jack Kirby” and Peter Laird “Stan Lee”.  Oh, cruel irony!

Anyhow, I say the dialogue feels “captioned” because characters say something in every single panel, even if it’s something insultingly obvious.  The characters are awkwardly talking to themselves, narrating every move they’re making to the audience even when the audience can clearly see what they’re doing and figure it out on their own.  Donatello has to tell the readers that he’s opening the door to the armored car.  Why did he have to tell us that?  We can see him doing that just fine.  That’s what the art is for.

And it DOES have that “Stan Lee” style to it, where for whatever reason Laird doesn’t give the readers enough credit that they can divine the context of a panel through the art, or he doesn’t give Lawson enough credit that he can express an action through his art without captioned dialogue explaining everything to the reader.  That’s how Stan Lee wrote/captioned dialogue in his comics back in the ‘60s and it can get exceedingly tedious.

But like I said in my last review; stylistically, nothing in this volume is going to change, so you’re just going to have to get used to the Stan Lee dialogue.

As for Jim Lawson’s art, I think the guy looks MUCH better when he’s got somebody else inking and toning his stuff.  But even then, some of his pencils… um…


Look at that anatomy.  Look at that FACE.  What the hell kind of creature are you even supposed to BE, Shadow?


Grade: C+ (as in, “Come on, you guys remember ‘Junkyard Wars’, right?  It was all the rage 12 years ago”.)

TMNT (Vol. 4) #3

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Publication date: April, 2002

Writing, lettering, inking, toning: Peter Laird
Layouts, pencils: Jim Lawson
Inking: Eric Talbot
Cover painting: Michael Dooney
Production assistance: Dan Berger

Summary:

On a remote tepui in the Guayana highlands of southeastern Venezuela, a group of explorers (led by “Ken”) trek deeper and deeper into the uncharted wilderness.  Ken hopes to make the discovery of living dinosaurs inhabiting the dense jungle.  What they find instead is a large alien creature, seemingly made of wood, and wielding a bizarre device.  Before the explorers can flee, the wood-creature zaps them with the device and they vanish.


Down in the abandoned subway alcove, Don, Raph and Casey put the finishing touches on the old armored car.  Don turns the ignition and gets the motor running, but fills up the room with rancid exhaust smoke in the process.  The trio flee from the fumes, but still find time to celebrate their hard work.

At the U.S. Air Defense Headquarters, radar technicians report signs of a large bogey lifting off from the dark side of the moon and heading with purpose toward New York City.  The military scrambles all its forces in response to the incoming invaders.

At Kurtzburg Hospital, a doctor shows Michelangelo out through the facility’s secret exit and gives him a reentry card in case he or his brothers are ever hurt again.  Raptarr offers to give Michelangelo a lift home and the two take off to the skies.

Out in Earth’s orbit, smaller Utrom craft encircle the larger cylindrical ship and prepare for descent into Earth’s atmosphere.  The lead Utrom tells his subordinates that under no circumstances are they to return fire to any attacking military craft.  The large robot tells the Utrom that he’s done all he can and everything is up to the humans, now.


In Northampton, Shadow rides her dirt bike home from the old farmhouse to the new farmhouse.  She had a good time with Jay and wants to introduce him to her family, but feels like doing so might ruin their relationship.  As soon as she gets home, Splinter calls her into the living room to watch the news.  A reporter is on the scene in New York City, where the Utrom crafts are slowly descending.  Panic has gripped the city and militant organizations, in fear of “alien invaders” have begun attacking the local superhero population in.  That includes Raptarr and Michelangelo, who are being fired upon by the Madhattan Maulitia.  Seeing this on the news fills Splinter and Shadow with concern and Splinter suggests that Shadow call April and Casey.

Down in the subway tunnel, Don, Raph and Casey drive the armored car along the tracks, onto the platform, up the stairs and out into the streets.  Upon reaching the surface, however, they find the city in a state of panic, as people are running through the streets in terror.

As the Utrom crafts breach the atmosphere, several Air Force jets engage and launch a volley of missiles.  Forcefields protect the crafts from attack, leaving the military helpless to stop their descent.


Elsewhere in New York, April has no idea why the city is in an uproar.  She attempts to call Shadow on her cell phone, but can’t get a signal.  She looks up into the sky and sees the craft preparing to land.

The large cylindrical craft comes down in New York Harbor, near Liberty Island, creating an artificial island.


Turtle Tips:

*This story is continued from TMNT (Vol. 4) #2.  The story continues in TMNT (Vol. 4) #4.

*The news reporter references the events of September 11th, 2001 as having occurred “last September”, which would place the events of Volume 4 in either late 2001 or early 2002 (so keeping in "real time" for when it began publication).


Review:

So that’s a pretty big shift in the status quo.  To be honest, while I’m itching to talk about the Utroms making the presence of aliens known to humanity, I think I’m better off waiting until the fifth issue for that discussion.  That’s when the big change actually occurs and this and the next issue are sort of just the build up toward that massive upheaval.

This was a pretty damn thick issue, by the way.  We’re talking 48 pages and still at the regular price of $2.95.  Hey, love or hate Volume 4, you got a pretty good bang for your buck.  The increased page space gives the issue time to initiate some new plot threads, most notably the one involving the explorers and the wood-creature.  The ball is rolling now, but it’ll be a while before that arc truly kicks off.  And once it does… Now, I may be misremembering things since it’s been a few years, but man, that was an arc I thought would NEVER end.

There’s also the whole deal with the armored car.  How… exciting?  Is that the word for this 3-issue arc involving repairing an old truck?  “Exciting”?  Yeah, okay, sure.  I was on the edge of my seat as Donatello topped off that battery, Casey de-gunked that engine and Raphael tightened the nuts on those tires.  Three issues, everybody.  Three issues.

As Michelangelo checks out of the Kurtzburg Hospital, there’s this inanely protracted scene as he and the doctor make tedious small talk.  The doctor tells Michelangelo all about the hospital’s painkiller prescription plan, explains how their security access system works, ponders the authorization process necessary for getting the other Turtles access cards, exchanges e-mails with Mike… Jeez, it really is a lot of unnecessary babble.  I think Laird was really, REALLY proud of this Kurtzburg Hospital idea and wanted to regale readers with all the intricacies about how it functions, but it’s just a frustrating waste of time that has no payoff.  Do we REALLY need to know that Michelangelo and the doctor will be updating their security access and medical coverage via e-mail?  Was that 3 pages well-spent?

The real highlight of this issue is seeing New York react to the Utrom craft coming in for a landing.  Again, it references what the past two issues have been reminding readers regarding the Mirage universe; that superheroes are common and plentiful and the general population knows all about them.  So you see the Madhattan Maulitia freaking out and opening fire on anything they deem abnormal, including one of those superheroes, and it does feel like all that foreshadowing and “reminding” finally paid off.  It’ll come into relevance even more so in just a couple issues, when the Utroms finally extend their hands/tentacles to the population of Earth to accept cohabitation with aliens as well as super-beings.

This issue is another exercise in excellent plotting gutted by a tedious execution, but that’s Volume 4 in a nutshell and I don’t think I want to make that observation over and over again for the next 28 reviews.  A lot of cool things happen in this issue, but you wouldn’t know it just by reading it.


Grade: C- (as in, “Could have been worse.  Laird could have included a 7-page sequence where Mike gets his prostate exam and awkwardly describes his sexual history to a nurse.  These Turtles are middle-aged by this point, after all”.)

TMNT (IDW) #31

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Publication date: February 26, 2014

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

“Northampton, Part 3”

Summary:

In the barn, Don and Casey bond over a busted motorcycle they're fixing up and simultaneously arguing as to whether math has any place in sports.  They get the ole girl running and Casey confides in Donnie that he’s just happy that he got out of going with April to the library for the afternoon.


Out in the woods, Raph is practicing tai chi, which invites the mocking laughter of Alopex.  Raph isn’t surprised she finds tai chi boring, as it isn’t an art form intended to kill.  Alopex explains that she didn’t join the Foot Clan because she enjoyed killing.  She joined because, as a “freak”, the Clan gave her a feeling of acceptance.  The Shredder ruined all that when he murdered her family.  Raphael says he understands what it feels like to be lost, as he was separated from his own family for a time.  Softening up, he tells her to call him “Raph”.  Alopex snickers that she’d rather call him “boring” and the two begin playfully sparring.

By the lake, Leo is practicing with his katana when painful memories of the Shredder force him to sheath the blade.  Splinter comes hobbling up to his son and begins to tell him about old Japanese legends involving cursed swords which could not be sheathed until they had drawn blood.  Splinter says that such legends are patently untrue, as swords are only extensions of their user’s will.  The Shredder attempted to make Leo his “sword” but Leo defied him and refused to draw blood.  By doing so, Leo proved that he was not a weapon, but an individual.  The colorful allegory fails to make Leo feel any better.

As Leo begins to walk off, Splinter tells him that there was a time when he believed himself to be nothing but a weapon wielded by the Foot Clan.  Tang Shen taught him to think otherwise when she became pregnant with Leo and asked her husband to walk away from the Clan and raise his family.  This talk of Tang Shen reaches Leo and he turns to face Splinter.  Splinter hands him his blue bandana and tells him that out of respect for Tang Shen, he won’t allow Leo to forsake his family.  He tells Leo that now more than ever, they need to come together as a family.  As Splinter leaves, Leo contemplates his bandana.


As Don and Casey show the bike off to Mikey, April pulls up, back from the library… and the salon!  She’s got a perky new ‘do and everybody digs it.  As April and Casey drive up to the farmhouse, Casey asks if April was able to use the library’s internet connection to dig up anything on Stockgen.  April reveals that the vile of ooze she has is essentially an all-purpose healing potion, with abilities far beyond any medical cure-all on Earth.  Unfortunately, she only has enough ooze to cure one person and offers it to either Splinter or Casey.  Casey declines, and fells that Splinter would decline as well, as they’re both tough fighters and their wounds will heal on their own.  He suggests she give the ooze to her father.  April agrees, but wonders how to go about doing such a thing without revealing her knowledge of the Turtles.

In the barn, Splinter, Raph, Don, Mike and Alopex eat dinner.  With the knowledge that Stockgen is gone, Don suggests they make the Technodrome their top priority.  Splinter reveals that he helped Hob steal mutagen from Stockgen and fears he inadvertently assisted in the building’s destruction (to say nothing about helping Hob’s “mutant army” along).  He laments that it was a necessary evil in order to help Leonardo.


Suddenly, Koya and four Foot Assassins drop in through the roof and attack.  Raph wonders how the Foot found them and when he sees the Assassins deliberately ignoring Alopex, he figures it out.  Enraged, Raph tackles the protesting Alopex and takes their fight outside.  The Foot Assassins, meanwhile, prove to be more skilled than regular Foot Soldiers and give Mikey and Don a run for their money.  Koya makes short work of the injured Splinter, but before she can administer the killing blow, she’s interrupted by Leonardo (wearing his blue bandana).


Turtle Tips:

*This story is continued from TMNT (IDW) #30.  The story continues in TMNT (IDW) #32.

*Splinter helped Hob steal the mutagen from Stockgen in TMNT (IDW) #26.

*This issue was originally published with 3 variant covers: Cover A by Campbell, Cover B by Eastman and Pattison, and Cover RI by J.K. Woodward.


Review:

“Northampton” is nearing its conclusion and the storyline’s hitting all the notes where you’d expect them to be.  Not a bad thing, as the story’s been flowing pretty well (so long as you skip X-Files/TMNT: Conspiracy #1 and its excess of distracting continuity errors) and despite being a “breather” arc, it still feels like the various storylines are moving forward.

I guess we have to talk about Raphael and Alopex’s “romance” or whatever; it’d be “the elephant in the room” if I tried to ignore it (though really, it's more of a budding friendship than a romance).  The obvious thing to do would be to compare the relationship to the one shared between Raphael and Ninjara in Archie’s TMNT Adventures.  I can’t blame anybody for making that connection; you see a female fox-mutant join with the Turtles and start hanging out with Raphael, the instinctive response is to presume it to be a callback to the old Raph/Ninjara thing.

But the Raph/Ninjara romance was lousy, at least when it first started.  Ninjara was conceived as a villain, and not just any villain, but a genocidal villain.  In TMNT Adventures #29 she tried to help Chien Khan exterminate the entirety of the human race.  Ninjara wasn’t just into genocide, she was into hardcore ethnic cleansing.  Then, by TMNT Adventures #31, all was forgiven.  Or maybe that should be, all was forgotten.  The fact that she attempted to aid in the deaths of billions was brushed under the rug so that Raphael could have a convenient love interest and nobody ever mentioned her global murder attempt again.

The reason I bring this up is because when Alopex went into her “I don’t like to kill, honest” speech at the start of the issue, all I could think about was how Steve Murphy had tried to ignore Ninjara’s murderous behavior like it was no big deal.  Alopex killing all those Foot Soldiers in her Villain Micro?  No big deal.

But the visual record would contradict that.  She relished killing those Foot Soldiers in her Villain Micro.  She mocked them and made a game of it.  She can say “I was never in the Foot Clan for the killing”, but there’s evidence she certainly enjoyed it.  It doesn’t matter how cute Ross Campbell draws her, Alopex still has a history as a stone cold killer (with the fact that she only killed Foot Soldiers and Savate thugs as her solitary saving grace from being “irredeemable”).  So that entire sequence where she flirted with Raph just rang insincere to me; like the script was trying to brush all her killing under the rug with a “woe is me” routine.

And then the ending of the issue happened and I did a complete 180.  By the looks of things, maybe it was all an act on Alopex’s part.  Or, at least, I’m hoping that remains the case (she utters a “Wait—No…” before getting tackled).  Raphael already had trust issues with Alopex, so this betrayal (by the looks of it) should promptly put a nail in the coffin of any potential romance between them.  And man, I have my fingers crossed that that’s how it goes down.  The Raphael/Ninjara romance had to be forced sidewise into the TMNT Adventures comic and required the readers to forget about “all that stuff she did” in order for it to work.  A Raphael/Alopex hookup would require roughly the same level of execution and I’d rather not go through all that again.

Alright, let’s talk about something else.

There are a lot of little character moments in here, mostly regarding interaction between pairs.  Casey and Don bonding over the motorcycle seemed like a deliberate callback to “Teenage Mutant Ninja Turtles the Movie”, where Don and Casey were teamed up as buddies and bonded over an old truck.

I’m a bit of two minds about them being so chummy.  One of the better bits of characterization in the Mirage comic was that Casey and Don didn’t much like each other for a while.  Their personalities were too polarizing and they got on each other’s nerves.  Likewise, the current Nickelodeon TMNT cartoon has revived that antagonistic relationship (this time with April being the source of contention between them).  The friction between the characters made their dynamic interesting.  If everybody gets along and is buddy-buddy… Well, that’s a little boring, isn’t it?

All that being said, Waltz used an homage to the first live-action movie as a precedent, so it's not like the concept sprung completely out of the blue.  And the idea that Don and Casey could get along over their single common interest (auto-repair) was an idea Mirage eventually adopted (in TMNT Volume 4).

It’d just be nice if Casey’s interaction with each Turtle was a bit different, you know?  Same with April’s.  Break up the monotony.

Splinter’s speech to Leo, vaguely recalling the myths surrounding Muramasa blades (you can wiki that shit, yourself), was a nice bit of allegory and appropriate as one of Splinter’s cryptic ramblings.  I rather liked how Leo just wasn’t feeling up to the whole “metaphorical fable” business and tried to just walk away, prompting Splinter to talk more plainly.  It was a good moment and I’ve enjoyed all the significance behind the bandanas IDW has been doing since the book started (every time they change colors, it holds some sort of symbolic meaning).  I think my one criticism of that scene is the monotony of Leo’s dialogue.  Here, tell me if you can spot the trend:

“No… No, it’s not you.”
“I… I just needed a break, that’s all.”
“I… I’ve heard something like that, yeah.”
“What… What exactly are you getting it.”

Leo… Leo says those four sentences in a row.  And… And it got a little annoying.  Some… Some proofreading would have been cool.  That… That’s all I’m saying.

I’m already liking Koya, though I don’t know how much of her personality to attribute to the script or how much is the handiwork of Ross Campbell.  Her dialogue consists of some pretty formulaic one-liners (“You are beaten”, “There is no escape”, etc), but Campbell just infuses her face and her body language with so much pep and character.  The cocked eyebrows, the head tilting, the sneering, the creeping pose she makes over Splinter… She just looks like she’s going to be really fun; a villain that seems to genuinely enjoy being bad.

Also, I liked the designs on the Foot Assassins, especially those big claws that remind me of the shadow-dude from “Ninja Scroll”.  It’s refreshing to see a Foot Clan design in the IDW comic not come equipped with a dorky scarf, too.  On a tangent, I’ve always liked the idea that there are different ranks and divisions of Foot Ninja beyond just “Foot Soldier” and “Elite Guard”, and that each division has its own unique uniform and flavor.  I really hope we see more of that.

All that and April’s rocking a new ‘do (oh, and her dad might be getting out of his wheelchair).  Amazing how much story they can pack into a scant 22 pages and still find room for a dramatic splash page.  Impressively economical!


Grade: B- (as in, “But Koya IS a girl, right?  I thought I read Curnow drop a reference to her gender in the letters page, but I could just be crazy”.)

TMNT: Utrom Empire #2

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Publication date: February 26, 2014

Writer: Paul Allor
Artist: Andy Kuhn
Colors: Bill Crabtree
Letters: Shawn Lee
Editor: Bobby Curnow

Summary:

On Burnow Island, Fugitoid is struggling to undo Stockman’s sabotage of the slumbering Utroms.  Their pods have drained of ooze and unless the power is restored and the ooze pumps are brought back online to refill the pods, they’ll all die.  Fugitoid locks Stockman in a storage room and goes to the only one he can for help: General Krang.

As Fugitoid explains the situation to Krang, Stockman escapes from the storage room.  Fugitoid informs Krang that the power has to be turned on from the electrical box outside the facility, but with the hurricane blowing through it would be too dangerous for anyone to risk it.  For the good of his people, Krang volunteers to go.

The past.  Many years ago in Dimension X.  General Krang arrives on Utrominon and is greeted by Councilor Drexl.  Drexl informs him that the old Ruling Council was “replaced” and that the Triceraton rebel leader, Zog, has been captured and is awaiting execution.  Krang forgoes the festivities of his victory parade, and a meeting with his father (Emperor Quanin), and heads straight to the city prison.  At the prison, in addition to Zog, he finds all the previous members of the Ruling Council locked up as “political prisoners”.  Krang has a talk with ex-Councilor Lorqa.

While the rest of the Utroms enjoy the parade, Krang barges into the Imperial palace to see Quanin.  He tells Quanin that Lorqa informed him all about their depleted resources, their dying homeworld and how the parades and festivities have been nothing more than a distraction to keep the populace ignorant.  Quanin tries to offer Krang a seat on the new Ruling Council, but he refuses, saying that his place is leading the Empire’s armies until they’ve won the war and the Utroms are at peace.  Quanin explains that the Utroms can NEVER be at peace; that they must ALWAYS be at war in order to give their race purpose.  Suddenly, Drexl bursts in with news that Zog has escaped from prison.


Krang, Quanin and several Utrom soldiers arrive in an airship at the prison to try and stop Zog.  Zog takes Krang hostage and puts a gun to his head, demanding safe passage on the airship.

The present.  Outside, Krang fends off the hurricane and reaches the electrical box.  Over the radio, Fugitoid tells him which wires to reconnect, but before he can warn him about an electrical backlash his connection gets cut off.

Inside, Stockman and his Flyborg have taken down the Rock Soldier guards.  Fugitoid begs Stockman to work with him to stop the Technodrome and save the Earth, but without killing the Utroms.  Stockman reveals that he never had any intentions of allying himself with the Fugitoid to begin with; he intended to frame him for the murder of the Utroms and carry on sabotaging Krang from beneath his nose until he could steal all the alien secrets for himself.  The Flyborg attacks the Fugitoid, but he manages to get one of the guns from an unconscious Rock Soldier.  Fugitoid blasts the Flyborg, wallops Stockman and runs away on his own.


At the farm in Northampton, Donatello goes over the Fugitoid’s notebook with Raph and Mike.  Don explains that the notebook contains full schematics of the Technodrome, INCLUDING a self-destruct mechanism.  Raph asks how they’re going to GET to Burnow Island to sabotage the Technodrome.  Don says he hasn’t figured that out yet.

On Burnow Island, Krang connects the wires and the surge of electricity sends him flying and crashing against some rocks.

The past.  At the prison, Krang tells the soldiers to shoot him and Zog, because if Zog escapes it will encourage the rebellion and extend the war.  Quanin tells his soldiers to stand down.  Zog escapes in the airship, and once again warning Krang about the path of self-destruction Quanin is leading the Utroms down, gives him another chance to help end the war.  Krang refuses and Zog chucks him out of the ship.


Sometime later, Krang recovers at a hospital.  Quanin comes to visit him and Krang asks his father why he didn’t order the soldiers to open fire.  Quanin says that he couldn’t allow his only heir to be executed.  Krang becomes furious, telling Quanin that one life was not worth the possible destruction of the entire Utrom race.

The present.  Krang stumbles to his feet, but the winds of the hurricane knock him over a ledge and he crashes down onto the beach.


Turtle Tips:

*This story is continued from TMNT: Utrom Empire #1.  The story concludes in TMNT: Utrom Empire #3.

*This issue takes place between TMNT (IDW) #30 and TMNT (IDW) #31.

*Stockman created the Flyborgs in TMNT Villain Micro-Series #2: Baxter.

*This issue was originally published with 2 variant covers: Regular Cover by Kuhn, and Subscription Cover by Nick Pitarra, “Greg” and “Fake Petre”.


Review:

Quanin is clearly not the character I had him pegged as when his name and brief back story were dropped some while ago.  He was built up as this ruthless, blood-thirsty monster.  Even his appearance in the Krang Villain Micro set him up as this nasty, cold-hearted conqueror.  In this issue, though, he seems downright… considerate.

I get the feeling that in his old age, Quanin's attitude has changed.  He doesn’t have to go out and conquer planets himself anymore; he can delegate that sort of thing.  So he’s grown soft in body and nerve.  Which is funny, considering that’s exactly what he was shown brow-beating Krang over in the Villain Micro; he loathed his son for being soft.  Heck, part of Quanin’s whole scheme involves lulling the masses of Utrominon into complacency with trivial distractions, making his entire race soft and weak.

Clearly, he’s changed, though Shadows of the crueler Quanin are still there, as he explains to Krang that he can never let the war end because then the Utroms would lose all sense of purpose.  What good is an Empire if it stops expanding, after all?  So he keeps the war going at the cost of Utrom lives and toward the inevitable destruction of his very race.

And all of a sudden Krang gets a virtuous side, willing to give his own life for his people (in the past and in the present).  There’s this great sequence in this story where Krang just gets through telling his father how badly he wants the war to end and to give his people peace, but a few pages later, when Zog offers him the chance to cooperate with the rebels and overthrow Quanin and end the war… he refuses.  You get a really good feel for Krang in this story.  He’s not a warmonger because he sincerely wants peace, but it has to be peace through Utrom victory, not conditional compromise with the enemy.  His racial pride forever keeps his goal out of reach, whether it be refusing to barter a treaty with the rebels or refusing to coexist with humanity on Earth (instead going with the whole Technodrome thing to terraform the planet and make it his own).

Paul Allor is really doing wonders with these characters, none of whom are turning out to be anything like I was anticipating them to be.

I think my one complaint about the script was the flimsy excuse for sending Krang out to repair the electrical box.  I get that Krang needed to be the one to go in order to establish that symmetry with the past narrative; to show how willing he is to lay down his life for his race.  But the excuse was that Krang was the only one who could withstand the punishment of the hurricane outside.  Couldn’t a Rock Soldier have endured the wind and rain just as well?  Heck, a Rock Soldier probably would have been better suited to withstanding the electrical surge since, you know.  Made of rock.

But hey, I’m just picking nits.

Utrom Empire is turning out to be one of the most fascinating character deconstructions IDW has published so far, really building these established cast members into something three dimensional.


Grade: B (as in, “By the way, Kuhn’s Utroms are all so silly-looking.  I love em”.)

TMNT New Animated Adventures #8

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Publication date: February 26, 2014

Story: Kenny Byerly
Art: Dario Brizuela
Colors: Heather Breckel
Letters: Shawn Lee
Edits: Bobby Curnow

Summary:

On their way home from Murakami’s noodle shop, the Turtles and April suddenly get the feeling that they're being watched.  April feels it even moreso thanks to her latent psychic powers.  Suddenly, thousands of rats flood the alley and everyone flees to a rooftop.  The rats eat away the ceiling and the Turtles and April come tumbling down into an abandoned building.  In the darkness, they’re greeted by the Rat King, looking for revenge.


Someone else is looking for revenge, though, and it’s Dr. Rockwell (or as Mikey calls him, “Monkey Brains”).  The mutant simian uses a special headband to amplify his own psychic powers, overwhelming the Rat King and knocking him out.  Dr. Rockwell then carries the Rat King off, motioning for April and the Turtles to follow him.

At an abandoned warehouse, they find that Dr. Rockwell has created a new lab for himself.  He straps the unconscious Rat King onto a stretcher and then attempts to communicate with the Turtles.  When they don’t get anywhere, Leo suggests that April use her psychic powers to form a link with Dr. Rockwell’s and communicate telepathically.  With some effort, she manages to get the story from Dr. Rockwell.  He created the headband to disrupt the Rat King’s powers and now that he has his old ex-partner held prisoner, he hopes to create a serum to neutralize the Rat King’s abilities for good.

The Rat King awakens and begins mocking his ex-partner, who needs to concentrate in order to continue disrupting the Rat King’s psychic abilities with his headband.  Dr. Rockwell’s primitive monkey instincts eventually succumb to the taunting and he attacks the Rat King, breaking his own concentration.  The Rat King wastes no time in summoning thousands of rats into the lab, which overwhelm Dr. Rockwell.  The Rat King steals the headband and puts it on, using it to amplify his psychic powers over the rats.  He instructs the rats to bond together and create giant rat-men homunculi that keep the Turtles and April busy while he escapes with the unconscious Dr. Rockwell (swept away in a wave of rats).


The Turtles and April escape through a window, but the alley begins to fill up with a river of rats.  The Turtles leave April on a fire escape and take off after the Rat King.  The Rat King has taken the thousands of rats and fused them into a towering rat-man in his own image.  As the rat-man attacks the Turtles, Don gets an idea and fetches April.  He takes her back to the lab and hands her one of Dr. Rockwell’s headband prototypes, suggesting she use it to amplify her own psychic abilities and stop the Rat King.  Through the rats, the Rat King hears of this scheme and sends his rat-man stomping toward the lab.

April attempts to use the headband, but being a novice psychic, can’t get it to work and is absorbed into the body of the rat-man.  Leo and Mikey grab the Shellraiser and attempt to ram the rat-man, but it reforms at the last second into a giant ramp that sends the vehicle flying.  The Rat King is about to declare victory when April uses her amplified powers to break apart the rat-man.  Dr. Rockwell also emerges from the pile of rats and snatches the headband from the Rat King.  The Rat King tells Dr. Rockwell that his psychic abilities are no match for his own, even with the headband.  April joins with Dr. Rockwell and their combined psychic powers overwhelm the Rat King and knock him out.


Dr. Rockwell is about to take the Rat King back to his lab, but all that's inside the Rat King's cloak are dozens of rats.  The villain has escaped again.  Dr. Rockwell is disappointed, but Leo cheers him up by thanking him for saving their lives twice in one night.  Mikey also thanks “Monkey Brains”, a name Dr. Rockwell finds infuriatingly distasteful.


Turtle Tips:

*This story is continued from TMNT New Animated Adventures #7.  The story continues in TMNT New Animated Adventures #9.

*Dr. Rockwell and Dr. Falco (who later became the Rat King) first appeared in the season one episode “Monkey Brains”.  The Rat King first appeared (as the Rat King) in the season one episode “I, Monster”.

*The origin of April’s psychic powers were explained in the season two episode “The Kraang Conspiracy”.

*This issue was originally published with 2 variant covers: Regular Cover by Brizuela, and Cover RI by Ciro Nieli.


Review:

So the Rat King is my favorite recurring TMNT villain.  I think I’ve made that clear in the past, but in case I haven’t, now you know.

The Nick TMNT cartoon produced one of my favorite incarnations of the Rat King, even if to date he’s only appeared in one episode (as the Rat King and not Dr. Falco).  The zombie-esque features, the creepy Southern Baptist preacher motif, freakin’ Jeffrey Combs doing the voice… Just a fantastic update.

It was great to see him make a comeback via IDW’s tie-in comic, since again, he’s only been used once in the TV series so far (though I’ve got my fingers crossed he’ll pop up in season two).  Byerly once again writes a tight script that feels like a compact episode of the actual show.  Great banter and characterization as usual and even some self-awareness to top it all off (Mikey not remembering if he ever openly nicknamed Dr. Rockwell like he has every other mutant in the series).  The thousands of rats being treated more or less like liquid, I’m not so sure I liked, but it did make for a pretty grim conflict (getting swept away by a river of nibbling, gnawing vermin is pretty horrifying when you stop to think about it).

What disappointed me with this issue is that there’s no… atmosphere.  Go back and watch the Nick TMNT episode “I, Monster” and you can see for yourself how much the boarders, directors and animators labored over that one to make it feel like a miniature horror movie.  They wanted this Rat King to be SCARY.

Brizuela’s art and Breckel’s colors, while excellent on any other issue, don’t make an attempt to capture that same quality of horror or really any “atmosphere” to speak of.  The Rat King is not an enigmatic horror movie monster in this story, but just another super villain that gives cheesy monologues while BWA HA HA-ing about his evil scheme.  The visuals don’t capture the feel of the Rat King from the cartoon and that rubs me as being kind of a waste or a missed opportunity.  Another artist might have painted the shadows on thicker in the inking process or laid the pages out with more disorienting, expressionistic angles to keep the Rat King obscured and dark.

While Byerly’s script certainly captures the voice of the characters and the formula of the cartoon, the visual execution, at least on this issue, just doesn’t show enough ambition.  I like Brizuela’s art and Breckel’s colors and I’ve been digging them throughout this series, but this issue featured a character whose whole deal is that they’re supposed to be scary and the mood just isn’t there.

All that said, it’s still a good story.   And unlike a lot of these New Animated Adventures issues, it actually feels like it ties in more directly with the TV series and gives a greater illusion that it’s continuing character and story arcs.


Grade: B+ (as in, “But I always felt that the Nick writers missed a golden opportunity for another horror movie reference when they decided to give the Rat King a real name.  Instead of Dr. Victor Falco they should have gone with Dr. Ben Willard”.)

Nickelodeon's TMNT to premier in Japan on April 4th

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I don't normally do "news stories" here at TMNT Entity, since this is a review site, but not many places are talking about this as it's rather niche stuff.  Anyway, Japanese is the only second language I know, so I take interest whenever Japanese TMNT media pops up.  Your mileage may vary.

The Nickelodeon Teenage Mutant Ninja Turtles cartoon will be premiering in Japan on Friday, April 4th, with a 7:30am timeslot.  It'll air on TMNT's old Japanese broadcasting haunt, TV Tokyo (who aired both the Fred Wolf and 4Kids TMNT cartoons in the past), and will go by the usual Japanese name for the franchise, "Mutant Turtles" (ミュータント・タートルズ).  Here's the only English-language news article I could find on the subject.

The official Japanese website has dropped a few tidbits so far.  Firstly, the show will be receiving a new opening theme song, "Shinobi" (), performed by a band called GReeeeN.

And here's the cast list.  I'm not really into anime, so I only recognize a couple of names:

Seki Tomokazu as Leonardo (the title characters of Viewtiful Joe and Sly Cooper, Sonic the Hedgehog in "Wreck-it Ralph" and "Sonic Unleashed", Skids in "Transformers: Revenge of the Fallen", Yzak Joule and Domon Kasshu in the "Gundam" franchise)

Hiroshi Tsuchida as Donatello (Tron in "Kingdom Hearts II", the official dub voice for Joseph Gordon Levitt, Lightning McQueen in Pixar's "Cars" franchise, the title character of "Skullman")

Kentarou Itou as Raphael (Renji Abari in "Bleach", Choji Akimichi in "Naruto", Lugnut in "Transformers Animated")

Kappei Yamaguchi as Michelangelo (Rattrap in "Beast Wars: Transformers", Ranma in "Ranma 1/2", the title character of "InuYasha", Usopp in "One Piece", Sonic the Hedgehog in the DiC cartoons, the current voice of Bugs Bunny in all "Looney Tunes" media)

Takayuki Sugou as Splinter (Zangetsu in "Bleach", First Hokage in "Naruto", the official dub voice for Jean Reno and Tommy Lee Jones, Elrond in the "Lord of the Rings" and "Hobbit" films, Cranky Doodle Donkey in "My Little Pony: Friendship is Magic")

Arisa Shida as April (she seems fairly new to the voice acting business, so I had to use her Japanese Wiki article, sorry; White Tiger in "Ultimate Spider-Man", Angel in "X-Men: First Class", a lot of additional voices in TV drama dubs like "CSI" and "Once Upon a Time")

Akio Hisose as the Shredder (he mostly does on-screen and stage roles so he doesn't have an English Wiki article, sorry; General Zod in "Man of Steel", Dr. Rasa in "Amazing Spider-Man", Scar in the stage production of "The Lion King")


The only member of the cast I'm especially familiar with is Kappei Yamaguchi, mostly because I've watched through all of "Beast Wars" in Japanese (that dub is a trainwreck, though it was the director's fault).  He could make a good Mikey, I think, though he majors in nasally, obnoxious-sounding characters.  ...So yeah.  He could make a good Mikey.

There's no word on how many episodes have been ordered, but I'm going to take an educated guess and suspect it's 52.  That's the standard.  So Japan will at least get the first two seasons of the series, but anything beyond that is up in the air.  The 4Kids series got an initial order of 52 episodes in Japan, but underperformed, leaving TV Tokyo to not bother renewing it.  With that in mind, I'm surprised TV Tokyo is taking the risk with the Nickelodeon TMNT cartoon.  Maybe they're hoping this series will capture audiences in a way the 4Kids TMNT series failed to.

If anything concerns me about the Japanese release, it's that I'm betting the episodes will be cut for time.  The original American versions are already overlong, with the story content oozing into the credits.  The Japanese version will include longer opening and ending sequences (and in Japan, they don't play episode content or commercials over the credits, since record companies pay the shows to play their songs).  To make up the time, we may be looking at 1-3 minutes of footage getting cut from each episode.  TV Tokyo has done it to Transformers: Prime and they've done it to My Little Pony: Friendship is Magic, so I wouldn't be surprised if they do it to TMNT.

Also, TakaraTomy will be releasing the Playmates toyline in Japan, just as they've always done (Takara released the '80s and 2000s toylines in Japan).  I'm not an expert on toys, but I have heard people complain about the meager paint apps on the current TMNT toyline from Playmates.  TakaraTomy is known for lavishing paint apps on their Transformers releases (where Hasbro is more economical about them), so collectors may want to keep an eye on the TakaraTomy releases of these toys.  Also, Takara will be making some new toys strictly for the Japanese markets, such as these 2" tall guys.

So there you go.  I won't be able to comment on the dub until it lands, and hopefully it'll get uploaded onto Nico Nico Douga so I can watch it.  I didn't much care for the dub of the 4Kids cartoon (it was baaaaaaad), but maybe this one will turn out okay.

Though a 7:30am Friday morning timeslot isn't exactly prime time...



TMNT (1987) Season 4, Part 4 Review

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Just noticed I haven't done a cartoon review since November.  I'll never get through them all at this rate.

So here's my TMNT (1987) Season 4, Part 4 Review at Adventures in Poor Taste.

Not a very good batch of episodes, but them's the breaks.  In this selection of 5 installments we get a decent Rat King episode run down by horrible animation, and then a whooooole lot of retreads of plots we'd already gotten a season or two ago.  Did you want another shrinking episode?  Because you're getting another shrinking episode.

Now that I'm back on the wagon, I'll try and knock out more of these more often.  Truth be told, I just need to take a break from this show, sometimes.  For my sanity.


Mind of a Leader

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Publication date: February 24, 2014

Story and Art: “Powder”

“Mind of a Leader”

Summary:

In the woods of Northampton, a bandana-less Leonardo is lost in his own mind.  Disheartened, he wonders to himself if he is in control of his destiny or if some higher power has already planned his beginning and end.  Leo thinks about the larger forces, both physical and spiritual, that have controlled him over time and begins to doubt his own autonomy.


As he observes the natural world surrounding him, he comes to the conclusion that his “fate” is ultimately out of his control.  In that regard, he is no different than any other living thing on the planet, all of which could live long lives or find their existences cut short due to circumstances out of their control.  Leo takes comfort in this, knowing that ultimately his future is unknowable and thus beyond his complete control.

Leo then starts to reflect on the decisions he has made and how they have hurt others.  How Casey nearly died at the hands of the Shredder, how April’s studies have suffered due to his problems invading so much of her life, how his lack of presence during the Gang War caused his brothers to undergo both physical and emotional pain, and also how much his father, Splinter, has suffered in response to his son’s suffering.


With that, Leo suddenly has the epiphany that his actions have had consequences for himself and for those he loves.  Not the actions of others controlling him, but his own choices; his own free will.  While “destiny” remains an abstract concept, Leo concludes that he still has the freedom to carve his own path in life and, as leader, to better the lives of his family and friends through his own choice of action.

While he understands that taking control of one’s “destiny” ultimately invites accepting the consequences for one’s decisions, Leo is willing to bear that burden.  He feels he is strong enough to carry the weight of the world now, because he has to be.  Finding this purpose brings him peace and so, donning his bandana and gripping his swords, he feels he’s ready to return to his mission.


Turtle Tips:

*Powder has made his 9-page comic viewable on his DeviantArt page, Here.

*This story takes place within the IDW TMNT continuity.  Specifically, it’s events occur during the “Northampton” arc, which began in TMNT (IDW) #29.


Review:

So long as there’s an echo of professionalism to it, I’m always willing to take a look at some good TMNT fan comics.  While some of them lack the polish of an official publication, the passion is always evident and that can be much more rewarding to read than, say, some freelancer’s unenthusiastic workmanlike submissions.

TMNT fan artist and community member Powder certainly has a passion for the characters and his various pinups and gag pieces over the years have been fun viewing.  “Mind of a Leader” is his first sequential TMNT comic, I think, and the narrative displays a great understanding of the character of Leonardo, who is wallowing at his lowest point.

The story takes place early in IDW’s “Northampton” arc, with Leonardo still reeling from the events of “City Fall” and what the Shredder did to his mind and spirit.  As IDW’s comic is titled “Teenage Mutant Ninja Turtles” and not “The Leonardo Show”, the page space during “Northampton” had to be split amongst all, like, 7 or 8 primary characters.  So even though what Leo was going through was arguably one of the most “important” subplots of that arc, it still had to share the spotlight with what everybody else was doing.

So Leo kind of spends much of “Northampton” pouting by a lake and getting snippy with his family.  His internalized, spiritual revelation does eventually arrive, but he’s hardly the star of the show.  “Mind of a Leader” expands on Leo’s dilemma with an extra 8-pages delving into his psyche via inner monologue.  Having been written before “Northampton” was even halfway through, there are some inevitable contradictions between this short and the main story (namely the circumstances behind Leo getting his blue bandana back), but I think it’s ultimately pretty pointless to hold minor discontinuity against a fan-work.

What’s more impressive is how well Powder has managed to read the character of Leonardo and, in a way, predict where IDW writer Tom Waltz was going with the character.  Waltz would eventually tackle the internal struggle for control Leo was going through… in an issue published two days after this fan-comic (and hitting most of the same beats).

The major theme of “Mind of a Leader” has to do with Leonardo questioning the amount of control he has over his life.  It's similar in ways to the Mirage miniseries “Blind Sight”, but what took that miniseries 4 issues to explore, Powder succinctly summarizes in a mere 8 pages.  When you look at the IDW series, you can see how Leonardo might be having doubts about his own sense of free will.  Unknown forces reincarnated him across centuries, a freak accident mutated him into an anthropomorph, everyone he knows seems to be serendipitously linked together in impossible ways… Really, the Shredder brainwashing him into a stooge was just the straw that broke the camel’s back.

Like another Leonardo-centric vignette, the Mirage short “Secret Spirit”, this story is written with a stream-of-consciousness patterned flow of ideas.  Leo’s internal monologue is running at a mile a minute as he grapples with heady, philosophical concepts that are beyond his ken.  And yet there’s a rhythm to his metaphysical wanderings and you can tell when he comes to new conclusions, and when those conclusions sprout new questions which lead to new conclusions and so on.  There are stages of growth present in his thought process and his ultimate decision does feel like an organic one.

There isn’t any levity in “Mind of a Leader”, because it’s not that kind of story.  Some folks might potentially find it to come across as melodramatic, but Leo’s a pretty joyless stick in the mud as a rule.  So a vignette centering on him, and especially one set after he’s just undergone a serious mental battering, warrants this tone in terms of context, if nothing else.

There’s a lot of polish to Powder’s scripting, though his art seems to still be in the developing stages.  There are a lot of ambitious panel layouts, especially for a story that can visually be described as “Leonardo stumbling around the woods and crying for 8 pages”, so Powder deserves credit for drafting things in as dynamic a manner as possible.  Some effects could use a little more practice, like the foreshortening at the bottom of page 2 or some examples of scale being out of whack (Casey’s mask on the table on page 5).  But you can see all the potential in Powder’s pencils and it’s really just a matter of tightening up some of the fundamentals. 

His coloring is worthy of note and deserves some special attention.  While he doesn’t go for the “flat” look like primary IDW colorist Ronda Pattison, his use of various effects in terms of lighting or atmosphere are executed in a way that compliments the pencils rather than drowns them.

So if you’ve been reading the IDW series, I’d recommend giving “Mind of a Leader” a look-see.  While the art can be a little rough in places, the characterization is solid and, thematically, it compliments Leonardo’s arc during “Northampton” rather intuitively.




Nickelodeon TMNT (Panini) #11

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Publication date: February 6 – March 6, 2014

Script: John-Paul Bove
Art: Bob Molesworth
Colours: Jason Cardy
Colour assist: James Stayte & Ed Pirrie
Letters: Alex Foot

“Own Worst Enemy”

Summary:

Down in the lair, Splinter is furious at Mikey for making a mess of the living room.  However, it wasn’t Mikey that trashed the place; it was Leo and Raph, who have been fighting all morning.  Splinter calls his bickering sons to attention and tells them that they need to learn to work together as a team.  Suddenly, Donatello’s “Foot Clan tracker” starts going bonkers.  Splinter tells Leo and Raph that they are to pair up on this recon mission while Don and Mikey stay in the Shellraiser so the two brothers are forced to cooperate.


The tracker leads the Turtles to the docks where Dogpound and Fishface are picking up a shipment of weapons.  Leo and Raph lurk atop some shipping containers and watch the two mutant henchmen trade insults.  Leo wants to keep it a recon mission, but Raph decides to burst into a nearby warehouse on his own and take down some Foot Soldiers.

The two Turtles proceed to whine at each other, losing focus in battle.  Leo raises his sword and accidentally punctures a vat of “Super-Stik” adhesive.  The flood of glue wipes out the Foot Soldiers but also sticks Leo and Raph together at their shells.  At that moment, Dogpound and Fishface enter the warehouse.  Leo tries to call Donnie in the Shellraiser for backup, but Don and Mikey are currently feuding because Mikey broke a piece of Don’s equipment.


Dogpound and Fishface begin trashing the two Turtles, who eventually realize that if they want to survive, they’ll HAVE to work together.  Coming together and working in tandem, they manage to momentarily get the upper hand on the hench-mutants and bring the fight outside.  Their handicap eventually proves too much despite their cooperation and Dogpound and Fishface start beating on them again.

Leo and Raph decide to concoct a new strategy and verbally egg Dogpound and Fishface into a fight.  Already enemies, the two mutants start tearing at each other.  Their tussle eventually lands them onto the crates of weapons which promptly explode.  Leo and Raph decide to leave Dogpound and Fishface, as they figure Shredder will punish them severely for their failure.


Back at the lair, Leo reads the warning label on a bottle of Super-Stik and finds that it will dissolve in 24 hours.  Splinter is proud that his sons learned to work as a team and overcome their differences.  Well, not all his sons.  Donnie and Mikey are still bickering over the broken Shellraiser equipment.  Splinter decides that they should also learn the value of teamwork and Leo suggests he teach it to them… with a bottle of Super-Stik.


Turtle Tips:

*This story is continued from Nickelodeon TMNT (Panini) #10.  The story continues in Nickelodeon TMNT (Panini) #12.


Review:

“Own Worst Enemy” is an intuitive script that makes parallels between some obvious character traits, but it’s also a bit cliché and you can predict the story beats as you read along.  Leo and Raph’s feuding is mirrored by the rivalry between Dogpound and Fishface, a quality that’s been seen in the cartoon since the characters were first introduced as Bradford and Xever.  Like I said, it’s a bit obvious but only in so much as you can’t believe the cartoon hasn’t already done this plot.  It seems so… what’s the word?  “Obvious”?  Man, I’ve been saying that a lot.

It works, though.  While the lesson about cooperation might be a little trite, with the villains comically blundering in order to show the protagonists what they might end up like if they don’t get it together, it works with everyone’s established characterization.  And most of these stories have morality tales attached to them, anyway.  It’s a kid’s magazine, after all.

The only part of the story that lost me was when Leo and Raph trick Dogpound and Fishface into fighting, and with relative ease, I might add.  All it takes is two sentences and the bad guys suddenly plummet below even the meager intellects we expect from them in a laborious attempt to resolve the story as quickly as possible.  On the bright side, I think this is the first appearance of the Shredder in Panini’s TMNT book, albeit as an ominous shadow.

I wouldn’t call “Own Worst Enemy” a bad story.  The art from Bob Molesworth is good stuff, like all the art he’s provided for the magazine so far.  And even if they are portrayed as being dumber than usual, it’s always a pleasure to see Dogpound and Fishface instead of the Kraang.  The story is just a bit played out and you’ll recognize most of the tropes.


Grade: C (as in, “Can’t wait until these comics finally catch up with season 2 of the cartoon and we can trade Dogpound in for Rahzar”.)

TMNT (IDW) #32

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Publication date: March 12, 2014

Story: Kevin Eastman, Bobby Curnow, Tom Waltz
Script: Tom Waltz
Art: Ross Campbell
Colors: Ronda Pattison
Letters: Shawn Lee
Editor: Bobby Curnow

“Northampton, Part 4”

Summary:

In the barn, Leo engages Koya in battle.  His brothers and Splinter are happy to see him back in form, though they have their hands full with the Foot Assassins, who have just dropped grenades.  While part of the barn explodes, Raph wrestles with Alopex outside, accusing her of leading the Foot to Northampton.  Alopex saves Raph from a creeping Assassin and tells him that she had no idea that the Foot were coming.  The only reason she didn’t strike when the Assassins and Koya attacked was because she froze, fearing the Foot were after her.  As Raph realizes his mistake, Alopex storms off into the woods.


Up in the farmhouse, April is about to tell her mother all about the ooze when they see the smoke coming from the barn.  Much to April and Casey’s dismay, Mrs. O’Neil hops into the van and decides to see what’s going on.

And at the barn, the Turtles have taken down the Assassins, but Koya has Leo at her mercy.  Raph leaps into action, tackling the falcon and sending them both smashing through a wall… and landing right in front of the van.  Koya attempts to take Mrs. O’Neil hostage, but Mikey comes roaring out of the barn riding the motorcycle Don and Casey had just fixed up.  He smashes Koya in the head with the front tire.  Before she can get up, Leo holds his blade to her throat.  Koya tells him to finish her, but Leo refuses.  He tells her that she’s bleeding bad enough as it is and unless she gets medical attention within an hour or two, she’ll die.  Swearing vengeance, Koya calls a retreat and she and the Assassins vanish.


The fight over, April explains to her mom about her mutant friends “from Stockgen” and hands her the vial of ooze.  She tells her mom to trust her, that its healing properties can cure her father.  She also tells her mother to leave Northampton immediately, as the farmhouse is no longer safe.  The Turtles, Splinter, April and Casey then pile into the van and drive off.  Splinter tells them all that he’s very proud of them, but now is the time to return to New York and face the Shredder.  As they leave Northampton, Alopex watches them solemnly from a tree.


Back at the farmhouse, Mrs. O’Neil slips the ooze into her husband’s tea while telling him that they need to go back to New York so they can “be closer to April”.  After taking a few sips, Mr. O’Neil begins to feel strange and an instant later, finds he can talk again.  Mrs. O’Neil embraces her husband and tells him she got the “cure” from April.


Turtle Tips:

*This story is continued from TMNT (IDW) #31.  The story continues in TMNT (IDW) #33.

*This issue also included a 3-page “Behind the Shell” interview with Ross Campbell.

*This issue was originally published with 3 variant covers: Cover A by Campbell, Cover B by Eastman and Pattison, and Cover RI by “s-bis”.


Review:

This was a rather short “exile” for the characters; their respite lasting only two and a half issues, really.  It’s hard to gauge the time-span within the comic, but I’d suspect they were only on the lam for a month, tops.  A far cry from the two years the Turtles spent languishing at the farmhouse in the Mirage series, but then, the circumstances behind IDW’s “return to New York” were very different from Mirage’s.  In the Mirage series, the Turtles reluctantly chose to go back and face down the Shredder after a two-year break.  Here, the Shredder pretty much gets to them first and they’ve no recourse but to stand up to him.

Though you’d kind of think he’d have dispatched more than one mutant and four Assassins to deal with his most persistent enemies.  Maybe he figured they weren’t worth the extra manpower?  Hubris, thy name is Shredder.

On the subject of the villains, holy crap, Koya is HUMONGOUS.  At first I thought Campbell was just messing with the scale for effect, but her height remained consistent from page to page.  She’s got to be, like, 7 feet tall or something.  I like it!  It’s a nice antithesis to most female mutants or anthropomorphs or whatever, who are typically lithe and petit.  Koya, on the other hand, is enormous, androgynous, muscular and overall just physically imposing. 

I hope Santolouco maintains Campbell’s scale for the character when she shows up again later on.  I’d hate to see her suddenly shrink and get saddled with a run-of-the-mill feminine design because “she’s a girl”.  It was bad enough that they decided to “cutesy-fy” Alopex the moment she switched sides from enemy to ally.  The days of her looking like a renegade from “The Howling” are behind us, I suspect.

With this being the “big finish” for this arc, the bulk of the issue is absorbed by the fight in the barn.  The action is all rendered fluidly with tons of great little flourishes (like how the splintering wood transforms into the sound effects as Raph and Koya smash through the barn wall).  And even outside the fight, Campbell adds some sight gags that you might not notice the first time around, such as the “X”s on the eyes of the defeated Assassins or Mikey hauling a stack of pizzas into the van before they all leave.  Whether you like Campbell’s “cute” style or not, there’s no denying he has a passion for the characters and the work he’s doing, really giving it his all in each panel.  The little touches encourage you to go back and digest each page and appreciate the craftsmanship; there's no workmanlike phoning it in, here.  When an artist really cares about what they’re doing, you can tell, and Campbell clearly holds nothing back. 

He’s grown a lot since his work on the Micros and even across this arc and I look forward to whatever he’s got cooking for the TMNT later this year.  Yeah, he’s the one responsible for “cutesy-fying” Alopex, but read the interview in the back of this issue; he wholly cops to aiming for a “cute” style.  You can take it or leave it, but I find his stuff to be a refreshing change of pace from other artists.

Now, there are some… things to talk about with this issue.  April tells her mother, “Slip dad this mysterious vial of glowing green chemicals I stole from a mad scientist and he'll walk again.  Just trust me”.  And Mrs. O’Neil does it.  Just like that.  My GOD she has a lot of faith in her daughter because holy shit.

But maybe that was the point, even if I found it hard to believe, so I’ll let it go.

What truly bothered me is a leftover grievance I had with “City Fall”.  There was a failure in the “City Fall” arc I talked about back when that arc ended and because of that, a moment in this issue meant to be a dramatic turning point just falls utterly flat.  Leo has his blade to Koya’s neck and she’s urging him to, “Prove who you truly are.  Kill me”.  Leo drives the last of the Dark Leo impulses out of his system and spares Koya, because killing isn’t what he does.

Well guess what?  Killing wasn’t what Dark Leo fucking did EITHER.

The Dark Leo arc had the wind knocked out of it because Dark Leo didn’t kill anybody.  So as a result, this defining, dramatic moment where Leo fights the last of his Dark Leo programming and has to resist the urge to slay Koya makes absolutely no sense.  Dark Leo was forbidden by the Shredder to kill.  Dark Leo never killed.  So why would Leo have to fight with himself for so much as a moment about killing Koya, when the impulse to kill was never programmed into him, even when he was Dark Leo?

The melodrama of the scenario hinged on Leo wrestling with his inner demons and finally triumphing, emerging from his funk once and for all.  But the moment requires him to defeat an impulse he never had and it just doesn’t work.  Had Dark Leo taken a life, then Leo’s plight would have carried more weight, but he didn’t so it doesn’t.  And that was the real failing of both “City Fall” and “Northampton”.  “City Fall” pulled its punch at the last second and as a result “Northampton” had a lesser impact than it deserved.  All of Leo’s grieving and moping rang hollow, ending on a scene where he has to triumph over absolutely fucking NOTHING.

His solution to get Koya to retreat was pretty brutal, though.  So I’m proud of him for that.

I hate to end these reviews on a negative note, but I hate to open them on a negative note, too.  It’s all a bunch of bitching.  But even if I felt Leo’s arc and this final resolution to it landed limp, that doesn’t mean the entire “Northampton” storyline was a waste.  There is a lot of strong character work in here and it deviates from the other incarnations of the “exile to Northampton” storyline in enough vital ways to make it stand out.  The art is fantastic, but I think I’ve gushed enough about that.  And above all, I think it was really well-paced as the story moved fluidly without all the weird stops and starts that jerked “City Fall” around.  And Koya’s going to be a pretty cool villain, by the looks of things.


Grade: B (as in, “But forget that X-Files crossover detour.  Just pretend that thing never happened”.)

Awesome Turtle Picture #30

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This one's qualifying as an Awesome Turtle Picture because 1) I like it, and 2) it was a cool surprise for me.

My buddy Bob went to a comic convention here in Little Rock at the Clear Channel Metroplex (which is decidedly less awesome than the Autobot Metroplex) and met artist Buster Moody.  Moody drew a fancomic I gushed about in the past, so it was an awesome surprise when Bob brought me back a print of the cover art:


I love how Michelangelo all on his lonesome is inexplicably wearing the "Space Cadet" outfit from the classic Playmates TMNT toyline.  Though wasn't it Raph who had the Space Cadet toy?  Aw, I don't know.  I never owned the variants, back then.

And if you're wondering about the crease in the middle, the piece was originally done in a sketchbook (no, my buddy didn't fold the print in half like some sort of barbarian).


TMNT (Vol. 4) #4

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Publication date: June, 2002

Writing, lettering, inking, toning: Peter Laird
Layouts, penciling: Jim Lawson
Inking: Eric Talbot
Cover painting: Michael Dooney
Production assistance: Dan Berger

Summary:

On the roof of an abandoned garage, Leo is building snowmen and waxing nostalgic for the days when Shadow was a little kid and they’d do this sort of thing together (before the “werewolf” incident forced her to move to Northampton).  He finishes his snowmen, including one that looks like the Shredder, and then uses them as dummies for sword practice.  He sees Don pulling an armored car into the garage and decides to see what’s up.  He takes a secret elevator down inside and is shocked when his brothers and Casey tell him about the alien invasion.  Apparently, Leo had been practicing for so long he missed out on everything.


In Northampton, Stainless Steve Steel web-chats with Joey Lastic, who suggests the Justice Force stay out of the way in New York, as they’d just be a burden on the younger superheroes.  Steve then sits down with Shadow and Splinter and continues watching the news broadcast.  The reporter on TV is hovering in his chopper just outside a “no fly zone” around the artificial island which is being enforced by the military and the local superheroes (including Radical and the Metabeast).

Down in the lair, the Turtles, April and Casey have gathered to watch the report.  They’ve been trying to call Northampton all day, but the lines are overloaded.  Mike thinks he recognizes the Metabeast from the Kurtzburg Hospital, but isn’t sure.


At the island, an alien “tug” comes hovering out of a hatch, carrying the shuttle Defiant beneath it.  The US space shuttle was thought lost weeks ago.  The tug takes the shuttle to the United Nations Plaza and sets it down.  As a crowd gathers, the tug’s doors open, a staircase extends and down step Commander Scott Harlan and the crew of the Defiant, none the worse for wear.  Commander Harlan tells the press he would like to introduce his new friends.  A trio of Utroms appear at the top of the stairs, operating crude walker devices.  The lead Utrom, a female, begins descending the staircase when she trips on the last step and falls flat on her face.  Commander Harlan helps her up while the crowd bellows with laughter, the tension of the moment having been softened.

Elsewhere, in what appears to be the sewers, a female Foot Ninja does battle with six Ninja Turtles.  Using the weapons at her disposal, she slays them all.  The training session ends and the holographic projections disintegrate, revealing a sterile training room and six Foot Soldiers.  A man in a suit, Yanada, then approaches the female ninja: Karai.  He tells her that he has recorded the news reports of the alien landing and she decides to catch up on the event in her quarters.


Down in the sewer tunnels, Mike has dragged Raph along with him to the UN Building.  Mike hopes to get a look at the Utroms in person and maybe get to talk to one of them (if they remember him).  Suddenly, the giant robot who had been helping the Utroms before they landed appears from the murky water.  Mike and Raph draw their weapons.


Turtle Tips:

*This story is continued from TMNT (Vol. 4) #3.  The story continues in TMNT (Vol. 4) #5.

*Shadow was sent to live in Northampton after the werewolf attack which occurred in Tales of the TMNT (Vol. 2) #7.

*Stainless Steve Steel and Joey Lastic last appeared in TMNT (Vol. 1) #15.

*Radical last appeared in TMNT/The Savage Dragon #1.  She will appear again in TMNT (Vol. 4) #11.

*In her last appearance, Radical’s powers had been reduced, being permitted by the mystic council only to use them within the Dreamscape.  Apparently, things have changed since then, as she’s seen using her powers in the waking world.  Either that or Laird chose to ignore the events of the second TMNT/Savage Dragon crossover.  If that’s the case, then the Turtles last met Radical in TMNT (Vol. 1) #27.

*Chronologically speaking, Karai last appeared in Tales of the TMNT (Vol. 2) #43.

*The Turtles last met the Utroms in “Terror by Transmat!”.

*If you’ve ever wondered why Mikey calls Shadow “Rooish” sometimes, Laird explains that it’s an inside joke amongst his family.  His daughter had a cat named “Mike” which they nicknamed “Mikeroo” and then “Roo” and then “Rooish”.  Now you can wonder no more.


Review:

Things in Volume 4 are really gearing up, but in a world-building sort of way.  The Turtles are as much observers to the Utrom landing as we the readers are.  They spend the issue as couch potatoes, sitting on the sidelines and watching the events unfold with awe and excitement.  And I think that’s just fine, personally.  Even though they have experience with the Utroms, they know that on this public of a scale there isn’t really anything they can do.  At best, they can watch from the sewers and hope to catch a peek, which is as proactive as the characters get in this issue.

The Utroms making first contact was a nicely done moment, though I wish we’d gotten more foreshadowing regarding the missing shuttle and its crew.  For instance, the first 8 pages of TMNT (Vol. 4) #1 are a long wordless sequence featuring the giant robot stomping along the surface of the moon.  Maybe that space would have been better spent covering the events of “a week ago” as the shuttle comes into contact with the Utrom tug and disappears.  It would have set this moment up better than nothing at all, anyway.

But it’s all good.  The female Utrom pulling a Gerald Ford was a nice touch of levity to such an overall serious story.

With Stainless Steve Steel and Joey Lastic making their appearances, I believe that accounts for all the members of the Justice Force save Captain Deadbolt (who is probably still frozen in place).  There’s a big emphasis on the superhero aspect of the Mirage universe in this issue, again following up on their use in the preceding issues.  Radical makes an itty bitty cameo and other, previously unheard of heroes get name-drops and face-time on the news report.  The “world populated by superheroes” concept was something Mirage never really did much with back in the day (honestly, the Image series did the most with that idea, though it “doesn’t count” in regards to Volume 4), so in a way Laird is in a hurry to play catch up with these early Volume 4 issues.  While we have to be reminded that superheroes are a normal part of everyday life, they counterbalance the Utrom landing rather nicely and help to explain why civilians aren’t completely losing their shit over this.  They deal with that sort of weirdness every day.

Karai makes her big return; she hasn’t been the focus of any TMNT stories since “City at War” and that was almost 10 years ago when this issue was published.  To be honest, she won’t amount to much in Volume 4, with a vaguely realized subplot that proceeds to go absolutely nowhere.  So don’t get too excited to see her again.  What surprised me about her reintroduction was the ambiguity of her training partners.  Are they robot drones or real live Foot Soldiers?  Because if it’s the latter then she totally kills them all (and merely for a workout, no less).  It’s a more ruthless side to Karai that was totally unseen in her part during “City at War” and I think it served to illustrate to the readers that Karai may not be the “good” bad guy we remember her as.

Laird also starts dropping the first of his “tales yet to be told” references and we’ll be encountering plenty of them as Volume 4 progresses.  The idea was that these references would be fleshed out in issues of Tales of the TMNT Volume 2 (which hadn’t yet started when this story came out).  Most of them actually do get issues of Tales, but several of them remain untold to this day.  Bummer.

Anyhow, it’s hard to break Volume 4 down into convenient “arcs”, because this isn’t that kind of book.  Yes, there are character arcs and story arcs that run through the volume, but they’re all paced separately from one another and there are few clean breaking points in the narrative.  For what it’s worth, though, I like to consider these first 5 issues to be the “First Contact” arc, since much of the primary focus revolves around the Utroms landing in New York.  It isn’t quite finished yet, but it is pretty exciting stuff and it kept me anxiously hanging on, back in the day.


Grade: B (as in, “But I feel pretty ancient, reading the editorial stuff in the back of the book.  The 4Kids cartoon was still ‘in development’ and Laird even mentions the Hallmark TV miniseries being close to happening.  Ohhhh, it doesn’t feel like it was over a decade ago…”)

Gobbledygook (Vol. 1) #1

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Publication date: 1984

Story, art, inking, toning: Kevin Eastman, Peter Laird, Quentin Eastman

Contents:

*"Fugitoid, Chapter 1"
*"The Farout Art of Peter Laird" (gallery of 8 pinups)
*"Fugitoid, Chapter 2"
*"Champ"


Turtle Tips:

*The series continues in Gobbledygook (Vol. 1) #2.

*This was the first publication from Mirage Studios.  It was printed on Xerox paper and stapled down the middle by hand with a 150 copy print run.  It is notoriously easy to counterfeit.

*"Fugitoid, Chapter 1" and "Fugitoid, Chapter 2" were reprinted in Fugitoid (microseries) #1.

*Selections from "The Farout Art of Peter Laird" pinup gallery, particularly the early concept art of the Triceraton, were reprinted in Gobbledygook (Vol. 2) #1.

*The back cover of this issue features a promotional image for TMNT (Vol. 1) #1.  Due to this promo art, many comic book price guides mistakenly list Gobbledygook (Vol. 1) #1 as the "first appearance" of the Ninja Turtles.


Review:

I don't own this comic and, considering how it was printed, neither do most people.  I'm really just including it on my guide for the sake of being complete and informative as to its contents.  Several of the stories between these two issues, so far as I know, have never been reprinted anywhere.  I'd LIKE to read them someday, but that isn't looking like it's gonna happen.

  

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