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TMNT: Turtles in Time #1 [Review]

tmntturtlesintime001Turtles in Time (part 1)

Writer: Paul Allor
Artist: Ross Campbell
Colorist: Bill Crabtree
Letterer: Shawn Lee
Editor: Bobby Curnow
Published by: IDW
Cover Price: $3.99

Two TMNT comics in one week? I’m not a fan of the $3.99 being doubled-up in the single week, but it IS TMNT, and this is a fun issue, so I’m not about to complain about “more TMNT” than less!

We pick up with the turtles randomly running from dinosaurs and utroms–either on prehistoric Earth or a planet much like it. The group is quickly split, with Raph captured by utroms, and the others chased off by the dinosaurs. As Raph recruits a baby Triceratops (he’s named her “Pepperoni”), the others mount a rescue operation that doesn’t go too badly…until the utrom military arrives. The turtles get some clue as to what’s going on when Renet shows up, but she’s not as helpful as she could be. Finally, the utroms’ military leader sees potential in what’s to be found on this world.

Visually, the Peterson cover is awesome…even if it is a bit misleading. It was rather jarring to go from that beautiful cover to the interior, which is a much different style. That gave me a bit of pause, and it took several pages to “adjust” but once I did, I quite liked the interior art as well. Though This is presumably set within current IDWTMNT-verse continuity, their was something to the look that struck me as being almost more like the current animated series than the ongoing IDW book.

There’s a blurb on the inside of the cover explaining that this series takes place after the 2014 Annual, but that Annual is not yet out. Perhaps that’d be a bigger deal to me on other stuff, but for the TMNT, it doesn’t bother me too much. The “spin” of it being a “time malfunction” is just cutesy enough to be amusing, and could loosely be seen as a bit of “augmented reality” or whatever buzzword folks want to use for trying to immerse a reader in stuff related to the issue.

Story-wise, this actually ALMOST functions as a sort of one-shot. We’re as readers already thrown off a bit by being tossed into the middle of a situation-in-progress, and we end on a similar note in such a way that it sort of brings things full circle, even though the story whole is continuing into the next issue.

I like the characterization, particularly Mikey and Raph in this issue. I “heard” the voice of the current animated series’ Mikey in this, and chuckled at an amusing bit where an utrom unknowingly repeats something Mikey did, allowing readers to make an assumption as to what happened off-panel.

I don’t recall seeing any solicitation info or any blurbs in the back of any TMNT issues I’ve read mentioning this series, so its appearance this week was a pleasant surprise and definite “treat.” While it seems this story will spin out of the upcoming TMNT 2014 Annual, there’s certainly enough in-story context to bring one up to speed on what matters to the current story. Really, other than involving utroms and a mention of Krang this seems to sit alone quite well, not contradicting anything in continuity but not drawing from any specific moment in the ongoing series…so it’s well worth jumping in on this mini-series at least, even if you’re not following the ongoing in particular. And if you do follow the ongoing, this is a fun side-adventure that’s an enjoyable read…whether or not it plays much into the ongoing book.

Highly recommended!

Teenage Mutant Ninja Turtles (IDW) #34 [Review]

teenagemutantninjaturtlesidw034Story: Kevin Eastman, Bobby Curnow, Tom Waltz
Script: Tom Waltz
Art: Mateus Santolouco
Colors: Ronda Pattison
Letters: Shawn Lee
Editor: Bobby Curnow
Cover: Mateus Santolouco
Published by: IDW
Cover Price: $3.99

While heading to Harold’s lab to seek his assistance, Donnie and April run across Casey and Angel. Angel accompanies the duo to the lab, while Casey heads off on his own, still dealing with recent events. Harold’s been busy, and whatever his intentions with a security robot, the thing predictably-ish loses control, forcing the turtle and his human allies into combat…which leads to the introduction of another familiar name to this series. Meanwhile, Leonardo and Splinter discuss priorities, and we leave off with the latest development with a couple of uneasy allies.

Story-wise, not a whole lot to say for this issue. This definitely feels like a developmental issue…not really “treading water” or anything, but definitely <b>A</b> “middle chapter” of a middle chapter, so to speak. We do get some good development in Harold’s place in things, though that sort of adds to this middle sense–after City Fall and the quieter Northampton, this issue (and arc) feels like it’s more laying the groundwork for a coming showdown with Krang and his Technodrome.

We have the introduction of a familiar turtle robot, which is ok–I’m not a particular fan overall, though I’ve owned the action figures and not had a terrible problem with the cartoon episodes. This take on the thing put me in mind of the current animated series’ version…perhaps simply because that’s the most recent I’ve seen. Whatever my feelings about the use of the character (which works well even if I’m not the biggest fan)…I really like the visual!

Which leads to the issue’s art: I continue to really dig Santolouco‘s visual style with these characters! As I’ve probably said previously, I don’t care for April’s hair style of late, but that isn’t necessarily a comment on the art as much as one guy’s preferences. The visual take Santolouco brings to the book is enjoyable, and a bit different (moreso for the turtles), but has come to be another favorite of mine.

All in all, another quite solid issue of a series that–nearly three years in–continues to have me looking forward to each new issue, and marveling at the excellent blend of all the previous iterations of the TMNT that this brings to the fore: a sort of mash-up, taking the best of all the past and giving us this present continuity…a continuity that I’m coming to regard as a favorite in itself.

Given IDW’s short 4-issue arcs / 4-issue-TPB pattern, this is the 2nd chapter of 4, so not in itself a jumping on point, though still a strong “episode” in itself, worthy of reading for a casual fan–particularly one of Donatello–if not essential.

I enjoyed the read; the look of Metalhead, and exclaimed out loud at the recognition of Nobody.

Teenage Mutant Ninja Turtles (IDW) #30 [Review]

teenagemutantninjaturtlesidw030Story: Kevin Eastman, Bobby Curnow & Tom Waltz
Script: Tom Waltz
Art: Ross Campbell
Colors: Ronda Pattison
Letters: Shawn Lee
Editor: Bobby Curnow
Cover: Ross Campbell
Published by: IDW
Cover Price: $3.99

This issue turned out to be somewhat like I expected based on the cover image, even though I hadn’t really thought too much about what its content would actually be. Recovering from their encounter with Shredder in Cityfall, our heroes are hanging out in Northampton, having (for now) left New York behind. Here, we find Mikey writing a letter to his friend back in the city, talking about the experience and how things are going. While Mikey’s writing is in broad strokes, the situation is fleshed out as we see the specifics of the characters’ interactions.

Visually, something seemed a bit “off” this issue that I wasn’t expecting. Yet, as I’ve said plenty of times previously, I’m quite used to and almost “expect” a number of different visual interpretations of the Turtles and cast. So despite the “off-ness” I really didn’t have any actual “problem” with the art. Despite that “off-ness,” Campbell‘s style here is similar enough to Santolouco‘s that if I wasn’t reviewing this I probably wouldn’t have paid attention to the credits to realize it WAS a different artist.

The story in this issue is a bit of a lull in the action, things are relatively low-key. And I very much enjoyed that! It also reminds me of one of my favorite issues of the original TMNT series by Eastman and Laird (for that matter, one of my all-time favorite issues of TMNT, or anything, period). I feel like I always enjoy this type of issue–just getting to see the characters interact, without there having to be some grand amount of action.

As usual, I enjoyed the “latest issue” of this series, and am definitely looking forward to the next. While I loathe the $3.99 pricing, this also continues to be a series I’d grudgingly pay that weekly for, provided it maintained its quality.

Teenage Mutant Ninja Turtles (IDW) #26 [Review]

teenagemutantninjaturtlesidw026City Fall, part five

Story: Kevin Eastman, Bobby Curnow & Tom Waltz
Script: Tom Waltz
Art: Mateus Santolouco, Charles Paul Wilson III
Colors: Ronda Pattison
Leters: Shawn Lee
Editor: Bobby Curnow
Published by: IDW
Cover Price: $3.99

Mikey reconnects with his pizza pal; Donatello and April seek assistance from an old, reluctant ally; Leonardo finds himself lonely within the Foot family; Raphael solidifies an alliance with Angel and visits Casey, and Splinter fulfills his end of a deal with Old Hob.

All in all, there’s a lot going on in this issue, as we see snippets of what’s going on for a number of different parties. I’m actually reminded tonight of some of Laird‘s issues from the mid-2000s Mirage Volume 4 series, where everyone was off on their own, so any given issue might not have much for a specific character/story but would touch base briefly on a number of characters and things going on. While I would certainly like to see “more,” as a single-issue of a monthly title in the midst of its largest arc yet, this is about as good as it gets. I grouse about other publishers double-shipping titles, and yet I would–on the level of quality the TMNT books have been carrying–gladly follow a weekly series even with the $3.99 cover price.

The art is consistent and overall quite good. There are times I’m a bit distracted at the turtles’ faces, but that’s just the shaping in this depiction…it’s a bit different and slightly cartooney, yet not bad, and other than momentary distraction I really do like this visual take on the characters. The humans–and I’m struck especially by April–look great in this issue, and I’m glad this mega-arc at least is maintaining the consistent visuals (with art variances coming with the Villains Micro-Series that ties in to “current events”).

This is part 5 of City Fall, so in and of itself isn’t the best jumping-on point: the issue’s action all comes from events previously established both throughout the first four chapters of the story and the IDW TMNT continuity as a whole. However, I do believe IDW‘s keeping to the 4-issue TPBs, so this should be the first single issue after the newest TPB volume, and in that regard this would be a handy jumping on point.

Despite being only one of about 10 issues I bought this week, this was top of the stack–ahead, even, of the one DC Villains Month issue I’ve most anticipated (Batman/Superman 3.1: Doomsday #1)–and despite my intent to save the issue to read later, found myself taking an extended lunch break (the bulk of the break having been spent going to the shop to purchase all these comics) to read this issue.

TMNT is consistently one of the most anticipated issues of the month for me, and seems to always leave me having enjoyed the given issue while anxiously looking forward to getting the next issue…something that is an unfortunate rarity in this day and age.

Teenage Mutant Ninja Turtles (IDW) #25 [Review]

teenagemutantninjaturtlesidw025City Fall, part four

Story: Kevin Eastman, Bobby Curnow & Tom Waltz
Script: Tom Waltz
Layouts: Kevin Eastman
Art: Mateus Santolouco
Colors: Ronda Pattison
Letters: Shawn Lee & Tom Long
Editor: Bobby Curnow
Cover: Mateus Santolouco
Published by: IDW
Cover Price: $3.99

City Fall is shaping up to be one of THE epic TMNT stories, certainly a worthy rival to the classic City at War story that ran in the original TMNT series back in 1992/1993. This issue marks the halfway point of the story, and I’m extremely interested in what comes next!

Raphael–distraught over his role in Casey getting hurt and Leonardo’s being taken by the Foot–is out busting heads, hoping to find the Foot so he can atone for his mistake by rescuing Leo himself. Donatello talks to Casey on the phone, updating him on what’s going on…Raph’s out, and Splinter’s disappeared with Slash on some personal mission. Don and Mikey are heading out to search for Raph. April and Casey have a moment as we see their relationship continuing to bloom. Splinter meets with Old Hob to enlist aid in rescuing his son. Meanwhile, we see Leo as Shredder’s #2, his “Chunin,” and Karai isn’t impressed.

I recall several panels jumping out at me as the turtles looking kinda strange, which momentarily took me out of the story. However, on giving myself an extra moment to take stuff in, they actually fit with the rest…there were just details I’d not really noticed that I suddenly did (particularly the raggedness of the turtles’ masks, which makes sense and I like…it’s not like they’re going to some shop and buying perfectly manufactured masks or anything!). Overall I’m continuing to really enjoy Santolouco’s art, and very much appreciating the general consistency to the look of this title for this arc at least.

Story-wise, I continue to be fascinated by the possibilities of character growth, development, and change. As this is a relatively new continuity unbeholden to older material (but drawing organically from everything that’s come before and reworking it to fit together), I can see so much potential to things, which pleasantly derails any concrete expectations I might have. At the very least I anticipate this arc having drastic long-reaching impact on Leonardo moving forward as well as tricky consequences for Splinter, and likely long-term stuff for Casey.

It also appears that we’re about to have the introduction of a couple ‘classic’ very popular characters from the original TMNT cartoon brought fully into this continuity, and while I can mostly do without the idea of them, I have faith that they’ll be worked into this continuity quite well and be as different as Cobra Commander in the GI Joe comics was to the cartoon counterpart of that series…or at least, I really hope that’s the case!.

If you’ve read through to the prior issue, I see nothing in particular to this issue to give reason not to pick it up. 

I believe I saw solicitation text somewhere showing that IDW is continuing to collect every 4 issues into new paperbacks, so a new volume with the interlude between the Krang War and City Fall, as well as the first 3 chapters of City Fall itself should be available soon…which would make this a decent jumping-on point if you’re following the series in trades and are looking for a point to jump into the single issues.

And while you’ll certainly benefit from a larger context having read much of the earlier material, if you’re just looking for a solid, major TMNT story…for being 4 chapters in of an expected 7, I highly recommend this!

TMNT Villains Micro-Series #5: Karai [Review]

tmntvillainsmicroseries005karaiWritten by: Erik Burnham
Art by: Cory Smith
Colors by: Ian Herring
Letters by: Shawn Lee
Editor: Bobby Curnow
Cover: Tyler Walpole
Published by: IDW
Cover Price: $3.99

I tend to use the ComixologyPull List” app these days for keeping tabs on what’s coming out in a given week that I’ll be getting (mainly to know how much the week’s likely going to take from my budget). This issue’s release surprised me, as I don’t think I’ve even seen it listed–early or delayed.

Karai visits an old mentor for counsel, and we learn through their interaction of her background. Her father was not a good steward of the Foot legacy, and she found a way to bring back the Clan’s glory. Growing up, she met her parents’ expectations by day, though by night she secretly trained herself in the ways of the ninja, and eventually learned how she could restore the Clan, resurrecting a figure from the past–one she’d come to know as “Grandfather”–Oroku Saki. In the present, though, things have gone awry, and Karai has been “replaced” as Saki’s #2, and she finds herself facing the new #2–a corrupted Leonardo.

This issue continues to illustrate how well continuity can work between creative teams and series. We get a story focused on a major character, giving us some real depth that there truthfully would not be room for in the main series, yet the story ties in very nicely with the ongoing story (City Fall) such that one reading “everything” gets the broad picture, and one simply picking this up gets “a story” in one issue.

I like learning more about Karai’s place in things…this issue drives home just how central she actually is in IDW‘s current TMNT continuity, and casts her beyond some “named figure” for the sake of a named figure being present.

I really like Smith‘s art, and aside from the story, the visuals alone were a real treat to take in. Other than this not being an Annual or graphic novel-length issue, I have nothing negative to say about the art!

Two years in–and multiple Micro-Series minis and such functionally giving two ongoing series of TMNT books is (despite the $3.99 price point) very welcome, and keeping to the quality that’s (thus far) been maintained makes me think I’d wholly welcome a third such issue each month, just to continue with new expansion of the stories and characters that much faster, as my impatience grows to have a far lengthier “history” behind us with all this.

Ultimately, that means that IDW‘s doing something very, very “right,” not only holding my interest with more than one book per month but keeping me consistently eager for more.

Teenage Mutant Ninja Turtles (IDW) #22 [Review]

teenagemutantninjaturtlesidw022City Fall, Part One
Story: Kevin Eastman, Bobby Curnow & Tom Waltz
Script: Tom Waltz
Art: Mateus Santolouco
Colors: Ronda Pattison
Letters: Shawn Lee
Editor: Bobby Curnow
Cover: Mateus Santolouco
Published by: IDW
Cover Price: $3.99

Once I originally discovered the original Mirage TMNT comics and could be officially considered “into” them, THE major TMNT story was City at War, beginning with the big #50 issue that saw the return of Eastman and Laird–the characters’ creators–simultaneously to the title. The arc continued for the next 12 issues; 13 chapters in all…easily the largest single arc in the characters’ history to that point.

Now, after five 4-issue arcs and several mini-series, we begin what’s being billed as the largest-yet arc for this current IDW run: City Fall. I’m almost certain the title is MEANT to recall City at War, just by its name…and reading this issue, I can see a sort of thematic connection already. I don’t recall–if I even ever “knew”–how long this arc’s intended to be, but for some reason I have “7” on the brain.

Raphael and Casey are out and about, checking on Casey’s dad…when they’re ambushed by the Foot. Raph escapes, but is unable to take Casey with him–he quickly returns to his brothers, anxious to get back out and rescue his friend. While a rescue mission is mounted, the turtles and Splinter are dismayed at the presence of Shredder himself…a situation that–coupled with Raph’s uncontrolled rage–leaves the entire turtle-family in a far less than ideal situation by issue’s end.

Visually, I enjoyed this issue more than I thought I would. I don’t recall having any real issue with Santolouco‘s art on the Secret History of the Foot Clan mini, and his style works well here. Coupled with the consistency of Pattison‘s colors, this fits in very well with established IDW TMNT visuals; and aside from one panel toward the end of the issue, I have no trouble following the story visually.

The story itself seems to be–based on the credits–a sort of “story by committee,” and if this were DC or Marvel I might be quite concerned to see the book’s editor in the story credits. But I’m already used to seeing both Eastman (co-creator of the characters!) and Waltz credited together…and with Curnow’s history with this property, it makes sense for involvement there as well.

I definitely find myself enjoying the use of continuity…it’s been frustrating in its own way having such short, clipped arcs of “only” 4 issues apiece (notable by the collected volumes popping out every few months). But we’re treated to stuff coming out of the various arcs, as opposed to some floating, “timeless” standalone arc that could happen at “any time.” Recurring characters and events/references come from the various Micro-Series issues and even last year’s phenomenal Annual.

From this issue alone, the story actually feels bigger…and we get a potentially major event in this issue to kick things off with pretty high stakes–I don’t know exactly what to expect going forward…but whatever happens, this issue will certainly be one ripe for lots of further reference as we continue on with this continuity.

The issue’s certainly a treat to me, having been following the entirety of the IDW TMNT continuity since it began a couple years ago…I could say this is my favorite issue of the week, but that’d be a bit misleading, as this is the ONLY new comic I bought this week: the TMNT are a core part of my comics buying, and visiting the comic shop for this single issue–where in the past I’ve skipped a week due to there only being 2 issues of anything out–was totally worthwhile. I’m definitely looking forward to the next issue!

TMNT Villains Micro-Series #2: Baxter [Review]

tmntvillainsmicroseries002baxterScript: Erik Burnham
Art: Andy Kuhn
Colors: John Rauch
Letters: Tom B. Long
Editor: Bobby Curnow
Cover: Tyler Walpole
Published by: IDW
Cover Price: $3.99

I hate the $3.99 price point. I’ve said that before, and I’ll keep saying it until it finally drives me to actually, totally give up on new comics completely. Broken record that I am, hating the price point is something that’s there, even when I don’t point it out this redundantly, even when talking about comics I otherwise enjoy.

I’m thoroughly enjoying IDW‘s TMNT reboot. I do kinda miss the classic stuff…and yet, we’re getting the monthly TMNT Color Classics series, which kinda scratches that itch. This new iteration is bringing together the strengths of numerous incarnations of the property, and making even the ridiculous, stupid stuff relevant and workable (take Krang and the Neutrinos, for just two examples). And I wish there was more. Maintaining its level of quality I’d be thrilled to have new in-continuity, pushing-the-overall-events-of-things-forward basically weekly.

But since we have a monthly title, I highly enjoy the companion series–first the “good guys” micro-series, then we had the Secret History of the Foot Clan, and now we’re getting a Villains micro-series. So I’m relatively content with that.

All of the above to get to the point here: this is another great issue of TMNT from IDW. Officially a #2 of a series spotlighting villains (the first having spotlighted Krang) this is also “the” Baxter Stockman “one-shot” or “micro series.”

We get some definite insight into Baxter here–but it continues his ongoing “subplot” in this continuity, as he works on tech stuff, assisting in the building of the Technodrome, the infamous war machine fans of the 1980s’ cartoon series will know quite well. But while the genius works on it, we see that he’s not just some simpering lackey, but has purpose behind his actions, and he’s not some fool playing into the end of the world with any true belief that he’d get anything worthwhile out of his current deal with Krang.

We see moments of Baxter’s past, his dealings with his father–who was a profound influence on him–along with the developments of the “present” plot points. We have the signature mousers about him in his lab, and we get a new toy–a “Flyborg,” a mutant fly armed with cybernetics…the fly being an almost too-obvious (to me) “nod” at the ’80s cartoon (and one that led me to fear Baxter’s fate in this issue). By the end of the issue we see Baxter’s agenda advanced, and pieces on the board have shifted ever so slightly as the ongoing battle situates itself for the larger things yet to come.

The writing keeps to the overall continuity, presents some insight into the character, and reminds me that this is a very good character, and I like it far more than I do the version displayed in the current tv series. I find Baxter far more interesting in control of himself, an intelligent (if a bit mad-scientist-y) individual, clever and not just some whining lackey or mutated bug or bumbling fool.

The art’s not entirely to my liking, though it’s not horrible. It comes off a bit cartooney, if not slightly abstract, and is done a great disservice by the fantastic cover that plants the idea of what the interior OUGHT to be. The story is conveyed and I’m not left scratching my head over what’s going on, really…but this issue definitely is carried on the strength of the story over the art.

Of course, as I’ve also stated numerous times–the TMNT get a sort of “pass” from me on things I typically won’t put up with in any other comics; one of those things is the visuals, as I’m more used to numerous visual interpretations of the characters, even issue-to-issue, due to the simple history of the characters and so many artists working on ’em.

While this issue certainly works best in context of the ongoing continuity, you still get a core story in and of itself in one issue; and if you’re following the TMNT stuff in general, this is well worth snagging.

Finally: this cover would be an excellent poster image…or at least, I’d not be opposed to having a poster of this image on my wall.

TMNT #50 Treasury Edition

I learned of this “treasury edition” a few weeks back, and asked about it at the comic shop, and was put down for an order. For the sheer physical size of the thing, and the price of usual comics, $9.99 seemed like a steal for this. Of course, now that it finally came in and I had a chance to look at it, it did not turn out to be exactly what I’d expected.

tmnt050treasurycover

I’d expected this to simply be an over-sized reprint of the original issue–just the original issue in its entirety, blown up to this massive size. Instead, it turned out that this is basically a companion piece to the issue (blown up to this massive size).

tmnt050treasuryinterior01

We get a look at the original layouts to the issue, beautifully reproduced–so much so that I kept looking closer: the intro to the volume references the ballpoint pen, and darned if everything doesn’t look like Kevin Eastman himself actually drew on blank pages and handed the result to me! I also like the annotations throughout…

tmnt050treasuryinterior02

Once beyond the layouts for the entire issue, we get a look at many of the final pages in various states (pencils-then-inks, etc); again annotated, allowing quite a look at the process that went into the issue.

tmnt050treasuryinterior03

And then at the back of the volume, we get the original notes/outline to the entire City at War story, which proved interesting reading (and has bee all the more eager to dive into the story when my copy of the TMNT Ultimate Collection vol. 4 arrives in the next few days!)

tmnt050treasurysize

As I said above…this is very much an oversized publication, as you can see here. While this wasn’t exactly what I expected, and I would have gladly paid $15-$20 for this plus the full-size pages of the original issue, it’s quite a worthwhile volume.

The original Eastman & Laird run, the Tales run, Return to New York, and City at War are my favorite of the original series. And the original printing of #50 back in 1992 or so was offhand THE first issue of the “real” TMNT that I ever bought/owned, so it has special significance for me.

I even have a City at War poster that’s hung in my living room for the last couple years since I acquired it that I fully intend to get framed one of these days.

greenturnstored

Teenage Mutant Ninja Turtles #18 [Review]

teenagemutantninjaturtlesidw018Story: Kevin Eastman & Tom Waltz
Script: Tom Waltz
Art: Ben Bates
Colors: Ronda Pattison
Letters: Shawn Lee
Editor: Bobby Curnow
Cover: Ben Bates
Published by: IDW
Cover Price: $3.99

The bulk of this issue follows the turtles on planet Neutrino in Dimension X as they assess their situation and come to an understanding with the soldiers they encountered on Earth, native to this planet. They also learn what it is the soldiers were after as they realize all has not been as it seems. Meanwhile, back on Earth Splinter, April, and Casey deal with the sudden disappearance of the turtles. By issue’s end–18 issues into this new series–the turtles are introduced to General Krang, in a must more competent iteration than the ’80s cartoon that spawned the character.

Story-wise, this continues to be a great series that–on the whole–I am thoroughly enjoying. However, I’m growing a bit weary of 4-issue arcs, despite lingering subplots (and believe me, I am extremely grateful for subplots in an age where it seems stories are “written for the trade” and to be entirely self-contained). Eastman and Waltz continue to take core elements of the numerous iterations of these characters, and weave them together into a new tapestry that is at once familiar and yet new and interesting.

I particularly recognize Neutrinos Zak and Kala, and appreciate the turtles’ interactions with them; Mikey’s characterization with the princess is familiar as well. The turtles being suddenly, unexpectedly zapped to an alien planet in the middle of a war is a familiar “broad stroke” from the original Eastman/Laird series…though new in the specific details.

Visually, I’m liking Bates‘ art–it fits the characters well, and it just “works” for me. The only real weirdness is that the Neutrinos take on a very anime-like visual effect that contrasts a bit with the more sensible look of the other characters. Pattison‘s colors lend a real sense of continuity to the multiple artists on this series so far, where the linework’s changed, the colors have been consistent and certainly ease the transition between art styles.

This series has been on a relatively slow burn, steadily introducing characters and elements to the story, playing on past stories and expectations to build a strong continuity made up of the “best of” past versions of the TMNT. I’m truly appreciating the development, that things aren’t being rushed for the sake of getting characters in (especially characters whose original versions I find rather silly and off-putting as an adult). But I am increasingly anxious to see something a bit more major happen, something to truly shake up this continuity and define the characters–I’m not sure how, exactly–but it seems that other than the all-too-frustrating $3.99 price point this continuity would be ripe for a weekly series–or multiple series effectively making for weekly glimpses into the world.

With the typical 4-issue arcs, this is the 2nd chapter of this arc; so if you can find #17 along with this,  you can jump in and probably figure out for the most part what’s what, especially if you’re fairly familiar with the turtles anyway. Alternatively if you’re waiting for the collected volumes…this is shaping up to be another good mini-arc.

On the whole…the issue is good, and definitely leaves me quite interested in getting the next issue in-hand.