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Reviews: TMNT & The Armageddon Game
Two tie-in issues from IDW Publishing
According to the checklist, the main series comes first, so here we are. These are the two latest comics in The Armageddon Game story arc from the Teenage Mutant Ninja Turtles universe from IDW Publishing.
Teenage Mutant Ninja Turtles #135
The Rat King’s Armageddon Game rages on—and as his machinations come to life with the fate of Mutant Town hanging in the balance! Donetello and Angel try their best to head off Ch’rell’s assassins before they complete their mission to destroy the escaped Regenta Seri. Meanwhile, Jennika is caught in the crossfire of a community divided on whether or not they can trust the TMNT. It’s up to her to stop the imposters wreaking havoc across the city. With the rest of the Splinter Clan spread across dimensions, can Donnie and Jenny keep it together, or will it all come tumbling down? Official tie-in to TMNT: The Armageddon Game! Written By Sophie Campbell with art by Fero Pe and colors by Ronda Pattison.
by Sophie Campbell (Author), Fero Pe (Artist), Ronda Pattison (Colorist)
The main series of the TMNT seems to be the more ‘grounded’ issues, with the more fantastic being in the spin-off issues of this wide-ranging story arc. Nevertheless, this was a good issue, which builds on the problems of the Rat King’s game and some of the problems to come.
In this case, we get a good mix of character moments, the mystical, the technological and action. That works out as a good mix in the TMNT books, and it is nice to see Donatello getting some time to get things going his way. His new discovery is interesting, and I wonder what effect it will have moving forward.
We also get more of the fake TMNT, as well as some good action involving Seri - that is something that is going to cause some trouble in the long run.
I really enjoyed the art and colouring in this issue, as that final panel is excellent.
Teenage Mutant Ninja Turtles: The Armageddon Game #3
THE BEST LAID PLANS OF MUTANTS AND MENTORS! The TMNT and their new mentor, the Shredder, have quickly discovered their mission to recruit new allies to battle against Rat King and his minions (Baxter Stockman, Madame Null, and the newly minted MetalKrang) in NYC has its own set of perilous circumstances. In Dimension X, Michelangelo and the Neutrinos are forced to join the Nova Posse as would-be bounty hunters. Meanwhile, in Dimension Z, the Shredder and Dark Leo realize they must undertake a deadly rescue mission if they are to have any chance of bringing Cherubae to their side. And on Earth, Raphael is finding nothing ever comes easy when Old Hob is involved, while nearby, Donnie and Jennika have their fair share of dangerous problems, not the least of which is the mysterious Null Turtles!
by Tom Waltz (Author), Vincenzo Federici (Artist), Matt Herms (Colorist)
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After the last issue seemed a bit too clustered, this one does seem to have settled down a little. We still have some flips between space and the Earth, but it seems more settled.
It may not seem that way, with Shredder and Leonardo going one way - there is an interesting conversation about light and darkness in people here. Michaelangelo has his own way, as he helps the bounty hunters and makes a new friend on the way.
Back on Earth, there is an interesting conversation between Hob and Raphael, and it may be something that is for the future - that will be interesting. We also get a look at what some of the other players in the game are up to, with a good check-in on Madam Null and Baxter.
The ending is saved for Krang, though, with a good finish to the issue.