Reeling from the events of The Armageddon Game, the TMNT grapple to hold it all together as the rest of New York City struggles to find equilibrium. A shamed mayor. A fallen wall. A new borough and broken trust among a found family. The city’s new dynamic means a new slate of challenges and opportunities. And while a dark threat lurks in the shadows of Mutant Town, several of the Turtles’ closest allies separate themselves from the brothers. Plus, the Turtles take to the streets for a simple patrol…But what they find will rock their shells! Realities collide when they come face to face with a threatening force from the future! Can the brothers band together to take down this mysterious foe? Collects issues #140–144 and the 2023 Annual!
One of the most exciting and talented creators working in comics today, Sophie Campbell has made her mark on IDW books such as Teenage Mutant Ninja Turtles and Jem and the Holograms.
A graduate of the Savannah College of Art & Design, Campbell began her career writing and drawing independent comics primarily focused on the lives of young women from all walks of life, including Wet Moon, Shadoweyes, and the Abandoned. She further proved her versatility as an artist when she began drawing the Teenage Mutant Ninja Turtles for IDW, where her kinetic action sequences and distinctive character art were a hit with fans and critics alike.
Campbell was brought on as the first artist on the IDW continuing series Jem and the Holograms, where she was responsible for the modern redesign of the characters and establishing the unique look of the comic. Her work on Jem with writer Kelly Thompson was so well received that the two were profiled by the New Yorker in 2015.
Campbell continues to work on several projects for IDW, as well as her own creator-owned independent comics.
What to do with these characters after a huge crossover like "The Armageddon Game"? Cover some aftermath and set up the next thing! There is a small caveat though... Vol 9 (next Volume) is the end of this run, so they can't set up too much. Basically 3 stories here: 1) Donnie has issues. Other than fending off a future version of Raph, he has become obsessed with stopping his future self from starting Armageddon. He spends hours researching and barely helps them. His stuff will be the focus of the end story, as he ends the Volume with April and Venus helping him. 2) Dr Barlow, the shifty rat doctor constantly doing genetic manipulation, is the prime enemy of this novel. He has began overpowering his experiments with Dragon Scale tech, which both causes intense fear and doubt of anyone close to one, but also gives the bearer unparalleled strength. With the help of Venus, Barlow gets shut down and jailed. 3) The Turtles are growing up and realizing that is ok for them to be apart from each other. By the end, some go on trips, and all seems well between them. Glad to see this finally happening, as so much of the series has this as the main drama.
Overall, I have really loved this long run of TMNT. Really looking forward to seeing them go out with a bang! Recommend.
The plot is fine when I look back upon it, but the story itself suffers from a lack of warmth from beginning to end. The main characters seem miserable as they bicker, and it's not an enjoyable read: not encouraging, not hopeful, not action packed, not family centered, and not much of an emotional ride. Overall, the story should have taken an issue or two to tell, but instead it takes an entire trade worth of flat story. It's as if the main characters become plot devices in TMNT: Reborn Vol 8.
Mikey does have a bit of a character arc in this trade, but his realization that his podcast is a good thing is so obvious that it didn't pull me much.
I also like that Donnie has lots of inner conflict (after meeting a mysterious character), but the new conflict makes him one-note. Instead of feeling everything he is going through, Campbell separates the audience out of Donnie's conflict just like Campbell as does with his siblings. We are shut out from any of his complicated thoughts as he becomes obsessed with his new studies. In a sense, we lose Don for an entire arc.
One of my favorite characters in Campbell's run has been Dr Barlow. He is grotesque and villainy. He is a great tempter for anyone who wants a chance at being human. We get his back story, but sadly how they quickly dispose of this character (for now at least) disappoints me.
Similarly, Leatherhead loses his personality to. Although he is being manipulated, his unique, educated sounding voice is lost in this arc. Any random mutant could take his place in this volume.
The art was solid. The characters get a slight redesign, which I don't particularly care for, but it is consistent. I like that the artist was going for a bit of a new look; I just don't like it as much as previous art.
Who is the "bad guy" of this trade? The mysterious character from the future? The mysterious killer in the sewer? Dr Barlow? How about the Campbell--for having cool ideas but not executing like Campbell has in the past.
In the wake of the Armageddon Game, the Turtles are reeling and more divided than ever. When Doctor Barlow returns however, it'll take all of them to save Alopex! And who, or what, is Armaggon?
It's hard to write an aftermath and set-up another big story at the same time, I expect, but Sophie Campbell does it well here, with the fractures the Armageddon Game put in the Turtles and their relationship on full display. Meanwhile, Donatello's glimpses into the future set up the march to #150 quite nicely, while also finding time to integrate Venus into the team a little better too, and sort out poor Leatherhead, who hasn't caught a break in about a hundred issues.
Great stuff. I'll be sad to see Campbell's run end.
I think this may be my favourite arc of Campbell's run. All 5 turtles are at a crossroads with different goals and priorities, putting a real strain on the family dynamics. The resolution is nicely handled in the sense that it doesn't involve them all coming back together neat and tidy - which feels more real. Putting the focus back on the main cast is certainly welcome and things feel much more integrated with previous runs. The art of Gavin Smith is really impressive here, it's more gritty and reminds me of a style that would fit Daredevil or Batman. The characters are distinctive and the backgrounds are more detailed making mutant town feel lived in.
I think arguments/disagreements are important to just about any TMNT story, but there’s a limit to how much the reader can take.
While not an entirely joyless experience, the constant arguing gets old fast and when characters finally decide to put aside their differences, they talk like they just went to therapy. Then they split up again and the cycle repeats itself.
A lot of plotlines here feel horribly misguided, especially with Alopex, who, for some reason, decided to form a new Clan with some lost children she found? Why?
I still enjoyed this trade paperback. I liked the artwork (save for the way Gavin Smith draws Alopex, which makes it look like she’s constantly shouting). I do like Sophie Campbell’s writing, but this one was a bit of a miss. Still giving it a decent review because I did have fun and I’d like to believe this is just a rough patch in the overall IDW canon.
This leaves the Teenage Mutant Ninja Turtles in the world they have never known before. A world in which they can actually be citizens of it. Like all heroes, they will be called to action once again. But like all people, certainly those who have only known war since they were children, should he the call to Life
The Turtles are all being pulled in different directions after the bloated events of The Armageddon Game. Meanwhile Dr. Barlow is back causing problems again. It's pretty good stuff. Gavin Smith's art is very good. Really realistic looking which is quite different for a TMNT book.