Friday, December 20, 2013
See you all next year
Going on vacation and won't be back until January 3rd. Wanted to get my review of TMNT New Animated Adventures #6 done before I left, but my schedule just didn't work out that way. I'll tackle it when I get back.
Also, since I'm going to be away, I won't be able to moderate/approve comments until I get back, so don't freak if you leave a comment and it doesn't get posted right away (I don't check the internet while I'm on vacation).
See you all in 2014. Have a Merry Christmas!
Wednesday, December 18, 2013
TMNT (IDW) #29
Publication date: December 18, 2013
Story: Kevin Eastman, Bobby Curnow, Tom Waltz
Script: Tom Waltz
Art: Ross Campbell
Colors: Ronda Pattison
Letters: Shawn Lee
Editor: Bobby Curnow
“Northampton, Part 1”
Summary:
As they pull onto a dirt road in the van, April and Casey
discuss how things have been going.
Casey feels he’s getting better now that Don’s re-sewn his stitches and
April thinks all their wounds can heal if they just keep out of New York City
for a while. Driving up to a barn on
April’s old family farm, they wake the Turtles and tell them they’ve arrived at
their temporary digs.
April explains that the farm has been in her family for
years and that her parents moved there from Albany after her dad had his
stroke. Although the Turtles will have
to lay low and can’t go near the farmhouse, they can stay in the barn until
they’ve healed. Raph tries to help Leo
out of the van, but Leo freaks out. He’s
still having trouble getting over the mindbending the Shredder put him through
as Dark Leo.
Raph notices movement in the nearby brush and
pounces. It’s Alopex, who insists that
she isn’t looking for a fight. Raph is
about ready to throttle her when Leo violently stops him, exclaiming that Alopex
is telling the truth. Raph thinks that
Leo only wants to protect her because of his residual Foot Clan brainwashing
and the two begin fighting. Splinter
breaks them up and reminds them that Alopex saved him during his fight with the
Shredder. Alopex describes how the Shredder
killed her family and that’s why she rebelled.
Knowing she had to leave the city as well, she hitched a ride on the
roof of their van.
Raph says she’s lying again, as she’d fibbed about her
history before. Leo backs her up and the
fight starts all over again. Splinter
breaks them up once more, except this time Leo tells “Yoshi” not to boss him
around, as he is not his sensei, and storms off. Alopex claims she was only looking for a
ride, not help, and also storms off.
April and Casey drive up to the farmhouse and April
introduces her boyfriend to her mom (Elizabeth). Mrs. O'Neil invites them in so they can catch
up with Mr. O'Neil (John). April’s dad
has been wheelchair-bound since his stroke, but Mrs. O'Neil promises that he’s
getting a little better every day. Mr.
O'Neil is happy to meet Casey and is especially relieved to see his daughter, as
he was afraid something might have happened to her after the explosion at
Stockgen. April hadn’t heard and asks to
be filled in on the news.
After putting her husband to bed, April’s mom comes
downstairs to talk to April about Stockgen (April’s dad had gotten her the
internship there). April says that she
left Stockgen because she was suspicious that they were involved in illegal
activity and offhandedly mentions “ooze”.
April’s mom reacts to the choice word and then tells April she has
Startling Revelations about her Mysterious Past that will most assuredly Blow
Her Mind.
Out in the woods, after dark, Leo sits near the lake and
struggles with the images in his head.
He tries to seek answers from the spirit of Tang Shen, but is
confused. From the brush, Alopex
silently watches him.
Turtle Tips:
*This story is continued from TMNT (IDW) #28. The story continues in TMNT (IDW) #30.
*Shredder murdered Alopex’s family in TMNT Villains Micro-Series #4: Alopex. Alopex lied to
Raph about her origins in TMNT Micro-Series #1: Raphael.
*In the Mirage comics (and 4Kids cartoon), it was Casey’s
family who owned the farmhouse in Northampton.
April’s family owning it DOES have precedence in at least one previous
incarnation, however: The first live-action TMNT movie.
*The events of the TMNT: Utrom Empire miniseries take place concurrently with the "Northampton" story arc. The journal Donnie is seen reading at the end of this issue was discovered by him in TMNT: Utrom Empire #1.
*This issue was originally published with 3 variant
covers: Cover A by Campbell, Cover B by Eastman and Pattison, and Cover RI by
Michael Dialynas.
Review:
The exile to Northampton is like the “Death of Gwen Stacy”
for the TMNT franchise. By that, I mean
it’s that one big moment, that story so popular and important to the narrative
and growth of the characters that practically every adaptation and reboot of
the Ninja Turtles has wanted to do a version of it. While the specifics don’t always line up, the
basics remain the same: The Turtles get completely wrecked in a battle with
the Foot Clan, one of them is seriously injured and they have to escape by the
skin of their teeth to Northampton so they can lick their wounds and regroup
for the comeback.
I think this is the fourth time we’ve
done this song and dance, but as with Peter Parker’s love interest getting
chucked off a bridge, it really IS a grand bit of storytelling that invites
lots of pathos and introspection and serves as a gargantuan milestone for the
narrative. So even though we’ve been
through this all before, it’s one of those moments in TMNT history we’re likely going to see many times more as the franchise reinvents itself. And it isn’t so much that every incarnation
wants to put their own spin on the moment, it’s whether or not they get the
most out of it and make it count that we should be concerned with.
As I mentioned in the previous couple of reviews, the
Turtles were basically becoming lost in the overflow of storylines in their
ongoing series; reduced more to being tools to get the plot moving than
individual characters who grow and change.
This “Northampton” arc looks to finally slow things down so we can get
to know them again. I’m really hoping it
pays off and we get to spend some quality time with each member of the
team. Jeezuss, I hope this doesn’t turn
into “The Emo Leo Show” and we wind up with four issues of a pouty Leo struggling
with his feelings. But that’s just me
being a pessimistic twerp; I’m sorry.
Waltz (and Eastman and Curnow) are already doing things a
little differently, not just with the owner of the farm, but the fact that it’s
still in use by their family and it can’t serve as a glorified vacation resort for the
Turtles (they’ve still got to hide). It
also looks like we’ll get to know April’s family a little bit, too, and that’s hardly
ever happened before beyond Robyn and a very different version of her father in the Nick cartoon (he's named Kirby, not John, in that universe). The
ending narration from Mrs. O’Neil is sooooo stilted and melodramatic, awkwardly
stretching out to fill a two-page montage.
Can you imagine if your parents started talking to you like that?
Well, we ARE just getting to know Mrs. O’Neil. Maybe April’s mom is just a drama queen?
The big surprise was Alopex tagging along. I guess someone’s about to pull a
Ninjara. Though isn’t it funny how in
the past, when Alopex was a villain and a member of the Foot, she was drawn to
look ferocious and bestial and terrifying, but now that she’s
indifferent/friendly with the protagonists, suddenly she looks totally adorable? “Artist’s interpretation”, I know, but it is
kind of weird to jump from Santolouco’s snarling “rip your throat out” escapee
from The Howling directly into Campbell’s soulful-eyed “awwww wook at her widdle
nose” fluffball, right at the point in the narrative when she seemingly
switches sides.
I like her parachute pants, though. Girl is set to pop ‘n lock.
Ross Campbell has been one of my faves in regards to IDW’s
roster of artistic talent, but so far they’ve only busted him out on “special occasions”. It’ll be great to see him handle a
full-fledged arc. My above cajoling
about the cuteness of Alopex was really just me taking the piss; ALL of Ross
Campbell’s characters look cuter than any other artist portrays them. It’s just his style and I think it actually
works in terms of transitioning from adorableness directly into bone-crunching
action; really keeps you off guard. This
was a breather issue, so there isn’t a lot of action to speak of, though I did
like the juvenile wrestling between Raph and Leo as they argue over Alopex’s
allegiance. He didn’t overdo it on the
layouts and captured the moment quite well.
Overall, despite the sense of déjà vu, I’m not really bugged
by seeing the exile to Northampton yet again.
I think it’s what comes after this moment that’ll really make the
difference. Are we going to get this
time to see the characters AS characters again?
Is Leo’s angst going to be insufferable or palatable? Has Alopex actually changed? Will April’s mom continue to talk like she’s
constantly narrating a movie trailer?
I’m sure we’ll find out and I hope it pays off.
Grade: C+ (as in, “Cripes, I just don’t see how Alopex
can be a master of stealth with a tail twice the size of her whole body. Or maybe it isn’t normally that poofy and it’s
just really humid in Northampton”.)
Labels:
IDW
TMNT: Kevin Eastman Cover Gallery #1
Publication date: December 18, 2013
Art: Kevin Eastman
Colors: Ronda Pattison
Contents:
Full-page reprints of all Cover Bs by Kevin Eastman from
TMNT (IDW) #1 thru TMNT (IDW) #26.
Review:
IDW is notorious, NOTORIOUS, for their habit of glutting
the market with variant covers. Dozens
and dozens of variant covers like 1992 was making a comeback. It is
insane.
As an individual who doesn’t
collect variant covers, however, I can’t say that its ever really bothered
me. I know it ticks off fans who want to
collect “one of everything”, but jeez, I cannot afford to be that kind of fan.
But IDW’s a pretty cool group of dudes, so they’ve also
begun releasing cover gallery collections priced the same as a regular issue. I’ve picked up a few of these for
some of my other IDW subscriptions and it’s exactly the kind of system for a
person like me. Alas, they don’t collect
ALL the variant covers (this one is just themed around Eastman), but I can
survive.
Nothing to grade; just thought I’d point this baby out
since it might have slipped through the cracks with today’s two other TMNT
releases. Looking over Eastman’s B
covers chronologically, it’s funny to see how much more, well, INTERESTING they
get as time goes by. For the first 4 or
5 issues, he really has nothing to say (partly because those issues were so
decompressed and plot-less). Once the
series began to actually develop characters and stories and unique set pieces,
suddenly his covers become livelier and escalate beyond bland pinups of the
Turtles mugging the camera in awkward poses.
For those who want the variant covers but don’t want to
bankrupt themselves actually buying them AS variant covers, then this
collection should be your first stop.
Grade: N/A (as in, “Now if IDW plans on doing more of
these Eastman-themed collections, I’ll have to ask the lady at my shop to put
aside any cover in my box BUT the Eastman ones.
I just hate to be picky, though…”)
Labels:
IDW
Monday, December 16, 2013
TMNT/Flaming Carrot Crossover #4
Publication date: February, 1994
Story: Bob Burden
Pencils and Inks: Neil Vokes
Letters: Mary Kelleher
Colors: Eric Vincent
Cover: Jim Lawson and Steve Lavigne
“Land of Green Fire: Part Four”
Summary:
Mr. Furious dukes it out with the alien werewolf only for
the beast to back off once it sees his Free Masonry ring. Being a Mason itself, the werewolf runs
away. The Mysterymen, the Turtles and
Col. Blade eventually catch back up and ask Mr. Furious what the deal with the
werewolf is.
Back at the Flying Wing, the Spleen, Bondoman and Mystic
Hand are under siege from the spectral figures.
The spirits are blasting beams of ice at them, encasing the jet. The Mysterymen flee into the jungle with the
specters close behind.
At the ruins, the werewolf is desperately trying to
communicate with the team via dance, but they can’t interpret him. Don, Leo, Screwball and the flame-creature
Sykes show up. After a brief bit of
exposition, Sykes has a chat with the werewolf in its native language. The werewolf then devours Sykes and
collapses. Star Shark comes down from
his lookout post and tells everyone that the Flying Wing is under attack. Leaving the werewolf behind, the Turtles and
the Mysterymen return to camp.
They reach the Flying Wing, but have no idea what
happened. The werewolf then catches up
with them and explains everything… in English!
He says his name is Chontre Mac and he’s an alien from a planet that
exists within the center of the Sun. He
says that there are a diverse number of races from that planet and all have the
ability to absorb the minds of those they devour (hence how he was able to
learn English by eating the flame-creature that ate Sykes). Chontre says that long ago, his people came
down to Earth to set up a colony and built this great city. However, civil war erupted and most of
his people retreated back to the Sun.
Chontre was chosen to sink the city deep into the Earth so that its
technology and culture could be preserved, putting himself in cryogenic stasis
so he could keep watch.
Chontre is happy to be awake again and, seeing that there
are no more warring Sun people on Earth, feels that now is the time to share
the technology of the lost city with humanity.
Suddenly, Mystic Hand’s disembodied hands float over and motion everyone
into the jungle. They find Mystic Hand
and Bondoman frozen in cryogenic ice (which Chontre assures them will defrost
to no ill effect in a day or two). The
Spleen, who fainted, wakes up and describes the ice-blasting specters. Chontre says that the specters are the
Eikers, the faction who incited the civil war.
When the city was unearthed, it sent a signal into space. Responding to it, the Eikers traveled down from the Sun to regain
the lost technology and invade the Earth.
The electromagnetic beam that has been shutting off all technology on
Earth was a homing beam from their mother ship.
Chontre explains that the only way to stop the invasion is to re-sink
the city so the Eikers have nothing to home in on.
Screwball then calls down from his lookout post that the
Eikers are coming. Chontre says that
they’re an early scout patrol. He urges
the Mysterymen and the Turtles to lead the aliens to the nearby river where the
additional humidity will react with their freezing powers and force them to
take tangible form. The plan works and
with the Eikers finally solid, Col. Blade is able to kill them all with
machinegun fire.
Chontre leads Col. Blade, the Professor and Mr. Furious
back into the main hub of the ruined city where they found him in
cryo-sleep. Chontre mans the controls to
re-sink the city, telling the others to leave so they don’t become trapped, too. The controls malfunction and Chontre laments
that the only way to re-sink the city now is for two individuals to man separate emergency controls simultaneously. The
Professor volunteers to stay behind, jumping at the chance to go into suspended
animation and awaken centuries from now in a brave new world.
Blade and Furious escape the building just as it and the
rest of the city sink back into the Earth.
Everyone’s electronics begin working again, proving that the Eikers have
lost the signal and retreated from their invasion. Col. Blade gives a salute, praising the selfless
sacrifice of the Professor.
Turtle Tips:
*This story is continued from TMNT/Flaming Carrot Crossover #3.
*The Turtles will meet Flaming Carrot again (or appear in
the same crowd as him, anyway) in Savage Dragon #41.
Review:
When it comes to Burden’s style of writing, it’s
always a mystery as to what will be important to the plot and what is just a dumb
throwaway joke. Last issue, they made a
big deal about Screwball’s pet shoelace Sherman surviving the fire-creature
attack, but Sherman never appears again.
The Zeke’s mentions that the protoplasmic goop left behind by the
extinguished fire-creatures smelled like Corn Flakes… an aside which proved to
be foreshadowing once we learned that the fire-creatures were fused with the
I-Team and the Zeke’s was in fact smelling what the I-Team had eaten before
they in turn were eaten by the fire-creatures.
And in this issue, Mr. Furious and Chontre both share Free Masonry
rings, which ends their battle as soon as it starts, but no further value is
ever attributed to that connection.
It’s… just a mess.
I guess you could say it “keeps you on your toes”, as you never know
which random asides will pay off in the end and which will go nowhere, but more often than not it all
just amounts to a bunch of pointless references and droll gags. I’m guessing the Free Masons were supposed to
have been descended from the Sun people’s lost civilization? That seems the likeliest explanation, but the
connection is never solidified and considering all the other random bullshit
going on in this miniseries, it could just as easily have been another stupid
attempt at silly humor (like Chontre trying to communicate via dance).
The miniseries never knows what tone it wants to strike
and it becomes really difficult to invest in anything. When the characters are capable of
cartoonishly pulling lemonade stands out of thin air, it’s hard to take any
suspense in the action seriously because the surrounding scenes are so silly and
absurd. The ending wants us to feel the
drama of the Professor’s sacrifice, but how can we when, again, everything else
has been so goofy and self-aware? It’s a
tone deaf comic in terms of mood.
I’ll bring it up again, but I just don’t see why this
miniseries begged to include the Ninja Turtles at all. By this concluding chapter, they’ve become
nothing more than crowd-filling bodies.
They contribute nothing to the resolution and scarcely offer any
dialogue (or, at least, any dialogue that sounds unique to them). For the umpteenth time, I’ll repeat that the
Turtles could have been substituted by any other four members of the Mysterymen
and it wouldn’t have changed this comic one little bit. Hell, the cast was already bloated so much
that you could remove the Turtles entirely and it would make no
difference. They are entirely
superfluous to everything going on around them and are more like baggage than
characters.
To be frank, Mirage’s offshoot material released to
supplement their various ongoings were never very strong; lots of goofy oneshot
Specials and the occasional miniseries for the Hell of it. Turtle Soup and Plastron Café are probably
the only limited series that are worth a look, and being anthologies, even
those are dicey in their content. This
Flaming Carrot crossover is just another in that long tradition of “why did
they even bother?” Burden doesn’t make
the most of his opportunity to work with the Turtles and the whole thing just
leaves me feeling cold. Vokes’s artwork
is the only positive angle to this entire endeavor, but even he can’t salvage
it.
Grade: F (as in, “Flaming Carrot… such a dull, lifeless, uninteresting
character, Hollywood didn’t even include him in the movie based on his own
fucking comics”.)
Sunday, December 15, 2013
TMNT/Flaming Carrot Crossover #3
Publication date: January, 1994
Story: Bob Burden
Pencils and Inks: Neil Vokes
Letters: Mary Kelleher
Colors: Eric Vincent
Cover: Jim Lawson and Steve Lavigne
“Land of Green Fire: Part Three”
Summary:
In the clearing, the group is struggling to gun down the
army of flame-men, but they’re running out of ammo. Suddenly, flame-men reinforcements arrive via
river, riding giant leaves. After
sinking a few, the Mysterymen and the Turtles realize that water can extinguish
the flame-men. After cannibalizing the
fuel pump from the Flying Wing, they hose down the flame-men and send them into
retreat.
In the aftermath, all that’s left of the extinguished
flame-men is protoplasmic goop which the Professor describes as being like
giant amoebas (and which the Zeke's describes as smelling like Corn Flakes). The Shoveler and Star
Shark, who were attacked by the flame-men, say that they weren’t burned but
instead drained of energy, like they were being absorbed. Screwball panics when he can’t find his pet
shoelace Sherman, but it turns up in a bag of Fritos. In the morning, Mystic Hand, Bondoman and the
Spleen decide to stay behind and try to reassemble the Flying Wing while the
others return to the I-Team camp and search for more clues. Shortly after they leave, the Spleen sees
something lurking in the woods and Mystic Hand goes to investigate.
Fiddling with the I-Team’s radio, the Professor
determines that the electromagnetic static that brought down the Flying Wing is
spreading out from the ruins and may soon envelope the whole world. They also find Polaroids of the I-Team
getting along with the flame-men and keeping them as pets. Flaming Carrot presumes that once the I-Team
ran out of things to feed them, the flame-men turned on them. The group decides to head to the ancient
ruins, leaving Screwball, Leo and Don behind to guard the camp. Searching the tents, they find one of the
flame-men sleeping on a cot.
At the ruins, Mikey recalls the dream he had about the
ancient city and follows his memories to a hidden opening in one of the
buildings. At last inside the previously impenetrable buildings, Col. Blade
orders Star Shark to stay and guard the door while they split into groups: He,
the Professor, Raph and Mike will go in one direction while Flaming Carrot, Mr.
Furious, the Zeke’s and the Shoveler go in the other. Col. Blade’s group stumbles upon paydirt
quickly, finding skeletons of strange creatures, albeit ones with gold fillings
that imply a greater intelligence.
At the camp, the flame-man introduces himself as P.F.C.
Layton Sykes of Anniston, Alabama. He
says that he was once a member of the previous investigation into the ancient
ruins. His team encountered the
flame-men, who ate anything but plants.
When they ran out of food to feed them, the flame-men devoured him and
his men. They were absorbed into the
flame-men who ate them, merging their consciousnesses. Don asks if he remembers eating himself and,
if so, then what do humans taste like? Sykes says “like chicken”.
Back at the ruins, Col. Blade’s team finds a chamber with
a hole blasted into it by a flamethrower (indicating the I-Team had been
there). Inside are hundreds of glowing
eggs, each containing a flame-creature.
The Professor joyously announces that they must certainly be looking at
beings from another planet.
And at the Flying Wing, Mystic Hand returns with news
that he found nothing. Suddenly, a trio
of cloaked, spectral figures comes floating their way.
And back again at the ruins, Flaming Carrot’s team finds
a huge pod with a glass lid. Inside is
what looks like a 9 foot-tall werewolf clad in a jumpsuit and boots. Ignoring their better judgment, they open the
pod and release the werewolf. The
monster chucks Flaming Carrot, the Zeke’s and the Shoveler out a window and
into the sea. Tearing a pipe off the
wall, Mr. Furious charges the werewolf.
Turtle Tips:
*This story is continued from TMNT/Flaming Carrot Crossover #2. The story concludes in
TMNT/Flaming Carrot Crossover #4.
Review:
As I said last time, Neil Vokes’s pencils really do improve
this miniseries and it’s at least not as much of a grind to get through as
before. He tries to put a lot of fluid
motion and energy into his pages, even when the characters aren’t doing
anything, and he succeeds in providing the characters with personality when the writing all but refuses to do so. Vokes has a nice cartoony, squash-and-stretch
style that lends to some manic expressions that
befit the absurd goings on. He’s
a much better fit for the material than Lawson was, I’ll say again.
But aside from the art, it’s hard to believe a story
about superheroes and mutants battling flame-monsters in a ruined city could be
this boring. A lot of it has to do with
the excessive dialogue and narrative text that Burden, er, burdens the pages
with. Characters have to think about or
announce what they’re doing and narration has to describe what we’re looking at as if we were blind. I guess it’s
supposed to be this faux Silver Age gimmick or something, but it slows
everything down. As do all the
pointless, random jokes like Screwball’s pet shoelace, the Zeke’s smelling Corn
Flakes in the protoplasmic goop and Donatello setting up a tired “tastes like
chicken” gag.
And did I mention that it takes the characters 8 pages to
realize “water puts out fire”? Because
seriously.
So when I said earlier that this second half of the
miniseries is less of a grind to get through, that doesn’t mean it still ISN’T
a grind to get through. Because it is.
Grade: D (as in, “Does anybody still find ‘tastes like
chicken’ jokes funny? Anybody?”)
Saturday, December 14, 2013
TMNT/Flaming Carrot Crossover #2
Publication date: December, 1993
Story: Bob Burden
Pencils and Inks: Jim Lawson and Neil Vokes (pgs. 1,
23-28)
Letters: Mary Kelleher
Colors: Mary Woodring
Cover: Jim Lawson and Steve Lavigne
“Land of Green Fire: Part Two”
Summary:
As the Flying Wing zooms over the TMNT’s camp, Mr.
Furious suddenly loses power on all the instruments. He order all the Mysterymen to bail save for
himself, Flaming Carrot and Bondoman, who stay behind to manually work the
wings. Once they glide far enough away
from the camp (and the ancient ruins) the instruments begin working again. Mr. Furious sets the Flying Wing down and,
after reconvening with the Spleen and the Zeke’s, they decide to hoof it toward
the camp.
Meanwhile, the Turtles and Col. Blade are pretty spooked
after the buzzing their camp received from the strange plane. The Turtles split up and journey into the
jungle to check things out. Raph winds
up getting into a tussle with the Shoveler, who proceeds to trick him into
jumping off a cliff. Raph lands right
next to Screwball, who panics and flies away on his rocket-boots.
Elsewhere, Donatello has a run-in with the Mystic Hand,
who scares him off with his flying, disembodied hands. Star Shark rolls into camp and meets up with
Col. Blade. Recognizing the Colonel as an
American soldier, the Mysteryman explains everything. Raphael, meanwhile, has begun trailing
another green flame-man. The flame-man
escapes, but leads him to the Flying Wing.
Mr. Furious and the Zeke’s are about to open fire when Flaming Carrot
stops them. He and Raphael know each
other and the two trade information.
Back at camp, all the Mysterymen have been rounded up and
both groups brought to speed. The
Shoveler, taking watch, sees activity off in the distance. Mr. Furious concocts a way
to draw all the little green flame-men toward them so they can deal with them
all at once. They set the area with
traps and drive the Flying Wing and all its weapons near a clearing. They then throw all their green flares into
a bonfire, hoping to attract the flame-men.
Meanwhile, Flaming Carrot opens a lemonade stand to serve all the
thirsty flame-men.
The plan works and the flame-men converge on the bonfire,
creating a rainbow in the night with their weird energies. Michelangelo tries to scare them off with a
flamethrower, but finds that by feeding flame-men mass quantities of fire, they
only get bigger. Luckily, shooting the
flame-men in the “heart” still causes them to snuff out and the giant is destroyed.
Col. Blade takes charge and hands out
artillery to everyone, including the Turtles (Screwball, meanwhile, dresses
like a character from McHale’s Navy because he’s just so silly). However, it may not be enough as hundreds of
flame-men storm the clearing with no signs of slowing down…
Turtle Tips:
*This story is continued from TMNT/Flaming Carrot Crossover #1. The story continues in
TMNT/Flaming Carrot Crossover #3.
*Vokes was mistakenly not credited in this issue.
Review:
One of the anonymous comments for my review of last issue
said that I pretty much repeated everything I wrote in my review for the first
TMNT/Flaming Carrot crossover. And you know
what? They were right.
The problem is that there’s so little new material
worth discussing between these crossovers.
Burden’s style of humor is bland and repetitive, his characters are
bland and interchangeable and his plot is bland and underdeveloped. Bland bland bland. It’s hard to muster up new and exciting ways
to describe the same ole shit.
And this second installment in the miniseries is definitely the same ole shit.
Everyone is boring and all the jokes are excruciatingly tiresome and
stupid. Ha ha ha. Flaming Carrot opened up a lemonade stand. Ha ha ha.
McHale’s Navy was a show that existed.
Just about the only improvement worth noting in this
issue is the changeover in art. Lawson
was kind of phoning it in and his
economical style was looking rushed and dull (he was doing TMNT Volume 2 at the same time, so his plate was probably a little full).
There’s no energy to any of his panels, which makes reading the groan-worthy story
all the more tedious. But then suddenly
in the last handful of pages Neil Vokes picks up the baton and there is a WILD
shift in art styles. No attempt is made
to harmonize their incongruous aesthetic approaches, just BAM! Vokes takes over.
And the story becomes much more palatable. All the same stupid jokes and cardboard
characters are there, but Vokes at least breathes some life into them with his
manic and fluid pencils. What had been a
really sleepy “action” scene when Lawson began drawing it suddenly turns into
something with energy and pizzazz when Vokes takes the reins. Does it save the issue? No, but it at least reduces the pain.
Luckily, Vokes stays on for the remainder of the
miniseries, so we’ve at least got that to look forward to.
Grade: D (as in, “Does anybody in any of Burden’s comics
have a fucking personality? Do those
exist in his universe?”)
Monday, December 9, 2013
TMNT/Flaming Carrot Crossover #1
Publication date: November, 1993
Story: Bob Burden
Pencils and inks: Jim Lawson
Letters: Mary Kelleher
Colors: Mary Woodring
Cover: Jim Lawson and Steve Lavigne
“Land of Green Fire: Part One”
Summary:
A super storm has recently ravaged the eastern coast of
Central America. The Turtles and Col.
Blade are on their way to the decimated town of Santa Baloona to help the
locals. To get there, they’re travelling
in a blimp they absconded with after a team-up adventure in which they defeated
Mr. Cadaverous and his Blue Santas.
After fishing the cow from “Bonanza” out of a tree, they
set down on the roof of the US Embassy and the Ambassador takes Col. Blade
aside for a debriefing. They meet with
Professor Daub, an archeologist. The Ambassador
explains that a unit of the US Military called the I-Team went missing
somewhere in the Abecero Peninsula and they need to be found. Col. Blade reconvenes with the Turtles and
says that they and Professor Daub are deploying immediately for a special
mission.
At Mysterymen HQ, following a shrunken head/protein
shake/ice cream incident, the team receives a top secret call to arms. Apparently, thousands of years ago, there was
a highly advanced, nigh-mythical city called Botaquaxal, hidden in the Abecero
Peninsula. It vanished somewhere around
948 AD and all attempted expeditions to locate it ended in tragedy, as the
investigators all vanished. Recently, a
dentist bought an artifact at a flea market and after x-raying it, found "something". That clue incited the Pentagon to send the I-Team into the Abecero Peninsula. When the super storm hit, it caused an
earthquake, revealing a lost city.
However, the I-Team’s last transmission wasn’t very hopeful, as the
radioman screamed about flaming people burning everyone to death.
Flaming Carrot rallies the Mysterymen (Screwball,
Bondoman, the Shoveler, Mystic Hand, Mr. Furious, Star Shark, the Zeke’s and
the Spleen) and they take off in their aircraft, the Flying Wing (after donning sombreros suitable
for a Central American vacation). As the other Mysterymen take turns flying the Flying Wing, the Shoveler does some meteorological
investigation. He determines that the
super storm didn’t follow any natural weather patterns but appears to have
originated right from the Abecero Peninsula.
Via blimp, the Turtles, Col. Blade and the Professor find
the I-Team’s campsite (but only after Raph wails on a saxophone he found in a locker). They investigate
and find no signs of life, save some meals that appear to have been suddenly
abandoned. The surrounding jungle
appears likewise abandoned, without any traces of animals. What they DO find are the personal effects of
the I-Team (rings, watches, fillings) sitting atop small piles of ashes,
indicating they were incinerated almost instantly.
Searching, they eventually come across the unearthed
city. Oddly, all the ancient buildings
appear to be made of a strange plastic substance with magnetic properties. As Mikey skateboards the ruins, he spots a
tower jutting out of the sea not far from the coast. Spying through binoculars, Col. Blade notices
equipment abandoned outside the entrance to the tower, indicating people had
recently been there.
They decide to break for pizza and investigate the tower
the next day. Sleeping, Mikey has a
strange dream about a prospering city, shadowy halls and a flaming man. He’s awoken by Leo’s screaming. Leo exclaims that while he was taking watch,
a tiny man made of green flame attacked him.
Leo wasn’t lying, as the flaming man pops out of the bushes and attacks
again. Leo attempts to cut it in two,
but his swords have no effect. Col.
Blade pulls out his gun and aims for what looks like a heart in the center of
its chest. Blade shoots the heart and
the flaming man vanishes. Professor Daub
laments that they didn’t try to communicate with the creature. Suddenly, Raph is startled and points to the
sky as lights approach.
Turtle Tips:
*This story continues in TMNT/Flaming Carrot Crossover #2.
*The Turtles last encountered the Flaming Carrot in
Flaming Carrot (Vol. 1) #27.
*This issue featured an opening editorial by Michael
Dooney explaining the origins of this miniseries. Apparently, Burden came up with the idea
while doing the first TMNT/Flaming Carrot crossover. It took several years to hammer out the final
script, but apparently it was tossed around as two-part black-and-white
miniseries, a giant sized annual and a 150-page graphic novel. They eventually settled on the 4-issue color
miniseries format.
Review:
So yeah, as I’ve confessed in the past, I’m really not
much of a Flaming Carrot fan, so this
4-issue miniseries isn’t going to be easy for me to get through. Bob Burden’s style of writing relies way too
much on just being random for the sake of being random. I’ve heard people call it “stream of
consciousness” or “post modernism” and things like that, but to me it just
reads like a game of Mad Libs and there’s nothing particularly clever or
creative about that. Raph playing the saxophone
for two panels because it’s so random.
The cow from “Bonanza” makes a cameo because it’s so random. Shrunken head in the protein shake because it’s
so random. The issue is just full of
stuff like that and after 32 pages, it gets pretty tiresome.
There’s at least a stronger story behind this second
TMNT/Flaming Carrot crossover than their first team-up. The fact that an at least semi-coherent plot
is necessary to move the miniseries along, the narrative exposition overshadows
much of the random nonsense, so it’s a bit easier to digest.
As with his last turn at writing the Ninja Turtles,
Burden doesn’t appear to understand any of their individual personalities. In fact, I don’t think he’s even aware that
the Turtles HAVE individual personalities.
They all speak with interchangeable “cowabunga” and “radical, dude”
dialogue and never display any of their talents or unique traits. These are the Turtles you would see in
merchandising on paper cups or bed sheets during the early ‘90s; vacuous corporate
mascots spewing catchphrases and demonstrating no sense of characterization
whatsoever.
It makes me wonder just why Burden even wanted to do
these TMNT crossovers? He clearly wasn’t
impressed by the characters because he doesn’t treat the Turtles AS
characters. In fact, they’re all so
bland and excruciatingly “wacky” that they could be substituted with any given
member of the Mysterymen and it wouldn’t change a single thing about this comic. I guess Burden just wanted the extra boost in
sales having his name associated with the TMNT during “Turtlemania” would no
doubt promise. A lot of guest creators
did that back in the day and their contributions can be a pain to sit through. It was just easy money, back then.
This second TMNT/Flaming Carrot crossover is extremely
long and tedious and just not my cup of tea.
I know Burden has his fanbase, but no matter how I’ve tried, I just don’t
see the appeal in his writing style. It
strikes me as being shamefully lazy.
Grade: D (as in, “Dude!
Radical! Gnarly! Cowabunga!
Now guess which of those catchphrases correspond to which Turtle”.)
Sunday, December 8, 2013
Tales of the TMNT (Vol. 2) #42
Publication date: January, 2008
Script: Dan Berger
Artwork: Jim Lawson
Frontispiece: Michael Dooney
Lettering: Eric Talbot
Cover: Dan Berger and Dave White
“The Curious Case of Mr. Jones”
Summary:
Frontispiece: All four Turtles stand triumphantly atop
the severed head of a gigantic robot.
One of them (Leo? Raph?) waxes on
about how the organic body is made up of 60% water and how “water and oil don’t
mix”. He considers all the robotic
enemies they’ve faced in the past and figures the saying is very true. In fact, their pal Casey Jones has had a few
run ins with crazy robots on his own…
At an unknown facility, a pair of Government spooks
arrive via helicopter with a man in handcuffs, wearing a sack over his
head. They take the prisoner to an
interrogation room and remove the sack, revealing him to be Casey Jones. Casey is livid about being apprehended by the
Government and the spooks assure him that he is not in any trouble. However, as a matter of national security,
they insist that he disclose in detail the events of the past 24 hours. Casey is uncooperative, at least until the
spooks offer him $5,000 for his story.
Enticed, Casey tells them about what he and his friend “Raphatello” (“Raph”
for short) encountered after dark last night…
While walking through the woods, Casey is intent on
discussing which Olsen twin is the hottest (something Raph would rather not
think about at his age). Suddenly, a
meteor crashes into the forest and they run over to investigate. What they find in the smoking crater is a
flying saucer of the George Adamski persuasion.
The saucer opens and out stomps an angry robot with an exhaust pipe on
its head. The robot immediately attacks
them with its extending arms and laser eyes.
Casey puts on his hockey mask while Raph pulls out his
sais and the two fight back. After
breaking their weapons on the robot’s impervious armor, they realize they may
need a better strategy. As the robot
flings Raph into a pond, Casey comes up with an idea. Grabbing a rock, Casey dodges the laser eyes,
leaps into the air and slam-dunks the stone into the exhaust pipe on the robot’s
head.
The robot begins spewing smoke out of its eyes and
mouth. Panicking, it runs back to its
saucer and flies away. Casey’s
celebration is cut short, however, when he’s spotted by a Government helicopter…
And that brings us up to speed. The spooks are pleased with Casey’s story and
slip him a briefcase. However, they want
to know why he was so nonchalant when going face-to-face with an alien. Casey rolls his eyes and insists that
EVERYONE knows aliens are real, so what’s to be afraid of? The spooks seem even more pleased with that
response than the preceding story and give him a lift home on their helicopter.
The chopper drops Casey off on the roof of his apartment
building. Raph is waiting for him and
wants to know what happened. Casey tells
Raph that movie rentals for the night are on him and displays the briefcase of
cash.
Back at the unknown facility, the spooks reveal that they
aren’t affiliated with the Government at all: They’re Utroms! Thanks to Casey Jones’s testimony, they have
determined that the Earthlings are ready for First Contact. As an aside, Rogro compliments Glurin on his
design of the robot. Glurin thanks him
and says he was inspired by Earth’s cartoons.
Turtle Tips:
*According to the opening editorial, this story takes
place 3 weeks before TMNT (Vol. 4) #3, which would actually put it shortly
before TMNT (Vol. 4) #1, considering how densely serialized those earlier
Volume 4 issues were.
*The Utroms will initiate First Contact in TMNT (Vol. 4) #5.
*Chronologically, Glurin will appear again in Tales of the TMNT (Vol. 2) #18.
*Chronologically, Glurin will appear again in Tales of the TMNT (Vol. 2) #18.
*This issue also featured a bonus pin-up, “Cats and Dogs”
by Chris Herndon and Dan Berger.
Review:
You know, I really wish there were more of these light
comedic issues of Tales of the TMNT Volume 2.
They’re a fun break from all the heavier storytelling, that’s for sure,
and even though some of them fit into a larger overarching narrative (as this
one foreshadows events in TMNT Volume 4), they’re still good standalone
reading. Moreso, I really like it when
Lawson applies a more exaggerated, cartoony style to his characters. As with “Spinal Tapped”, “The Curious Case…”
is a good example of how much more energy and animation his pencils have to
offer when he isn’t taking himself or the story too seriously. The "skull and crossbones" dialogue boxes from the robot were a nice throwback to the Foot Super Soldiers from the Archie TMNT Adventures series (who also "talked" with such symbols).
I’ve only spoken to Berger a couple of times, but he’s
always struck me as a guy of good humor (and patience), and you can see that
attitude in most of the stories he’s written.
While he’s offered some of the darkest and most profound tales in the
TMNT catalog, he’s also penned a number of the goofiest and most
entertaining. There’s fun to be had in
Casey’s narration, as he fumbles with things like covering up who Raphael is
(trying to come up with a “full name” and only managing to squish the other
TMNT’s names together).
The actual fight with the robot is a brisk affair and the
humor during that segment, as mentioned, is left up mostly to Lawson’s pencils. Still, the trash talk that Casey and Raph lay
down while fighting is surprisingly amusing, whereas that sort of stuff is
usually bland and tiresome. While they’re
getting trashed by the robot, I think my favorite exchange is, “We may need a
better plan!” “Yeah – One with dental.”
There isn’t a whole lot else to talk about in this
story. It foreshadows the First Contact
event that would define much of TMNT Volume 4 and, I think, marks the first
chronological appearance of Glurin, whom we’ll see much of in the Volume 4 era
(both in TMNT and in the Tales issues set during that timeframe). I do wonder about Glurin’s decision to test
out the robot on Casey Jones, of all people.
Surely he must have been aware that Casey doesn’t qualify as an “average”
Earthling, at least when it comes to how he’d react to aliens and monsters and
stuff. But perhaps that was part of
Glurin’s strategy all along; purposely choosing a test subject he’d know to be
okay with the idea of aliens because it might speed along the decision to
initiate First Contact.
Anyhow, this is a rather unassuming story and it’s comic
relief, no doubt, but its humor is well staged and I think Lawson’s
contemporary style is at its best when it isn’t taking itself seriously.
Grade: B (as in, “But I love it when Casey’s mask emotes
like it’s his face; the old Fred Wolf cartoon used to do that”.)
Labels:
Mirage issues
Saturday, December 7, 2013
Tales of the TMNT (Vol. 2) #15
Publication date: September, 2005
Plot: Steve Murphy, Eric Talbot, Jim Lawson, Peter Laird
Script: Steve Murphy
Script: Steve Murphy
Pencils: Jim Lawson
Inks/letters: Eric Talbot
Frontispiece: Fernando Pinto
Letters page header: William Potter
Cover: Jim Lawson and Eric Talbot
“Hell’s Blacktop”
Summary:
Frontispiece: While dodging numerous ninja weaponry,
Mikey considers how he’s never been a “car guy”. He likes cars, but just as a way to get from point A to point B. Casey, Raph and Don are huge car fanatics,
though. All this reminds him of the
first time he drove cross-country on a road trip…
At a gas station in Colorado, Casey dotes over his
beloved ’57 Chevy Bel Air (which had belonged to his dad before he inherited it). Shadow comes out of the minimart and rejoins
Casey and Mikey on their road trip. As
they continue moving, Shadow looks over the journal of her mother and, continuing the entries in her own words, laments that she never got to know her.
They eventually arrive at the cliff where Casey spread Gabrielle’s
ashes. Shadow finds some branches and
builds a makeshift cross as a memorial for the mother she never knew.
Back on the road, Casey sees a guy on a ’72 Moto Guzzi
V-7 Sport go flying past at 110. Casey
is impressed by the bike, though his passengers don’t share in the
enthusiasm. Shadow is lost in an issue
of Fortean Times, a supernatural magazine.
This particular issue has a feature on highway apparitions. Casey blows the idea off as superstition,
while Mikey is interested to hear more.
They stop at a roadside diner and Casey and Shadow take a
seat at the bar (after promising to bring Mikey back some grub, later). A pair of local old timers recognize that the
pair aren’t from around these parts and decide to warn them about Von Clutch. They say Von Clutch is a ghost who races foolish
folks for their souls and that he can’t be beat. Casey has had enough of ghost stories and
orders his food to go.
Later that night, beneath a full moon, Casey suddenly
sees a woman standing in the middle of the road and swerves into a ditch to
avoid her. Shadow insists the woman had
no head, but Casey nixes the idea. The
Chevy mysteriously won’t start back up again and Casey takes a look under the hood. Meanwhile, Shadow walks off into the rocks to
go pee. After finishing up, she finds a
disembodied skull half-buried in the dirt and brings it back to show Mikey.
Suddenly, they’re met by Von Clutch (a big-headed,
bug-eyed greaser in a ’55 Ford) who challenges them to a race. A gaggle of ghosts encircle the group
(including the biker from earlier) and they all claim they lost to Von Clutch
and now have to serve as his entourage for all eternity. Von Clutch mocks Casey’s Chevy, which is all
it takes to incite Casey to participate in the ghostly drag race.
As they speed down the highway, Von Clutch takes the lead
and things look bad. Shadow notices the
woman in Von Clutch’s passenger seat (Darlin’) is the same headless woman from
earlier. Shadow asks Mikey to pass her
the skull while Casey pulls up next to Von Clutch. Shadow tosses the skull at Darlin’, who
proceeds to fit it back onto her neck.
Darlin’ tells Von Clutch that now that her head has been restored, the
curse is lifted and they can continue on their way to Heaven. Von Clutch forfeits the race and drives off
into the sky. The other spirits thank
Casey for freeing their souls and depart.
Casey tells Shadow that was good thinking and they all
get back on the road. Casey wishes
Gabrielle could see how smart her daughter has grown. From a cliff overlooking the highway, the
spirit of Gabrielle watches as they drive off into the distance.
Turtle Tips:
*This story takes place toward the end of the Mirage
“Volume 3” era and near the start of TMNT Volume 4, judging by the date in Shadow’s journal entry (May 10, 2001).
*Gabrielle (Shadow’s mom) died in TMNT (Vol. 1) #58 and
Casey spread her ashes off the cliff in that same issue.
*To counter Casey’s skepticism, Shadow mentions the time
she fought werewolves in Tales of the TMNT (Vol. 2) #7.
*The Turtles and Casey encountered the Mutato-Heads,
strange extradimensional hot-rodders based on the art of Ed "Big Daddy" Roth, in
TMNT (Vol. 1) #30. Von Clutch is
likewise based on the art of Roth (and his name derived from hot-rodder Kenny "Von Dutch" Howard), but otherwise he and the Mutato-Heads share
no further connections.
*The characters of Von Clutch and Darlin’ are owned by
Funatix!, Inc., an intellectual property mill founded by Peter Laird and
staffed with Mirage employees while otherwise not being an arm of Mirage. According to the opening editorial, Von
Clutch would appear in another Funatix! property called “The Howlers”. Dunno if that ever panned out or not.
*This issue also featured a bonus comic, “Apocalypse Vow”
by Murphy, Lawson and Talbot.
Review:
Well, it takes 18 pages to get to Von Clutch, 6 pages for
the stakes of the race to be established, and then 4 pages for the actual race
itself. So yeah, 24 pages of buildup for
4 pages of action. And the race ends in
a sudden forfeit, too. How unsatisfying
can you get?
To be fair, there’s some good stuff in those 18 pages
(EIGHTEEN PAGES) of setup. Shadow visiting
the cliff where Casey spread Gabrielle’s ashes and contemplating that she never
knew her mother; that was some nicely poignant stuff. Prior to this, we’d never gotten any scenes where Shadow thought about Gabrielle, so it’s sweet to see how she imagines what
her mother might have been like and tries to develop a connection with a person
she never knew. Likewise, cliché as it
is, the bit where Casey and Shadow visit the diner and get the lowdown on Von
Clutch from a pair of old timers was appropriate mood setting.
It just… it boggles the mind how this stuff could take 18
pages. Everything else is padded with
inane conversations about gummi bears, Casey acting stupidly skeptical (when
there’s no reason for him to be, given his experiences, other than Murphy
needing SOMEONE in the cast to play the part), two pages of Shadow squatting and peeing because we needed to see that, and masturbatory moments where
Lawson and Laird wallow in their self-indulgent boners for Moto Guzzi (their
joint hard-on for that particular brand of crotch rocket is absolutely
obnoxious. Yes. We get it.
Harleys suck and Guzzis are better.
NOBODY CARES).
I just can’t help but feel there was a much more
economical way to tell this particular story without losing any of the
substance (Shadow pondering what Gabrielle was like being the real heart of
this tale). Or at the very least, there
must have been some other way to distribute the plot elements of this story so
that the actual race isn’t truncated to a meager 4 pages. It’s just not very well plotted at all. And is there any excuse for that when the
credit for “plot” belongs to four different people?
Also, if all this seems a little like déjà vu, then I
guess that means you’ve read “Sky Highway” by Rick Veitch. That was the story that first established
Casey’s obsession with his Chevy and it also featured him in a high-speed battle
against supernatural creatures inspired by the art of Big Daddy Roth. “Hell’s Blacktop” dredges up Casey’s obsession
with his car (which hadn’t been a factor since “City at War” used it as
symbolism for his character growth) and once again pits him against
knock-offs/parodies/homages (take your pick) of Big Daddy Roth
monstrosities. In a way, “Hell’s
Blacktop” feels almost insultingly insincere.
You see, Rick Veitch was one of the only contributors to the Mirage TMNT
(Vol. 1) “guest era” who outright refused to sign Eastman and Laird’s “mandatory
retroactive work-for-hire contracts”. As
a result, Mirage (now Viacom) does not have the rights to reprint any of Veitch’s issues, at
least not without having to pay him royalties (something they really, REALLY
didn’t want to do).
So we get this thing: Superficially the same story (Casey obsesses over his Chevy, fights
Roth-monsters), but with the caveat that Mirage owns it wholesale. The opening editorial even includes a
boastful paragraph about how Peter Laird, via Funatix!, owns these
characters outright, nah nah nah.
While I doubt there was all that much malice in the
creation of this story, “Hell’s Blacktop” does somewhat feel like Mirage
endeavoring to create a version of “Sky Highway” that wouldn’t require them to
pay Veitch a thin dime. It wouldn’t be
the first time. A year after Veitch
created the character of Bloodsucker, Mirage employees created the identical
character Wyrm save for one vital distinction between the two: Wyrm didn’t
require royalty payments to Veitch.
Anyway, even if you divorce “Hell’s Blacktop” from “Sky
Highway” in both story and real world controversy, it’s still not very good for
all the reasons I discussed at the top of the review. It has some intriguing ideas and at least one
valuable moment to Shadow’s growth as a character, but spends the first 2/3 of
the book wasting time for no discernible reason and then squanders the action
because it ran out of room.
Grade: D (as in, “Don’t worry. If you wanted more ramblings about the
superiority of Moto Guzzis, TMNT Volume 4 is just around the corner!”)
Labels:
Mirage issues
Friday, December 6, 2013
Tales of the TMNT (Vol. 2) #6
Publication date: November, 2004
Plot: Steve Murphy
Script: Dean Clarrain (Steve Murphy)
Art: Chris Allan
Letters: Eric Talbot
Frontispiece: Dan Berger
“Scars”
Summary:
Frontispiece: Sitting in a graveyard after dark, Cha Ocho
peels an apple and thinks about how he’s tasted the fruit from the Tree of
Forbidden Knowledge… and found the flavor to be bitter. He decides to tell a story to all the fools
out there who haven’t had a taste, yet…
1984.
Chinatown. Heading home from
karate practice, a 9 year-old Cha Ocho is excited to show his mom the moves he
just learned. He leads her
into an alley so he can have room to show off, which of course gets them
cornered by a street gang. Before the
four muggers can kill them, Leonardo drops down from the rooftops and takes
them out in 5 seconds. Cha tells Leo he
wants to be just like him when he grows up.
Before vanishing, Leo tells Cha “No you don’t”.
1998. St. Thomas
Church. Cha, now a police officer, weds
the love of his life, Kate. Sometime
after that, they’re down in the Times Square subway station, waiting for their
train. A perp comes running by the
platform being tailed by two transit officers.
Cha decides to let the officers handle it. Suddenly, the perp pulls out a gun, fires at
the officers, misses, hits Kate and the impact sends her reeling off the
platform, onto the tracks, where she’s promptly run over by a train. The perp escapes.
1999. The 17th
Precinct. Cha is furious at the Police
Chief for putting Kate’s murder in the cold case files. The Chief tries to level with him, that there
simply isn’t any forensic evidence or available suspects and that the force has to move on to other cases. Cha
demands to be put on the case to keep it going, but the Chief reminds him about
conflict-of-interest rules; that he’s too close to the case to be involved in
it. Cha throws down his badge and quits
the force in anger.
2000. The Foot
Clan training center in Brooklyn. Cha
passes his final exam and is initiated into the Clan by Karai.
2001. The 17th
Precinct. Using his newly acquired Foot
Soldier training, Cha sneaks into the file room and leaves with the info on his
wife’s case. He’s stopped on the roof by
Leonardo, who had a feeling the Foot Clan hadn’t gone legit like they
claimed. Cha recognizes Leo and tells
the Turtle how he inspired him. He then
explains the whole story about why he’s stealing the file and Leo agrees to
assist him.
Down in the lair, Cha and Leo look over the clues and
come to the conclusion that Lawrence McKinney is the likeliest suspect, as he “fell
off the face of the Earth” shortly after the time of the murder and was never
able to be found for questioning. Cha
wants to hunt McKinney down like an animal and Splinter reminds him that he
should consider whether he is out for vengeance or justice. With Don working on a project, Mikey reading
comics and Raph with a broken arm, Leo is left to accompany Cha on his task
alone.
They do some sleuthing and clues lead them to the
Dockside Bar, where McKinney is reported to hang out. Cha puts his katana to a patron’s neck and
demands answers. The patron says that
McKinney has been homeless ever since an incident a few years ago and hasn’t
been the same. Cha storms out, figuring
the “incident” was his wife’s murder.
Leo reminds Cha to cool it, as he nearly killed the patron back there in
his anger.
The pair search every homeless shelter in the city and
they eventually come to the last on the list: St. Thomas Church. Climbing the stairs, they find McKinney
sleeping in a box and Cha immediately places his blade on the homeless man’s
neck. Cha reminds him of the murder and
McKinney confesses. Before Cha can kill
him, Leo holds him back, allowing McKinney to run and hide in the church. Leo tells Cha that killing the man would be
dishonorable; against the Bushido code he swore to when he joined the
Foot. Cha smashes Leo in the mouth with
the hilt of his sword and runs into the church.
Cha confronts McKinney on the altar. McKinney pulls out a pocket knife and swears
it was an accident; that he’s been living with the guilt of what he did all
these years. Cha promptly chops off
McKinney’s hand and holds his sword up to his neck. McKinney stutters a plea for forgiveness
which Cha denies, decapitating McKinney.
Witnessing this, Leo tells Cha that he went too far; that
he committed a dishonorable act. Leo tells
him that there is no honor in killing for vengeance. Cha reminds Leo that he and his clan killed
the Shredder, TWICE, as an act of vengeance on their own master’s behalf. Leo counters by saying that their acts of
vengeance only created a cycle of violence that got many innocent people
killed. Leo then lays down his swords and picks up
McKinney’s pocket knife. He tells Cha
that he’s going to “teach him a lesson”.
The two fight and Leo counters all of Cha’s sword attacks with the dinky
knife. He then breaks Cha’s blade with
the knife and slices a huge gash across Cha’s face. Leo tells him that he’ll have to wear that “mark
of shame” for the rest of his life and vanishes.
Sometime later, Cha reflects. He considers how he used to hate Leo for what
he did, but now he only pities him. He
pities the Turtle for living a repressed, suffocated life. Trapped in the sewers, Leo can never
experience the beauty of the surface world.
And trapped within his own outmoded dogma and self-righteousness, he isn’t
able to see the world in anything beyond simple black and white. Cha feels that Leo’s life is even lonelier
than his.
Sitting down at Kate’s grave, Cha begins peeling an apple
and starts to tell her a story about heroes and villains and those who fall
somewhere in between…
Turtle Tips:
*This story takes place during the Mirage “Volume 3” era, very close to the beginning of TMNT Volume 4, given the date of 2001.
*Cha Ocho will forge a friendship with Raphael in Tales of the TMNT (Vol. 2) #28 and continue his rivalry with Leonardo in TMNT (Vol. 4) #6.
*The Turtles killed the Shredder in TMNT (Vol. 1) #1,
again in TMNT (Vol. 1) #21, and their acts of vengeance eventually spiraled out
of control into the “City at War”, beginning in TMNT (Vol. 1) #50.
*I don’t think we ever learn the circumstances behind
Raphael’s broken arm.
*This issue also included a back-up story, “The Raisin'”
by Muphy, Lawson and Talbot, and a bonus pin-up by Chris Herndon Dan Berger.
Review:
With the power of retrospect at our fingertips, just
about everything involving Cha Ocho seems really, really embarrassing.
When Peter Laird introduced him in the pages of TMNT
Volume 4, he seemed to think that he really had something with this
character. Cha Ocho was treated like he
was sure to be the. Next. Big.
Thing. He was going to be the
breakout character of TMNT Volume 4 and Tales Volume 2 and become as famous an
addition to the recurring stable of TMNT personalities as Baxter Stockman,
Leatherhead and the Rat King.
Yeah, well, that didn’t happen.
Tales of the TMNT (Vol. 2) would introduce a lot of new
characters, built up like they were a shoe-in for the. Next.
Big. Thing. Characters like the Foot Mystic trio, the
Mistress, Hamato Yoshi’s niece and so on.
But the reality is that introducing a character is the easy part. Cultivating them into interesting personalities
that readers would want to latch onto and care about for years to come? That takes time and dedication. Mirage’s staff had the time, but not so much
the dedication. At least, not to the new
characters they were introducing in rapid succession with lots of trumpeting
fanfare. Cha Ocho is just another one of
those discarded “next big thing” characters; excitedly introduced and then
quickly forgotten.
So with that in mind, this issue here is an extended
origin story for a character who will proceed to do absolutely, positively
NOTHING in the future except glower in the background and sneer awkwardly at
Leonardo. I suppose what you’re better
off doing is categorizing this story in the same vein as Tales of the TMNT (Vol. 2) #46 and Tales of the TMNT (Vol. 2) #65. These are all stories that chronicle the
lives of various members of the Foot Clan and how their antagonistic
interactions with the Turtles have affected them. These sorts of stories try to add a sense of
humanity to the faceless villains by fleshing out their home lives and
backgrounds. So I would recommend
reading “Scars” in that context and not as the overblown origin story to “The
Sensational Character-Find of 2004”.
“Scars” is a better story than I remembered it being in
the past, at least when it comes to the climax, as Cha and Leo trade lessons
and morality nuggets back and forth.
From Leo’s point of view, he’s been there and done that and can say from
experience that vengeance never solves anything, but that violence begets more
violence. Unfortunately, he’s a total
dick about it, wrapping it up in monologues about honor and the Bushido (by the
way, “Bushido” is not ancient scripture, but imperialist propaganda
commissioned in the early 20th century by the Japanese military to
better indoctrinate nationalism and the glory of dying for one’s country into
the population) and then scarring Cha with a “mark of shame” so he could think
about what he’s done.
While Leo may have
meant well, he’s still projecting his own personal experiences onto another
individual and rarely are two people’s situations entirely comparable. And Leo can talk all day and night about “what
he’s learned” over the previous two decades, but that doesn’t take away the
fact that he’s killed countless scores of people, himself. It’s hard to take exposition about the evils
of killing seriously from a murderer.
And ANYWAY, Leo’s own example about the cycle of violence caused by
vengeance killings doesn’t even hold up if you’ve actually read “City at War”. Do you know how Leo solved his cycle of
violence problems and earned that sweet Foot Clan peace treaty? By killing and killing and killing until
eventually he killed everyone that could cause shit for him.
He is NO moral high ground to be looking up to and has no
business applying “marks of shame” to anybody.
Then there’s Cha, who kills a man as he surrenders and
begs for forgiveness and swears that the murder he committed has haunted him
ever since. Yeah, that’s not so
cool. BUT, if McKinney had REALLY felt
just awful about killing Kate, why didn’t he turn himself in during the 3 years
since? Dude had his chance to make
things right and pay his dues. This was
just the consequences catching up to him.
I think the idea was that this was supposed to be a
crossroads for Cha; he could have walked the path of a “hero” if he spared
McKinney’s life or he could have transformed into a “villain” by seeking bloody
vengeance. Or, at least, that’s the
black and white view Leo seems to use.
In his inner monologue at the end, Cha expresses that things just aren’t
so conveniently black and white and though he killed the man who murdered his
wife, that doesn’t necessarily make him a villain, either.
Now, what BOTHERS me is that all this is like a bad “What
If” issue of Spider-Man. Murphy (under
his “Clarrain” pseudonym) doesn’t even try to hide the source of inspiration,
with Cha deciding not to stop McKinney when he had the chance because of a “not
my job” excuse and that selfish choice backfiring tragically. But when Peter Parker tracked down the
burglar who shot Uncle Ben, he chose to spare his life and become a hero. When Cha Ocho tracked down the perp who shot
Kate, he chose to decapitate him and become, I dunno, a Foot Soldier with
personality or something.
It’s all a bit labored and confused and I’ve had plenty
of discussions with other fans who came away with totally different
interpretations of this story. I think
just by virtue that fans can talk about the issue and make cases for their
various readings, that “Scars” is successful in its endeavor. There’re shades of grey in both sides of the
conflict and neither Cha nor Leo are wholly vilified or righteous in their
actions. Of course, what this really
means is that we’ve got two jerks yelling at each other and you may not care if
either of them are right or wrong because they’re both such douches.
As for everything else, we have Chris Allan artwork and
that’s always a plus. He seemed to get
saddled with a lot of the lousier scripts during his contributions to Tales
Volume 2 and that was sort of a shame.
And speaking of “lousy scripts”, Murphy was really struggling with the
dialogue, here. Cha is obnoxious in his
slang and trash talk, saying things like, “I got more juice than Minute Maid
and Tropicana combined!” and “I’m chilling.
I’m a regular Mr. Frosty”. Yeesh.
“Scars” is… eeehhhh.
I remembered it being a lot worse than it actually was and the morality
struggle between two deeply flawed yet arrogantly self-righteous individuals is
interesting to read, even if you may not come out thinking either of them was “right”. Great art from Chris Allan, so it’s got that
going for it regardless of any other setbacks you may or may not detect.
Grade: C (as in, “Cha Ocho is just such a silly
name. Not Sgt. Bananas or Mondo Gecko
levels of silly, but still pretty silly”.)
Labels:
Mirage issues
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