Teenage Mutant Ninja Turtles: The Armageddon Game – The Alliance

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Teenage Mutant Ninja Turtles: The Armageddon Game – The Alliance
Teenage Mutant Ninja Turtles The Armageddon Game The Alliance review
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  • NORTH AMERICAN PUBLISHER / ISBN: IDW - 978-1-68405-994-2
  • RELEASE DATE: 2023
  • UPC: 9781684059942
  • CONTAINS ADULT CONTENT?: no
  • DOES THIS PASS THE BECHDEL TEST?: no
  • POSITIVE MINORITY PORTRAYAL?: no
  • CATEGORIES: Action Thriller

‘The Armageddon Game’ is the name applied to the machinations of the Rat King, aiming to cause the downfall of his immortal siblings and consolidate power on Earth and beyond. He’s opposed by the Turtles, and while they’re away on associated missions the heroes of New York are protecting the city. Over six chapters The Armageddon Game: The Alliance focuses on them, first individually under different creators, and then uniting them for the conclusion. While these stories largely stand apart, events occurring in the main series are referenced in passing.

Karai is seen first, plagued by dreams revealing her insecurities. Erik Burnham’s clever plot has her instantly dismissing a bunch of turtles seen in the main series as frauds, and then chancing across them. As well as tying into the core problem, Burnham uses the events to have Karai re-assess her place in the Foot Clan, and to build the alliance of the title. Roi Mercado’s art (sample spread left) delivers the necessary musing and action in an attractive wash. Burnham and Mecado continue on short chapters throughout the collection gradually showing the alliance forming.

Will Robson’s writing on the Casey Jones chapter isn’t as subtle, opening with three pages of Casey explaining his backstory to a dog. Casey operating solo means there’s plenty more of him talking to himself as he observes what’s going on around the city, and plenty of others address the readers with explanations rather than having meaningful conversations. Robson’s art, though, is excellent, the full package of technique, storytelling and appeal (sample spread right).

The most distinctive art is that of Juni Ba, also excellent and imaginative, but in a far looser style. He’s initiating a partnership between Alopex and Angel, with a stronger emotional subtext than might be imagined. There are some nice touches, such as a conversation with a defeated foe, but it’s the art that sticks out.

Donatello has a large role in Sophie Campbell’s chapter spotlighting Bludgeon and Venus. Her storytelling isn’t always clear as we have a glimpse at a possible future. The cast are transformed by the end, but the means are vague. As with the other writer/artists here, the art is better than the writing on the basis of this alone, but it ties into events of Teenage Mutant Ninja Turtles Reborn: Isolation.

Pablo Verdugo’s art is also noteworthy on April O’Neil’s spotlight. Once allied with Baxter Stockman, now New York’s mayor, she’s been rooting into his corruption, and Paul Allor supplies a well conceived chase sequence.

Burnham and Mecado’s final chapter has a fully united squad under Karai’s control first dealing with a threat and then confronting Madame Null and Stockman. Of all the material here it most closely ties in with the main Armageddon Game series, taking a threat off the board and setting up something for the future.

The Alliance features strong art, but is otherwise hit and miss. If nothing else, though, it underlines what a massive world has been built around the Turtles, and how varied the supporting cast is. It fills in gaps from The Armageddon Game, and explains who characters are going forward.

A full understanding of all events really requires reading other graphic novels, which isn’t ideal. Find it as hardcover collections Teenage Mutant Ninja Turtles: The IDW Collection Volume 17 and Volume 18 in which the chapters from three separate graphic novels are resequenced to provide a more or less chronological running order. That’s also the case for the best format. The Armageddon Game: The Deluxe Edition encompasses everything.

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