Review by Frank Plowright
There’s a clear demarcation line between Game Changers and the previous Mystic Sister, as this and the following Isolation tie into the events of The Armageddon Game.
Juni Ba writes and illustrates the opening story, also crediting Kevin Eastman and Tom Waltz for “story consulting”, whatever that might mean. Ba’s art is remarkable, and immediately appealing. His loose, full figures are action-packed and kinetic, rushing into action with imagination applied when they do so. Ronda Pattison’s colours add immensely to what’s seen, especially toward the end when she reduces the colour. The actual story isn’t as substantial, with the Turtles having a dark night of the soul in a cemetery, which is probably the best place for it. Ba achieves the necessary pathos at the end, but it’s slim.
Regular Reborn writer Sophie Campbell picks up on the preparations for The Armageddon Game by having old enemy Shredder consult with the Turtles. As seen in The Armageddon Game: Opening Moves, he has some idea of what the Rat King is planning, and in his new role as advisor rather than enemy he realises the Turtles are going to need greater skills. Whether generated by Campbell or The Armageddon Game plotter Waltz, it’s an interesting idea. There’s generally an element of mysticism about ninjas, and there has been in the Turtles’ world in the past, but they’ve never previously been the ones taking responsibility. Teaching them, though, opens a door, and each of the Turtles has an unpleasant experience confronting them with a disturbing incident from their past. It’s twisted with a demonic infusion, well imagined by artist Pablo Tunica.
There’s a distinct separation for Leonardo, who has a greater aptitude for dark magic, and the teaching and training of ten disciplines is compactly fitted into two chapters in which each of the main cast has a turn to shine.
Campbell also draws a short story plotted by Waltz. It’s another prelude to The Armageddon Game, but also a clever homage to the Turtles’ first appearance.
Be warned that just over a quarter of the page count is alternate covers to the serialised comics, but overall this moves the Turtles into a new arena and whets the appetite for what’s to come. This content also forms part of The Armageddon Game: Deluxe Edition, the best way to experience the crossover, and Teenage Mutant Ninja Turtles: The IDW Collection Volume 17.