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TMNT Revisited: Teenage Mutant Ninja Turtles Adventures #15

tmnt_adventures_revisited

tmntadventures015The Howling of Distant Shadows

Script: Dean Clarrain
Pencils: Ken Mitchroney
Inks: Dan Berger
Colors: Barry Grossman
Clean-Ups: Buz McKim
Letters: Gary Fields
Cover: Steve Lavigne
Editors: Scott Fulop, Victor Gorelick
Published by: Archie Comics
Cover Date: Month 1990
Cover Price: $1.00

This issue introduces us to Dreadmon, another of the Mutant/Animal characters that will soon play an even larger role in the series. As the issue opens, we find April, the turtles, and Jagwar using a raft they built as they journey through the land by river. They come to a village where they’re welcomed, and their aid requested. They’re also told of a half-man/half wolf the village has been feeding. The turtles and Jagwar find a strip mine operating on slave labor–the kidnapped villagers they’re to rescue. When one of the guards/enforcers gets the drop on Jagwar, he’s rescued by the “were-wolf” they’d encountered at the village, who reveals himself as Dreadmon. Villagers rescued, everyone returns to the village.

The cover is a bit “off” for me–not so much the art, but the imagery…we have Raph pointing at the wolf-figure like they’re getting ready to attack, Leo looking rather alarmed at Jagwar, while Mikey and DOnnie just look alarmed and unhappy. 

The interior art is good. April’s outfit looks similar to her cartoon version stylistically, just brown instead of the horrid bright yellow. Raph has ditched the top half of his black costume (keeping black pants, essentially). While he COULD look scary, Dreadmon actually looks rather happy for the most part, which could fit the personality as things develop…here, it works in showing that he’s not actually a threat to the turtles and friends.

The story itself remains somewhat simple, and in this issue certainly much less “preachy” on the environmentalism. We have another new “mutant of the month” in Dreadmon, and another new threat in humans vs. the land/environment. However…at least it isn’t yet another thing with Shredder. We also continue the subplot of whoever Mr. Null is, being fed information about the turtles, and I know where this goes, that it’s building to something big, though it’s not yet overly obvious just how big at this point.

Another issue that may not be tops on my list of stories and all, but we do get the introduction of another major character, and at minimum I can appreciate the issue for that fact alone. I do enjoy the “Lost World” and seeing the turtles in this kind of environment away from “the city” and their “usual” to this point. I’m also glad to see little moments, such as Mikey expressing that he trusts Cudley though his brothers do not. It’s little things like that that do build the larger tapestry around the characters, making them that much more “real.”

TMNT Revisited: Teenage Mutant Ninja Turtles Adventures #14

tmnt_adventures_revisited

tmntadventures014Leave Heaven Alone

Script: Dean Clarrain
Pencils: Donald Simpson
Inks: Dan Berger
Colors: Barry Grossman
Letters: Gary Fields
Cover: Ryan Brown, Ken Mitchroney, Steve Lavigne
Editors: Scott Fulop, Victor Gorelick
Published by: Archie Comics
Cover Date: September 1990
Cover Price: $1.00

After the last few issues that built to essentially a “season finale,” this issue marks a decent jumping-on point, much as a low-key “season premiere” of a tv show.

Cudley returns the turtles to Earth after their Final Conflict in Dimension X that saw the dismissal of Shredder, Krang, Bebop, and Rocksteady from their lives. He drops them at a not-so-arbitrary arbitrary point in Brazil (rather than back home to New York) and quickly leaves them to their fate. Getting their bearings, the turtles quickly realize they’re not in New York, and are greeted by a new figure–a humanoid jagwar named…Jagwar. Greeting each other in peace, the group is shot at by some mercenaries and forced to retreat into the rainforest, to a temple Jagwar lives in. He explains that an American journalist has been captured, and he means to set her free…the turtles, of course, opt to join him in the endeavor. It turns out the journalist is the turtles’ friend April, and she’s quite glad to see them, having feared never to do so again. Meanwhile, in New York a businessman named Mr. Null (apparently the employer of the mercenaries) is told of the mutant animals’ interference and requests more information on them.

This series predates the days where EVERY comic was a chapter of a specific story arc (the eventual collected volume/”graphic novel”), so there’s not necessarily a “hard start” nor “hard end” to a series of issues. That said, this issue is definitely the start of a new series of issues, a new “story arc.” Taken as a “season premiere” this is a decent piece…we get our main characters back, April is back for the first time in quite awhile (and sporting a new look, away from the perpetual yellow getup), we get a new character (back to “mutant of the month”) in Jagwar, and the ominous hint of a new villain in Mr. Null.

Of course, I know where things go with the character…I suspect I’d have pretty much ignored his page back in the day if I had no idea what was to come. I’d wonder a bit at where things were to go from here if I were reading this in a vacuum, but knowing where things go I’m looking forward to how this plays into coming issues.

There’s a bit of what I now would consider heavy-handed lecturing on the issue of rainforest destruction and such, and overly-dramatic/preachy dialogue to that direction. As a kid I didn’t notice it or took it for granted or such…it was simply part of the story rooted in the real world with stuff I was only beginning to “hear about.” As an adult with a much different world-view and far more experience than I had as a kid, I don’t appreciate the lecturing, though I see where it’s a benefit in terms of telling a story as well as exposing kids to a real-world issue (the destruction of rainforests). Despite that, I’m glad to see April back in the fold, and it’s interesting to see the turtles in an environment that isn’t just New York or Outer Space.

Visually, I’m not a fan of the issue. Rather than Lawson or Mitchroney, we have a new artist on this issue–Donald Simpson. I’m not certain, but I’m pretty sure I recognize the art from some of the TMNT Adventures Specials and such…unfortunately, it’s a style I really don’t enjoy, and the turtles just look weird–slightly lumpy, and I don’t care for the hints of scales or such. It’s also quite a departure from the cover…I far prefer that look to the interior. As always in such “judgment,” I must acknowledge that the art is a far cry better than anything I could produce…I just don’t like it myself…personal tastes.

All said, this isn’t the greatest issue, but it’s not horrible. At the least, it introduces Jagwar…a fairly major recurring character in the TMNTA universe and kicks off this new adventure of the turtles in the Amazon.

TMNT Revisited: Teenage Mutant Ninja Turtles Adventures #13

tmnt_adventures_revisited

tmntadventures013The Final Conflict

Plot: Dean Clarrain & Ryan Brown
Script: Dean Clarrain
Pencils: Ken Mitchroney
Clean-Ups: Buz McKim
Inks: Dan Berger
Letters: Gary Fields
Colors: Barry Grossman
Cover: Steve Lavigne, Ken Mitchroney
Edits: Scott Fulop, Victor Gorelick
Published by: Archie Comics
Cover Date: August 1990
Cover Price: $1.00

Anymore, a thirteenth issue would seem a bit more special than it was even made out to be in the ’90s. Twelve issues is typically a single year, and a fairly standard-ish length for a “maxi-series” or such. Thirteen begins the second year of publishing, meaning a book has lasted past that first year. Of course, the TMNT Adventures book started out roughly bimonthly before eventually moving to a monthly schedule, so 13 isn’t all that significant…except that (sure, it’s a “stretch”) a lot of non-basic-network tv shows seem to be 13 episodes to a season/series, and I really like the analogy and have come to stick with the notion of looking at this comic series as a progression of “seasons.”

This is a “fun” issue…and certainly not the most standard of things the way it opens. Despite the cliffhanger of the previous issue–the turtles and their allies surrounded by Maligna’s insectoids–we spend the first several pages of this issue with Stump and Sling (the Intergalactic Wrestling promotors/hosts) going live with a broadcast, filling their viewers in on recent events (basically, TMNT Adventures #12), clarifying who the “players” are, and then throwing us (the reader/viewers) into the action.

While fighting the warrior children of Maligna, the turtles and allies realize that they’re being filmed…they’d agreed to another wrestling match for Stump, but rather than a repeat of the previous time it seems they’ve actually agreed to be filmed fighting for the Turnstone. Wingnut and Screwloose take off, though they wind up getting to make trouble for Shredder, Bebop, and Rocksteady. Leonardo and Trap find they have different notions of what works in battle, and Leatherhead finds himself hurled out of the arena in what turns out to be a fortuitous–if not predestined–turn of events. Maligna’s warriors are defeated, though Krang blasts the arena, scattering the victors before taking off. Meanwhile, Leatherhead finds the Turnstone, and manages to summon Cherubae. Seeking answers, he asks her WHY she transformed him, and she suggests that it was to ensure he’d be here, to be in the right place at the right time to get the Turnstone before Krang.

Leatherhead hands the Turnstone off to her, and she brings the conflict to an immediate end, banishing the villains and arranging for everyone to return to where they’re going…as well as ensuring the Turnstone will cause no further problems.

This is another Mitchroney-art issue, which I have no problem with. I definitely appreciate his designs for the characters, and I like the look. This also adds a consistency carrying over from the previous issue, giving a little bit more of a unified whole to the story than “just” a couple of single issues that happen to carry a continuation of story.

The story itself–the writing–for me is probably at its best so far, as we’ve gone from “mutant of the month” to a more unified continuity involving characters beyond just the four turtles. We wouldn’t have the characters we do here if there hadn’t been some of those “mutant of the month” issues and foundations put down, though. The previous issue suggested a difference in Bebop and Rocksteady from their cartoon counterparts (and even from the earlier issues of this series that adapted episodes from the cartoon). This issue does what it seemed the cartoon would never do (I know it sort of did eventually): resolve Krang, Shredder, Bebop, and Rocksteady’s story, taking them off the board.

Bebop and Rockstead are sent to a world of animals where they can “run free” amongst ’em…and their reaction seems to confirm that in this continuity, they ARE mutated animals rather than mutated humans. Shredder is sent to prison–presumably the Turnstone’s nudged reality to account for the logical process of having Oroku Saki behind bars and not cut loose the moment someone realizes there’s a random extra person amidst their prison population. And Krang is banished to a toxic waste dump world. Thus, without KILLING any of them, these primary antagonists known from the cartoon are effectively removed from their place of threat, leaving the board clear for the turtles to move on without constantly facing these four.

And that’s certainly another thing I enjoyed here–getting to see a resolution, much as a season finale, combined with the fact that I do know what’s to come, and that the turtles get plenty of adventures NOT involving Shredder being a problem.

This certainly could have served as a series finale, but thankfully the book continues, as we really get to see more development of these characters’ world while learning of the real world at the same time. Though this series is collected in primarily 4-issue chunks at present (and in the ’90s 3-issue chunks), it’d be great to see a larger collected volume with the 9 post-cartoon-adaptation issues thus far as a single piece.

TMNT Revisited: Teenage Mutant Ninja Turtles Adventures #12

tmnt_adventures_revisited

tmntadventures012The Lost World

Script: Dean Clarrain
Pencils: Ken Mitchroney
Inks: Dan Berger
Letters: Gary Fields
Colors: Barry Grossman
Cover: Ken Mitchroney, Steve Lavigne
Editors: Scott Fulop, Victor Gorelick
Published by: Archie Comics
Cover Date: July 1990
Cover Price: $1.00

While this series has diverged from the cartoon continuity that started things off, this issue gives us a new change to Bebop and Rocksteady rather than a “mutant of the month.” Where in the cartoon, the two were human punks that Shredder mutated with the mutagen ooze…this issue opens with Rocksteady dreaming/remembering being a rhino in Africa…suggesting that he and Bebop are mutated animals rather than mutated humans.

The villains have arrived in Dimension X, seeking the turtles and their rescuer–Cherubae, the true form of the “swamp witch” Mary Bones. Planetside, Cherubae fills the turtles in on stuff over a campfire–her background, why she (and Krang) were on Earth, the Turnstone. Before long, Krang’s ship comes upon them, and things move into action. Krang blasts Cherubae, and she drops the Turnstone, though no one sees exactly where it lands. Realizing they can’t help her, the turtles set out to locate the fallen Turnstone. The Sons of Silence–seemingly allied with Krang–disappear and take Cherubae, leaving the others behind. Krang sends Shredder, Bebop, and Rocksteady to seek the Turnstone, while Krang himself zips off to enlist aid from a being named Maligna.

In exchange for the promise of being led to Earth to have her way with it, Krang is granted the aid he seeks. Still searching for the Turnstone, the turtles come across an old coliseum. Before they can really check it out, they’re met by Cudley, serving as middleman (middleCOW?) for Stump and Sling. If they’ll agree to wrestle again, they’ll be given immediate allies. Swallowing their pride, the turtles agree, and Cudley spits out Wingnut, Screwloose, Leatherhead, and a new face–Trap. As Cudley leaves, the group contemplates what to do from here, when they realize they’re surrounded by a number of bug-creatures: Maligna’s children.

I definitely like the story here. For one thing, it sets this series even further apart from the cartoon, while playing with the characters we’re used to. Krang continues to not use (or even have?) his android body, nor does he seem particularly concerned. Bebop and Rocksteady are given some new depth, though it’s possible I’m reading more into it in this issue, knowing what comes later. I’m quite glad that we’re not given long, drawn-out mysteries and such, other than the “prophecy” and buildup toward The Final Conflict. Mary Bones was Mary Bones until last issue, and just pages after we learn she’s actually someone else, that someone is explained to us (and the turtles). We’re also introduced to Maligna, who I’d totally forgotten appeared here. The character is rather generic in this issue…but this sets up some major story beats for coming issues, and Maligna’s impact on the series carries through the late #50s if I recall.

I really very much enjoy Mitchroney‘s art, and suppose at least for now as I reread these issues, he’s high on my list of preferred TMNT artists. There’s nothing I really need to comment on visually here that I haven’t touched on with previous issues.

While we’ve had some quasi-cliffhangers, I’d consider the end of this issue to be the first “major” such cliffhanger as the turtles and their allies are about to be forced into a fight sooner than they could’ve expected. And as I noted with the previous issue, this feels a bit like one of the final episodes of a tv season, getting to the big-stakes endgame and facing a “big bad” and all that with characters that could’ve been pretty much one-offs being brought back into play and a definite sense of continuity from things laid as foundation points over the prior run of episodes.

I’m definitely looking forward to reading the next issue, and totally enjoying getting back into these stories for the first time in close to two decades, and certainly more than half a lifetime.

TMNT Revisited: Teenage Mutant Ninja Turtles Adventures #11

tmnt_adventures_revisited

tmntadventures011White Light

Script: Dean Clarrain
Pencils: Jim Lawson
Inks & Letters: Gary Fields
Colors: Barry Grossman
Cover: Ken Mitchroney, Steve Lavigne
Editors: Scott Fulop, Victor Gorelick
Published by: Archie Comics
Cover Date: June 1990
Cover Price: $1.00

The issue begins with Bebop and Rocksteady, who’ve been trapped in the rubble from the cave-in back in #9. While they contemplate hunger and a weird smell (that neither will claim credit for) a white light shines and several figures emerge, before the scene shifts to the turtles noticing the abundance of rats. They find themselves “herded”  to a figure named Ha’ntaan, who calls himself the Rat King and claims anywhere a rat is found as part of his kingdom. Getting by without particular conflict, the turtles continue their search for Shredder and soon find a trail of chemicals and wastes in the waterflow of the sewer, finding their way to a giant Foot Soldier robot guarding something. Said something turns out to be a trap as the turtles are captured by the figures that Bebop and Rocksteady saw at the beginning of the issue. These figures are a group of aliens called the Sons of Silence, and apparently are working with Krang (and by extension, Shredder). While the villains celebrate their pending victory over their enemies, the scene is observed through the Turnstone by Mary Bones…who decides her time on Earth is at an end and drops the disguise. She uses the Turnstone to rescue the turtles, while Krang & Co. head back to Dimension X in a modified-into-a-spaceship Technodrome.

There’s something a little bit “off” with this issue’s visuals. We’re on a Lawson issue, but there’s something to this issue that made me think it was someone else. I can’t really complain too much as the art’s far from bad, but as I’ve come to really like Mitchroney‘s art on this version of the turtles, I’m less impressed with Lawson‘s. There are a couple panels that I do really like, of Raph amidst the rats, where the rats themselves are quite expressive and I actually felt for the little critters. Despite being a bit “off,” the art isn’t bad, and everyone’s recognizable and everything is gotten across that needs to be for my enjoyment of the story.

The story itself is back to what I consider a bit more of the “mythology” of the series, with things coming together toward the “Final Conflict.” While I mention in my summary above Mary Bones “rescuing” the turtles, I suppose we don’t know for sure that that’s what she’s done, only that she’s removed them from Krang and the Sons of Silence. These Sons are not mutants–or don’t appear to be–and with Mary Bones’ reference to them, she knows of them and they seem thus to be aliens, perhaps from Dimension X.

I remember this issue being one of the hardest of the early issues for me to track down, though I can’t honestly remember WHEN I finally managed to do so, nor where I found it…whether it was an issue I found somewhere in-person or if it’s one of a handful I acquired via eBay in the early 2000s while I was in college. I’d known OF the Rat King from the action figure and cartoon, and thanks to stuff like Wizard and whatnot knew he’d been in this issue, #11…but even much as I remember other characters and what became of them in this series, this issue felt like a brand-new read, as if I hadn’t read it before. That, and a slight bit of deja vu in “memory” regarding a couple panels.

I’m a little disappointed there wasn’t MORE to the Rat King himself, what he’s about, an origin, etc., in this issue…but as I believe he’s a Mirage character that was carried over into this title, it’s a bit different than characters created by the guys working on this book. The character is a bit of a dim spot for me, knowing I’ve seen the character in the Mirage vol. 4 books and I believe also during City at War.

If I’m recalling correctly, this issue is sort of a “bridge” between the “development” issues and the issues where a number of these characters–the “mutants of the month”–come back into play. Reflecting at present, it’s occurred to me that it’s much like a tv season, with The Final Conflict serving as the end of this “first season” of TMNT Adventures.

TMNT Revisited: Teenage Mutant Ninja Turtles Adventures #10

tmnt_adventures_revisited

tmntadventures010Going Down?

Plotted by: Dean Clarrain & Ryan Brown
Written by: Dean Clarrain
Penciled by: Ken Mitchroney
Inked by: Dan Berger
Lettered by: Gary Fields
Colored by: Barry Grossman
Cover: Ken Mitchroney, Steve Lavigne
Edited by: Scott Fulop and Victor Gorelick
Published by: Archie Comics
Cover Date: May 1990
Cover Price: $1.00

We open on a bit of ‘lecturing’ on the hazards of man-made pollution via waste-dumping, move to a flashback of Bebop and Rocksteady dumping waste into a sewer-stream, before joining the turtles and Splinter. The turtles talk with Splinter about recent events, piecing things together before setting off to chase down a lead on Krang’s whereabouts. Splinter had his own question–asking Raph why he continued to wear his black costume (from Stump Asteroid) unlike his brothers who are back to their traditional look. Meanwhile, Shredder has called an exterminator, and mentions Bebop and Rocksteady having been gone a few days (perhaps buried under rubble of a cave-in?).

The exterminator is bitten by a roach, then falls into a sewer opening. Meanwhile, the turtles have found nothing at Shredder’s old sub-dock, but realize he might be nearby based on where they bumped into Bebop and Rocksteady earlier. As they pursue this latest lead, Mikey realizes they’re being followed…as Leo realizes they’re being approached. The guys find themselves facing the exterminator (mutated into a giant cockroach) and a mutated planarian worm calling himself Wyrm. While both seek to harm the turtles, they turn on each other…and as they fight, a gas pipeline is ruptured along with some live wires, causing an explosion. As the turtles check on injuries, Raphael notices there’s suddenly a bunch of rodents around them.

I’m starting to get used to the alternating Mitchroney/Lawson art scheme on this title. Now that I’m consciously noticing it, it works, and while every single issue may not be entirely consistent, every-other-issue is (mostly). And as an expected thing, I’m cool with it and take no real issue with the matter. That said, I think I’m preferring Mitchroney‘s style for seeming a little more detailed, softer, and more expressive and (I hate to use the word) “cutesy.” There’s a tone to this that I like, and as an issue of TMNT Adventures, I have no real problem with the art; it fits the book, the story, and general nostalgia and certainly gets everything across that needs to be gotten across.

The story is the sixth issue of a “mutant of the month” (this time TWO of ’em!) in Wyrm and the exterminator, that I seem to recall as “Scumbug” though I don’t think he was named in this issue. I VAGUELY recall the character appearing in the cartoon…but that could just be some sort of deja vu or crossing of memories. I do remember the action figure at the least. I’m curious now to revisit the current animated series to see if Michelangelo calls the one cockroach character ‘scumbug” or “a scumbug” or such.

I mention above that this issue opens with “lecturing,” and while I noticed it twenty-some years ago reading this series (particularly around #17 and then some of the #30s to #40s) there’s a bit of a “message” being put out there, an element of putting some real-world thoughts and subject matter forth. Whether I’d presently see it as a bias or some other political/PC “buzzword” is something I’ll leave out…this puts subject matter out there for consideration by the reader, by kids, to be able to look into on their own, or to go back to later when/if the subject comes up in general. To “connect” it back to a comic they read.

There’s plenty of “convenience” to the story, and some parts of the plot have noticeable (to me as a 34-year-old) holes. But it’s the turtles, it’s new characters, it’s stuff being moved forward a bit, and while far from being a favorite issue, it’s not horrible.

More Grumpiness Toward Variants: An Archie Edition

This morning, I was checking out stories at The Beat, and came across a preview for the latest issue of Jughead.

jughead_preview_trigger_variantsSomething about the image used in the header here drew me in–I’ve seen a couple things recently about Sabrina guest-starring or such, and I have a bit of a renewed interest there lately after seeing Melissa Joan Hart in God’s Not Dead 2 and a couple other things that cropped up in my Facebook newsfeed with her…like it being 20 years since the tv show!

I’ve never really considered Jughead to be a character who was interested in romance, so seeing this image of him with Sabrina, it’s a charming image, and got my curiosity.

But upon getting into the article/preview itself, I was "treated" to the first three images being three different covers for the issue.

Instant turn-off!

I hate that Archie got into the "variants game!" I’m sure they had been doing some here and there, but it was never so noticeable as it’s been the last year-plus with the "relaunch" of the various series. And aside from my usual complaints about variants, the very real anecdote from my own experience is having 1. been "interested in" checking out the new series (Archie #1) and 2. finding over 20 copies of the issue…and not one cover was the same. It was impossible to determine a "main" or "regular" or "standard" cover, because there were just simply too many covers, PERIOD.

Then there was the fact that they upped their pricing, jumping from being pretty much the "best value" to having nothing stand-out. It seemed that where Marvel and DC and the other "major publishers" were dealing in $2.99s and $3.99s and in-between… Archie was maintaining at $2.25 or $2.50. Any given issue would be better than DC/Marvel‘s best price, and thus a prime issue for impulse buying (and this is without even getting into the value of the digests!)

But at $3.99, a standard-size, standard-paper comic is NOT an "impulse" or "casual" buy for me, in general. There are the occasional exceptions, but those are quite rare!

And while it’s a matter for another post, in brief, I’ve held to my refusal to utilize Comixology directly for any digital comics purchases (even apparently avoiding a popular buy-1-get-1-free sale for Cyber Monday yesterday). (31 months now, I was NOT just mouthing off with an empty threat of quitting buying through them over dropping in-app purchasing on Apple devices!) But partially due to ill-will I hold toward Comixology, I’m wary of most digital comics purchasing, period. I’ve softened somewhat in that I’ll use the DC app (powered by/interacts with Comixology but allows in-app purchasing) and the IDW/TMNT one (does the same), but I’m not interested in umpteen different apps for buying digital comics, and I’m not going to buy digital comics on a website and then hassle with "translating" that into some sort of e-reader.

Additionally, while it’s great to have the option of locating a key back-issue or such through a publisher directly, it’s not feasible to me to buy individual issues from a publisher directly, unless they would offer free shipping. If I pay $3.99 for a comic and have to pay $3.99+ shipping and/or handling, you’ve DOUBLED the price of THAT ISSUE ALONE. I don’t like paying $4/issue, making it functionally an $8 issue does not begin to improve anything in my eyes. Even if the issue would be "free" the shipping cost still means I’m better off getting the issue(s) at a comic shop…assuming the shop has the issues stocked to begin with.


Perhaps I seem hypocritical in this, as I know that DC and Marvel and virtually every other publisher trades in ridiculous quantities of variants. In this case today, with the Jughead issue, what (I think) particularly set me off was the THREE covers. I can–will–do–mostly turn a blind eye to the existence of variants when there are "only 2" covers. I’ve been beaten into submission on those, and at least can often (yet NOT as often as I’d LIKE) tell which is the "main" cover and which is the variant and can flat-out IGNORE the variant.

But when there are 3 or more covers…it becomes that much MORE likely that I will be unable to get the cover that I actually want! If a shop orders 3-4 shelf copies and there are 2 covers, there’s a better chance there’ll be at least 1 copy of the cover that I am interested in over the others. 3 or more covers further dilutes this and makes it more likely that if I’m not THE first person getting a copy, there’ll be 2 or more copies of the issue, but NOT the cover that I actually want.

And that turns me off and fully discourages buying into the series or continuing with the series at all.

Given the easier availability of stuff from "the big two" and their content being what I’m primarily after, I also have to compromise more. When the smaller publishers or indie publishers pull those same "stunts," it’s a lot easier for me to be harsher and more pointed in my displeasure and avoid them entirely.

I have a nearly-30-year-history with Superman comics and Teenage Mutant Ninja Turtles, with Batman virtually on-par with both of those. Batman I’ve been very choosy on over the years, and even walked away from the Superman titles for over 3 years.

People love variants? Variants are essential to sales, to the continuation of a title? There’s no option to NOT deal in variants? They’re fun? They’re "bonus," or any other spin?

Fine–good on the publisher.

But I am an actual real-life example (particularly when calling stuff out in posts like this or comments on Twitter) of someone who is NOT happy with variants, does NOT enjoy them, for whom the chase and ‘game’ of variants is NOT fun, and who WILL flat-out drop a series…and has "dropped" ENTIRE PUBLISHERS over "variants" shenanigans (Valiant and Boom! Studios).

I get that many will complain but buy anyway. I get that I myself will make rare, occasional one-time/case-by-case exceptions. But as a general rule, I’m quick to drop or continue to just not buy stuff over seemingly insignificant things like variants.

Hey, the publisher is selling or banking on selling multiple copies of an issue to people.

SURELY one of those makes up for not selling any copy to me at all.

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