Back Issues: Marvel Premiere Featuring the Power of… Warlock #1

Story Title: “And Men Shall Call Him… Warlock!”
Published:
April 1972
Writer: Roy Thomas
Artist: Gil Kane

The Background:
It’s generally accepted that Marvel Comics head honcho Martin Goodman tasked then-editor Stan Lee with creating a superhero team in response to DC Comics’ Justice League of America. Lee used this opportunity to create stories and characters that appealed to him and drafted a synopsis of the dysfunctional Fantastic Four for the legendary Jack Kirby to work on, creating the “Marvel Method” of writer/artist collaboration in the process. Although Kirby disputed this story, the duo are credited as co-creators of Marvel’s First Family, whose comic books went on to introduce characters and concepts that would become integral to Marvel Comics. One such character was the mysterious cosmic entity initially known only as “Him”; also created by Lee and Kirby, He first appeared in Fantastic Four #66 and 67 as an artificial being created by a malevolent group known as the Enclave, who were bent on world domination. After rebelling against his creators and being rechristening “Adam Warlock” by Herbert Wyndham/The High Evolutionary, an arrogant supervillain scientist known for creating bizarre animal/human hybrids, Warlock was imbued with the power of the Soul Gem and headed out into the universe to find his true self. Though a relatively unknown Marvel creation, Adam Warlock was at the forefront of one of the publisher’s biggest stories, The Infinity Gauntlet (Starlin, et al, 1991), fought against his own dark half given physical form, and was often positioned as an allegorical Messiah against the backdrop of cosmic discord. Adam Warlock has featured in minor roles outside of the comics, appearing as a supporting character in Marvel videogames and cartoons, and was name-dropped at the end of Guardians of the Galaxy Vol. 2 (Gunn, 2017) as a future threat for the titular Guardians before making his live-action debut in Guardians of the Galaxy Vol. 3 (Gunn, 2023), portrayed by Will Poulter.

The Review:
Since Marvel Premiere #1, in true Marvel fashion, features a lengthy recap of Adam Warlock’s origin, I didn’t think it was necessary to do an in-depth review of His first true appearance in Marvel Comics but, for those who are curious, He came about after Ben Grimm/The Thing’s blind girlfriend, Alicia Masters, was abducted by the Enclave and taken to their unreasonably complicated, beehive-like lair. There, she learned that the Enclave’s highly advanced scientists desired to create a perfect race of human beings, with “Him” being the first; however, He proved so unstable and powerful that they were forced to contain Him and unable to look upon Him due to his blinding light. They wanted Alicia to sculpt a likeness of Him and she braved His destructive power to reach and appeal to Him, completely unaware that the Enclave wished to use His power to conquer the Earth. Initially encased within a rock-like cocoon, He burst free and enacted a brutal revenge upon his creators, sparing Alicia but exhibiting a cold disinterest in the destruction of the beehive laboratory that birthed Him as He fled to the stars until the world was ready for His power.

Prior to creating his own world, the High Evolutionary finds and forms a bond with Him out in space.

“And Men Shall Call Him… Warlock!” opens in the vastness of space to find the High Evolutionary’s massive asteroid space station drifting through our galaxy; aboard, the High Evolutionary himself muses on the long and difficult journey he has taken in the quest to produce his half-human, half-animal “New-Men”. His highly advanced technology saw him transform an ordinary wolf into a man-sized beast that was savage enough to battle Thor Odinson in combat; the failure of this project exposed the High Evolutionary to the threat his creations pose to his former homeworld, so he transported the Man-Beast and a contingent of “evil” New-Men to a faraway world, where they only further regressed, forcing him to turn to Doctor Bruce Banner/The Hulk to quell their aggression. In the fracas, the High Evolutionary was mortally wounded, forcing him to abandon his armour and subject himself to an experimental process that saw him ascend to the pinnacle of human evolution. Immortal and God-like, he merged with the greater cosmos but was driven to the brink of madness from isolation, thus returning to his armour to fulfil some mysterious purpose. His ruminations are interrupted by Sir Raam, the most loyal of his Knights of Wundagore, who alerts him of His mysterious cocoon floating in space; curious, the High Evolutionary has it brought onboard his planetoid so he can investigate further. Unfettered by His visage, the High Evolutionary is instead captivated by His unblemished perfection and urges the divine man to share his story. After fleeing Earth, He also came into conflict with Thor before retreating to the stars to await the day when He could exist in a universe free from hatred and oppression. Impressed, the High Evolutionary agrees to expediate His journey through the stars but He is intrigued by the immortal’s “Project Alpha”, an ambitious plan to create a mirror version of Earth whose evolution he can directly influence.

With his world tainted, the High Evolutionary reluctantly agrees to send Him to tack down the Man-Beast.

The two agree that humanity is too volatile and too quick to descend into misery and bloodshed, so the High Evolutionary creates a Counter-Earth as a haven for his own creations. Although the process places an intense strain on the High Evolutionary, he pushes through his discomfort to bombard a rock sample with “rays” and accelerate the formation of this new world, one safely hidden from ours by being placed on the opposite side of the Sun and, within the space of a few panels, has created a prehistoric world whose development he’s able to speed up beyond the limits of creation, evolution, and even the divine. This Counter-Earth is thus ripe for the coming of the High Evolutionary’s superior race of men, one purged of their killer instinct, but the effort of creating it is so intense that it causes the High Evolutionary to pass out from exhaustion. This is the moment that the Man-Beast and his followers, who had been observing their creator, choose to strike, gunning down Sir Raam and perverting this new world, introducing violence and aggression and causing the Counter-Earth to descend into generations of war at the simple twist of a dial. The High Evolutionary recovers and surprises the Man-Beast with his newfound superior physical strength; however, a ”bestial mind-blast” and the sheer numbers and savagery of his rebellious creations threaten to overwhelm the would-be deity and, seeing this, He decides to break free from his cocoon to intervene. Emerging garbed in a “resplendent […] armour and ornaments” created by his cocoon, He causes the beasts to flee in terror to the Counter-Earth. Dismayed by the Man-Beast’s actions, the High Evolutionary sees no other choice but to destroy his new world but He beseeches him to spare the world. Retracting his condemnation of humanity and wishing to nurture their better nature, He requests to be sent to the Counter-Earth to track down the Man-Beast. Touched by His words, the High Evolutionary reluctantly agrees; he gifts Him with a mysterious jewel to protect Him from the Man-Beast’s snares and transports Him to the surface of the fledgling world with a heavy heart and bestowing upon Him that which He has never had: a name, “Warlock”.

The Summary:
Previously, I only really knew Adam Warlock from The Infinity Gauntlet; I’ve literally never read another story with Him in in all my years of reading comics, so He’s always been a very elusive and mysterious figure for me. It’s actually refreshing that He’s not been wheeled out every time there’s a big cosmic event as it makes Him more alluring and significant, at least to me, so I was intrigued to see some of His background in this story. There was clearly a conscious effort to build a sense of mystery and divine beauty to this character, who is touted over and over as the pinnacle of human scientific acumen and seen as the next step in our evolution, a golden creation so astounding that to look upon Him is to suffer greatly. Yet, He is a deeply sensitive man-god; capable of sensing the intentions of men and fully capable of judging them accordingly, He has no interest in mindless combat and wishes only to isolate Himself until the time is right for Him to walk amongst men. Despite having battled the likes of Thor, He hasn’t ever encountered anyone worthy of his presence until He’s discovered by the High Evolutionary, a mind with whom He can relate to so strongly that He openly shares His assessment of our tumultuous species and His chaotic origins.

Him and the High Evolutionary share many of the same views about our volatile society.

I’m equally unfamiliar with the High Evolutionary, a highly advanced individual who I’ve always seen as a combination of Doctor Victor Von Doom/Doctor Doom and Dr. Moreau from H. G. Wells’ titular 1896 science-fiction story. The parallels are pretty explicit, given both characters like to create monstrous human/animal hybrids but the High Evolutionary isn’t just some sadistic mad scientist. Disillusioned with humanity and our warring wars, he seeks to “improve” upon our aggressive nature and faults not by destroying humankind but by creating his own world and actively directing the course of the counter-humanity’s evolution. However, comic books generally cast anyone who seeks to create life through scientific or magical means, effectively defying the natural order, as a villainous character and, to be sure, the High Evolutionary’s methods are highly questionable, yet he expresses genuine regret over the savagery of the Man-Beast. His plot isn’t to create a race of superpowered or animalistic abominations to dominate the world, or to wage war against the Earth from his asteroid laboratory; he simply wishes to create a utopia on the other side of the Sun to manipulate humanity to be the very best of themselves. In Him, the High Evolutionary sees his dreams take physical form; just seeing His visage is enough to captivate the High Evolutionary, who refers to Him as the son he never had on more than once occasion.

Having championed humanity’s potential for good, He gains a name and a purpose for the first time.

The two share a unique bond, agreeing that humankind is far too quick to resort to warfare than strive towards peace and prosperity, and both are impressed by each other’s abilities. However, He recognises humanity’s inherent potential for “goodness” and, thanks to his divine nature, is perhaps the only one capable of staying the High Evolutionary’s hand when he prepares to destroy the Counter-Earth he created with such ease. The High Evolutionary expresses regret in His decision to be a champion on Counter-Earth but respects Him enough to allow Him the chance to try; he doesn’t rate His chances for success but prepares Him as best as he is able, even bestowing Him with His first true name. Thus, the stage is set for the newly-christened Warlock to be not a destroyer or an impassive observer but an active participant in the formation of this Counter-Earth’s development. Those who read comics looking for some cosmic action and to see what Warlock is truly capable of may be left disappointed; as is often the case, much of the story is taken up with recaps of each character’s backgrounds but, at its core, it’s a rumination on the nature of humanity and the conflict these powerful, God-like beings feel in regards to our volatile ways. Warlock and the High Evolutionary share some engaging and introspective exchanges, there’s an interesting dialogue on offer here concerning their morally grey and ambiguous natures, and I think the story does a decent job of leaving you wanting to know where Warlock’s story goes from here on out and how he goes from desiring to inspire Counter-Earth’s residents to almost literally playing cosmic chess with Marvel’s greatest heroes and characters in The Infinity Gauntlet.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to the return and naming on the God-like “Him”? Were you intrigued by Adam Warlock’s presence and eager to know more about Him or did you find Him a rather bland character? What do you think to the High Evolutionary, his opinions on humanity, and his plan to create his own Earth? Did you read Adam Warlock’s subsequent stories and, if so, what are some of your favourite moments of His? What did you think to this MCU debut? Whatever you think about Adam Warlock and Marvel’s cosmic shenanigans, please share your thoughts below or leave a comment on my social media.

Game Corner [Turtle Tuesday]: TMNT III: Radical Rescue (Xbox Series X)


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. This year, I’m emphasising third entries and time travel shenanigans in the popular franchise every Tuesday in May!


GameCorner

Released: 30 August 2022
Originally Released: 25 November 1993
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Game Boy, Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

The Background:
The Teenage Mutant Ninja Turtles were almost unrivalled in popularity back in the late-eighties and early-nineties; known as Teenage Mutant Hero Turtles here in the UK, the “Heroes in a Half-Shell” dominated an entire generation with their comics, cartoon, extensive toy line, and videogames. Konami’s efforts not only proved a hit at arcades but also took 16-bit gamers by storm and helped to make Nintendo a household name in the UK. Additionally, Konami produced three handheld TMNT titles for Nintendo’s ground-breaking portable console, the Game Boy; though restricted by the Game Boy hardware, the first two games impressed in their ambition and even tried to incorporate elements from the arcade releases. However, for this third game, Konami chose to completely overhaul not just the graphics and gameplay, but the genre too; unlike the previous two handheld efforts, Radical Rescue was a “Metroidvania” title with a heavy emphasis on exploration rather than mindless brawling. This resulted in mixed reviews, with some criticising the decision due to the Game Boy’s hardware being insufficient for such a genre and others praising the genre shift as a means to improve upon its predecessors. Either way, Radical Rescue remained a Game Boy exclusive title for nearly thirty years before it was finally re-released in the 2022 Cowabunga Collection alongside a host of other TMNT games and quality of life features.

The Plot:
When their arch-nemesis, Oroku Saki/The Shredder, strikes again by kidnapping their master and father-figure, Splinter, the TMNT leap into action one turtle short. Now Michelangelo must venture into the Shredder’s hazardous mine to rescue his brothers, and their master, and put a stop to their enemy’s latest scheme.

Gameplay:
As mentioned, Radical Rescue is a 2D adventure game with a heavy emphasis on exploration as much as combat; it thus falls under the “Metroidvania” banner and will have you constantly consulting a barely useful grid-like map to discover new paths and areas to explore in your quest to locate the other TMNT. This means that, unlike every other TMNT game I’ve ever played up to this point, you can’t select a character from the start; instead, you’re stuck with Michelangelo and must defeat bosses to acquire keys to free his brothers and then hunt down key cards to access new areas, using each turtle’s unique skills to get past enemies and obstacles. Each turtle controls the same; you use X to attack and A to jump and press X while jumping to do a flying kick. Unlike in the TMNT’s last two Game Boy outings, you can neither throw shurikens or perform a slide kick with down and X, though you can toss shuriken when climbing ladders and you’re able to switch to one of the other turtles at any time from the pause menu and each one not only has their signature weapons but comes with different abilities to get past hazards and access new areas of Shredder’s diabolical mine. Mikey actually ends up being one of the most useful characters; I found myself defaulting back to him a lot as he can perform a helicopter-like glide with his nunchakus when you press and hold A while jumping, which is great for drifting past spike pits or reaching out of the way platforms.

Each turtle has their own unique abilities to aid with exploration as well as combat.

While I can’t be certain, I’m fairly sure that the game forces you to rescue each of Mikey’s brothers in a specific order; I definitely found myself following a particularly path but then my logic was based simply on going for whichever boss and key card was closest to where I was. Thus, the first turtle I rescued was Leonardo, who’s given the bizarre ability to burrow through certain blocks by pressing down and A, effectively turning him into a living drill. Next, I rescued Raphael who can pop into his shell with down and A to pass harmlessly over spikes (until you inevitably have to jump up to a platform) and through small gaps and tunnels; this also makes him immune to certain attacks, which is helpful. Finally, I rescued Donatello, who can cling to and scale walls by jumping at them, which is basically required to access the final areas of the mines. Naturally, each turtle has their own strengths and weaknesses in combat, with Raph and Mike limited in their reach compared to their brothers, but I found myself favouring Mike since there’s more emphasis on jumping than any of the turtle’s other abilities. Every time you defeat a boss, your health will be fully restored, which is useful; rescuing a turtle (and, later, Splinter) grants you a password that you can jot down from the pause screen to continue if you fail in your quest, but your main enemy here will be trying to find your way around the mine and surviving its mechanical trap rooms.

Exploration and backtracking are greatly emphasised to find secrets and rescue your allies.

Radical Rescue all takes part in one large interconnected map; you start on the outside of the main area and venture out here a couple of times to reach other otherwise inaccessible parts of the mine, and will go through doors (either using a key card or passing through from a certain direction) to enter mechanical areas where a boss lurks. These areas, and the mine itself, and crawling with respawning enemies and numerous hazards; we’ve got falling boulders, spike pits, wall lasers, bursts of flame, ceiling spikes, Foot Soldiers trying to run you down in giant mine carts, and extremely annoying bubble-like projectiles that clog up the screen and follow you incessantly. The Cowbunga Collection allows you to activate “helpful map icons” and I’d definitely recommend doing this; it doesn’t help the basic nature of the map but it’s useful to know that you’re heading to a boss, key card, or captive in need of rescue. This will serve you well when it comes to exploration; naturally, you’re somewhat limited in how far you can go in the mines when you only have one or two turtles on hand but, when you have them all, it’s very easy to get turned around because the map is so simplistic and many of the game’s environments all look the same. Because of this, it’s not uncommon to locate a captive turtle but not have a key or to run into a door that requires a key card you haven’t gotten yet, or to have to backtrack halfway across the map to get an item you require. Once you get used to the map and have all four turtles rescued, exploration gets a little easier; you can take shortcuts by climbing or digging down certain areas, for example, but a quick travel system to the four compass points of the map would’ve been much appreciated.

Graphics and Sound:  
To be fair, Radical Rescue is a step up from the TMNT’s last two Game Boy titles. Sprites are smaller now, but actually benefit from it; you get more screen space to work with and the game runs much smoother by default. As a trade-off, though, the game’s taken a step back in some areas; Leo and Raph only hold one of their weapons again, there are no idle animations, and the common Foot Soldiers simply wander about the place. However, the TMNT are far more versatile this time around; their new abilities help them to be more unique and offer up some new ways to play and some new animations and the boss sprites are far bigger and more visually interesting. Additionally, the story cutscenes are the best yet for a TMNT Game Boy title; text and large sprite art are used to convey the general plot and whenever you rescue an ally and, while these barely contain any frames of animation, they’re much more detailed than in the previous games.

The visuals are far better but environments are too similar to impress all that much.

The game’s music isn’t bad, either; while sound bites are at a minimum this time around, Radical Rescue still features a pretty good version of the classic TMNT theme and each area of the game has different music associated with it. However, where the game falters, for me, is in the variety of its presentation; while it’s nice to not be ploughing through the sewers, streets, and Technodrome again, I question the logic of setting the entire game in a drab, repetitive mine. Sure, there are ladders, lanterns, and some different rocky formations here and there but the Game Boy simply isn’t powerful enough to make this large and boring environment visually interesting. When you’re outside, it’s a different story; the background is still quite plain and generally just shows clouds or mountains, but it’s a nice change of pace from rocks and shit. The mechanical areas do help to break things up as well, but these all look and feel the same as well; it’s way too easy to get lost because most of these areas are largely indistinguishable from each other. I think it would’ve helped to theme them after the elements; have one take place under water or covered in snow, one have more lava pits and fire hazards, maybe implement a wind theme…anything but the same screens over and over. In this way, while Radical Rescue is easily the biggest and most involved of the TMNT’s Game Boy adventures, it also paradoxically feels the least innovative because it’s just not very engaging to plod from one dark cave to one mechanical hellscape and back again.

Enemies and Bosses:
As is to be expected, the Shredder’s Foot Soldiers are all over the place. Unlike in the TMNT’s last two Game Boy games, they’re a little bit more competent here; they mostly just wander around but the greater emphasis on horizontal and vertical exploration means they’re often in awkward places and the fact that they constantly respawn can make traversal a bit difficult at times. The Foot Soldiers will toss grenades at you (which you can destroy), wield pickaxes, and fly overhead with jetpacks to drop bombs on you, as well as try to run you down in large mine carts. You’ll also encounter little laser firing spider-like robots, these weird rock-like humanoids, and mechanical frog-like enemies that hop about and fire at you. Traditional TMNT enemies like Mousers and Roadkill Rodneys are absent here, replaced by swooping bats and an abundance of environmental hazards, such as homing missiles and spikes. Another area where Radical Rescue is a step back from its predecessors is its bosses; the game boasts only five boss battles, with all but one being some of the TMNT’s more obscure enemies (at least for me). Each one sports a health meter and each boss fight takes place in an enclosed arena that’s ripped right out of the Mega Man series (Capcom, 1987 to present).

Bosses are fought in enclosed arenas and will test your patience at times.

The first boss I thought was Scratch, who jumps about, swipes at you up close, and hurls a ball and chain at you from a distance. Scratch very much sets the standard for Radical Rescue’s bosses in that they have quite large hit boxes, deal quick, heavy, and nigh-unavoidable damage up close, and you need to get into a bit of a rhythm to land an attack; rather then simply tank through their hits and whittle their health down, it’s better to keep your distance and play things smart, something that serves you well in the fight against Dirtbag. This mining mole dashes at you with a super annoying uppercut and swipes with his pickaxe, but will also leap into the air and stun you if you’re touching the ground when he is. It’s pretty hard to avoid him as he always aims to land on top of you, so you need to jump away and then quickly double back to hit him and then jump away again to avoid taking damage. I was probably getting the hang of the game by the time I fought the Triceraton as he actually seemed a bit easier; for this fight, stay out of his crosshairs and avoid the lighting bolt he fires out while being mindful of his charge attack, but otherwise he’s not too dissimilar from the Rocksteady and Bebop bosses of previous TMNT games.

As if battling these tricky bosses wasn’t bad enough, you’re forced into a boss rush before the finale.

Lastly, you’ll battle with Scale Tail, probably the most difficult of the four main bosses; Scale Tail lashes at you with his tail when you’re up close and spits a projectile at you that becomes a plume of fire. If you manage to avoid this, the snake will try to blow you into the hazard, though this is actually your best chance to attack him providing you can fight against the rush of air and avoid taking damage from his large hit box. After battling through the hazardous final section of the game, you’ll have to fight all four bosses again, one after the other, with no health items or reprieve between each bout! While this is easily one of the laziest gameplay mechanics of any game, I actually found the bosses a little easier the second time through, probably because I was more aware of their attack patterns and had a tried-and-tested strategy in mind for beating them. After defeating them all again, you’ll get to take on “Cyber Shredder” in a two-phase boss battle where he gets a whole new health bar after the first round while you get nothing, making for easily the toughest segment of the game. Shredder flies across the screen with a knee attack, levitates overhead and spams a diving kick, throws kicks at you up close, and launches an orb-like projectile that becomes a plume of fire. In the second phase of the fight, these flames are bigger, the Shredder gains an aerial projectile, and his attacks become faster and more aggressive.

Power-Ups and Bonuses:
Unfortunately, despite being a Metroidvania adventure, Radical Rescue doesn’t offer anything that new in terms of pick-ups and power-ups. Each turtle acts as a power-up in a way, offering new traversal options, but the best you’ll hope for in any tangible way is the odd slice of pizza dropped by defeated enemies to refill your health. Two new aspects though, are the ability to pick up and store a whole pizza, which will replenish your health bar when it’s drained (a literal lifesaver in boss rooms) and the ability to permanently extend your health bar by picking up hearts hidden throughout the game.

Additional Features:
Another way Radical Rescue is a bit of a step back is the lack of any in-game options; there are no difficulty settings here, no bonus games, and the only real option available to players is to continue their progress with the password system. When playing the Cowabunga Collection, you’ll net a sweet 70G Achievement for completing the game; you can also check out the game’s box art and manuals, switch between the Japanese and American version, apply various borders and display options (including an LCD display to recreate the feeling of playing on the Game Boy’s eye-watering screen) and make use of a strategy guide for some helpful tips. While the only enhancement on offer is to activate helpful map icons, you can still rewind the game with the Left Bumper and access save states using Right Bumper, both of which are incredibly helpful during the game’s trickier platforming and boss sections.

The Summary:
I was completely caught off-guard by Teenage Mutant Ninja Turtles III: Radical Rescue; I was not expecting it to be this sprawling Metroidvania-style game and it took me some time to come to terms with the dramatic genre shift compared to the more action-oriented TMNT games I’ve played. That’s not to say there’s a lack of combat here; you’ll still be busting plenty of heads, but the emphasis is much more on exploration, back-tracking, and thinking about how to get past obstacles and progress to new areas. In some ways, this is much appreciated; the game is surprisingly big, definitely offers something different from the TMNT’s usual games, and I liked that the TMNT each had their own abilities to help differentiate them. While I appreciate that it’s offering something different, it’s pretty tough to find your way around the repetitive environments and I’m unimpressed by the mine setting, as large as it is. There was also little incentive for me to switch between turtles, the bosses were unnecessarily troublesome at times, the inclusion of a boss rush was beyond lazy, and I don’t think the enemies, environments, or bosses really captured the depth of the TMNT license. Still, the gameplay wasn’t bad and it’s clear that Konami had finally come to grips with the Game Boy’s capabilities by this point so it’s probably worth another go-around as long as you play this version of the game, with all the handy features to get around its more frustrating aspects.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you have Teenage Mutant Ninja Turtles III: Radical Rescue in your Game Boy library back in the day? What did you think to genre shift towards exploration and Metroidvania mechanics? Which character’s ability was your favourite and which one did you play as the most? What did you think the the game’s presentation and the boss battles? What’s your favourite Metroidvania title? Whatever you think about Teenage Mutant Ninja Turtles III: Radical Rescue, feel free to share them in the comments below or leave your thoughts on my social media.

Movie Night: Dragonball Evolution

Released: 10 April 2009
Director: James Wong
Distributor: 20th Century Fox
Budget: $30 million
Stars: Justin Chatwin, Emmy Rossum, Chow Yun-fat, Jamie Chung, Joon Park, and James Marsters

The Plot:
After breaking free from two-thousand years of imprisonment, Lord Piccolo (Marsters) begins scouring the world for the seven legendary Dragonballs, which he intends to gather to summon a magical dragon and gain immortality. After his beloved grandfather is killed protecting the four-star Dragonball, young outcast and martial arts prodigy Son Goku (Chatwin) teams up with a head-strong inventor Doctor Bulma Briefs (Rossum) and eccentric martial arts master Muten Roshi (Yung-fat) to track down the Dragonballs and avert word-wide disaster!

The Background:
I might be a day early for “Piccolo Day” (or “Goku Day” if you prefer) but I’m never one to pass up a good excuse to celebrate all things Dragon Ball, which debuted in the pages of Weekly Shōnen Jump back in 1984. The creation of writer and artist Akira Toriyama, Dragon Ball originally borrowing many elements from Journey to the West (Cheng’en, 1592) before delving into a far more science-fiction-orientated approach with is successor series, Dragonball Z, which would come to define the entire franchise in popular, mainstream media. Dragonball Z was first licensed by Funimation in 1996; despite the omission of its often graphic and violent content, Dragonball Z was a massively popular anime and even led to several feature-length animated films, though these were generally produced without Toriyama’s direct involvement and often failed to align with established canon as a result. Development of a live-action Dragon Ball movie can be traced back to 1995, when noted Hong Kong action star Jackie Chan expressed an interest in taking on the iconic role of Son Goku; Toriyama himself would late state that Chan would have been his choice for the role if the actor was younger, but development of a live-action adaptation wouldn’t properly get underway until 2002, when 20th Century Fox acquired the rights and set to work developing a script and finding a director. In the end, it was youngster Justin Chatwin who won the lead role, and the production was forever condemned for “white-washing” as a result. James Marsters took on the role of the film’s antagonist, Lord Piccolo, and was particularly enthusiastic about the project given his love for the anime, though both he and co-star Cow Yun-fat were unimpressed to find they’d been duped into thinking the project had a higher budget and that director Stephen Chow would be in charge of the film. Dragonball Evolution’s $58.2 million worldwide gross meant it was a box office bomb, and the reviews were scathing across the board as critics bemoaned the lacklustre story and characterisations, its lack of fidelity to the source material, and it was slammed as being a surreal mess full of poor special effects and overacting; even Toriyama was disappointed by the adaptation, and plans for a number of sequels were subsequently cancelled.

The Review:
I was a bit late to the Dragonball Z party as a kid since it took me a while to be able to watch it (satellite television isn’t cheap when you’re income is low), but I’ve been a long-time fan since I was a teenager and the idea of a live-action adaptation was quite exciting. However, right off the bat, I (and the wider audiences) were having to temper our expectations; many of us in the West grew up watching Dragonball Z and, arguably, that’s still the most popular iteration of Toriyama’s long-running franchise, but it wouldn’t make a huge amount of sense to do a big screen movie that skips of Goku’s time as a youth and establishing the fantasy world he lives in, so right away the idea was that we’d have to get through an “origin” story before we started to see Super Saiyans and alien, technological, and God-like beings challenging our heroes. I get the idea in principal but there is a counter argument to that thinking: start with Goku as a young twenty-something and do a truncated version of the Saiyan Saga since that’s what many people wanted to see and, if it’s successful, you can maybe do a prequel later down the line. Instead, though, Dragonball Evolution opted to focus more on reconfiguring the lesser-known Dragon Ball anime for its story, specifically elements of the Emperor Pilaf, Tournament, and Piccolo Sagas…which is pretty convenient for me since I’m much more familiar than the start and end of Goku’s childhood journey than the middle parts. Like all great movies, Dragonball Evolution opens with an opening narration that tells the legend of a maniacal tyrant known as Lord Piccolo, who terrorised the world alongside his monstrous minion, Ōzaru, before finally being sealed away using the mysterious “Mafuba” enchantment. Thankfully, Goku is only too aware of the Piccolo/Ōzaru legend thanks to the wise and benevolent teachings of his beloved grandfather, Gohan (Randall Duk Kim).

Despite his grandfather’s best efforts, Goku just wants to fit in and be able to talk to girls.

Unlike in the manga and anime, Goku has lived only a semi-sheltered life; he essentially lives out in the countryside, not far from the main city, and has been taught martial arts, legendary scripture, and the basics of ki by his elderly grandfather, a playful and mischievous old man who delights in sparring with his grandson in frankly ludicrous displays of green screen and “wire-fu”. Although Goku is a formidable opponent, Gohan emphasises that he relies far too much on his senses rather  than the strength within him; Goku’s difficulty at mastering his ki to perform air-bending techniques is a recurring element in the film and part of his larger character arc of realising the true potential that dwells within him and turning it towards good. Sadly, however, Justin Chatwin isn’t really that great of a fit for Goku; he’s got the youthful charm, for sure, but lacks the physical stature and believability to really fill out the role. Not only that but he’s really not that great an actor; some of his line deliveries are embarrassingly cheesy and not in a good way. It’s strange as he does a decent job of conveying Goku’s frustrations and social awkwardness, but whenever he has to be “serious” he stumbles quite noticeably, making for an inconsistent and disappointing depiction of the goofy Saiyan fighter. Still, Goku is depicted as overtly superhuman, easily able to dodge and subdue even multiple opponents at once without even throwing a punch. However, he’s also as an outcast and, while grateful for his grandfather’s teachings, he longs to be accepted by his peers and to get the girl; in this case, the cute and attractive Chi-Chi (Chung). Although Chi-Chi has apparently been claimed by Goku’s long-time tormentor, Carey Fuller (Texas Battle), Goku is besotted by her but even more stunned to learn that she knows about ki. Clearing interested in him, she’s sympathetic to the abuse he suffers in school and invites him to her house party, which means he isn’t there when Piccolo comes calling for the Dragon Ball and kills Gohan. Chi-Chi continues to be full of surprises when Goku and his allies travel to the Stone Temple, only to find it a training ground for the fights of the World Martial Arts Tournament; there, Goku learns that Chi-Chi is actually an admirable fighter in her own right, with designs on taking part in the tournament, and the two grow close when she helps him to focus his ki. As the battle to recover the Dragon Balls escalates, Chi-Chi gets to show off some of her fighting prowess, but ultimately end sup the victim of Piccolo’s machinations when his shapeshifting ninja-like henchwoman, Mai (Eriko Tamura), assumes her form in order to get closer to Goku and steal his Dragon Balls.

Bulma and Yamcha are two of the film’s few high points but even they can’t save it from mediocrity.

Although Gohan told Goku that gathering all seven Dragon Balls will summon the mighty dragon Shenron and grant “one perfect wish”, it seems he didn’t fully believe this story, or the threat of the Nameks, until Piccolo kills his grandfather. Although devastated by this loss, Goku vows to protect his grandfather’s Four-Star Dragon Ball from falling into the wrong hands, which causes him to form an unlikely alliance with the headstrong Bulma, who attacks Goku after thinking he stole her Five-Star “Promethium Orb”. Although she has her Dragon Radar, Bulma is smart enough to agree that she needs backup and agrees to help Goku find Gohan’s old friend and master, Roshi, but holds Goku to his promise to help her locate her missing Dragon Ball. Bulma’s technology is essential to their group’s quest; not only can she locate Dragon Balls with her radar, but she has the vehicles to transport them vast distances and can even hold her own thanks to her pistol. While she is unimpressed with Roshi’s lewd attempts to get close to her, she attempts to charm Yamcha (Park) into helping them out when they crash into a whole, only to be spurned since the desert bandit set the trap specifically to try and rob them. A selfish, arrogant thief, Yamcha is initially dismissive of Roshi’s (literal) campfire tales about the coming danger but is convinced to help them out first by being impressed with Roshi’s incredible physical prowess and then by the promise of payment. I can’t explain why, but Yamcha is one of my favourite non-Saiyan characters from the anime and, while Joon park certainly doesn’t look anything like the character, he brings a certain appealing energy to the role that, while bordering on the ludicrous, makes him a far more charismatic character than Goku. Bulma and Yamcha remain the standout characters for me, and not just because I have an unapologetic crush on Emmy Rossum or a bias towards Yamcha; they have a decent amount on onscreen chemistry (certainly more then Chatwin and Chung, despite the latter’s best efforts), capture the spirit of the characters pretty well, and I even appreciate the little blue streak in Bulma’s hair as a nod to the source material.

Roshi endeavors to teach Goku to harness his ki, a technique markedly different in this adaptation.

Another relatively faithful highlight is Master Roshi; although he lacks the character’s trademark bald head, sunglasses, and beard, he at least wears the same loud Hawaiian shirts and exhibits a lewd, playful personality. An aloof and unusual master of the martial arts, Roshi is only too familiar with the threat posed by Piccolo and Ōzaru, which heralds the coming of the apocalypse. Distraught to learn of Gohan’s death and Piccolo’s return, Roshi insists on coming along and teaching Goku how to refine his ki: this involves forcing him to run through the desert carrying all of their supplies, performing one-handed headstands, and learning to master two things at once. While he’s definitely an oddball character, Roshi is dead serious about the threat posed by Piccolo and Ōzaru and can effortlessly hold his own in most fights; however, his primary purpose is delivering exposition regarding the Mafuba (which claims the lives of those who use it) and training Goku to harness his ki and learn the most powerful of all air-bending techniques, the Kamehameha Wave. It’s interesting that the depiction of ki is quite different here than in the source material; it’s more akin to what is seen in Avatar: The Last Airbender (2005 to 2008) in that characters are manipulating elements using their inner energy rather than literally channelling that energy into destructive attacks, and I’m not entirely sure why the change was made beyond a cursory implication that Piccolo favours for fire-based energy attacks since his attacks are often depicted in red. While Roshi pushed Goku’s strength and skills to the limits through rigorous and unorthodox training methods in the source material, it’s only through the encouragement (and the incentive of a kiss) from Chi-Chi that Goku is able to pull off the Kamehameha for the first time here. Fully aware that Goku won’t be ready to face Piccolo in time, Roshi turns to Sifu Norris (Ernie Hudson) to prepare the Mafuba once more, fully prepared to sacrifice himself to save the world from destruction.

It’s pretty sad to see one of Goku’s fiercest rivals and foes reduced to a one-dimensional villain.

Another commendable aspect of Dragonball Evolution has to be James Marsters as Lord Piccolo; released from his confinement offscreen by Mai, Piccolo is a grim and ruthless individual who has no compunction about raising entire villages to smouldering ruins in his search for the Dragon Balls. Regal and menacing in his posture, Piccolo is a villain of few words and even few wasted movements; he sees all life as beneath him and wants nothing more than to enact a merciless revenge upon the world that imprisoned him for so long, and personally crushes Goku’s home using his immense power, killing Gohan in the process and thus making their antagonism very personal. Piccolo is a fearsome opponent; not only can he lay waste to entire areas and dry up bodies of water in a single blast, but his blood can also spawn monstrous minions to cause minor inconveniences to the protagonists. Indeed, Piccolo spends the majority of his time just posturing and floating around seemingly in no hurry to find the seven Dragon Balls despite literally being on a deadline. Although he’s not afraid to get his hands dirty in the search, he continuously leaves Mai to screw around impersonating Chi-Chi to steal the heroes’ Dragon Balls rather than simply take them by force like he did the others and wastes his time delivering villainous monologues rather than just bringing forth the dragon when he has the chance. He literally jumps at the chance to lord himself over Goku, especially after he’s transformed into Ōzaru, and  prioritises fighting with the boy rather than locating the scattered Dragon Balls. Ultimately, Piccolo lacks any of the menace or subtle nuance of either his father or his more well-known son/reincarnation; he’s ridiculously one-dimensional, being “bad” for the sake of it, and is defeated with depressing ease when all’s said and done. While Marsters may have hoped to return and do the character justice in future sequels, and Piccolo is shown to have survived, it’s difficult to envision this version of the character ever being more than a one-note kids’ villain in a regrettably poor adaptation.

The Nitty-Gritty:
Although Dragonball Evolution appears to take place in our world, or at least the near future, it’s actually surprisingly faithful to the source material in a lot of ways. Sure, there’s no anthropomorphic characters and a lot of the more fantastical elements are excised or subdued, but there’s a decent attempt to including such concepts as the Capsule Corporation’s wearable technology, Piccolo travels the world in a futuristic and elaborate airship, and Bulma not only carries her trusty Dragon Radar but also rides a bike not a million miles away from her manga counterpart. Characterisations are far more on point than some people give credit for, too; sure, this “teen” version of Goku has a bit more in common with his teenaged son, who also struggled a bit to fit in at high school, but Goku has the same voracious appetite and aptitude for martial arts in the source material and is just as wide-eyed and naïve in a lot of ways (although here that’s reconfigured as a shy awkwardness around Chi-Chi rather than a general naivety towards life outside of his sheltered upbringing. Bulma is pretty on point as well; she’s as stubborn and forthright as in the source material, but also far more independent and capable. She’s searching for the Dragon Balls to use them as an unlimited energy source for the world rather than to wish for a boyfriend, is nowhere near as objectified or insufferable, and actually proves to be a valuable asset to the quest.

Despite some half-hearted attempts, the film fails to capture the fun and action of the source material.

There are a few other notable allusions to the source material as well: Goku can sense ki, which alerts him to his grandfather’s death; he also takes up Gohan’s bō staff (a far more grounded interpretation of the extendable Power Pole Goku wielded as a child in the source material), and eventually dons a keikogi that’s admirably faithful to his traditional attire. While Master Roshi doesn’t live on a small island in the middle of nowhere, his house is on an isolated “island” of sorts in Paozu City and he’s just as excitable and inappropriate as his admittedly more iconic counterpart. While Piccolo is freely identified as a Namek rather than a demonic entity as was originally implied in his first appearances, there’s a definite sense of otherworldliness to him that hints at threats from beyond the stars; however, one of the most interesting alterations to the established Dragon Ball lore is the depiction of the Great Ape, Ōzaru. Here, Goku is able to look at a full moon without fear (potentially because of his lack of a Saiyan tail), but the impending solar eclipse triggers his transformation into a much smaller version of the iconic monster, one far closer to the Wolfman than King Kong. While the film presents Ōzaru as being a destructive monster sent to destroy the world, it also positions the creature as another of Piccolo’s henchmen in a bit of a bizarre and confusing alteration; the film’s rushed and ugly finale attempts to present a version of the usual story surrounding the Great Ape (that the Saiyan loses control of their senses and must be subdued or calmed down to stop their rampage) by indicating that Goku’s memories of his grandfather and friends allows him to master Ōzaru’s power, and thus gain mastery of his ki, but it’s a bit of a messy execution and I honestly think the film (and the effects budget) would have been better off just omitting Ōzaru entirely.

Despite some fun references to the source material, the film’s fights and CGI really let it down.

These references are tenuous at best, however, and amount to little more than Easter Eggs; Dragonball Evolution thus ends up being an adaptation that tries far too hard todumb down or omit the more fantastical elements of its source material and simply drop in a few sly winks and nods for the knowing audience. This probably wouldn’t be so bad if the film made up for it with some thrilling and visually interesting fight sequences but, sadly, there’s a disappointing lack of actual martial arts in the film. The opening sparring match between Goku and Gohan, while fun, is hardly what you’d call ground-breaking fight choreography; Dragonball Evolution takes its cue very much from films like Bulletproof Monk (Hunter, 2003) for the depiction of its martial arts, emphasising unnatural camera angles, quick cuts, and a light-hearted bending of the laws of physics. There’s a very “floaty” feeling to all the moves that means characters bend and twist and flip in ways that go against everything you’d expect in the natural world and, while this is a sour point for fans of more traditional or visually interesting martial arts films, it does fit rather well with Dragon Ball’s whimsical and over the top nature. The franchise has never really been one for realism; characters routinely float, fly, teleport, and perform superhuman feats that have no basis in reality, and Dragonball Evolution is clearly made for a younger audience who aren’t expecting long, continuous, brutal sequences like those of Ong-Bak: Muay Thai Warrior (Pinkaew, 2003), so I don’t begrudge the film for utilising such a farfetched visual direction for its fight scenes. Still, having said that, the film really falls off a cliff around hallway through when the characters inexplicably tunnel through the dirt in the arid wastelands and find themselves at a raging volcano! While I applaud the use of practical effects to render Piccolo’s rock-like henchmen, they’re dispatched with ridiculous ease and the editing is almost as bad as the green screen.

Embarrassingly bad special effects bring this laughable effort to a merciful end.

Things only get uglier and when the film reaches what is supposed to be a dramatic conclusion and instead becomes a disappointingly underwhelming light show where the actors are clearly flailing around on a green screen and throwing poorly rendered blasts of light at each other. It gets even worse when Goku transforms into Ōzaru; thanks to fan backlash regarding the creature’s initial design, which seemed far more practical despite looking nothing like an ape, Ōzaru is rendered as a monstrously ugly CGI creature that stands out like a sore thumb even amidst the shoddy computer-generated landscape. To the film’s credit, it at least attempts to recreate the kinetic battles from the anime, some of the camera shots even evoke those from the source material and Piccolo and Goku certain throw their fair share of energy blasts at each other, but by this point it all just looks like a bad videogame. It’s amazing to me how, in a post-Matrix (Wachowski Brothers, 1999) world, Dragonball Evolution fails to even remotely capture the tangible thrill of two hated rivals exchanging blows in mid-air and crashing through rocks. Obviously, The Matrix Revolutions (ibid, 2003) had a much higher budget than this dreck of a film but it also came out six years previously and you’d think that even a throwaway kids’ movie like this would be able to learn something from its approach. While I appreciate the attempt to try and recreate Lord Piccolo’s death from the source material, the scene of Goku channelling the Kamehameha and Ōzaru’s energy into himself to launch his final attack at his foe is laughably awful and looks more like a bad fan film than a big-budget release. Even more incredible is that Goku wastes his one wish on resurrecting Roshi (why not wish for all lives lost at Piccolo’s hands to be restored, thus returning Gohan and all those senseless killed by Piccolo to life?) and that the film ends with sequel bait!

The Summary:
I was actually quite sympathetic towards Dragonball Evolution when I first saw it at the cinema. I enjoyed Bulletproof Monk for what it was and the similarities between the two films, and the references to the source material, were enough for me to consider it a decent enough kids’ movie that tries its best to capture some of the spirit of Dragon Ball. But, over time, those positives have dulled and this has become nothing less than a painful chore to sit through. It’s pretty amazing how awful this film is when you consider that Casshern (Kiriya, 2004) released about five years before this and did a far better job of crafting a live-action anime on a far smaller budget. It’s not as if Dragonball Evolution is elevated by the quality of its cast; Emmy Rossum and Joon Park aside, the film is full of inconsistent, lacklustre, and over the top performances that only serve to give it a mixed tone. If it had fully committed to being an action/comedy or a fantastical martial arts tale, maybe it would have landed better but it’s just all over the place and it’s difficult to really care about the stakes as a result. Dragon Ball often has its whimsical and comedic elements but, when the battle for the world starts, things usually always get pretty serious but, here, they just become an unimpressive and ugly CGI light show that makes everyone look like a complete fool as they scream against a green screen and are awkwardly jerked around in the air in a poor attempt at recreating the intensity of the anime. I definitely feel like there’s potential for a live-action Dragon Ball, but this reeks of corporate mandates and just comes across as a cheap cash grab that tries to pay homage to the source material but ultimately fails to appeal to fans of the franchise by dumbing everything down to the point of insult.

My Rating:

Rating: 1 out of 5.

Terrible

What did you think to Dragonball Evolution? Were you a fan of Justin Chatwin’s portrayal of Goku? Which of the characters was your favourite? What did you think to the changes made to the source material? Were you also put off by the muddled tone and poor special effects? Would you like to see another live-action Dragon Ball some time? How are you celebrating Dragon Ball day today? Whatever your thoughts on Dragonball Evolution, or Dragon Ball in general, sign up to leave them below or feel free to leave a comment on my social media.

Back Issues [HulkaMAYnia]: Tales to Astonish #90/91


Since his explosive debut in May 1962, Stan Lee and Jack Kirby’s gamma-irradiated Jade Giant has been one of their most recognisable and successful characters thanks, in large part, to the Incredible Hulk television show (1977 to 1982) catapulting the Hulk into a mainstream, pop culture icon. The Hulk has been no slouch in the comics either, being a founding member of the Avengers and undergoing numerous changes that have made him one of their most versatile and enduring characters, so what better way to celebrate all things Big Green than by dedicating every Sunday in May to the Green Goliath?


Writer: Stan Lee – Artist: Bill Everett

Story Title: “The Abomination!”
Published: 10 January 1967 (cover-dated April 1967)

Story Title: “Whosoever Harms the Hulk…!”
Published: 14 February 1967 (cover-dated May 1967)

The Background:
Created by Marvel legends Stan Lee and Jack Kirby, Doctor Robert Bruce Banner’s monstrous alter ego, the Incredible Hulk, was inspired by the story of a hysterical mother using superhuman strength to rescue her child and classic screen monsters Frankenstein’s Monster and Doctor Jekyll and Mister Hyde. Initially debuting as a stone-grey figure, the character soon gained his trademark green hue and became a fixture of Marvel Comics thanks to expansions of his lore and character and the popularity of the live-action television series. Stan Lee also had a hand in creating some of the Hulk’s most memorable enemies; having birthed the Hulk’s intellectual superior, Samuel Sterns/The Leader, alongside Steve Ditko about three years prior, Lee and artist Gil Kane introduced Marvel readers to one of the Hulk’s most persistent physical rivals, Emil Blonsky/The Abomination, in this two-part tale. Lee came up with monster’s unique name and reportedly instructed Kane to make the Abomination bigger and stronger than the Hulk to make for some fun conflicts. Over the years, the Abomination has been through almost as many changes as his lifelong rival, being a savage brute, a schemer, and a figure of redemption. His impact on the Hulk’s life has been so influential that he’s featured in numerous Marvel cartoons; although he made his live-action debut in the unfairly overlooked The Incredible Hulk (Leterrier, 2008), it would be some thirteen years before he would return to the Marvel Cinematic Universe.

The Review:
Our story begins with the Green Goliath embarking on an unstoppable rampage thanks to the manipulations of a cosmic being I’m personally unfamiliar with but who calls himself “The Stranger”; believing that humanity is a blight that needs to be eradicated, the Stranger has set the Hulk to work wiping the planet clean of humankind’s influence, and the Hulk is only too happy to give in to his anger. Already harbouring a resentment and animosity towards the “puny humans” who hate and fear him, the Hulk wrecks a suspension bridge and prepares to lay waste to a missile base when he’s suddenly hit with an intense pain in his head that not only causes him to fall, but also triggers his transformation back into cursed Gamma scientist Bruce Banner. This has the knock-on effect of severing the Stranger’s mind control, but Banner is terrified at the prospect of the Hulk resurfacing and continuing the Stranger’s work and resolve to destroy the Hulk (and himself, if necessary) once and for all using the “Gamma Ray Machine” he created and which just so happens to be at the very base he’s found himself at.

While Banner broods and Ross blusters, a foreign agent undergoes an incredible transformation!

Nearby, the cantankerous General Thaddeus “Thunderbolt” Ross is determined to root out the man behind a recent assassination attempt on his daughter (and Banner’s flame), Betty Ross; also Major Glen Talbot assures Ross that it’s just a matter of time before the foreign agent is discovered, Ross explodes in anger and demands that they find the perpetrator before they can endanger the missile, giving his men orders to shoot to kill if necessary. Betty is distraught that there’s been no word from Banner for some days and fears for his life as long as he shares a body with the Hulk; she’s so devastated at the idea of losing him that she pays no mind to Talbot’s attempts to insert himself in Banner’s place. Meanwhile, in Banner’s lab, Ross’s spy (whom we know as Emil Blonsky but who isn’t named in this story), is snooping around in the guise of a soldier and trying to snap pictures of Banner’s vaulted Gamma Ray Machine. Although Banner returns at that very same moment, intending to use the machine on himself, he’s spotted and arrested by military police and the smug Talbot, who refuses to listen to his pleas. Amused by the turn of events, Blonsky comes out of hiding and investigates the machine, activating it out of sheer curiosity and bathing himself in an intense dose of Gamma radiation. The result is his instantaneous transformation into a hulking, green-skinned, lizard-like monstrosity; thanks to stepping out of the Gamma rays early, this Abomination is able to retain his intellect and revels in his newfound super strength, which he believes will make him “master of the world–of the whole universe!!” and promptly destroys the machine so that none will challenge his invincibility.

The Hulk is overwhelmed by the superior strength and intellect of his newest foe.

The Abomination’s subsequent rampage through the base catches the eye of the imprisoned Banner, who willingly transforms into the Hulk as only his alter ego has a chance of opposing this new Gamma monster. Ripping open his cell, the Hulk leaps into the fray but quickly finds that the Abomination is not only smarter thanks to not being a mindless brute, but also more powerful as he was conveniently subjected to a more powerful dose of Gamma radiation. Consequently, Ross, Talbot, and Betty can only watch on in horror as the Abomination asserts his dominance and brutally beats the Hulk into unconsciousness, clearly establishing himself as a formidable threat, and that Blonsky is oddly concerned that he wouldn’t survive the military’s counterattack so he kidnaps Betty and flees from the base. Driven to desperation by the events he’s witnessed, Ross has no choice but to order his physicians to try and save the Hulk’s life; while the surgeon is initially baffled by the half-dead creature’s physiology, perennial sidekick Rick Jones bursts into the facility to suggest using Gamma electrodes to revive the beast and, in panels that owe more than a debt to Frankenstein (Whale, 1931), the Hulk lives again! Believing the soldiers are trying to contain him, the Hulk refuses to listen to reason and even swats Rick aside, vehemently denying his tearful pleas for help, until the mention of Betty’s name causes him to calm down and revert back to Bruce Banner.

Although Banner devises a workable plan, the monster’s rematch is abruptly interrupted.

Cutting through Ross’s bluster and inconsolable babble and prejudice, Banner comes up with a plan to lure the Abomination back to them, rather than confront his great power directly, and reconfigure his “Infinite Weapon” to nullify Blonsky’s strength with “Infra-Gamma Beams”. Begrudgingly, Ross orders his technicians and soldiers to follow Banner’s every command as they race to perform the necessary adjustments, and the Abomination willingly returns to the site, drawn by the allure of the Gamma radiation, though everyone, even Rick, is unsure as to how Banner plans to oppose such a fearsome monstrosity. The Abomination bursts into the laboratory, setting down Betty and preparing to finish off Banner, but is surprised when the machine causes him incredible pain and saps his mighty strength. It’s at this key moment that Banner uncontrollable turns into the Hulk and the two Gamma Giants set about having a rematch. Although they bash each other through walls and promise to really go at each other, the Stranger chooses this moment to return to the story; watching from “a thousand galaxies away”, he begins to consider that humanity might not be beyond all hope if a brute such as the Hulk can be so valorous and chooses to take the Abomination for his own needs. He also completely removes the influence he had over the Hulk’s mind but, while he’s met with congratulations and a semblance of gratitude from even General Ross, the Hulk chooses to head back out into the world alone once more.

The Summary:
The Abomination’s debut is much more the type of Hulk story I’m used to; by this point, Bruce Banner’s dual identity is well known and his adventures follow a very simple formula of him wandering around the country, desperately trying to avoid conflict, all while the Hulk threatens anyone and everyone around him and lashes out at those he deems to be a threat. Unfortunately, I didn’t think much to Gil Kane’s artwork, especially on the Abomination and the Hulk’s face, both of which look to little too simplistic and goofy for my tastes. I did enjoy the twist of the normally unreasonably antagonistic General Ross absolutely snapping when the Abomination kidnaps Betty; he’s so traumatised by this that he’s forced to not only rely on the Hulk and Banner for help, but even revive the Green Goliath and order his men to follow Banner’s every instruction. It’s an interesting twist on his usually staunchly anti-Hulk/Banner mindset, kind of like whenever J. Jonah Jameson is forced to eat crow, though I was interested to see that Major Talbot was actually arguing in favour of Ross’s hated enemy on more than one occasion. Similarly, I liked that Banner got to do a little more than just wallow in despair and self-pity; he puts his genius mind to work creating a trap to lure in the Abomination and sap his strength, though it was a little too contrived that all of Banner’s machinery and work just happened to be at this military base. The Hulk is pretty much exactly as he’s always presented, with the added wrinkle that he’s suffering from the influence of the Stranger; this doesn’t really seem to change his character all that much, however, as it’s hardly an uncommon occurrence to see the Hulk going on an all-out rampage for the smallest of reasons.

The Abomination’s strength is so great that it takes brains, not brawn, to challenge him.

This is potentially the first time that the Hulk has ever faced a foe as physically imposing as him, however; he fought Groot (no, not that one) a few years earlier but as far as I can tell most of his more monstrous foes made their first appearances after this story. Consequently, the Abomination makes quite the impact; not only does he retain his intelligence, allowing him to out-think the Hulk, but he’s portrayed as being significantly more powerful, knocking the Hulk out and beating him almost to the point of death in their first encounter. However, the praise kind of stops there; the explanations behind Blonsky’s retained intelligence and greater strength and paper thin and it’s really weird that he would choose to flee after besting the Hulk as he would surely have even less reason to fear the military’s weapons than the Green Goliath. The Abomination’s greater intelligence also doesn’t really translate into any kind of impressive strategy either; immediately drunk on his newfound power, Blonsky sets his goals as lofty as conquering the entire universe, than smashes the place up a bit, and then resorts to kidnapping Betty. He doesn’t even use her as a means to give the Hulk pause to attack and abandons her the moment he arrives back at the base, but worst of all is the fact that this Stranger’s intervention cuts short his rematch with the Hulk simply to keep the Abomination’s threat unchallenged. Overall, this wasn’t a bad two-part story but it definitely wasted its potential; there was so much that could’ve been done with the duality of these monsters, the twist of Ross having to rely on his enemy, and seeing the Hulk and the Abomination tera up the base of the countryside but the story instead plays it very safe and simply hands the Hulk a decisive loss and has his newest (and presumable most powerful) villain left out in the world (well, cosmos) to no doubt hound him again at some point.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy the Abomination’s debut? Did you read it when it was first published and, if so, how did you think the Abomination compared to other Hulk villains? What did you think to the idea that the Abomination was not only smarter but stronger than the Hulk? Would you have liked to see a proper rematch between the two in the second part? What are some of your favourite fights or moments between the Hulk and the Abomination? Who is your favourite Hulk villain? Whatever you thoughts on the Abomination (and the Hulk), feel free to share them below or leave a comment on my social media and be sure to check in again next Sunday for more Hulk action!

Movie Night [May the Sith]: Star Wars: Episode VII: The Force Awakens


While May 4th is known the world over as Star Wars Day, many also choose to extend the celebrations of the course of three days, with one of them being the “Evil Star Wars Day” of May 6th (as in “Sith”). This year, I’ve been using the three Star Wars Days as the perfect excuse to go plug a few holes in my Star Wars reviews.


Released: 18 December 2015
Director: J. J. Abrams
Distributor: Walt Disney Studios Home Entertainment
Budget: $259 to 306 million
Stars: Daisy Ridley, John Boyega, Adam Driver, Oscar Isaac, Domhnall Gleeson, Carrie Fisher, and Harrison Ford

The Plot:
Thirty years after the Galactic Empire was defeated, the “First Order” constructs a devastating, planet-sized superweapon to decimate the New Republic. The galaxy’s only hope is Rey (Ridley), reformed First Order Stormtrooper Finn (Boyega), and crack Resistance pilot Poe Dameron (Isaac), who search for a long-lost map to reclusive and disgraced Jedi Master Luke Skywalker (Mark Hamill) while being hounded by the First Order’s malevolent and brutal enforcer, Kylo Ren (Driver).

The Background:
It’s safe to say that the Star Wars Prequel Trilogy struggled to live up to the lofty expectations set by George Lucas’ original three Star Wars films; although relatively profitable ventures, the films were divisive, to say the least, and lead to one of the most beloved spin-offs in the franchise, Lucas was so burned by the experiences and backlash that he refused to make any further films. In 2012, Lucas sold his lucrative franchise to Disney for $4 billion and they immediately set about developing a series of spin-off feature films to further flesh out the Star Wars saga, spearheaded by a long-awaited seventh entry in the space opera saga. Although he consulted with Lucasfilm’s new president, Kathleen Kennedy, on story ideas for their new trilogy, he was hurt when they discarded his input and proceeded without him, bringing in J. J. Abrams to direct, contribute to the script, and help lay plans for the trilogy. In addition to bringing back as many names from the Original Trilogy as possible, Abrams brought in fresh, young, up-and-coming faces to be part of his new film, which relied just as much on practical effects as it did CGI to evoke the spirit of the films that started it all. Naturally, anticipation was high after even the most basic of teaser trailers, and the film’s $2.068 billion worldwide box office made it the highest-grossing film of 2015. The film was also met with overwhelmingly positive reviews; critics praised the film as a return to form for the franchise, the balance between nostalgia and new content, and even heralded it as the best Star Wars film since the Original Trilogy. Others, including Lucas, found it somewhat derivative, but Disney ploughed onwards with their Star Wars plans, for better or worse, regardless, producing two additional sequels as well as new videogames and spin-off movies to turn a profit from their acquisition.

The Review:
I’d like to make one thing perfectly clear right off the bat: I’m a big Star Wars fan. Growing up, the franchise was something of an elusive enigma for me; my friends were huge fans, we all played the games and enjoyed the Expanded Universe novels, but actually watching the Original Trilogy was pretty difficult in the mid-nineties. Even when then the remastered versions were released, it wasn’t exactly cheap to buy or rent them, so expectations were pretty high for the Prequel Trilogy. Sadly, they largely killed off a lot of the excitement I had for the franchise; they screwed up or outright erased the Expanded Universe novels, replaced fun space adventure and action with wooden performances and dull subplots, and generally failed to meet the standards of the Original Trilogy. I was therefore glad when it seemed like we wouldn’t get any more Star Wars films, and extremely pessimistic when Disney announced the production of a new Sequel Trilogy. I found the first teaser trailer incredibly underwhelming as it showcased basically nothing except another desert planet and the return of fan favourites Han Solo (Ford) and Chewbacca (Peter Mayhew/Joonas /Ian Whyte), and I was more than a little annoyed that the new films wouldn’t be drawing inspiration from what I still consider to be the “real” Sequel Trilogy, Timothy Zane’s Thrawn books (1991 to 1993). However, the secrecy surrounding the film had me intrigued and I was excited at the prospect of seeing how the Star Wars universe had changed thirty years after the Rebellion defeated the evil Galactic Empire. Sadly, The Force Awakens gets off to a bad start right from the opening crawl: Luke’s disappeared and, without him, there’s apparently nobody to oppose the uprising of the First Order. Consequently, Princess Leia Organa (Fisher), now a General in the New Republic’s Resistance movement comprised of new allies and former Rebels, sends her best pilot, Poe, to meet her old ally, the hitherto-unknown Lor San Tekka (Max von Sydow in a completely throwaway role), to get information on Luke’s whereabouts to help turn the tide.

While the Jedi may have become myth, Poe is determined to oppose the First Order with the Resistance.

So, immediately, there’s a sense that everything that’s old is new again; I honestly thought this film would be a chance to see the roles reversed a bit and have the remnants of the Empire be reduced to a rag-tag group of ships and terrorists trying to strike back against the overwhelming benevolence of the New Republic but, instead, the Empire is essentially back in the First Order, which is somehow so powerful that it threatens the entire New Republic! Not only that, but Luke is gone, despite Mark Hamill being so prominent in all the promotional materials for the film, and his absence is another in a long list of misguided decisions by the filmmakers in this film and its sequels. One thing I found particularly aggravating was just how quickly everyone forgot important concepts like the Jedi and influential people like Luke Skywalker. Just like at the beginning of Star Wars: Episode IV: A New Hope (Lucas, 1977), the Jedi are all but extinct and they, and even Luke, have passed into myth because, apparently, thirty years is enough time for people to forget anything. However, I think a lot of people miss that it’s only been two years since Ben Solo sacked the Jedi Temple and drove Luke into exile. While I can understand someone like Rey, who lives a remote and isolated life, thinking Luke was only a myth, this seems to be the prevailing thought amongst many of the side characters and there’s a definite sense that Luke’s been missing for far longer than he actually has. One decision I do agree with, however, is the introduction of fresh, new blood to the franchise and I have absolutely no issue with having new protagonists take centre stage as it brings us such brilliant characters as Poe Dameron, a hot-shot Resistance pilot who is both completely loyal to the ideals of the New Republic but also somewhat reckless out in the field. Still, he’s not an idiot; when Kylo Ren slaughters Lor San Tekka and his villagers on Jakku, Poe is smart enough to leave the map he received from Lor with his trusty droid companion, BB-8 (Bill Hader and Ben Schwartz), but feisty enough to backtalk Kylo Ren (he even takes a shot at him in a failed attempt to save Lor’s life) even when he’s painfully left at the dark tyrant’s mercy. Poe’s reputation as the best fighter pilot in the Resistance proceeds him, and even Kylo Ren is impressed by Poe’s resilience; this, alongside his skills as a pilot and his defiance, is a defining trait of Poe’s but even he’s only able to escape from the First Order’s clutches thanks to morally conflicted Stormtrooper FN-2187. Excited at the prospect of a daring, action-packed escape (and at piloting a TIE Fighter), Poe jumps at the chance and quickly forms a bond with the desperate FN-2187, whom Poe nicknames “Finn”. Although Poe seemingly perishes in their escape attempt, he randomly turns out to be alive later in the film, leading to an emotional reunion on Takodana with his newfound friend, BB-8, and the coming together of our three new protagonists to assault Starkiller Base.

Though she’s lived a sheltered life, Rey is a gifted pilot, mechanic, and a potential Jedi!

With Poe presumed dead, BB-8 is stumbled upon by scavenger Rey who, at this point, has no idea of her true heritage and believes that she was simply abandoned when she was a child (Cailey Fleming). Rey lives a hard life on the arid sands of Jakku, one that sees her foraging derelicts for meagre portions of food and living a life of solitude in the remains of an All-Terrain Armoured Transport (AT-AT). However, although she longs to journey to the stars, very much like Luke in A New Hope, she’s compelled to stay in the hopes that her parents will return for her. Self-reliant and strong-willed, Rey is something of a savage; she’s naturally paranoid and suspicious of others since she’s clearly spent her whole life fighting for what little food and possessions she has but does have an affinity for droids, which eventually causes her to fall in with Finn when he comes looking for BB-8 to honour Poe’s final wish. This finally gives Rey the opportunity to leave Jakku and she does so in style by piloting the dilapidated Millennium Falcon, which just so happens to not only be on Jakku but also the only ship available to them. Even more conveniently, Rey is not just the jack-of-all-trades but, seemingly, the master of them all; she’s able to speak multiple languages (including “droid speak” and Wookie), can repair, fix, and build machinery, is a naturally gifted pilot, and is also strong in the Force! It’s therefore not surprising that many have labelled her a “Mary Sue” since Rey just seems to magically be able to do everything because the script demands it and is quickly befriended by faces old and new alike. However, I don’t really have that much of a problem with Rey; sure, Daisy Ridley is the weakest of the main three actors for me and I personally found Jyn Erso (Felicity Jones) a far more compelling female lead in Disney’s new Star Wars films, but I enjoyed her wide-eyed hero worship of characters like Luke and Han, her feisty independent spirit, and her overall presentation as a lonely young woman trying to find her place in the galaxy and realising that she has far more potential than she ever realised.

While Finn isn’t the Jedi he seems to be, his moral compass is admirable and BB-8 adds to the charm.

BB-8 is more than just the newest cutesy mascot for the franchise, it’s a whole character in its own right; since R2-D2 (Jimmy Vee/Kenny Baker) is in standby mode for the majority of the film, and C-3PO (Anthony Daniels) is mainly just a glorified cameo who keeps banging on about his red arm (that’s never explained onscreen and disappears by the next film), BB-8 takes centre stage as the main robotic character of The Force Awakens. Despite only communicating in electronic bleeps, it’s absolutely exuding personality; you can tell that it greatly cares for Poe as a friend and is saddened when it thinks he’s died), and is both suspicious and amusingly supportive of Finn when they join forces with Rey. As fantastic as it is to see BB-8 realised as a largely practical effect (I still have no idea how they were able to pull off its rolling movement so seamlessly), it’s a bit odd that many characters understand its “droid speak”, which seems to be a lazy convenience by the writers. This is paralleled by perhaps the most intriguing of the three new protagonists, Finn. Those who have watched Star Wars’ many spin-off media may be familiar with Clone Troopers and Stromtroopers having individual identities and (probably) consciences, but this was the first time we’d seen a Stormtrooper be anything other than a nameless, faceless minion for the heroes to gun down in cold blood. Inducted into the First Order at an early age and forced into war, Finn is no mere pre-programmed clone or mindless soldier; he’s a frightened young man in over his head who is horrified at the merciless slaughter of innocents and the First Order’s oppressive ways. Finn is desperate to escape their wrath but frees Poe not just because he needs a pilot but because it’s the “right thing to do”. This edict guides Finn throughout the remainder of the film; moved by Poe’s apparent demise and trust, Finn takes up not only his newfound friend’s jacket but also his mission to return BB-8 and the map it contains to the Resistance. However, conscious that he will be unfairly judged if he openly admits that he’s a former First Order Stormtrooper, Finn desperately feigns being with the Resistance i to quickly earn Rey and BB-8’s trust, something he’s clearly unhappy about but his absolute terror of the First Order overrides his doubts. He’s seen first-hand what they’re capable of, and what they’re building, and is focused only on getting as far away from them as he can by any means necessary, but is morally unable to simply leave his newfound friends to wage a suicide war against Starkiller Base without his expertise.

Kylo Ren is a tortured, surprisingly complex, and explosive youth lashing out at everything he sees.

Another notable aspect of the film is new villain Kylo Ren; played with a magnificent imposing menace by the fantastic Adam Driver, Kylo Ren may look like a cheap knock off of Darth Vader (David Prowse/James Earl Jones) but that’s actually kind of the point and he’s much more than that. Considering that, beneath the imposing mask, he’s actually Ben Solo, Force-sensitive son of Leia and Han and grandson of Anakin Skywalker (Hayden Christensen), it makes sense that he’d model himself after the infamous Sith Lord and the fact that he keeps the shattered remains of Vader’s helmet just goes to show just how twisted his perception of reality is. Kylo Ren makes an immediate impact not just with his emotionless helmet and deep, semi-cybernetic baritone that oozes menace, but also by exhibiting a command over the Dark Side that we haven’t really seen before as he freezes a blaster bolt in mid-air. Kylo Ren showcases a knack for forcibly drawing information from his victims using the Dark Side of the Force, penetrating their mind and feelings in order to both torture and manipulate them and learn what he needs, but he’s also an extremely explosive and unpredictable individual. Originally a Jedi prodigy, he was a student of Luke’s but found himself seemingly betrayed by his master, destroying the Jedi training grounds, and killing all but a few similarly inclined Jedi and recruiting them into his poorly defined “Knights of Ren”. Thanks to the influence of Supreme Leader Snoke (Andy Serkis), Ben is turned against his friends and family and assumes the role of “Kylo Ren” but remains a tortured and conflicted young man who lets his anger and insecurities get the best of him. Overwhelmed by these dark feelings, Kylo Ren regularly lashes out in volatile anger when he’s bested and is seemingly driven by an innate desire to destroy all remnants of his past, no matter how badly it pains him to do so.

Sadly, the film squanders many of the First Order’s more promising elements.

The First Order is largely comprised of obedient Stormtroopers and extremist military commanders, just like the Empire, but there are a few standouts amongst their ranks: first and foremost is General Hux (Gleeson), the young and cruel-hearted commander of the First Order’s military forces. A proud and stubborn man, Hux believes whole-heartedly in the training standards of his Stormtroopers and the might of his military (he’s particularly proud of his ludicrous planet-destroying Starkiller Base) and delivers rousing speeches of hatred and vitriol in a pretty explicit allusion of Adolf Hitler’s public addresses. General Hux and Kylo Ren have a tumultuous relationship, to say the least, in which they both vie for the attention, and approval, of Supreme Leader Snoke; this means they continually butt heads over the best methods to advance the First Order’s cause and have a professional rivalry that borders on antagonistic since they have little respect or liking for each other. However, all in all, The Force Awakens really squanders some of its new characters; Captain Phasma (Gwendoline Christie) looks visually impressive and intimidating with her striking reflective Stormtrooper armour and blunt commanding voice, but she does literally nothing except exist on the periphery and be easily coerced into helping the heroes infiltrate Starkiller Base. It’s not even more explicit whether she perishes in the planet’s destruction or not, and I have no idea why the filmmakers didn’t have it be her who confronts Finn on Takodana rather than a random Stormtrooper. Perhaps the most glaring and almost insulting inclusion in the film is the First Order’s malformed and malevolent figurehead, Supreme Leader Snoke; seeming to be a mutilated giant thanks to only appearing as an ominous hologram, this poorly-veiled stand-in for the far more enigmatic and memorable Emperor Palpatine (Ian McDiarmid) irked me no end when I first saw the film and continues to vex me now not just for how poorly his story was cut off at the knees in the subsequent sequels but because he really wasn’t necessary to the films at all. For me, including another wizened, decrepit, malicious Sith Lord just took away from the agency and independence of Kylo Ren’s character. Once again, it was a case of the same old thing as a promising Jedi recruit fell under the sway of a dark influencer and pledged his fealty to this supposedly all-powerful Dark Sider and I just feel like characters like General Hux and Kylo Ren would’ve been stronger without this puppet master looming over them and allowed them, and Captain Phasma, to take the spotlight as the three main figureheads of the First Order.

The film’s new characters are joined by all the familiar faces, now older but larger in their same roles.

After escaping Jakku, Rey and Finn conveniently run across old favourites Han Solo and Chewbacca; having lost the Millennium Falcon some years prior and returned to his smuggling ways, Han walked away from the Republic after Ben’s turn to the Dark Side, with Chewie in tow due to his unending loyalty. Where he was once a sceptical, self-serving smuggler, Han is now a jaded veteran who has seen more than his fair share of conflict and knows the extent of the Force only too well. Both he and Chewie take an instant like to Rey over their mutual appreciation of the Falcon’s capabilities and their piloting and mechanical skills, but Han is initially more concerned with retaking his ship than joining the battle against the First Order. He’s swayed to aid them, however, after seeing the partial map BB-8 possesses; he grimly relates a version of Luke’s self-imposed exile, omitting key information like his relationship to Kylo Ren (which is just dropped in our laps with little fuss of fanfare by Snoke), and leads them to Maz Kanata (Lupita Nyong’o). This centuries-old sage very much fills the role of a Yoda (Frank Oz) archetype: she’s perceptive and wise, well versed in the nature of the Force, and even inexplicably has Anakin’s lightsaber, which Luke lost during his time in Cloud City. Han’s time on Takodana also reunites him with Leia after the Resistance fend off the First Orde’s attack; while Han is just as cynical as ever thanks to having lost his only son to the Dark Side, Leia remains the strong-willed beacon of hope that she always was. She commands respect from her Resistance fighters, who follow her lead without question and with unfaltering loyalty, and she also quickly forms an affectionate relationship with Rey. Her reunion with Han is one of both regret and joy; Han expresses remorse for all the wasted years he spent away from her, and (just as Luke did with Vader) she still maintains the hope that there’s good in Ben. Han promises to try and reach him, which ultimately proves to be his downfall; in an emotional confrontation, Han pleads with Ben to give up his crusade and ends up run through by Kylo Ren’s lightsaber in the troubled youth’s frantic desire to cut off all emotional attachments to his past. However, in his last moments, Han shows nothing but affection for his misguided son and, though it costs him his life, his sacrifice wouldn’t be in vain and would pay an integral part in Ben’s eventual (if questionable) redemption.

The Nitty-Gritty:
Despite my dislike for many of the decisions made in this film and the sequels, I do have to praise the script; character dialogue is especially entertaining, with the rapport between Poe and Finn being a notable highlight. It’s not just lines like Poe’s “who talks first?” line and Finn’s “I am with the Resistance” exchange with Rey that stand out either; BB-8’s hesitation at trusting Finn and then giving him a “thumbs up” is not only a sweet moment that influences the droid with more personality than I ever could’ve imagined but also extremely amusing, and little touches like Stormtroopers slowly backing away when Kylo Ren is losing his shit and cameos by the likes of Daniel Craig really help to elevate the script and even the most insignificant characters far beyond the stilted delivery churned out in the Prequel trilogy. Indeed, the performances are commendable across the board; the wit and banter exhibited is natural and amusing, Kylo Ren’s menace is threatening and imposing, General Hux is suitably over the top, and even Harrison Ford seems to be enjoying himself. Not only that but the film is peppered with little moments that help to I remember coming out of the film the first time I saw it and being won over by the character interactions alone; The Force Awakens was a breath of fresh air after the often wooden and awkward line delivery of the Prequel Trilogy, though don’t let this fool you into thinking that the actual plot is anything other than a shameless rehash of the best and most memorable aspects of the Original Trilogy.

The film does a fantastic job of recreating the look and feel of the Original Trilogy.

Another massive positive of The Force Awakens is its visual presentation. The abundance of practical effects is greatly appreciated; the First Order Stormtroopers actually wear suits, there’s physical ships, sets, and locations for characters to get into and interact with, and even BB-8 is a wholly practical effect. While there’s obviously a great deal of green screen and CGI involved in the film, it’s nowhere near as noticeably as in the Prequel Trilogy, which makes everything much more enjoyable to watch as it feels like things are actually happening rather than being created. Even now, despite my many issues with the film and its sequels, I can’t fault the special effects; it’s pretty bloody cool to see Rey scavenging a crashed Star Destroyer and to see it buried deep in the sand, the Millennium Falcon’s exhilarating escape from Jakku is as thrilling as any of the other space battles in the film, and there’s clearly been a great deal of love and care put into recreated the “lived-in”, practical feel of the Original Trilogy to juxtapose the limited resources of the Resistance and backwater worlds like Jakku with the technological might of the First Order. When CGI is used, it’s presented far less like some PlayStation 3-era videogame and in a way that allows ships and creatures to seamlessly appear part of their environment thanks, largely, to existing alongside traditional practical make-up effects and animatronics. This makes everything feel much more “real” and believable as characters are actually, physically in a space and at the controls of their crafts, which makes the many space skirmishes and action sequences all the more exciting. Perhaps the only real downside is the baffling inclusion of the monstrous Rathtars aboard Han’s new smuggling vessel, an inclusion simply made to get Han and the others out of a bind that didn’t need to exist as calling Han’s issues with the gangs looking to collect on him really doesn’t go anywhere, but seeing all the classic Star Wars ships in action once again was an undeniable thrill made all the more commendable by them having imperfections and being presented faithfully to their original depictions abut augmented, rather than overwhelmed, by CGI.

Of all the derivative aspects from the Original Trilogy, Starkiller Base is the most glaring inclusion.

However, I remain aggravated by the many allusions to the Original Trilogy that are peppered throughout the film; I enjoy nostalgia as much as the next person but The Force Awakens pulls so much from the first three films that it’s easy to see why so many found it derivative. Rey is a lonely girl living on a desert planet who dreams of the stars (just like Luke), there’s a mystery around Luke and the Jedi that’s almost exactly like Luke experiences at the start of his journey, and the First Order is just the Empire in new clothing as they pilot the same ships and are a malevolent and overwhelming force for the heroes to fight against. It doesn’t end there, though: Han’s confrontation with Kylo Ren is very reminiscent of Luke’s iconic run-in with Darth Vader in Cloud City, Poe hides a vital piece of information in a droid just like Leia did, Kylo Ren is introduced in a manner very similar to Darth Vader and even interrogates Rey much like Vader did to Leia, Maz’s castle very much evokes the same feeling of danger and debauchery as the Mos Eisley Cantina, and even the disgusting Unkar Plutt (Simon Pegg) isn’t a million miles away from Jabba the Hutt (Declan Mulholland/Scott Schumann). But perhaps the most glaring of all is Starkiller Base itself, a planet-sized weapon capable of destroying the New Republic’s core worlds in one shot, apparently regardless of where those planets are located in the galaxy. As ominous and dangerous a threat as the Death Stars were, those were merely the size of moons; Starkiller Base dwarfs them in comparison (because bigger is always better, right?) and is five times as dangerous with its ludicrously power and impractical main cannon. It makes you wonder how the First Order are able to aim their weapon; like, what if their targets are further away, or on the other side of the planet? And how in the absolute hell did the First Order find the time and resources to build such a preposterous weapon? It took the Empire thirty years to build the Death Star and, in less time, the First Order were apparently able to partially hollow out a planet, install all their machinery, and develop the technology to harness the power of a star all to destroy five worlds. Starkiller Base is not only far more impractical and far more immobile than the Death Stars, its power is also much more finite as surely it will eventually suck that star dry? And, to make matters worse, the First Order learned nothing from their predecessors and failed to account for glaring weaknesses in their doomsday weapon that allow a rag-tag fleet of Resistance fighters and ground troops to destroy it from the inside out (a victory that you would think would spell the end of the First Order but, somehow, they’re apparent stronger than ever in the sequel despite surely the vast majority of their forces being stationed on that world?)

For me, the film really wastes a lot of the potential to do something new with the franchise.

However, The Force Awakens’ problems go beyond just banking on nostalgia; I can understand that, but what I can’t understand (and still can’t understand) is just how off the mark so much of its narrative is. As great as the new characters are the as heart-warming as the call-backs and attention to detail is, the execution is just so bafflingly off in so many ways that just caused a ripple effect that messed up the subsequent sequels as well. This includes annoyances like Kylo Ren’s unmasking not being saved for his confrontation with Han rather than being wasted on Rey’s interrogation, not getting a sense of how the galaxy has changed since the New Republic was formed, not seeing Luke training new Jedi, Han and Leia being separated, Rey’s origins being left vague simply as a sequel hook, and not getting to see anything of the last thirty years of these character’s lives. Hindsight is a beautiful thing, and it’s easy to say what they “should have” done, but I was restructuring this movie in my head within minutes after leaving the cinema. I would’ve had Leia and Han be together as supporting characters and highlighted their new struggles as politicians rather than freedom fighters so we could see them as new characters, rather than the same ones but older. I would have had Rey and Ben be cousins or siblings and Luke’s finest students and have Ben’s turn to the Dark Side be a gradual thing that peaked in the second movie. Or I would have removed Snoke completely and restructured the First Order so that Hux commands the military, Kylo Ren leads his acolytes as the “muscle” (maintaining their professional rivalry), and given more screen time to Captain Phasma as the front-line commander of the troops. I definitely would have had the First Order be a small, but aggressive, terrorist force that attacked key targets (and named them something a bit less obnoxious), and maybe had Kylo Ren seek out Luke’s scattered Jedi to kill or recruit them. I would have definitely made more of Finn being Force-sensitive and carry it through, possibly even at the cost of Rey’s Force ability, and absolutely would have changed the depiction of Starkiller Base! The focus of the film should have been on intercepting a vital component or power source for an unrevealed First Order weapon; we should see only the interior and glimpses of their hidden base and recruitment centre until the finale and Starkiller Base should have been saved for the third film as the ultimate threat. The Resistance could have then destroyed a factory or facility the First Order had overtaken, not built, on a moon for a similar finale. I’m okay with Han dying but I do think it should’ve been saved for the next film so we could get more screen time with Ben and Rey and just a better sense of why we should care that this random new character turned bad beyond him being Han Solo’s kid.

Han’s sacrifice pushes Rey to find her true self, and allows the Resistance to pinpoint Luke’s location.

To be fair, though, Han’s death causes anguish not just for Leia and Chewie, but also for Rey, who had very quickly come to see him as not just an icon but a father figure of sorts. This only exacerbates her hatred and vendetta against Kylo Ren, who intimidated her, tortured her, threatened her newfound friends, and embodies all of the wanton destruction and evil of the First Order. Thanks to Han’s sacrifice, the shield generator around Starkiller Base is lowered, allow Poe to strike the thermal oscillator and set off a chain reaction that tears the planet apart; despite this, and being injured, Kylo Ren purses Finn and Rey into the nearby woods and a final confrontation goes down. Unfortunately for Finn, he’s not the potential Jedi the film leads us to believe he is and he suffers a seemingly devastating injury at Kylo’s hands; Kylo is then stunned when his attempts to reclaim his grandfather’s lightsaber are met with failure and the blade instead finds itself into Rey’s hands. Incredibly, despite having absolutely no training with the weapon and the unpredictable nature of her Force powers, Rey is able to more than hold her own against Kylo Ren, who is fascinated by her and the potential she has and attempts to sway her towards the Dark Sides. However, Rey is so incensed at Kylo’s actions that she angrily rebukes his offer and attacks with everything she has; Kylo’s fighting style is far more refined and deliberate and much different to other Force users we’ve seen so far. His lightsaber is styled after a traditional medieval sword and literally splitting with energy, but his movements are heavy-handed and fuelled by strength and rage, something he only exacerbates by repeatedly beating his chest and worsening the pain from his injury to increase his pain and anger. Ultimately, their duel is interrupted by the destruction of Starkiller Base but, while Kylo lives to fight another day, he’s left with an absolutely brutal scar across his face and the Resistance is finally able to complete the map and pinpoint Luke’s location. The ending then becomes this really rushed finale as Artoo is reactivated and Rey takes Hans place aboard the Millennium Falcon to confront Luke on the remote world of Ahch-Toh, where the film ends with an awkward stare down between the two. Personally, considering that Luke really wasn’t in the film at all, I think it would’ve been better to end the movie with the Resistance completing the map and save Rey’s trip to Ahch-To for the sequel as it really fell flat for me, despite how cool it was to see Luke as a wizened hermit.

The Summary:
I find myself conflicted over Star Wars: Episode VII: The Force Awakens. On the one hand, it’s a brilliant love letter to the Original Trilogy, dusting off all the familiar ships and characters and tropes that made George Lucas’ films so iconic. The use of practical effects is incredibly appealing, and the use of physical sets, props, and locations really helps to capture the same feeling evoked in those first films, before Lucas went all crazy with the CGI. The new characters are great as well; they all exude a great deal of chemistry and charisma and have a great rapport with each other. The friendship between Finn and Poe, and Finn and Rey, was far better and more believable than any relationship seen in the Prequel Trilogy and Kylo Ren made for a surprisingly complex villain who did in one movie what three films struggled to do with Anakin Skywalker. Equally, I have few faults with the dialogue and characterisations; even one-dimensional villains and periphery characters show some personality either through some snappy line delivery or a striking visual look, and BB-8 was a fantastic little droid to add to the Star Wars ensemble who managed to stand out as unique amongst its peers. However, on the other hand, there’s the sheer banality of the whole thing; at its core, it’s just A New Hope again, with elements of the other two films tossed in and weaved into the narrative simply to cash-in on nostalgia and familiarity.  There’s no real sense of progression here; yes, we have fresh new faces, but the galaxy seems to be exactly the same as we last left it except that the characters we grew up idolising have gotten older, wearier, and largely walked away from their responsibilities. We’re told a few things about what happened in the interim, but I know that I, personally, would much rather have seen it or at least seen some indication of it rather than just falling back on a safe status quo but with a new coat of paint. I think that sums up my feelings on The Force Awakens quite well: it’s too safe. There’s no real attempt to try anything new, just rehashing what we’ve seen before and underdelivering on potential new storylines as a result, and it’s especially disappointing given how experimental and different Disney’s Star Wars projects would eventually become after their Sequel Trilogy failed to live up to expectations. It’s probably still the best of the Sequel Trilogy for me, but that’s really not saying much, and The Force Awakens continues to just be a huge missed opportunity to try something new that spiralled into a nosedive with the next two sequels.

My Rating:

Rating: 3 out of 5.

Pretty Good

Are you a fan of Star Wars: Episode VII: The Force Awakens? Did you find it to be a decent start to the Sequel Trilogy and how would you rank it against other films in the Star Wars saga? Which of the three new protagonists was your favourite? Did you enjoy seeing a Stormtrooper have a crisis of conscience? What did you think to Rey and did you find her a little too perfect as a character? Were you a fan of Kylo Ren? What are your thoughts on the use of nostalgia and did you like the narrative presented in the film? Were you shocked by Han’s death and annoyed that Luke was basically a glorified cameo? I’d love to see your thoughts on The Force Awakens in the replies below or on my social media, so feel free to share your opinions, good or bad, and thanks for joining me for three more days of Star Wars!

Movie Night [Revenge of the 5th]: Rogue One: A Star Wars Story


Although May 4th is known the world over as Star Wars Day, many also choose to celebrate the popular, generation-spanning science-fiction saga on May 5th as a play on the word “Sith”. This can extend Star Wars Day into three day celebration of the influential science-fiction series and, as a result, is another great excuse for Star Wars fans to celebrate the beloved franchise in a variety of ways.


Released: 10 December 2016
Director: Gareth Edwards
Distributor: Walt Disney Studios Motion Pictures
Budget: $200 to 265 million
Stars: Felicity Jones, Diego Luna, Ben Mendelsohn, Donnie Yen, Mads Mikkelsen, Alan Tudyk, Riz Ahmed, Jiang Wen, and Forest Whitaker

The Plot:
When construction of the Galactic Empire’s planet-killing superweapon stalls, Director Orson Krennic (Mendelsohn) coerces scientist Galen Erso (Mikkelsen) to complete the space station. Years later, Galen’s daughter, Jyn (Jones), is reluctantly recruited by the Rebel Alliance to retrieve a holographic message from her father that may hold the key to destroying the “Death Star” ahead of schedule.

The Background:
In 1977, George Lucas brought the world Star Wars for the very first time with the release of Episode IV: A New Hope. Essentially a “space opera” in the style of pulp science-fiction serials like Flash Gordon (Stephani, 1936), Star Wars went through many drafts before becoming the influential sci-fi masterpiece we know and love today. Almost immediately, Star Wars became a phenomenon that inspired not just one generation but, thanks to multiple sequels and lucrative merchandising, numerous generations for years to come. In 2012, Lucas sold his lucrative franchise to Disney for a cool $4 billion who immediately began developing not just a whole new trilogy of movies but also a series of spin-off feature films to further flesh out the Star Wars saga. Envisioned a more of a grounded war film compared to the grandiose space adventure of the other Star Wars movies, Rogue One had an interesting development as numerous reshoots fundamentally altered several presumed aspects of the story. Upon release, the film went on to gross over $1 billion at the box office and became the second-highest-grossing film of the year; yet, despite receiving generally positive reviews, I often see a lot of people talking down about this film. For my money, it’s better than the entire Sequel Trilogy combined and probably my second-favourite Star Wars movie after Episode V: The Empire Strikes Back (Kershner, 1980).

The Review:
Rogue One was quite the experimental project at the time; foregoing many of the recognisable elements and tropes of the Star Wars saga (including the traditional opening crawl), the film filled the gap between Episode III: Revenge of the Sith (Lucas, 2005) and A New Hope by telling the events that led to the Rebel Alliance acquiring the Death Star plans that kicked the entire saga in motion. The linchpin of this is Galan Erso, an Imperial scientist who, disillusioned with his work being used to subjugate and destroy others, walks away from the Empire in order to raise his daughter, Jyn, and live out his days as a simple farmer. However, when Orson Krennic arrives and murders Galan’s wife (Valene Kane) in front of him, Galan is forced to return to work in order to keep Jyn safe from Imperial reprisals. He spends the next fifteen years paying the role of dutiful, down-trodden subordinate to bring the Death Star to completion all while secretly including a well-hidden weakness into the space station and conspiring to deliver this information to the Rebel Alliance.

Jyn is inspired by Saw to take an active role in the fight against the Empire.

Galan isn’t in the film much but he’s an interestingly complex character thanks, largely, to the range and ability of Mads Mikkelsen, who commands the screen every time he appears on camera. Though the Rebel Alliance believes Galan to be a traitor and orders his assassination under the pretence of extraction, Jyn remains steadfast in her belief in her father’s morals, even more so when she views the holographic recording he made professing his true intentions and subterfuge. Jyn herself is a serviceable enough character; given when Rogue One was released, one cannot help but compare her to fellow Star Wars protagonist Rey (Daisy Ridley) and, arguably, Jyn is the stronger and more interesting character as she has a bit of a chip on her shoulder, she isn’t immediately the best at everything she does, and she is largely more interested in her own survival rather than getting swept up in the rebellion against the Empire. Her outlook changes after reuniting with her surrogate father, Saw Gerrera (Whitaker), and viewing her father’s message; after seeing the lengths her father went to to deceive the Empire and keep her safe, she does an almost immediate about-turn and is all for fighting for hope, however small, rather than emotional, misdirected rebellion. A competent and independent female character, Jones is believable enough at portraying an “Everywoman” character but is, perhaps, a little lacking in her delivery of certain lines and feeling like a truly organic piece of this universe. Compare her to Cassian Andor (Luna), for example; little more than a war-weary assassin of sorts, Andor is a bitter and pragmatic individual who may not like having to get his hands dirty for the Rebellion but is willing to do so since he is 100% committed to their cause.

As great as Krennic is, I think it would’ve been better to just cast Mendelsohn as Tarkin instead.

There are many layers to Andor’s character as he executes a friend and fellow Rebel (Daniel Mays) without hesitation rather than risk them getting caught and is more than willing to do the same to Galan until Jyn’s passionate plea causes him to question himself. Eager to atone for the blood he has shed in the name of the Rebellion, Cassian willing volunteers himself for what amounts to little more than a suicide mission against the Imperial garrison where the Death Star plans are being held and switches his allegiance just as fully to Jyn’s rogue team of Rebels. The Rebels are directly opposed by Orson Krennic, played with delicious relish by Ben Mendelsohn, who makes an immediate impact with his beautiful, clean white Imperial garb and Mendelsohn’s superb ability to steal every scene his in, chewing scenery at every opportunity to portray Krennic as a sadistic, ambitious, and self-serving scumbag. Krennic’s pride and joy is the Death Star, which was the product of his own design and direction, and he is driven to near desperation to ensure that the space station remains under his control and that credit is given to him and him alone for its unmatched power. This brings Krennic into direct opposition with Grand Moff Tarkin (Guy Henry/Peter Cushing), who openly talks down to Krennic and then immediately takes full credit for the Death Star after witnessing a mere fraction of its power. The digital effects used to bring Cushing back to life through Tarkin are impressive, if unavoidably noticeable; I can’t help but think it might have been better to either feature the character sparingly, in shadow or as a distorted hologram, or simply cast Mendelsohn in the role. The effect works but some scenes are better than others and it gets more than a little disturbing and perturbing when the character continues to crop back up again and again.

The Rogue One crew make the most of their few opportunities to shine.

While Krennic is sent into a desperate frenzy to tie up all the loose ends that might keep him from receiving his full recognition, his efforts are continually disrupted by the remainder of Jyn’s little band of misfits: while meeting with Saw in the remains of a Jedi Temple on Jedha, Jyn and Cassian successfully rescue Bodhi Rook (Ahmed), the pilot who carried Galan’s message, and hook up with the blind quasi-Jedi Chirrut Îmw (Yen) and his friend and bodyguard, of sorts, Baze Malbus (Wen). These three characters have more personality and are more likeable than the majority of the emotionally-stunted cast of the Prequel Trilogy; Bodhi is a quirky, almost neurotic pilot who acts largely as the film’s comic relief (something its bleak tone really needs at times), Chirrut is a shadow of the Jedi’s former power but no less bad-ass for it, and Baze is a hulking and devoted protector who wields a kick-ass chaingun-like laser rifle. As great as these characters are at stealing little moments and injecting personality into their roles to make the most of their screen time, they (and almost every other character) are completely overshadowed by K-2SO (Tudyk), a reprogrammed Imperial enforcer droid who acts as Cassian’s co-pilot and partner. K-2SO is a snarky, blunt, hilarious character who isn’t shy about sharing his feelings with others; I imagine that K-2SO is probably what R2-D2 (Kenny Baker/Jimmy Vee/Ben Burtt) would sound like if he could talk, just this rude, smart-mouthed droid who begrudgingly helps his allies out but always seems like he’s been put out by it. It’s truly a film-stealing inclusion and something I didn’t expect heading into Rogue One given that droids in the Star Wars saga were generally quite polite or (dare I say it…?) robotic until K-2SO.

The Nitty-Gritty:
I mentioned earlier that Rogue One’s tone is bleak and don’t misunderstand me: It is a bleak film but that’s not a bad thing. In fact, it’s a good thing; it recalls the same against-the-odds atmosphere of The Empire Strikes Back and is in stark contrast to the usual adventurous and peppy feel of the saga. It’s a testament that I find the film’s bleak ending to be so affecting considering that there really wasn’t any need to kill off all of he film’s protagonists; just because we don’t see them in other Star Wars films doesn’t mean they couldn’t have survived and, arguably, given that Cassian eventually got his own Disney+ spin-off prequel series, they probably should have so that further media could have been produced to continue their story behind (and between) the scenes of the main Star Wars saga.

The Rogue One crew lead a desperate, suicidal assault to retrieve the Death Star plans.

Still, it hammers home the overwhelming odds that the Rebellion faces against the Empire and their new Death Star and really helps to further flesh out just how stacked the deck is against the Empire in the other films. When Jyn and the others break away from the Rebellion to find the plans, they know that it’s most likely going to be a suicide mission but are nevertheless committed to seeing it through even in the face of incredible odds. It seems, for a brief moment, that they may actually have a fighting chance as not only does the Rebel Alliance arrive for some much-needed backup but they have the advantage of surprise and even manage to successfully broadcast the plans to the Rebels despite Krennic’s best efforts. Still, it’s all for naught; having assumed command of the Death Star while Krennic was out chasing his tail, Tarkin doesn’t hesitate to use a small fraction of its power to decimate the Imperial garrison as the first official demonstration of the Death Star, thereby erasing Krennic’s legacy and replacing it with his own. In that white-hot flash of fire and destruction, however, the spark of hope survives thanks to the sacrifices of Jyn, Cassian, and their friends as the Death Star plans are successfully intercepted by Princess Leia Organa (Ingvild Deila/Carrie Fisher), effectively ending the film right where A New Hope begins.

Darth Vader steals the show in his brief, but brutal, appearance at the finale.

Of course, things aren’t as simple as all that; not only do the Rebels have to contend with the Imperial ground troops, walkers, and TIE Fighters, countless Rebel soldiers are cut down by the vicious swings of Darth Vader’s (Spencer Wilding/Daniel Naprous/James Earl Jones) lightsaber. Despite Jones’s voice obviously sounding noticeably aged and gravelly, Vader’s inclusion is one of the film’s biggest highlights; not only does he come across as a subtly intimidating presence when Krennic meets with him on Mustafa, the end scene where he cuts down Rebels without any mercy, quarter, or compromise is, perhaps, the most ferocious and brutal we have ever seen the character onscreen. It’s as though his uncharacteristically subdued portrayal in A New Hope was hiding this caged animal just waiting to be unleashed and it really helps add to the tension and desperation of the film’s final scenes.

The Summary:
Despite the praise Rogue One received upon release, I feel as though the film is unfairly overlooked and forgotten about in favour of near-endless debates about the Prequel and Sequel Trilogies. People generally talk about Vader’s dramatic and merciless slaughter and the digital recreations of classic Star Wars actors while failing to acknowledge all of the other strengths the film has. With is bleak and gritty tone and aesthetic, Rogue One really helps to sell you on the desperation and futility of the Rebel Alliance’s efforts against the all-powerful Empire. They are outnumbered and outgunned at every turn, fighting and scratching and clawing for any advantage and this often means performing less-than-noble tasks in service of gaining just a slither of ground against the Empire. Uncompromising and original in its execution, tone, and direction, Rogue One deserves to be talked about with the same level of reverence as The Empire Strikes Back for helping to flesh out a previously-unknown story in the Star Wars saga and adamantly hammering home its message of the harsh realities of war.

My Rating:

Rating: 5 out of 5.

Fantastic

What are your thoughts on Rogue One? Did you enjoy it for its more bleak direction or did it, perhaps, fail to live up to your expectations for a Star Wars film? Do you think that some or all of the film’s characters should have lived or do you agree that it makes a far lasting impression to see them all die to facilitate the Star Wars saga? What did you think of Darth Vader’s inclusion and the digital resurrection of classic Star Wars actors? How are you celebrating May the Fourth this year? Whatever your thoughts, feel free to leave a comment below and go read my other Star Wars reviews!

Movie Night [May the Fourth]: Star Wars: The Clone Wars


May 4th is known the world over as Star Wars Day thanks to it acting as perhaps one of the most fitting and amusing puns ever devised (“May the Fourth be with you” in place of the traditional “May the Force be with you”). The first and most popular of what can easily become a three day celebration of the influential science-fiction series, the day stands as the perfect excuse for Star Wars fans to celebrate the beloved franchise in a variety of ways.


Released: 15 August 2008
Director: Dave Filoni
Distributor: Warner Bros. Pictures
Budget: $8.5 million
Stars: Matt Lanter, Ashley Eckstein, James Arnold Taylor, Tom Kane, Dee Bradley Baker, Nika Futterman, David Acord, and Christopher Lee

The Plot:
Count Dooku (Lee) orchestrates a plan to turn notorious crime lord Jabba the Hutt (Kevin Michael Richardson) against the Galactic Republic by framing the Jedi for the kidnapping of his son, Rotta the Huttlet (Acord). While Jedi Master Obi-Wan Kenobi (Taylor) battles the Separatist army, Jedi Knight Anakin Skywalker (Lanter) is lumbered with an overly enthusiastic apprentice, Ahsoka Tano (Eckstein), in his attempts to deliver Rotta back to his father and expose Dooku’s plot.

The Background:
In 1977, George Lucas introduced the world to his “space opera” Star Wars saga and, almost immediately, birthed a phenomenon that inspired not just one generation but, thanks to multiple sequels and lucrative merchandising, numerous generations for years to come. Before selling his lucrative franchise to Disney in 2012, Lucas licensed the property out to multiple different multimedia ventures, including videogames, a slew of original novels, and a computer-generated animated series that looked to bridge the gap between his two trilogies. Impressed by completed footage of some early episodes, Lucas began developing a big-screen feature film to act as an introduction to what would become one of the most beloved and influential spin-offs of the mainstream Star Wars saga. Inspired by anime, Lucas urged his animators at Lucasfilm and Lucasfilm Animation to create a stylistic look rather than a realistic one, one that would be produced using similar techniques to a traditional live-action film. Although Star Wars: The Clone Wars made an impressive $68.3 million at the box office and led to the aforementioned animated series, the feature was met with largely negative reviews; reviews criticised the wooden animation, dull characterisations, and the line delivery, and the film is generally regarded as one of the worst Star Wars productions ever made.

The Review:
I feel it’s only fair to preface this review by saying that I never really watched The Clone Wars (2008 to 2020; 2021) when it aired; I’ve seen a few episodes, mainly from the first season, and caught it every now and then but I just wasn’t really watching many cartoons in that time. I had seen this movie, though, and don’t remember being massively impressed by it, which may have been part of the reason why I didn’t venture into the show until I heard Darth Maul (Sam Witwer) had shown up, but a major reason why I didn’t really want to watch The Clone Wars was purely because of my immediate dislike for the character of Ahsoka Tano, but I’ll get into that a little later into the review. The Clone Wars begins in a time of considerable galactic turmoil, as told to us through a homage to military recruitment videos: the battle between the Separatists and the Republic wages, with Count Dooku/Darth Tyranus leading the droid army (Matthew Wood) and seizing control of major hyperspace lanes to cut Chancellor Palpatine (Ian Abercrombie) off from the majority of his clone army (Baker). As a result, the Jedi Order has been forced to take a far more active role in the combat, which means that peace and order across the galaxy has suffered as a consequence, and directly results in the main plot of this film coming to pass as Jabba beseeches the Jedi order to rescue his kidnapped son from a rival band of pilots.

Jabba’s so desperate that he asks the Jedi for help, who can only spare two guys knee-deep in conflict.

Although both Palpatine and Jedi Master Mace Windu (Samuel L. Jackson) are cautious of getting involved with a crime lord like Jabba, Palpatine reasons that rescuing young Rotta would greatly aid the war effort as Jabba controls the space lanes around Tatooine. With the Jedi routed by General Grievous (Matthew Wood), Windu is only able to spare Jedi Master Obi-Wan Kenobi and his Jedi Knight partner, Anakin Skywalker, to aid in the rescue. The two are currently knee-deep in battle on the planet Christophsis; their relationship is very much (and very fittingly) somewhere in the middle of Obi-Wan’s strained mentorship from Star Wars: Episode II: Attack of the Clones (Lucas, 2002) and his more peer-based camaraderie from Star Wars: Episode III: Revenge of the Sith (ibid, 2005). Anakin is clearly not the brash, pouty youth from Attack of the Clones and has been hardened by battle (something his nifty new eye scar is a helpful indication of), but is still growing into his role as a leader of the Republic forces. Obi-Wan is thus still a much-needed counterbalance to Anakin’s more impetuous nature; the two share a brotherly relationship based on mutual trust and confidence in each other’s abilities and strengths, but Anakin remains the more hot-headed and unpredictable of the two, though they do share some battlefield banter that helps to show that they’re completely at ease with each other in the midst of even overwhelming odds. Fatigued and having suffered heavy losses and in desperate need of reinforcements and supplies, both Jedi are stunned when, rather than receiving much-needed resources, they are greeted by Ahsoka Tano, a Youngling Jedi dispatched to deliver Jedi Master Yoda’s (Kane) message regarding the situation on Tatooine.

Anakin is unimpressed to find himself lumbered with the reckless Ahsoka as his new apprentice.

For Anakin, Ahsoka’s presence is more than a shock, it’s a downright insult as he feels like the Jedi are ignorant to the struggles they’ve faced on Christophsis and has little time for fledgling Jedi. Already indifferent towards Obi-Wan’s insistence that he take up a Padawan to help train the next generation of Jedi and learn something about himself in the process, Anakin is overly dismissive of Ahsoka after being forced by Yoda to supervise her training and their relationship is noticeably frosty due to his belief that an unprepared and undisciplined Youngling would only slow him down. His abrasive attitude is only exacerbated by her snarky nature, wide-eyed optimism, and overly friendly personality; she openly greets everyone with a plucky vigour and riles Anakin up no end by tagging him with the grating nickname “SkyGuy” (to which he counters by calling her “Snips”). Eager to offer her assistance and to gain the battle experience necessary to her training, Ahsoka jumps at the chance to break through the droid army’s energy shield; even though Anakin agrees with her suggestion in theory, he’s aggravated that she continuously speaks above her position and by her refusal to respect his seniority. Although her overenthusiasm means that she’s yet to learn her place in the pecking order, Ahsoka continuously comes up with viable suggestions that even Anakin is forced to agree with, but her inexperience and immaturity continually cause friction between the two and trouble for the plot; she’s handy with a lightsaber, that’s for sure, but blunders into obvious traps due to her recklessness and her abilities with the Force lack in the finesse that comes from time and practice.

Although Rotta is rescued, the Jedi are opposed by Dooku’s mysterious disciple, Asajj Ventress.

Still, Anakin comes to offer his begrudging respect and sees a lot of himself in Ahsoka; he agrees to take her on as his apprentice and she accompanies him to the Teth system to rescue Rotta while Obi-Wan travels to Tatooine to negotiate a treaty with Jabba. Jabba is understandably anxious to see his son returned to him; he’s angered when the heads of the bounty hunters he hired are returned to him and gives the Jedi only one Tatooine day to succeed, after which he fully intends to employ the services of Count Dooku and the Separatists. Rotta’s rescue is very much a trial by fire for Ahsoka thanks to the fortress where he’s being held being heavily fortified and defended by the droid army; still, the Jedi are able to secure the fortress and find the infantile Huttling, but Count Dooku is able to use the footage to frame the Jedi as having kidnapped the child. Indeed, it transpires that Rotta’s kidnapping was part of a grand scheme by Chancellor Palpatine, who secretly leads the Separatist forces as the malevolent Darth Sidious; Dooku acts as Sidious’s commanding officer and as the public face of the army, and here further distorts the nonsensical “Rule of Two” by having an apprentice of his own, Asajj Ventress (Futterman). A mysterious and vindictive Dark Jedi, Ventress doesn’t really get much characterisation or backstory; all we really learn about her is that she’s motivated by revenge against the Jedi, commands a great deal of respect within the droid army, and wields a double-bladed lightsaber, so again we’re left with a villainous character who looks, sounds, and fights extremely well but about whom we’re forced to do extensive reading or research to find out anything about. Still, Ventress’s appearance does result in a thrilling lightsaber duel that pits her against Obi-Wan; he exhibits a familiarity with her (I believe they fought in the original Star Wars: Clone Wars (Tartakovsky, 2003 to 2005) micro-series) and their battle is easily one of the few non-clone/droid conflict highlights of the film thanks to Taylor’s enigmatic performance as Obi-Wan and the slick presentation of the fight.    

The Nitty-Gritty:
Star Wars: The Clone Wars definitely stands out from other animated movies of the time with its visual presentation; character models are a bit stiff and rigid, not unlike the marionettes seen in Gerry Anderson’s productions, and yet surprisingly fluid when in action. The presentation kind of resembles a more grown-up version of the LEGO videogames and feature films, resulting in visuals that maybe aren’t as technically impressive or as detailed as other animated films but are surprisingly fitting for the Star Wars universe. It’s not a stretch to see these characters as exaggerated versions of their film counterparts, and the aesthetics and filmmaking techniques all perfectly evoke the atmosphere and presentation of the Prequel Trilogy. Even though some of the main cast don’t reprise their roles, their replacements are more than capable of bringing these characters to life and, in some cases, actually do a better job (Matt Lanter is able to bring far more depth and emotional complexity to Anakin thanks to the additional screen time and context given by the film and series). However, considering it’s an animated feature, there aren’t many unique or visually interesting locations on offer; we get the usual trappings like the Jedi Temple of Coruscant and the bridge of various Republic star cruisers, but Christophsis is a largely barren and war-torn cityscape and even Teth, where Ventress ambushes the Jedi, isn’t exactly mind blowing. Of course, for me the greatest is crime is the return to the desolate wasteland of Tatooine; sand planets and settings have never been all that visually interesting to me and I remain continuously disappointed by Star Wars’ insistence of returning to this location or trope again and again, but it’s especially egregious here, where the animatiors had the freedom to dream up new characters and locations and instead the filmmakers defaulted back to tried, tested, and tired trappings like Jabba and Tatooine.

War is at the forefront of The Clone Wars, more so than other Star Wars features.

The Clone Wars definitely feels like a natural expansion of Attack of the Clones in the depiction of conflict, its presentation, and the ominous nature of Darth Sidious’s looming threat. Being that The Clone Wars is set at the height of the titular conflict, war and battle are a central focus of the film; the battle on Christophsis is indicative of that, and stylistically very similar to the final assault on Geonosis from Attack of the Clones. Here, the full force of the droid army is seen in foreboding detail as their various different mechanical attack droids lay down a veritable wall of suppressing fire against the Republic’s forces but, as is often the case, the Jedi remain the x-factor necessary to turn the tide and cause a retreat. Naturally, the clone troopers play a big role in the film and are given a surprising amount of personality and distinctiveness considering that all have the same face and voice; their co-ordination and dedication to their cause makes them a near-inexhaustible force, but they are wisely made distinct and more relatable through slight colouring and hair variations and Obi-Wan and Anakin’s familiarity with Captain Rex (Baker) and Commander Cody (ibid). Interestingly, despite being portrayed as an overwhelming, inexhaustible, and constant threat and being responsible for many clone trooper deaths, the droids are also paradoxically played for comedic effect; during the campaign on Teth, the droid commanders bicker and suffer numerous pratfalls that I guess are there to ease the tension from the conflict but result in them just coming across as an inconsistent menace. It’s not all ground- and space-based combat, either; Obi-Wan outsmarts the Christophsis general, Whorm Loathsom (Corey Burton), by feigning surrender and Anakin and Ahsoka sneak their way past the army’s forces to destroy their energy shield, indicating that the conflicts are solved by strategy and intelligence as much as brute force and reinforcements.

Ahosoka eventually became a fan favourite, but she’s a pain in the ass to me.

So, I mentioned at the top that I wasn’t a fan of Ahsoka and that is largely because of her characterisation in this feature. Ahsoka is an annoying, smart mouthed little know-it-all who grates on my patience almost as much as she does Anakin’s. She’s inexperienced and overeager, constantly rushing head-first into conflicts without thought of the consequences, and what’s worse is how often her approach or observations get results! It was her idea that allowed the energy barrier to be lowered on Christophsis, she logically pushes Anakin to prioritise Rotta’s life over aiding Rex and the clones, she even saves Anakin’s life more than once with her reckless methods, and her passion to be an active combatant and gain the experience necessary to earn respect actually pays off as both Anakin and Captain Rex are impressed by her efforts. Her insubordination and overconfidence are trying; it’s more annoying than endearing that she constantly has to comment on everything, from Anakin’s techniques, to the teachings of the Jedi, to battle plans and her surroundings, and it’s pretty clear that she was written to be as aggravating as possible so that her potential and thematic parallels to Anakin could be all the more explicit. Anakin is on the cusp of becoming a Jedi Master but has yet to properly learn what it means to be a humble and considerate member of the Jedi order; his faith in his abilities has only increased as he has won and commanded more and more battles, and Yoda purposely lumbered him with an apprentice in an effort to teach him the greater aim of a Jedi beyond combat. Indeed, Ahsoka mirrors many of Anakin’s worst personality traits and is much like he was as a child and in Attack of the Clones, but without the anger that would later spell the end of the Jedi Order. Thus, Ahsoka shows Anakin how much he’s grown and gives him a taste of his own medicine; however, while I’m sure that Ahsoka became much more likeable and interesting over the course of many episodes and years, I have little interest in seeing that growth since I just don’t really enjoy her character in principal or in context and think the idea of Anakin having a hitherto-unheard of Padawan just raises more unnecessary questions (chief among them being where was she in Revenge of the Sith?)

The timely intervention of Padmé sees Jabba agree to a treaty, though darkness still looms…

After rescuing Rotta, and stabilising his fever, Anakin and Ahsoka are attacked and shot down over Tatooine by Dooku’s forces to curry favour with the bulbous warlord; Anakin battles Dooku on the sands of Tatooine with a decoy, but is forced to rush off when he sees Ahsoko is in danger. However, he goes right to Jabba’s Palace, forcing Ahsoko to prove her mettle against the robotic MagnaGuards; although he’s elated to be reunited with Rotta, Jabba orders the two Jedi to be executed. Thankfully, though, Anakin’s secret wife, Senator Padmé Amidala (Catherine Taber) makes a late-film arrival and discovers that Jabba’s uncle, Ziro (Corey Burton), conspired with Dooku to have Rotta kidnapped as part of an elaborate plan to seize control of Jabba’s territory for himself. Having learned of the truth, Jabba agrees to grant the Republic use of his trade routes and ends his hostilities with the Jedi, however this victory is tainted somewhat by the continued threat posed by the Sith lurking in the background. While the galaxy is divided by conflict and the Jedi are distracted by war and growing unrest across the many systems, Sidious is easily able to manipulate events in his favour; kidnaping Rotta, attempting to frame the Jedi, and causing disruptions and hostilities across the galaxy all contribute to his endgame, which is larger than any one battle or single loss. Consequently, even when the Jedi score a victory in battle or succeed in winning Jabba’s favour, Sidious remains undeterred in the larger goals of his machinations against the Jedi Order.

The Summary:
I don’t absolutely hate Star Wars: The Clone Wars; I wouldn’t go as far as to say that it’s the worst Star Wars film to ever be produced, but it’s not exactly the best either. I think, for me, a big issue with the feature is that it’s set during the Prequel Trilogy, which is not an era of Star Wars that I look back upon fondly. I know that, for a lot of people, the subsequent animated series really helped to redeem the Prequels by vastly expanding upon the lore, conflict, and characters portrayed so questionably in the films, but I don’t subscribe to this logic. None of the character growth from the series is reflected in Revenge of the Sith; it’s easy to assume that, between Attack of the Clones and Revenge of the Sith, Anakin was hardened by battle and grew into a more competent Jedi, and there’s certainly no indication that he learned any valuable lessons from an unnecessary Padawan. I get the idea of Ahsoko Tano as a fresh face for the spin-off and a thematic parallel to Anakin to help him grow, but I can’t get over just how weird it is to see Anakin taking on an apprentice when there was no mention or indication of this in the films. The animation is pretty good, though; I get why it’s not everyone’s cup of tea but I think it’s very fitting for the Star Wars universe, especially in recreating the presentation and essence of the Prequel Trilogy, and the scenes of conflict are all very well done. I think it helps that the whole film is computer-generated, which makes everything look a lot better than slapping actors on green and blue screens with a reckless excess like in Lucas’s films, and the characterisations really go a long way to fleshing Anakin and Obi-Wan out. The greater overall threat of the Sith plot sadly takes a bit of a back seat due to the odd decision to focus on rescuing a Huttling, but it’s a decent enough animated adventure to set the stage for the popular spin-off and probably worth a watch if you’ve never seen The Clone Wars before, though it definitely isn’t as exciting or engaging as the live-action films by any means.

My Rating:

Rating: 2 out of 5.

Could Be Better

How do you feel about Star Wars: The Clone Wars? Did you enjoy the film or are you in agreement with the general consensus that it’s a poor effort for Star Wars? Are you a fan of Ahosko and, if so, what was it about her that won you over and how long did it take you to become a fan? What did you think to the rescue plot and the depiction of conflict in the film? How are you celebrating May the Fourth this year? What’s the worst piece of Star Wars media you’ve ever seen? Whatever your thoughts, feel free to leave them below or drop a comment on my social media, and check out my other Star Wars content!

Game Corner [Turtle Tuesday]: TMNT III: The Manhattan Project (Xbox Series X)


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. This year, I’m emphasising third entries and time travel shenanigans in the popular franchise every Tuesday in May!


GameCorner

Released: 30 August 2022
Originally Released: 12 December 1991
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Nintendo Entertainment System (NES), Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

The Background:
The Teenage Mutant Ninja Turtles (or Teenage Mutant Hero Turtles here in the UK) were the in thing for kids like me back in the eighties or nineties thanks, largely, to the popularity of its influential cartoon and extensive toy line. After helping to define the term “NES Hard” with their original, incredibly successful TMNT title for the NES, developers Konami turned to the equally popular arcade game for the sequel, which proved to be a hit thanks to its ambitious recreation of its far superior arcade counterpart. By the end of 1991, Konami had mastered the art of bringing the TMNT to the arcades with the smash title Teenage Mutant Ninja Turtles: Turtles in Time (Konami, 1991), which also took 16-bit gamers by storm with its home console port. NES players weren’t forgotten in this time, however, with this 8-bit expansion of the previous NES title being critically lauded despite it never actually being released in the United Kingdom. Although TMNT III: The Manhattan Project was never ported or re-released to other consoles or digital services, the 2022 Cowabunga Collection remedied that for modern gamers by including it alongside many other TMNT games and quality of life features

The Plot:
While vacationing at the beach, the TMNT leap into action when their archnemesis, Oroku Saki/The Shredder, kidnaps April O’Neil and hijacks the entire borough of Manhattan, turning it into a floating island and daring them to challenge him.

Gameplay:
If you’ve played any of the TMNT’s arcade efforts, especially Teenage Mutant Ninja Turtles II: The Arcade Game (ibid, 1990), you’ll be immediately familiar with the controls, features, and gameplay of The Manhattan Project. As in those titles, the game allows up to two plays to pick from one of the four titular turtles and battle their way through waves of enemies in a variety of locations, many of them drawing from tried and tested environments such as the sewers and the Technodrome. The Manhattan Project offers two options for two players, one that allows friendly fire to be activated for an extra level of difficulty and one that disables it so you can play like a normal person. The controls couldn’t be simpler; you press X to attack and A to jump, with your chosen turtle pulling off a mid-air kick when you press X when jumping. Each turtle control exactly the same and is defined primarily by their colour scheme and the range of their weapon, with Raphael at an obvious disadvantage and Donatello having a longer reach. You can toss enemies overhead by pressing down and X, which seems to do greater damage, or pull off a power attack at the cost of some health by pressing X and A together. Each turtle has their own power move, with Michelangelo performing a handspring kick, Donatello barrelling across the screen in a cannonball, Leonardo flying into a sword cyclone, and Raphael performing an M. Bison-like torpedo attack, but I found actually getting them to execute these power modes to be surprisingly unreliable since all you have to do is press two buttons together.

The TMNT have more attack options and the game is decidedly more akin to its arcade brethren.

Overall, gameplay and combat is basically exactly the same as in the previous NES title and naturally lacks some of the additional animations and options seen in the superior 16-bit titles, with no dashing, elaborate combos, or throwing options available to you, but as a simple pick up and play arcade brawler it does the job pretty well for those who were stuck with the NES. Additionally, gameplay is once again mixed up slightly with a sidescrolling chase sequence in Scene 2 that sees you slashing across the ocean on a surfboard; there are also times when you’re asked to travel diagonally and where you can jump up to a higher level to avoid certain hazards. As ever, the TMNT need to watch out for holes and barrels, which will squash them flat, and new hazards like explosive pipes in the sewer and conveyor belts on the floor of the Technodrome, though you can switch to a different character when you run out of health. The Manhattan Project also includes an elevator section, as is the staple [https://www.digitiser2000.com/main-page/10-weird-rules-for-every-scrolling-beat-em-up] of any good beat-‘em-up, with this one taking you up the outside of a skyscraper like it’s Street of Rage (SEGA, 1991), but also includes some unique fighting stages that in themselves act as hazards. You’ll be fighting on top of a submarine, on a bridge strewn with holes, and on the aforementioned lift; in these areas, you need to be careful not to jump or be hit into the water or down the gaps as it’ll cost you some health. However, you can awkwardly manipulate your enemies into falling to their deaths in your place and, if you simply walk near the edge, you’ll hang on rather than simply slipping off as in most 2D games from this era.

Graphics and Sound:  
On the surface, The Manhattan Project really isn’t all that much different from the TMNT’s last NES title; however, the environments and overall presentation is far better. For starters, the game ambitiously recreates the cartoon’s iconic opening sequence and the game even includes a few sound bites here and there to evoke its technically superior arcade and 16-bit counterparts. While TMNT’s sprites don’t seem to be all that different, they have been tweaked a bit: Leonardo now holds two katana, for example, and there’s some animation on Donatello’s bo staff as he walks; even their idle animations have been expanded a little bit to include foot tapping and such. Although you can again remove the slowdown and sprite flickering, these elements are still somewhat present, with the same minor screen tearing and the screen still struggling to scroll properly; you’ll find yourself walking right at the edge of the screen and needing to hop back to get things moving less jerkily. The enemies are a little more diverse this time around; not only do they pop up from manholes, out of the water and sand, and from behind parts of the environment, but Foot Soldiers will scurry down poles, burst out of vehicles, and your turtle can get blinded by gas and sand this time around.

The Manhattan Project is undeniably graphically superior to its predecessor.

Environments are much improved over the TMNT’s last NES game; though still a far cry from the arcade and 16-bit titles, there’s much more detail, colour, and even a bit of animation here and there (such as the tide coming in on Scene 1). This is best seen in the Technodrome stage, which is far more visually interesting than before, and in the sewer, where you now cross through waist-high water rather than just being in a simple brick environment. There are some new stage types on offer here, such as the beach that opens the game and includes a pier, the aforementioned submarine, and even generic stages like the bridge are spruced up with large holes to avoid. Perhaps the most impressive environments are the subway, where enemies will jump out of subway trains, and those set on the rooftops of the floating city as you can see skyscrapers and other buildings in the background. Cutscenes and music are much improved this time around as well, with the TMNT transitioning between stages on their blimp more sprite art, voice samples, and speech bubbles being included, and even the heads-up display has been changed up to give it a more distinct visual identity.

Enemies and Bosses:
As ever, your most persistent enemies will be the robotic Foot Clan and their many variants; these guys will toss large shuriken at you (though you can deflect these with you weapons), burst up from the ground, blast at you from hovercrafts, hover about on floating discs, wield whips, and ride around on large rolling balls. The Foot also toss balls and weights at you to squash you, attack with swords, toss daggers in a spread, throw lances and boomerangs at you, and you’ll find two working in tandem to fry you to your shell with an electrical beam. The Rock Warriors are also back, though thankfully without their annoying charge attack; now, they still fire machine guns and heavy ordinance but can also temporarily stun you with gas grenades and send you flying across the screen with a swing of a girder! Robots also dog your progress, with flying bugs diving at you in a kamikaze run, humanoid robots firing projectiles at you, spider ‘bots dropping from the ceiling as rocks, and Mousers clamp down on your hands.

Familiar villains and accompanied by some newcomers as bosses and mini bosses.

As The Manhattan Project is a much bigger and longer game than the TMNT’s last outing on the NES, you’ll have to contend not only with a few more bosses but also a mini boss or two, all of whom come complete with a helpful life bar and will be immediately familiar both to fans of the franchise and anyone who’s played any of the TMNT’s arcade outings. As is often the case in these types of TMNT games, the first boss you’ll fight is Rocksteady and he’s not really changed his attack pattern up all that much; in addition to kicking and punching you when you’re up close and charge at you from a distance, he comes armed with a harpoon gun to launch projectiles your way. The second boss, Groundchuck, represents not just a rare venture into different villains but also an increase in difficulty as he charges around the screen erratically and swings a pipe at you after you deliver enough damage to him. Halfway across the bridge, you’ll get attacked by my favourite TMNT villain, Slash; this dark turtle jumps about the place, spins around on his spiky shell, and (appropriately) slashes at you with his jagged sword. He’s merely an appetiser for Bebop, who now comes equipped with a spiked mace that he twirls over his head and whips at you in a horizontal line. Down in the subway, you’ll fittingly do battle with Dirtbag, who comes rolling in on a mine cart and fires rings from his miner’s helmet; although he also wields his trademark pickaxe, he leaves himself wide open for an attack when it gets stuck in the ground.

Since the game’s bigger, it only makes sense that there’s more bosses and that they’re a bit tougher.

When you reach the end of the sewers, you’ll have to fend off the Mouther Mouser mini boss (a Foot Soldier on a larger Mouser who spits out fireballs and smaller Mousers) before finding yourself on a narrow path surrounded by rising water and once again doing battle with Leatherhead, who not only whacks at you with his tail but also fires a shot gun spread your way. Rahzar and his ridiculously disproportionate head is the mini boss of the Technodrome and again charges at you, swipes with his claws, and can freeze you into a block of ice with his spit. Defeating him sees you facing off with the Shredder, with April held hostage nearby; a cheap spam artist who can kick you clear across the screen, the Shredder slashes with his sword and has a devastating throw, but is thankfully lacking in his de-evolution powers this time around. Tokka attacks you on the rooftop; carrying a shield to block your flying attacks and able to uppercut you into the electrifying neon sign in the background, Tokka also likes to take a bite out of your face and punch at you. The Mother Mouser reappears on Krang’s ship, which is also where you’ll naturally battle Krang; again, his sprite leaves a lot to be desired but he’s a bit tougher this time around thanks to the electrical hazard in the arena, his rocket punch, missile barrage, and tendency to electrify his body while taunting. Krang can also split his android body into two, with his torso floating about firing eye beams at you as his legs stomp about trying to kick you. You’ll immediately face Super Shredder after this fight; Super Shredder can teleport and dash about, send you flying with a swipe, summon a lightning strike and even turn you into an ordinary turtle with a fireball…although this is now a temporary ailment rather than an instant death move.

Power-Ups and Bonuses:
Unfortunately, The Manhattan Project doesn’t expand on the available pick-ups in any way; the only power-up you’ll find here are the all-too-rare instance of some health-restoring pizza, which is a bit of a shame considering Turtles in Time had added a new power-up item.

Additional Features:
There aren’t any in-game options available to you in The Manhattan Project beyond picking between the two different two-player options unless you enter the legendary “Konami Code”. This means that your only options for replay here are to pick a different turtle or play with friendly fire on and off rather than setting different difficulty levels. The Cowabunga Collection does offer some additional features, however; first, you’ll earn yourself a respectable 70G Achievement for completing the game and you can the game’s box art and manuals, switch between the Japanese and American version, apply various borders and display options, and listen to the game’s soundtrack. The enhancements also allow you to remove slowdown and sprite flicker, allow for “easy menu navigation” (which I found no use for), and offer a super useful infinite lives and an easy mode if you’re struggling. Finally, you’re still about to rewind the game with the Left Bumper, access save states using Right Bumper, and watch the game play itself if you fancy it.

The Summary:
Teenage Mutant Ninja Turtles III: The Manhattan Project isn’t much compared to its arcade and 16-bit counterparts, for sure; it’s undeniably graphically inferior, the sound and music isn’t anywhere near as clear, and the gameplay and combat remains restrictive and clunky thanks to the limitations of the NES. However, it’s quite obviously a step up from the TMNT’s previous outing on the NES; not only are the sprites a little more alive, the environments are far more detailed and the game is almost double the length of its predecessor, meaning that it’s a pretty decent 8-bit alternative to the likes of Turtles in Time. It’s unfair to be too harsh on it considering the power of the NES simply can’t compete with its bigger brothers, but it’s a far more impressive effort that its predecessor and felt much more like a complete, concentrated effort rather than a downgraded port. The addition of mini bosses was a nice touch and I liked how the bosses had second phases or upped their attack strategies after you dealt enough damage. The cutscenes and story are far more impressive this time around, though the lack of additional options, power-ups, and gameplay mechanics keeps it from really being all it could be. Giving each turtle their own power move was a nice touch and I liked the additional animations and stage variety on offer here; in some ways, it’s like a remix and expansion of its predecessor, but it’s clearly the superior of the two so I had a pretty good time playing through this one.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did Teenage Mutant Ninja Turtles III: The Manhattan Project make it into your NES library back in the day? What did you think to the gameplay and presentation of the game, especially compared to its predecessor and arcade counterparts? Which character’s power move was your favourite and what did you think to the new bosses and mini bosses? What did you think to the new, longer stages and the additional tweaks made to the visuals? Did you play with the additional features added to the Cowabunga Collection? What’s your favourite NES game? Feel free to drop your opinions on the TMNT’s third outing on the NES in the comments section down below or share them on my social media.