Game Corner: Sunset Overdrive: Deluxe Edition (Xbox One)


Released: 28 October 2014
Developer: Insomniac Games
Also Available For: PC and Xbox Series S/X

The Background:
Sunset Overdrive was developed by Insomniac Games, who were best known at the time for their work on the Ratchet & Clank series (ibid/Various, 2002 to present); seeking to expand their portfolio, the developers drew inspiration from videogames like Jet Set Radio (Smilebit, 2000) to create an unusually vibrant title that would be the biggest game they had ever worked on at the time. Sunset Overdrive aimed to encourage players to be more aggressive in the way they played by emphasising momentum and featured a unique punk rock aesthetic to its post-apocalyptic world. Upon release, Sunset Overdrive’s tone and unique comedy was highly praised; reviews also praised the gameplay and the fun of exploring its zany world, and art style, though its multiplayer and more repetitive mechanics were criticised. Still, Sunset Overdrive was the second-best selling game in the United Kingdom upon release and the game was expanded upon with a range of downloadable content (DLC) that added new weapons, costumes, and story-based content to the game, all of which are included in this “Deluxe Edition” of the game.

The Plot:
In the year 2027, megaconglomerate FizzCo hosts a massive pre-release party in Sunset City for its new energy drink, OverCharge Delirium XT; however, as they rushed through the testing phase, the drink transforms people into violent, boil-covered mutants known as “Overcharge Drinkers” (or “OD”) and it is up to the player character to join the remnants of society in fighting back against the OD and bring down FizzCo.

Gameplay:
Sunset Overdrive is a third-person, open world action shooter with a heavy emphasise on parkour-style traversal; your avatar (named only as “Player” in the in-game subtitles) can grind, swing, bounce, and wall run all over Sunset City, easily chaining together different moves along with melee and projectile attacks to build up the “Style Meter” and amass greater kill combos.

Grind, bounce, and wall run your way across a bright and colourful city.

The Player’s skill set is relatively diverse and tailored towards these mechanics; X allows you to perform a dodge roll and grind on wires, rails, roof edges, and almost everything across the city following a jump. A, as always, jumps; pressing it right as you land on certain surfaces (such as cars, solar panels, and nets) will allow you to bounce higher and you can double tap A to vault over lower walls. You’ll also eventually learn to perform an air boost with the Right Bumper and, at certain times, you can press Y to interact with the environment to open doors, pick up mission items, or grab explosive barrels and you can also swing your crowbar with B to melee attack (which can also be performing while grinding).

Combat is fun but chaotic and seemingly never-ending at times.

As essential as all of these traversal options are, though, a large chunk of the game is made up of weapons-based combat; you press (and/or hold) the Right Trigger to fire, use the Left Trigger to strafe, and can bring up your weapon wheel by holding down the Left Bumper. Similarly, you’ll be able to select from a series of traps using the directional pad but, while the game does slow down to a crawl when the weapon wheels are open, there is a risk of you being attacked when selecting weapons and, while you can hold multiple weapons at once, it can be a bit tricky to select the weapon you want as the selection wheel feels a bit slippery at times. Weapons come in all sorts of bizarre shapes and sizes, with some being more effective against certain enemies (those that shoot out fire are more effective against OD, for example, while shock-based weapons are better for dispatching FizzCo’s robots), but ammo can often be in short supply. While you never have to reload and you’ll find more ammo by smashing crates and killing enemies, I often found that I burned through a lot of my ammo very quickly even after upgrading their ammo capacity, which means it’s best to switch between weapons as often as possible.

Sunset Overdrive‘s map system is cluttered but extremely detailed and helpful.

Sunset Overdrive is a pretty massive game; a mini map on the heads-up display always keeps you on track towards your objective and points out any enemies, friendlies, and pick-ups and secrets in the area. The game’s main map is accessed from the pause menu and, right from the beginning, is packed full of things to see, do, and pick-up. The game’s map system and large, diverse city reminds me of Grand Theft Auto V (Rockstar North, 2013) and has many of the same options; you can toggle between different objectives and views, set custom waypoints, and purchase special maps to highlight even more secrets. Despite how big the game world is and the sheer amount of stuff that you can find and collect in any given area, I never found myself getting lost or turned around as both the mini map and main map (and in-game dialogue) constantly keep you pointed in the right direction. You can also fast travel to certain points on the map, which is always appreciated especially in a game this big but I found it was actually better to travel manually as I could veer off to grab collectibles along the way.

It’s easy to get beaten down by your many enemies but the pop-culutre references make respawning fun.

What does get a bit manic, however, are the sheer amount of enemies you’ll have to contend with. OD are literally everywhere in Sunset City, crawling out of sewers, dumpsters, and clambering around rooftops and alleyways and their numbers only increase as the game progresses. The game barely ever lets up on the onslaught and, even after clearing the immediate area of enemies, more will soon spawn in if you linger too long. This means that you need to constantly be on the move; it’s not really recommended to battle enemies at ground level, where your movement options are more limited, meaning you’ll be grinding and hopping between different traversal points and constantly switching directions on the fly, which can make aiming and seeing where your shots are going a bit difficult. In this regard, the game reminds me of Infamous (Sucker Punch Productions, 2009) in its emphasis on movement-based combat, though the shooting mechanics are noticeably more refined and useful here; the more you move and mix up your attacks, the more your Style Meter will grow to activate any amplifiers (“Amps”) you have attached to your character. The Player, however, can be a bit fragile; you’ll need to pick up Green Crosses to replenish your health, which can be whittled away extremely quickly, and certain weapons and upgrades will increase your health and durability, but dying is pretty easy in Sunset Overdrive. Thankfully, after dying, you’ll simply respawn (through a number of amusing pop-culture references) near to where you fell and be able to carry on with what you were doing but, other times (generally when in the middle of a side quest) you’ll have to restart your current mission from the beginning, which can be a bit inconsistent and annoying.

There are a number of challanges available to you to earn cash and bonuses.

Gameplay is given a bit of variety from a number of non-playable characters (NPCs), all of whom are part of different factions and have a bunch of side quests for you to complete. These generally involve “busy work” such as clearing out OD, human Scabs, and/or FizzCo ‘bots, smashing certain machines or objects, collecting things, or dashing across the city completing errands. You’ll also find a number of challenges across the city which task you with racing through rings using your grinding, bouncing, and wall running skills, collecting points, battling swarms of enemies, smashing stuff up, or planting bombs. All of these have a time limit attached to them and will net you additional rewards based on your ranking (Bronze, Silver, or Gold), which can range from cash, Overcharge, and additional clothing items and it’s pretty easy to get sidetracked during your many missions to complete these tasks as you go.

Take to the skies in glider challanges and defend Overcharge against swarms of OD.

All of these missions and side quests are highlighted on your map and can be replayed at any time from the main menu, allowing you to try for more points and rewards. You’ll also get to pilot a glider at various points both in the game’s story and in challenges; this is a pretty simple affair that sees you flying over air currents to keep your ship powered up, performing barrel rolls to avoid enemy fire, and blasting at enemies and targets with homing rockets. Sadly, while these sections are fun, there’s no way to call a glider to you at any time to help traverse the city and these sections are a bit limited in their scope. You can also perform a dash over bodies of water by pressing X and the Player is, thankfully, fully capable of swimming, which is always a plus. Easily the most prominent additional mechanic you’ll take part in, however, are the handful of times when you’re tasked with laying traps and holding out against waves of OD while cooking up additional Amps in Overcharge canisters. These sections can be tricky thanks to the sheer amount of enemies that you’ll face but placing a variety of traps at various points around the fort and staying on the move will increase your chances of survival and, even when you have to defend multiple targets across more complicated forts, these aren’t massively challenging and can be quite exhilarating. Barricades help keep enemies at bay and you’ll be awarded additional energy to lay more traps as the sections progress, which is helpful, and, while it can get very chaotic as more vicious and varied enemies spawn in, the rewards are worth the effort.

Graphics and Sound:
Sunset Overdrive utilises exaggerated, comic book style, semi-cel shaded graphics to bring its characters and world to life. While the city is mostly semi-realistic, characters are larger than life and this really helps to sell the game’s zany narrative. You avatar can be completely customised, allowing you to pick between two different male and female body types and buy and equip a range of clothing items to make them unique to you. Options for hair, faces, and body types may be a bit limited but there are a lot of wacky outfits to choose from and these are easily unlocked or purchased using in-game currency, meaning you can constantly switch up your appearance.

Sunset City is huge and vibrant and packed full of things to collect and enemies to slaughter.

Sunset City is absolutely gigantic; cordoned off from the rest of the world by a convenient (and literal) invisible wall, the city is custom-built to take advantage of your traversal mechanics, meaning there are a lot of wires, lampposts, and walls to grind, swing, and run across. The city is full of different areas (such as Little Tokyo, high-rise apartments, bridges, a water treatment plant, a fairground, and shopping districts), all of which are crawling with seemingly-endless waves of enemies and full of things to collect. The downside, though, is that the game isn’t really built for vertical traversal; this means that if you fall or are knocked to ground level, it can be frustrating and difficult to work your way back up and out of the way because the Player is geared more towards horizontal movement.

The game’s exaggerated aesthetic really adds to its appeal, despite the odd glitch here and there.

The game’s story is absolutely bonkers and full of pop-culture references to movies and fourth wall breaking moments. It’s honestly one of the more unique and entertaining stories I’ve ever played through and really helps ease the frustration at the game’s more annoying moments; characters are all over the top and the humour is crude and self-referential, which is always fun, though you’re not always able to skip through cutscenes or certain moments and, while the soundtrack is suitably rocking and enjoyable, I did notice the music and sound effects cutting out abruptly at certain points. This was most noticeable when I was playing through the “Dawn of the Rise of the Fallen Machine” DLC, however, where the subtitles suddenly turned off and all music and most sound effects suddenly cut out completely and didn’t return until I quit and reloaded the game.

Enemies and Bosses:
The primary enemy of Sunset Overdrive are the OD, disgusting mutant humans who swarm all over the city and attack in large groups. Though easily dispatched, their sheer numbers, ferocity, and tenacity can be overwhelming as they’ll attack in hordes and rush at you, clawing and swiping and easily whittling your health down unless you stay on the move. You’ll also have to contend with different OD variants, such as “Poppers” (who charge at you and explode in a kamikaze attack), “Herkers” (larger OD who throw rocks and objects at you), “Gunkers” (who hop about from above and shoot gunk at you), and “Spawners” (who will continuously spawn more OD unless you put them down).

Human Scabs and deadly robots will also take pot shots at you and cause you serious headaches.

You’ll also have to contend with human enemies, the Scabs, who shoot at you and use cover-based mechanics to pick you off. Thanks to the sheer number of their projectiles, these can be incredibly annoying enemies and are easily able to overwhelm you. Similarly, FizzCo’s many different robots and mechs will also attack you throughout the story, even setting up little fortifications and turrets to cause you extra headaches. As the story progresses, you’ll battle groups of all of these enemies at once and, while they also attack each other, it can get a bit manic trying to take them all out as you have to constantly stay on the move and switch to different weapons to be at your most effective.

Bigger and more aggressive enemies will soon become the norm as the story progresses.

Still, these chaotic battles and the steady increase of different enemy variants aren’t to be sniffed at as traditional boss battles are few and far between in Sunset Overdrive. Rather than take on bigger, nastier bosses progressively to finish up a mission, you’ll encounter larger, more powerful enemies or new enemy variants as you perform missions or defend your forts. These include the “Wingers” (large, bat-like OD who fly around shooting fireballs at you), “Muggers” (bestial OD who leap about the place and aggressively pounce on you to attack with their claws), Blade Bots (who rush at you with electric swords), and Tank Bots (a heavily-armoured mech that bombards you with lasers, mines, and leaps about using hover jets). As you progress, you’ll have to battle swarms of regular enemies bolstered by these bigger forces or even two or more of them at once, which can be a real challenge at times, especially if you’re low on (or out of) the most appropriate ammunition.

Fizzie is the game’s most persistent, and pretty much only, boss.

That’s not to say there are no boss battles at all, though; You’ll frantically blast at the King Scab on a rollercoaster before derailing him with a massive dinosaur mask at one point and also battle a gigantic version of Fizzie, FizzCo’s annoying and enthusiastic mascot, twice during the game’s story. The first time you battle him, he’s a massive blimp and floats around blasting at you with his eye lasers and spitting out annoying explosive balloons. You must grind around high up in the air and bounce on pads to stun him, and then unload at his exposed weak point, but the battle becomes tougher as it progresses, with Fizzie shooting rockets at you at directly targeting your rails as you frantically try to keep from falling (which, thankfully, doesn’t deplete your health or result in failure) to blast his weak spot. Fizzie’s artificial intelligence also takes control of the FizzCo building for the game’s finale; before you can even reach this point, though, you must eradicate the FizzCo ‘bots alongside all of your colourful allies and then, when the fight begins, you’re given three minutes and thirty seconds to race across the city, avoiding devastating sky beams, and grind up the building’s tentacles while avoiding electrified currents, bouncing from pads, and trying not to be knocked away as you frantically blast at the building’s power core. You have to do this three times and each time the timer resets but Fizzie is a bit further away, a bit more heavily defended, and more aggressive in his attacks and defence strategies.

Power-Ups and Bonuses:
There are a wide range of weapons on offer in Sunset Overdrive, each one unique and kind of crude in its design and often cobbled together by the most random of items. You can melee attack with a crowbar but will eventually be able to purchase a baseball bat with your cash and, as part of the story, will be tasked with forging a massive sword to chop enemies up but you can also toss or attack barrels to destroy groups of enemies and you’ll also purchase and acquire a number of different guns.

The game’s weapons are absolutely bonkers and fun to swap between (when you can manage the weapon wheel).

These range from amusing variants on standard weaponry from shooter games, such as pistols, shotguns, machine guns, and grenade launchers; one of the most reliable weapons is the first one you get, the Flaming Compensator, which is great for turning OD to ash. The High Fidelity and Nothin’ But the Hits weapons fire vinyl records at high speed and are great for crowd control, while the Shield Buddy is a must-have for blowing enemies away and protecting you in a temporary energy shield and the Dirty Harry is great for dealing heavy damage to bigger enemies. You can also grab explosive weapons like the One-Handed Dragon, TnTeddy, and Multi-Lock Rocket Launcher to dish out heavy damage, lure enemies into a frenzy with the Captain Ahab or Rager, freeze them in place, or slowly deal damage over time with some of FizzoCo’s own weapons.

Amps and Overdrives provide a range of benefits to your weapons and skills.

As you use each weapon, it’ll gain experience points (XP) and level up to a capped level of five. This not only increases its damage output and effectiveness but also allows you to equip Amps to the weapon for additional effects; Amps can be unlocked and bought at forts and have a range of benefits, from cosmetic stuff like having enemies explode in a burst of flowers, to perks for the Player (causing enemies to drop additional health, money, Overcharge, or increasing the XP rate), and (my personal favourite) additional attacks (rockets, a small nuclear bomb, shock or fire damage, and many others) that can really help level the playing field when faced with swarms of enemies. Performing different tricks, moves, and killing certain enemies will also earn you Badges; Badges can then be cashed in from the main menu to buy Overdrives to equip to the Player. These will increase your health, ammo capacity, and allow you to deal (and take) more damage from certain enemies. You can also increase the damage output of your weapons, the effectiveness of your traversal mechanics and melee attacks, and many other little buffs that all add up to assist you during gameplay. There are also a number of different traps you can buy to place when defending your forts; some of these automatically activate but others require you to jump onto them (which you’ll get some practice with in certain missions) and you can purchase new Amps, weapons, and traps using Overcharge and by collecting the multitude of different collectibles and junk scattered all over the city.

Additional Features:
There are sixty-four Achievements to earn in Sunset Overdrive, with the bulk of these popping when you complete various story-based missions. Many others are tied to combat and pop when you kill a certain number of OD, or when killing enemies in certain ways (grinding and bouncing, for example), spend a certain amount of money, upgrade your weapons, and equip Amps and Overdrives. By far the most time-consuming Achievements are those that involve completing certain side missions or collecting the game’s many different items and junk; scattered all throughout the city are Fizzie balloons, neon signs, toilet paper, and smelly sneakers for you to collect to purchase new Amps and you’ll need to find every single one of these (as well as deface FizzCo signs, smash their vending machines, eavesdrop on conversations, and view city landmarks) to nab every Achievement.

There are numerous collectibles and side missions and even an online multiplayer component.

Each faction you encounter in the game has a number of side quests for you to complete; these include scouring the city for comic books, roasting pigeons, finding parts, rescuing or finding their allies, clearing out enemies, operating cranes, or smashing cars to cause a ruckus and it’s worth your while taking the time to complete as many (or all) of these side quests as it’ll net you more money and items. There’s honestly so much to do at any one time that it can be a little overwhelming but it definitely keeps the game from getting boring and you can easily begin or replay any mission at any time. Once you finish the game, your objectives automatically switch to any remaining side quests, which is really handy, and the game even comes with an online component (“Chaos Squad”) which you can activate at any time from convenient booths scattered across the city. While I wasn’t able to experience this, it is apparently an eight player co-operative mode that involves defending forts and completing missions and has a number of Achievements tied to it.

The two DLC campaigns add a significant amount of content to the game.

The game’s Achievements are further bolstered up to eighty-eight thanks to the game’s two story-based DLC missions, which introduce slight enemy variants, feature forty UFOS to collect, and bestow you with new weapons and items. In “Mystery of the Mooil Rig”, you’ll venture out to an oil rig, where you’ll have to battle oil-based OD and Scab workers while igniting oil to call for help. You’ll also have to make use of the game’s harpoon mechanic to bring a boat in safely, destroy egg clusters infecting the rig, and contend with the massive Cthulhu-like DL Sea Monster; to battle this monstrous creature, you must destroy its tentacles and then have your ally launch you into its gaping jaw so you can mash B to hurt it from the inside. The second story-based DLC, “Dawn of the Rise of the Fallen Machine”, is much trickier and more frustrating; this has you venture beyond the invisible wall and into the FizzCo robot factory, where you must find diaries to assemble a new weapon, impersonate a robot to access kill codes, and frantically roll around in an energy ball destroying certain ‘bots within a strict time limit. This culminates in a boss battle against B-WIN, the host of Sunset TV, who blasts at you with lasers and energy beams from behind multiple screens that protect his core. For this fight, you’ll need to make stringent use of cover and stay on the move to manoeuvre behind him to deal greater damage to his core before luring him over a pit of molten metal to finally finish him off.

The Summary:
I wasn’t sure what to expect from Sunset Overdrive; I’d heard of the game and that it was this fun, chaotic, action romp and it certainly delivered in that regard. There is so much to see and do in the game and, unlike some open world experiences, it never feels dull or repetitive because of the constant swarms of enemies and things to detour off and collect and side missions to complete. The game’s traversal mechanics can take a bit of getting used to but, before long, it’s pretty simple to chain together grinds and jumps with your shooting and to become more efficient at dispatching massive hoards of enemies with your various weapons, Amps, and Overdrives. While there are some frustrating elements to the game, such as how manic the action can be (the game literally never gives you a moment to pause and catch your breath) and how inconsistent and vague some of the mission objectives can be (made all the more annoying since the game largely holds your hand otherwise), the humour and over-the-top presentation is a massive stand out for me; also the gore and crude nature of the game, as well as its self-referential and pop-culture moments, made it a fun and exhilarating experience overall.

My Rating:

Rating: 4 out of 5.

Great Stuff

Are you a fan of Sunset Overdrive; if so, what did you think to it? Did you like the game’s over-the-top presentation and zany mechanics? What did you think to the parkour-style traversal system and the game’s many diverse weapons? Were you also a little overwhelmed by how many enemies attack at any one time and the sheer amount to do and collect or did you enjoy the experience of tracking down every last collectible? What did you think to the game’s story and selection of missions and bosses? Which faction or side mission was your favourite? Did you purchase the DLC and, if so, were you satisfied with the additional content or did you want more from the game? Would you like to see a sequel some time? Whatever you think about Sunset Overdrive, leave a comment down below.

Game Corner: Grand Theft Auto V: Premium Edition (Xbox One)

Released: 18 November 2014
Originally Released: 17 September 2013
Developer: Rockstar North
Also Available For: PC, PlayStation 3, PlayStation 4, PlayStation 5, Xbox 360, Xbox Series X/S

The Background:
The Grand Theft Auto (GTA) franchise (ibid/Various, 1997 to present) is an incredibly successful and well-regarded series of open world videogames that have the player pulling off a series of heists, robberies, and other illicit activities generally by stealing or making liberal use of vehicles and guns. The series began life as a top-down title on the PC and PlayStation and set the standard for how successful and controversial the series would become over the years thanks to its violent content.

My experience with the GTA series is quite limited as I’m not much of a fan…

My experience with the Grand Theft Auto series is quite limited; I’ve played the original and dabbled with both Grand Theft Auto: Liberty City Stories (Rockstar Leeds/Rockstar North, 2006) and Grand Theft Auto IV (Rockstar North, 2008) but these experiences were either extremely brief or boiled down to simply messing about with the game’s many infamous cheat codes. However, I was recently gifted GTA V and was determined to see it through to completion despite not really being a fan of the series; GTA V was developed to be the most graphically impressive of the series so far that would give players control of three distinct characters rather than just one and improve upon many of the studio’s gameplay mechanics. GTA V was released to widespread critical acclaim and went on to ship over 140 million copies and is largely regarded as one of the best videogames ever released at the time.

The Plot:
Nine years after faking his death and entering witness protection following a botched robbery, former career criminal Michael Townley has become a shell of his former self and is living a tumultuous life as a family man in Los Santos under the alias Michael De Santa. After crossing paths with the foul-mouthed gangbanger Franklin Clinton, Michael finds himself brought back into his old ways as he helps Franklin pull off more profitable heists and runs afoul not only of the city’s seedy underworld and his handlers at the Federal Investigation Bureau (FIB) but also draws the unwelcome attention of his psychotic former associate, Trevor Philips.

Gameplay:
As you might expect, given it’s the norm for the series ever since it jumped to 3D, GTA V is a third-person action/adventure game with a heavy emphasis on story, character interactions, violence, gun fights, and vehicles. The lengthy story and large city of Los Santos and its surrounding area will see you exploring a variety of locations (both seedy and legitimate), encountering many different non-playable characters (NPCs), and taking part in numerous side quests and activities to keep you busy. As you play the story, you’ll eventually gain access to all three playable characters, each of whom controls exactly the same but has a different “Special Ability” and has their strengths rooted in either driving, melee combat, or shooting.

Fight, steal cars, and shoot the place up in true GTA fashion using three different playable characters.

The game’s controls are different depending on your current situation; when on foot, you can use the Left Trigger to aim and lock on to enemies, and fire your weapons or use melee attacks with the Right Trigger. Weapons are selected from a weapon wheel with the Left Bumper while the Right Bumper allows you to duck behind and move away from cover during gun fights. You can also press LT and the X button to dodge or roll out of the way or in conjunction with the left directional pad (D-pad) button to toss a grenade. Pressing in the left analogue stick will have you crouch down to sneak up on enemies, while pressing in the right stick allows you to zoom in and you can also switch between different perspectives (including a first-person view) with the Navigation button. Y is used to enter (illegally or otherwise) and exit vehicles; B reloads your weapon and is also used for melee attacks; X performs a jump and allows you to hop up small walls or ledges; and you can hold down the A button to jog along. If you tap A, you’ll break out into a sprint but be sure to keep an eye on your health and stamina in the heads-up display (HUD) as sprinting for too long will drain both of these.

Cars are slippery and unwieldy at the best of times let alone when you’re trying to shoot as well!

When in a vehicles, the controls alter somewhat: LT is now used to brake, reverse, or descend when flying while RT is used to accelerate or ascend; RB is the handbrake or (in conjunction with LB) controls the rudder and you can switch to a “cinematic” camera angle with B or duck down to avoid incoming fire with A. You can cycle through weapons with X and use them by pressing LB to aim and RB to fire, however the controls for shooting whilst driving are extremely slippery and imprecise. Not only are you travelling at high speeds and having to adapt to the fact that every vehicle handles differently depending on its size and capabilities, but it’s also extremely easy to lose control, spin out, or crash when driving at the best of times, let alone when trying to gun down enemies. Thankfully, some missions will place two characters in the car and will even give you the option of switching between driving and shooting but, in the instances where you have to do both, I found it to be very imprecise, slippery, and needlessly frustrating.

Your phone has many uses to keep you on track and you can (mostly) switch characters at any time.

The D-pad also allows for a number of different functions depending on whether or not you’re in a vehicle; pressing up will bring up your character’s phone, which can be customised with backgrounds and ringtones and is where you’ll make and receive calls, texts, and e-mails about missions and such; pressing left allows you to detonate bombs on foot or access the in-game radio when in a vehicle; pressing right toggles the car headlights or folds/unfolds a convertible’s roof when in a vehicle or allows characters to interact when on foot; and holding down accesses the character wheel so you can switch to a different character. Primarily, you’ll be using the D-pad for your phone, though; from here, you can perform a quick save, browse websites, buy stock to earn money, and review your income or additional information about the current plot or missions.

Each character has a Special Ability that slows down time and gives them an edge in different scenarios.

As mentioned, each character comes with a different degree of stats and a Special Ability, which can be activated at any time by pressing both analogue sticks in at the same time and will last as long as the yellow bar in the HUD is full. As you run, drive, shoot, fight, and play, you’ll raise each stat (Stamina, Driving, Stealth, etc) higher; the higher your stats, the better you’ll perform, and each character’s stats are set to different levels to give them different proficiencies that tie into their Special Abilities. Being an up-and-coming car thief, Franklin’s ability allows him to slow time when in a vehicle, which makes it easier for him to avoid oncoming traffic or obstacles, perform better drifts, and make tighter, more precise turns. Michael, meanwhile, is more focused on melee combat and his Special Ability slows time when fighting to give you more time to dodge and land blows. Finally, Trevor is focused on shooting; when his Special Ability is activated, he’ll enter a kind of rage mode and deal additional damage during the slow down, which is great for taking out vehicles or clearing rooms quickly.

The map, and mini map, is super useful for navigation (when you’re on the road, at least…)

The in-game map and a variety of other game settings can, of course, be accessed using the Xbox’s Menu button; the map is shrouded in fog and will be revealed the more you explore but will also highlight a number of key locations, such as your safe house (where you can store vehicles, change clothes and sleep to save the game, replenish health, and pass time in the game to day or night), weapons shops, and a variety of other points of interest (such as barbers, tennis courts, airports, and other properties, mini games, and areas). From here, you can set a custom waypoint and the onscreen mini map (which you can freely zoom in and out) will show you the most efficient route to take to get to your destination as long as you’re in a road-based vehicle (when in a boat, aircraft, or on foot, you’ll have to make do with a smaller indicator). The mini map also shows you helpful dots that will lead you to objectives, side quests, or identify enemies (represented as red dots). If that wasn’t enough, the game also comes complete with an actual physical map, which is quite useful for finding areas not easily spotted on the in-game map.

Fighting the police is a no-win situation and you’re better off finding a quiet place to hide out.

Playing GTA V in a way to not attract attention is incredibly difficult; the streets of Los Santos and the surrounding area are full of drivers and pedestrians who will crash and bump into you at the worst possible moments. As mentioned, driving can be very slippery and difficult so it’s easy to hit pedestrians or go careening off a bridge or collide head-first with an oncoming vehicle but, sometimes, pedestrians and cars will pick a fight with you and you’ll have to decide on the best way to deal with this. Cause too much carnage or enter restricted areas and the cops will start chasing you. This is represented by a star rating in the top-right of the screen and flashing red and blue lights on the mini map; you’ll also pick up chatter from the police band on your radio and see a helpful cone on the mini map that will aid you in giving the cops the slip. Continue to cause trouble, though, and the rating will increase up to five stars; the cops will bust out the helicopters, become much more aggressive, set up roadblocks, try to push you off the road, and shoot at you and it can be very difficult to get past them even on a one star Wanted rating because of how awkward some vehicles are to control.

Take cover to avoid damage and try to not get killed or you’ll lose a chunk of cash.

Occasionally, you’ll pick up first-aid kits to restore your health but, if your health drops below halfway, it will regenerate back up to halfway if you manage to avoid damage for a short period of time. If your car flips over, you can right it by holding on the left analogue stick; cars and bikes will incur damage as they get bashed and shot at but you can repair (and upgrade) them at one of the many Los Santos Customs dealerships across town for a fee. However, if you take too much damage, you’ll eventually be killed (or “Wasted”) and find yourself respawning at a hospital and suffering a hefty loss of funds. Thankfully, you can quick save at any time when not on a mission so you can choose to reload to your last save to keep your money but, sometimes, the game will load you clear across town or on the far opposite end of the map, which is often more frustrating than being killed. When on a mission, there are some generous checkpoints in place and, if you die, you’ll respawn at the last checkpoint, which is much less annoying.

Make the plan, execute the plan, expect the plan to go off the rails, throw away the plan.

Right off the bat, GTA V gives you full control of where you want to go and what you want to do once you get past a few tutorials that are masquerading as story missions. You’re free to drive anywhere you want and interact with characters to start side quests but, if you want to progress the story, you’ll have to travel either to your character’s safe house or to a predetermined area on the map. Sometimes, it’s not clear when you have to do this or which character you need to be to progress the story but, with a bit of trial and error, it’s not too difficult to pick up. The game’s story primarily involves the planning and execution of a number of heists using Michael, Franklin, Trevor, and other crew members; these heists generally involve some preparation on your part, such as staking out the target area, gauging the police response time, and planning an escape route, all of which is clearly marked for you to do. Once the target is properly researched, the group’s planner, Lester Crest, will talk you through your options and you’ll be given two choices to pull the mission off (one is generally easier and safer and the other is usually louder and more dangerous). You then have to select additional crew to pull the heists off; these NPCs have different abilities (hackers, drivers, gunmen, etc) and different stats that correlate to how much of a cut of the profits they’ll need; if you want the best driver or hacker, for example, you’ll have to give them a higher percentage of the cut. However, the more you use the same crew members, the better their abilities will be and their cut won’t increase.

The heist missions were one of the most enjoyable parts of the game for me.

Honestly, these heist missions were the most interesting and entertaining part of the game for me; it’s fun seeing how the job is going to be pulled off and adds a lot of variety to the game as you’ll be posing as a dock worker, stealing fire trucks, knocking off armoured vans, and racing through abandoned tunnels as part of it all. It also adds some replayability to the game; after you complete a mission, you can choose to replay it from the main menu and see how the other options play out, which may see you flying an aircraft or using a drill to break into a bank rather than using subterfuge. The best part of these heists, though, is that they are the best way to earn a chunk of cash; you can earn money by doing side missions or buying properties but you’ll get a good chunk from these bigger heists and they’re generally quite fair and engaging so I definitely enjoyed them the most.

Side missions are a bit hit and miss, ranging from batshit crazy to incredibly mundane.

Of course, there are numerous side missions to undertake as well, many of which are tangentially related to the story or specific to each character. Franklin, for example, has to help out his drug-addled friend by towing cars; Trevor runs across an old British couple with an unhealthy obsession with celebrities; and Michael crosses paths with a cult who keep fleecing him for money. Later, Lester will also give Franklin assassination missions, which are fun to pull off; Trevor can also deliver arms packages in an aircraft; and Michael is forced to repair his damaged relationship with his wife and kids by doing yoga, rescuing his son after he falls in with some dangerous people, and attacking a talent show host who is taking advantage of his daughter. With enough cash, you can also buy properties like an aircraft hanger, docks, restaurants, a taxi firm, and so forth, which will provide you with a weekly income and also ask you to perform tasks like stopping robbers, cleaning up toxic waste, or picking up fares.

Graphics and Sound:
In terms of presentation, it’s hard to really find any fault with GTA V; the game world is huge, massive even, and full of things to do and see. Cars get into crashes or are chased by the cops, street muggings and violence occurs around you, day turns to night turns to day, and there’s even different types of weather and numerous districts and regions to see and visit, all with very, very minimal graphical pop up or load times. This is probably because just loading into the story, or reloading a save, takes forever but that long load time is worth it for a fast in-game experience; I noticed very little slowdown during my playthrough and even less instances of textures failing to load properly. The physics are a bit janky, at times, with characters ragdolling all over the place and vehicles either being extremely heavy or slippery as ice but a lot of this is part of the game’s aesthetic style so I can just about forgive it…it just took me some time to adapt to the vehicle controls.

Los Santos is a vast, bustling cityscape with lots to see and do.

GTA V’s game world is probably the biggest I’ve ever seen; you’ll spend the majority of your playthrough in the bustling metropolitan city of Los Santos, which is basically an exaggerated version of Los Angeles. Here, you’ll find skyscrapers, office buildings, a beach front and fairground, a massive airport, banks, and rundown ghetto-like neighbourhoods like Franklin’s alongside the more luxurious condos like the one Michael lives in. It’s very impressive how varied and alive the city is but, it has to be said, this can be a bit inconsistent; you can’t go into every building, for example, and the lively nature of the streets can cause you to jump to a two star Wanted level without even meaning to just because you ploughed into a bus or police car at an intersection or cut a corner wrong or spun out into a gaggle of pedestrians.

Head on up to Blaine County for a decidedly more…rustic experience.

Later in the game, the story switches to the desert-like outskirts of Blaine County where Trevor lives in a rundown trailer park. Out here, things are much less grandiose and far more lawless and you’ll be able to travel across mountains and explore vast, arid dry lands between pockets of civilisation. This effectively doubles the game’s world but also means that travel time is a significant factor in GTA V. You can jump in a taxi to fast travel to a destination, but it’ll cost you money unless you own the taxi firm. Helicopters, boats, and other aircraft make travelling vast distances much faster but can be difficult to control and come by and you have to be careful not to crash into buildings or drift into restricted airspace. Thus, most of the time, you’ll be driving; normally, this isn’t too bad but, sometimes, you’re tasked with driving all the way from Los Santos out to the badlands, which can take a lot of actual, real-world time and if you accidentally attract police attention, crash, or slip off a cliff along the way, you may end up having to reload and do it all over again or be suck on foot desperately waiting for a vehicle to drive past.

Character models hold up really well and the many radio stations allow for a diverse soundtrack.

Character models are surprisingly good for such a big game; the main characters obviously stand out the most but even the random NPCs you come across are all distinct and varied. Voice acting is equally good, with the three main characters all offering constant commentary when driving along and conversing over the phone but I have to say that I was more than a little uncomfortable with the sheer amount of racial slurs spat out by Franklin and his “homies”. Still, you’ll hear a lot of voice work in the game (Kenny Loggins is even a radio DJ, which is great), all of which adds depth to the characters and brings the world to life, and every single cutscene or cinematic is rendered using the in-game graphics, which are impressive. There are also a number of radio shows to switch through when in vehicles that offer a variety of musical styles and genres; sadly, there’s no way to create a custom playlist or radio station and you’ll constantly have to reset the radio to your favourite station when you switch cars but it’s always one of the best parts of these types of games and offers such iconic tracks as Taylor Dayne’s “Tell It to My Heart”, Starship’s “We Built This City”, and the aforementioned Loggins’ “Danger Zone”.

Enemies and Bosses:
As mentioned, your primary enemies in the game will be the police; you can avoid attracting their attention by not driving like a maniac or going on a killing or attacking spree but, sometimes, you can’t avoid this. If you can’t find a place to land, for example, you can skydive out of your aircraft and parachute to the ground, which is great but it’ll cause your craft to crash and attract the cops; if you wander onto the runway or over restricted airspace, the cops will come after you in full force; and if you hit or shoot too many people (sometimes it’s one, sometimes it’s more than three), the cops will start coming after you. You can choose to fight them off but their numbers are infinite so it’s better to race away down side streets and find a quiet place to hide until the heat dies down.

Everyone from rival gangs, mercenaries, and even triad members will be gunning for your blood.

You’ll also attract the attention of some of Los Santos’ undesirables; Franklin and his dumbass friend, Lamar Davis, attract attention from rival gangs in the city; Trevor immediately makes enemies of a local biker gang; and Michael is repeatedly asked to perform “favours” for the FIB once he comes out of retirement. Gangsters, gangbangers, street punks, and even triads will crop up throughout the story as things begin to escalate but one of the more recurring enemy forces is that of Merryweather, a private security firm who you incur the wrath of during your heists and hijinx. Generally, the only things really separating these enemies from each other are the colours they wear and the munitions available to them; Merryweather are far better equipped than the street gangs and will attack in force, forcing you to take cover, use sniping positions, and shoot at them from helicopters but the street gangs usually just chase after you in cars or can be gunned down without anything more elaborate than a pistol or shotgun.

Missions and heists will have you face more challenging enemies and armaments.

There are no traditional bosses in GTA V since the heists form the primary challenge of the game but you will have to contend with some noticeable enemies at various points throughout the story. A guy who is campaigning to legalise cocaine drugs you up so badly that you start shooting aliens, for example; Trevor has numerous side missions that put him in a state of pure rage and have him gunning down various factions in the streets; you’ll need to chase down motorcyclists to acquire story-specific items; and helicopters and even tanks will need to be shot down with rocket and/or grenade launchers. Later in the game, Michael is left to fend off a hoard of triads in a graveyard in a gruelling gauntlet and one of the game’s final missions sees all of the various forces you have wronged being led into a massive confrontation that requires you to switch between all three characters and take them out.

Choose the right path at the end and you’ll take out all of your enemies.

Finally, you’ll hunt down the figureheads behind all of your ills and put them down for good. These assassination missions, however, are mostly pretty easy; one has you gun down an associate of Franklin’s in a public basketball court, which is simple enough, but another has you assassinate an FIB agent who is riding a Ferris wheel. Your final target is protected by Merryweather agents but it’s a simple matter to pick a few off with your sniper rifle and gun down the others to acquire him, certainly a lot easier than some of Franklin’s assassination missions which can have him racing to locations across town against a time limit.

Power-Ups and Bonuses:
While the only literal in-game pickup you will find are the aforementioned first-aid kits, there are a number of weapons made available to you from the Ammu-Nation stores scattered across the game world. From here, you can purchase bulletproof vests (which degrade as you take damage), melee weapons such as knives and knuckle dusters, and, of course, guns. Guns range from pistols to shotguns and machine guns but you’ll also use sniper rifles, grenade launchers, gatling guns, and rocket launchers; many of these can be purchased and upgraded in the shop to improve their capacity and efficiency but some are mainly used during missions.

Upgrade and modify your weapons and cars to customise and enhance them.

You can also acquire a number of vehicles throughout the game; each of the three characters has a default vehicle but you can steal another whenever you like. It’s generally better to steal a vehicle that people are already in as it won’t set off an alarm but sometimes the slighted drivers will attack or chase after you and either option risks attracting police attention, especially if you do it too often. You can hop on bikes and drive a range of cars (from sports cars to trucks and buses), each of which handles differently and can be modified and customised at Los Santos Customs. Here, you can tint the windows and add armour plating and bulletproof tyres, for a fee, and you can stash any vehicles you’ve acquired in garages you can buy across town.

Take to the skies in an aircraft or race along the water in a boat or jet ski.

You can also steal a range of aircraft, from crop dusters to helicopters and military choppers. These can be stored at airfields but can be tricky to control and land properly since a slight error can mean the difference between a safe landing and you crashing in a fiery death. You’ll also get behind the controls of a submarine and various boats (such as water skis and speedboats); these can be quite fun but, again, either heavy or slippery to control. Jumping ship at sea also isn’t advised as, while you can swim, you’ll be at risk of being attacked by sharks but there are definitely a lot of transportation options available to you.

Additional Features:
There are sixty Achievements on offer in GTA V and they are, honestly, some of the more laborious Achievements I’ve ever come across. While you’ll naturally get an Achievement for completing the main story and its heists, many of the others are tied to a lot of busy work, such as finding fifty hidden items or buying expensive properties and performing a number of side missions. You’ll get some for upgrading a gun or modifying a car to the fullest extent, but others are tied to the stock market and arduous tasks that take literally hours of real-world time (such as playing the game in first-person for fifteen hours or one side mission that makes you wait ten real-world days!)

Go head to head against other players online or dick about in the Director Mode.

A great deal of the Achievements are also tied to the game’s online mode, which I wasn’t able to experience. However, the game also includes a “Director’s Mode” that lets you play as basically any character in the game (including animals) and freely roam throughout the game’s locations with a number of ridiculous modifiers activated (such as explosive bullets and invincibility). This seems to be tied in to the game’s ability to let you record clips of your gameplay and customise them for others to see but, honestly, I didn’t really spend any time in this mode beyond getting a couple of Achievements tied to it but I’m sure it’s fun to just mess around in.

Visit a strip club, customise your outfit, or play tennis amongst other things.

I’m not really sure what about this version of the game makes it the “Premium Edition” but, regardless, there are also a number of cheat codes you can enter to spice up the gameplay (though these will disable Achievements) and the bulk of your replay time will probably come from mopping up side missions or just going mental with your weapons. There are a lot of distractions available in GTA V; you can sit and watch TV, get your hair cut and buy new clothes, visit a strip club, play darts, go to a shooting range, hunt deer, get tattoos, take part in street races, play tennis, and take random NPCs home (or to a cult out in the wilderness if you feel so inclined). Most of these distractions are pretty pointless; you don’t really get anything out of it beyond maybe an Achievement and increasing your stats a bit but it does help to add some variety and liven up the world.

There are lots of side missions to do but many are just a chore to complete.

The game’s final mission gives Franklin three choices between killing Michael or Trevor or joining forces with them against their enemies. I chose this latter option (but, again, you can replay missions whenever you like) and, upon finishing the game, returned to the overworld with all three characters and able to mop up any outstanding side missions and Achievements. Sadly, I don’t really feel inclined to return to any of these loose ends any time soon; many of the side missions are tedious, you need quite a lot of money to buy everything the game requires you to, and my overall experience was so mediocre that I’m not very motivated to clear the map and be left with a vast game world where all that’s left to do is randomly run people over or completely mundane tasks I wouldn’t do in real life. Gameplay is nicely broken up in some missions, such as when you must torture a guy for information as Trevor or molest another guy with a piercing gun as Michael, and it can be fun and thrilling to be in the heat of a race or fire fight but once I’d cleared the story I just felt like my obligation was fulfilled.

The Summary:
For my first real GTA experience, GTA V  was certainly impressive; I can’t deny that the game looks amazing and is one of the biggest open worlds I have ever explored. The game performs incredibly well (once it loads…) considering how much is crammed into it at any one time and I really enjoyed Michael’s character and how batshit crazy Trevor was and the general unfolding of the story. The game gets a bit confounding at times when you’re not on a mission and it both bombards you with text, hints, and notifications while simultaneously leaving it up to you to figure out where you need to go at times but, once you’re on a heist, things really pick up and become focused and enjoyable.

An impressive game but quite underwhelming in a lot of ways.

Sadly, as great as the game looks and how enjoyable it can be, it was lacking in a lot of key areas for me. Driving, for one thing, is mostly horrendous; even with a fully supped up car and a character’s Driving skill at the max cars can be slippery and unwieldy, spinning out or crashing seemingly at random and I spent a lot of time struggling with the driving and flying controls more than anything else. There’s definitely a lot to do in the game and just playing the main story will take a good few days but I can’t say many of the side missions and distractions are that compelling; most are tedious busy work and I didn’t feel like my playtime was being rewarded enough with Achievements or in-game rewards to really want to return to these any time soon. I imagine hardcore GTA fans will absolutely love this game but, for me, it just felt a bit of a chore and not all that engaging or interesting; it was more like work than fun, a lot of the time, which was a real shame.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to Grand Theft Auto V? Are you a fan of the series and, if so, how did you find this one compared to its predecessors? Which of the three playable characters was your favourite and why? What did you think to the game’s driving, controls, and side missions? Which of the many activities was your favourite to be distracted by? What choices did you make in the heist missions, and in the game’s final mission? Did you play the online portion and, if so, what was it like? Have you achieved 100% completion on this game and, if so, how long did it take? Whatever your thoughts on Grand Theft Auto V, drop a comment below.

Movie Night: Joker

Released: 4 October 2017 (Hey, that’s my birthday!)
Director: Todd Phillips
Distributor:
Warner Bros. Pictures
Budget:
$55 to 70 million
Stars:
Joaquin Phoenix, Frances Conroy, Zazie Beetz, Brett Cullen, and Robert De Niro

The Plot:
In 1981, party clown Arthur Fleck (Phoenix) suffers from a medical disorder that causes him to laugh at inappropriate times and lives with his mother, Penny (Conroy), in Gotham City. With Gotham overwhelmed by crime and unemployment, Arthur’s dreams of being a stand-up comedian and meeting his idol, talk show host Murray Franklin (De Niro), soon give way to a nihilistic insanity that inspires a violent counter-cultural revolution against the wealthy.

The Background:
The Joker has long been a staple of DC Comics and is widely regarded as Bruce Wayne/Batman’s arch-nemesis. First appearing all the way back in 1940, the self-styled “Clown Prince of Crime” was created by Bill Finger and Bob Kane and has been responsible for a great many tragedies in the Dark Knight’s life, from the death of Jason Todd/Robin to the crippling of Barbara Gordon/Batgirl, and has gone through a number of iterations over the years, from madcap extortionist, to demented serial killer, to self-mutilating madman. The Joker has also been adapted to film on numerous occasions; Cesar Romero famously refused to shave his moustache for the role in the sixties Batman show, Jack Nicholson brought the character to life in Batman (Burton, 1989), Heath Ledger was posthumously honoured for his incredible performance as the Joker in The Dark Knight (Nolan, 2008), and Jared Leto had his time in the role significantly cut from the theatrical release of Suicide Squad (Ayer, 2016). Development of a standalone Joker movie was initially planned as a spin-off of Suicide Squad and would have featured Leto returning to the role; however, after a series of blunders caused Warner Bros. to rethink their strategy regarding the DC Extended Universe (DCEU), production shifted towards an unrelated interpretation of the character. Phoenix, who had previously turned down superhero roles, shared director Todd Phillips’ desire to produce a gritty character study that delved into the psychosis of the character, which is traditionally left ambiguous in the source material.  Afforded a far smaller budget than other DC movies and also the first DCEU film to earn an “R” rating, Joker was a phenomenal commercial success and made over $1 billion at the box office. The critical reception was generally very positive as well; many praised the film’s uncompromisingly bleak narrative and for subverting the norms of comic book movies. Although others were disturbed by the film, which controversially inspired both protesters and deplorable violence, Joker spawned an unlikely musical sequel a few years later.

The Review:
When Joker was first announced, I have to admit that I was sceptical; I wasn’t a massive fan of Leto’s performance in Suicide Squad but, if it’s one thing I desire in my comic book movies these days, it’s continuity. The idea of producing a standalone Joker film didn’t sit right with me in general, much less that it wouldn’t be a part of the DCEU. Instead, Warner Bros. made the decision to lean into the idea of the multiverse, a concept that has been used for decades in comic books to present wildly different, alternative takes on characters and which, essentially, allows everything to be canon even when it’s not. Even as a die-hard, life-long comic book fan, this concept is confusing and I was surprised when the general audience, and many comic book fans, reacted positively to the idea of two Joker’s being active in cinema at the same time. I found it difficult to consolidate these feelings, though, and still firmly believe that the DCEU would be in a much better shape now if the producers had taken the Joker and Birds of Prey (and the Fantabulous Emancipation of One Harley Quinn) (Yan, 2020) and combined the two into something that could actually fit in with the janky continuity of the mainstream DCEU. Thus, I was hesitant to even give Joker the time of day; no matter how much praise I heard or how many awards it won or how much money it made, I just found the idea of having another version of the character active that is separate from the DCEU was a bit daft, to say nothing of favouring a dive into the motivations of one of comic’s most notoriously ambiguous characters over a sequel to Man of Steel (Snyder, 2013).

Arthur is just barely able to function in society by putting on a false face.

When we first meet Arthur Fleck, he’s a pathetic excuse for a man; reduced to dressing up in clown make-up and forcing himself to be a smiley, jolly clown for hire, he’s beaten down (literally) by both life and society. Right away, it’s pretty clear that something’s very wrong in his head and with his demeanour; his social skills are questionable, his self-confidence almost non-existent, and his ironic pathological need to laugh uncontrollably at the most inappropriate times make him an inherently damaged individual. In a city drowning in chaos and unemployment, with life at its bleakest, Arthur may be one of the lowliest and most despondent citizens of Gotham. Although he attends regular therapy sessions and is encouraged to write his thoughts and feelings in a journal, these outlets are of little help to his mental state. Awkward, insecure, full of nervous ticks and tricks, he’s kept in a fragile stability only by numerous ambiguous medications and his desire to be a stand-up comedian. Ironically, just as he tends to descend into maniacal laughter in uncomfortable and awkward situations, his comedy routines and sense of humour are openly ridiculed and his medication seems to be holding him back from unleashing all of the pent up aggression and emotion bubbling just beneath his surface.

Arthur searches for surrogate father figures to fill a void in his life.

Arthur’s reality is one of pain and suffering and oppression; when not eking out a mediocre living during the day, he’s looking after his bed-ridden and increasingly confused mother, Penny (Conroy). Arthur’s main source of escapism is in watching Live! With Murray Franklin and imaging forming a bond with its host, and his idol, Murray Franklin. Lacking a true father figure, Arthur imagines himself connecting with Murray to fill that void in his life and this sense of abandonment and desperate need for acceptance, love, and understanding only fuels his despondency and anger. However, already on the razor’s edge of sanity at the best of times, Arthur snaps after first losing his beloved job as a clown and then taking a beating on the subway from three Wayne Enterprises employees, whom he shoots in cold blood. In this version of Gotham City, Thomas Wayne (Cullen) is a Mayoral candidate and both directly and indirectly responsible for Arthur’s state of mind and living conditions, and eventual turn into an anarchistic figure. Condemning the shootings as the work of “clowns”, Thomas champions the social elite and the top one percent over fixing the problems of the destitute and unemployed and, as a result, inspires a great deal of the social unrest and crime that plagues the city. It’s a very different and disturbing take on the character, who is normally a moral and socially just individual; he reacts with anger when Arthur confronts him and seems to care very little for actually improving the lives of the city’s destitute populace.

Arthur finds a freedom in embracing his violent urges, which transforms his demeanour.

The discovery that Thomas may in fact be his biological father fractures Arthur’s already damaged psyche almost as much as Murray’s subsequent mocking of his awkward and embarrassing stand-up act and he is driven further to the edge by the discovery that he was actually adopted. No longer able to rely on his medicine to hold him at bay and finding a freedom in his murderous actions, when Arthur finally does give in to his base urges, his entire demeanour changes; in the beginning of the film, he slouches and slumps around the place like little more than a zombie. A gaunt, lowly speck of a man, it’s all he can do to get through each day much less trudge up the now iconic flight of stairs but, after killing for the first time, he finds himself liberated. No longer bogged down by his inhibitions and embracing his newfound freedom, he stands upright, moves with a grace and flamboyance and breaking into disturbing dances, and his descent into madness and violence only escalates from that moment on.

The Nitty-Gritty:
Joker goes to extreme lengths to evoke the spirit of the eighties; not only is the old school Warner Bros. Pictures logo featured at the beginning of the film, but the whole movie is full of a dirty, grimy appearance indicative of movies such as Taxi Driver (Scorsese, 1976) and The King of Comedy (ibid, 1982), both of which play as big an influence in the film’s plot and Phoenix’s portrayal as classic Joker-centric stories like Batman: The Killing Joke (Moore, et al, 1988). Additionally, Gotham City itself becomes as central as a character to the film as any of the living actors. A desolate, crime-ridden, bleak place overrun with violence, this is probably the best look at the seedy, street-level crime that plagues Gotham. I find this very appealing as, normally, Batman stories tend to focus more on organised crime, supervillains, and corrupt officials rather than the very random acts of violence that caused his creation in the first place.

As many have noted, Phoenix steals the show with his captivating performance.

Of course, the real star of the show here is Phoenix’s performance; thanks to a dramatic weight loss, he appears almost emaciated and constantly on edge, as though his very skin is crawling with repressed emotion. He runs through a gamut of emotions throughout the film, from despondency and oppression to passion and anger, to a cold disgust and an unhinged mania. Phoenix perfectly encapsulates the random, volatile chaos that is the Joker, humanising this traditionally ambiguous and unpredictable madman in an unsettling way. Pathological laughter aside, Arthur is exactly the kind of unassuming, downtrodden man you’d walk past in the street on any given day without a second’s thought; until he finds solace in killing and carnage, Arthur’s only comfort comes from living in a dream world of his own creation where he’s beloved and successful and accepted, but, when that shatters before his eyes, he replaces it with the euphoria of inciting anarchy through his actions as the Joker.

Arthur is tipped over the edge when he realises this relationship is a figment of his deranged imagination.

Nowhere is Arthur’s fragile and demented mindset more apparent than in his relationship with Sophie Dumond (Beetz); as you might imagine, considering he still lives with (and has a worryingly close dependency on) his increasingly frail mother, Arthur’s attempts to woo Sophie are clumsy and disturbing. He follows her (stalks, you might say) across the city but apparently seems to win her over with his sense of humour; feeling the rush of killing, he goes to her and she attends his stand-up routine, which is a hit, and supports his endeavours. After finding out the truth about his parentage, Arthur goes to Sophie for comfort…only to discover that their entire relationship was another aspect of his dream world. Frightened and disturbed by his presence, she begs him to leave and, already driven to the edge by his mother’s lies and the knowledge that his stand-up act was actually a complete screw up that his idol mocked on live television, Arthur reacts to the loss of his last tenuous grip on sanity by brutally killing his mother.

Freed from his inhibitions, the Joker inspires chaos and revels in the adulation of the oppressed.

Thomas’s derogatory comments about the “clowns” of Gotham incite the downtrodden and the desperate, like Arthur, into a rampant mob who don clown masks and believe that the Joker is sticking it to the wealthy and the oppressive elite. Seeing this, and his unintentional influence on people, excites Arthur, who finds himself in a position of power for the first time in his life. Betrayed by everything and everyone he’s ever known, Arthur is apathetic when he’s invited to fulfil his life’s dream and appear on Live! With Murray Franklin and instead sees it as an opportunity to spread his unique message and brand of chaos by shooting Murray in the head on live television while a city-wide riot breaks out. Although immediately arrested for the crime, the chaos that grips the city allows Arthur, now fully embracing his role as the Joker, to escape and stand amidst the adulation of his admirers having finally found his place in the world.

The Summary:
Joker is definitely an intense psychological thriller; as an exploration of the mind of a psychopath, it’s right up there with films like American Psycho (Harron, 2000) for the surreal and disturbing way it presents Arthur’s world and perception of reality. A traditional comic book movie it is not and that is immediately clear from the grounded, dirty aesthetic and twisted nature of the narrative, which focuses on an already disturbed and fractured man’s descent into complete anarchy. Joaquin Phoenix, of course, delivers a spellbinding performance and seems completely lost in the role; his commitment to the physicality and mentality of the character is commendable and he deserves all the praise in the world for delivering one of the most nuance and unsettling interpretations of the Joker ever seen. Sadly, my initial misgivings about the film continue to hold true; the fact that the film ends with the suggestion that all of the events we witness may have been as much a figment of Arthur’s imagination as Sophie or anything else we see really doesn’t help with that, either. It’s perfectly in keeping with the Joker’s status as an unreliable narrator but it just adds to the pointlessness of the film in many ways. Sure, Phoenix is great and the film does a fantastic job of telling a self-contained Joker story without Batman but what is the point of really getting under the Joker’s skin if we’re never going to see him clash with his long-time nemesis? If Arthur isn’t the true Joker, as is also suggested, then again what’s the point as it adds nothing to the actual Joker’s story, which continues to run contrary to Joker in both comics, movies, and television. As a result, while Joker is an impressive and disturbing psychological thriller, it’s not really a very good Joker story and I can’t help but feel that it’s handicapped by being associated with DC Comics as a result. I get why it did so well and got so much praise but it just seems like a waste of time, money, and talent when it’s going to mean nothing in the big picture of the DCEU.

My Rating:

Rating: 2 out of 5.

Could Be Better

Do you agree with my assessment of Joker or do you think I’m just talking bollocks? If you’re a fan of the film, what was it about it that you enjoyed? Do you agree that it’s disappointing that we won’t see this version of the character play a role in the DCEU or do you think such concerns aren’t as important as telling a good story? What did you think to Joaquin Phoenix’s portrayal of the character and how does it hold up for you compared to other Jokers? Are you a fan of the DC movies exploring the multiverse and producing disconnected films or, like me, do you prefer them to be part of a larger shared universe? What are some of your favourite Joker-centric stories over the years? Whatever you think, good or bad, about Joker, drop a comment down below and let me know your thoughts.

Screen Time [Sonic Month]: Adventures of Sonic the Hedgehog: “The Quest for the Chaos Emeralds” (E37-40)


Sonic the Hedgehog was first introduced to gamers worldwide on 23 June 1991 and, since then, has become not only SEGA’s most enduring and popular character but also a beloved videogame icon. The Blue Blur turned thirty this year and, to celebrate, I’ve been dedicating every Friday to SEGA’s supersonic mascot.


Episode 37 to 40:
“The Quest for the Chaos Emeralds”

Air Date: 26 October 1993 to 29 October 1993
UK Distributor: Channel 4
Original Network: ABC
Stars: Jaleel White, Christopher Stephen Welch, Long John Baldry, Phil Hayes, Garry Chalk, and Jim Byrnes

The Plot:
Doctor Robotnik (Baldry) has forced Professor Caninestein (Chalk) to build him a time machine so that he can acquire four magical Chaos Emeralds that would grant their bearer the powers of Invisibility, Invincibility, Immortality, and Life in a bid to become an all-powerful Demi-God. After escaping, Caninestein supplies Sonic (White) with the means to follow Robotnik across time and space to thwart his diabolical plot.

The Background:
Sonic the Hedgehog blasted onto the videogame scene with his debut, self-titled release in 1991. Thanks to being bundled with the Mega Drive and SEGA’s aggressive marketing campaign, Sonic the Hedgehog (Sonic Team, 1991) was a huge success but Sonic’s popularity exploded after the release of Sonic the Hedgehog 2 (SEGA Technical Institute, 1992). Suddenly, Sonic was everywhere: comic books, t-shirts, in the Macy’s Day Parade and, soon enough, on television in the form of not one but two concurrent cartoons. After seeing the success that DiC Entertainment had with producing cartoons that were effectively little more than half-hour advertisements for Nintendo’s videogames, characters, and franchises, SEGA of America contacted DiC to begin developing an animated series for their own super-sonic mascot. Artist Milton Knight set about redesigning Doctor Eggman (widely known at the time as Doctor Ivo Robotnik) into “Animation’s Sexiest Fat Man!” and Long John Baldry was cast in the role, reimagined as an egotistical, narcissistic blowhard. To help sell their pitch to ABC, DiC also roped in Jaleel White for the title role but ABC deemed their original slapstick pitch unsuitable for a Saturday morning slot. Undeterred, producer Robby London made the decision to develop an entirely separate Sonic cartoon for the prime Saturday morning slot and develop Adventures of Sonic the Hedgehog for syndication instead. The result was two vastly different Sonic cartoons, each with a differing tone and animation style and far removed from their source material; Adventures was comprised of sixty-five episodes of over-the-top, memeworthy, slapstick humour while Sonic the Hedgehog (generally referred to as “SatAM”) was a far darker take on the franchise. Though both cartoons awkwardly collided when Archie Comics began publishing Sonic comic books, the majority of Adventures’ influence was eventually stripped away in favour of those from SatAM and Adventures is generally regarded less favourably than its darker counterpart with the notable exception of the four-part “Quest for the Chaos Emeralds” story arc.

The Review:
While “Black Bot the Pirate” (Butterworth, 1993) forms the first in a four-part saga and is thus a rare example of continuous, sequential storytelling in what was generally a more fast-paced, comedic cartoon, it still contains many of the same elements that made up what can be loosely described as Adventures’ “charm”: an abundance of sight gags, slapstick, cheesy lines, and jokes. Having grown up with the series, I have a certain affection for some of these elements and Robotnik’s long-suffering, clumsy lackeys Scratch (Hayes) and Grounder (Chalk), who make for some of the most annoying and yet amusing characters in the series. Constantly getting into scrapes and bumbling even the simplest of plans, there’s a pretty funny gag right at the start of the episode where Scratch accidentally activates Robotnik’s time machine (which looks more than a little like H.G. Wells’ famous contraption and which Scratch mistakes for a vacuum cleaner) and returns as a roast chicken. It makes no sense but then that’s pretty much par for the course of Adventures of Sonic the Hedgehog.

Dr. Robotnik’s plot is unusually devious but he’s no less immune to falling for obvious tricks.

Robotnik, easily the most charismatic and appealing part of the cartoon, is unusually focused and determined in this first episode (and the entire saga); having learned of four Chaos Emeralds scattered throughout time and space, he wishes to acquire their individual and collective powers to become “Supreme High Robotnik”, a lofty goal that is far beyond his usual plots to destroy or take over towns, cities, or even the planet. Of course, Robotnik is as much his own worst enemy as Sonic is a hindrance to him; blinded by his egotism and quick temper, he’s quick to throw tantrums, is easily fooled, and makes massively glaring errors in judgement that often lead as much to his downfall as Sonic’s involvement. Long John Baldry really puts his all into portraying Robotnik as a loquacious and comically exaggerated character; in this episode, he is also joined by his pirate counterpart Black Beard (Byrnes), whom Robotnik transforms into a robot dubbed Black Bot. Unlike Scratcher and Grounder, Black Bot is a relatively competent minion as it forces Sonic and Tails off the ship; while Sonic is perfectly capable of swimming and his no fear of water in this cartoon, this does leave him and Tails at the mercy of a gigantic robotic whale.

There’s no situation Adventures-Sonic can’t find a way to escape out of.

While this causes a momentary issue for Sonic, who is unable to cut through the whale’s metallic shell, literally nothing is beyond the ability of Adventures-Sonic; he always has a solution for any situation whether by using his incredible speed, a series of elaborate disguises, or literally pulling a solution out of thin air. Jaleel White pretty much defined Sonic’s characterisation for generations of kids and, while I have a lot of respect for his work, as always it’s Sonic’s constant need to spout quips and one-liners that makes his character as aggravating as he is entertaining. No matter the situation or how bad the odds look, Sonic always finds a way to succeed and make fools of Robotnik and his robots; even when Robotnik has a time machine on hand to get the drop on him, Sonic is able to trick Robotnik into trapping him in the treasure chest with the Chaos Emerald and using its powers to best his foes. Even when Robotnik manages to steal back the Chaos Emerald and strand Sonic and Tails in the past, Sonic simply uses some dodgy time-manipulation to get them out of the jam.

Tails spends most of the episode being used as a hostage and in need of rescue.

Speaking of Tails, as is tradition for most Adventures’ episodes, there’s not really a lot for him to do here except say cringe-worthy stuff, act as a hostage, or provide minimal support for Sonic. He’s the very definition of the kid sidekick, existing mainly for Sonic to have someone to talk and brag to (though, ironically, Sonic is more than capable of simply breaking the fourth wall and addressing the audience directly). “Black Bot the Pirate” is a pretty standard episode of Adventures of Sonic the Hedgehog; as is often the case, there’s some enjoyment and humour to be found between the show’s more aggravating clichés and the influence of films such as the Back to the Future trilogy (Zemeckis, 1985 to 1990) and Bill & Ted’s Excellent Adventure (Herek, 1989) is obvious, making for a quick shorthand to explain the show’s concepts of time travel. The second episode, “Hedgehog of the “Hound” Table” (Butterworth, 1993), begins with Doctor Robotnik, Scratch, and Grounder crash-landing in another time and place and with a recap of Robotnik’s plot to obtain four Chaos Emeralds and become and all-powerful “Supreme High Robotnik”. This is unusual for the series as, generally, episodes were not sequential or consecutive; characters and storylines did reappear and were revisited at times but, as a rule, every episode was a self-contained bit of wacky fun so seeing the cartoon actually attempt a concurrent storyline is a nice breath of fresh air.

This time, simply holding the Chaos Emerald isn’t enough to use its power.

Robotnik quickly finds the laboratory of Merlynx the Magician (Unknown) and, in his quest for the Chaos Emerald of Invincibility, obtains Merlynx’s magic wand and, in short order, the Chaos Emerald. However, unlike with the last Chaos Emerald, simply holding the gem isn’t enough to grant the wearer invincibility; instead, one must also become King of the Hound Table because…well, the episode needs to happen, I guess. Back in the present day, Sonic and Tails are still trying to relax on the beach when their good time is again interrupted by Professor Caninestein, who once again supplies Sonic with his time-travelling Atomic Relativity Boots. Immediately arriving at King Arfur’s (ibid) castle, Sonic and Tails meet the king’s daughter, Princess Gwendolyn (ibid), who plead for Sonic’s help in fending off the “Evil Bloated Knight” (spoilers: it’s Robotnik in a suit of armour). Motivated by the egotism he feels at being declared the “Holy Hedgehog”, Sonic, of course, agrees to help as Robotnik’s technology is surprisingly effective at dispatching the Knights of the Hound Table with minimal effort. I say “surprising” as, generally, Robotnik’s credibility is…sketchy at best especially because of the bungling and incompetent nature of his goons. This is emphasised in a short action scene wherein Sonic (with minimal assistance from Tails) humiliates the three in true Adventures slapstick fashion by tying up Robotnik’s moustache, painting a target on a wall, and tricking Grounder into taking out his own team mates.

Though momentarily distressed at his lack of speed, Sonic is still able to best Scratch and Grounder.

Robotnik then coerces Merlynx into using his magic to turn Sonic’s feet into solid rock, which robs him of his speed and allows Robotnik to steal Arfur’s crown; this is, apparently, enough to render Robotnik invincible, transforming him into a muscle-bound version of himself and locking Sonic and Tails in the castle dungeon. Being robbed of his speed makes Sonic uncharacteristically despondent…for a time. It’s not the first time he’s fallen into despair at the loss of his abilities in this, or other, cartoons and is an interesting wrinkle in his otherwise flawless character but we only see the briefest of glimpses into this aspect of his personality as he immediately perseveres to appeal to Merlynx to undo his spell. Even when Sonic is robbed of his speed, he is more than a match for Scratch and Grounder; you’d think this would be the perfect opportunity for Tails to actually help Sonic but he doesn’t even carry him to Merlynx’s house or help take out the Badniks when they block their path. After they separate Robotnik from the Chaos Emerald, Tails actually lays claim to it and briefly transforms into his own hulking form…but does nothing with that power beyond childish posturing. Still, at least he isn’t constantly used as a hostage this time around.

Even after becoming invincible, Robotnik is as foolish and bungling as ever.

You might also think that being rendered invincible pretty much means Robotnik has claimed victory but of course not; not only does Robotnik not kill Sonic and Tails when he has the chance, he quickly falls into boredom with his kingship, and foolishly agrees to answer Sonic’s challenge for a jousting match. Although the Chaos Emerald renders him unbeatable, he wears the damn thing on his head, under his helmet, for some reason so he loses his powers when he is knocked off his horse by a cactus plant Sonic randomly plants on the battlefield. In the end, it is Robotnik’s own bumbling nature that causes his downfall as he is easily goaded into falling for Sonic’s tricks and winds up being packed off to a Roman coliseum. “Hedgehog of the “Hound” Table” is marginally better than the first episode; for one thing, there’s a bit more action and a few more interesting characters in this episode compared to the last one. There’s not a lot to Merlynx, Princess Gwendolyn, and King Arfur beyond being one-dimensional characters in exactly the roles you’d expect (wacky reclusive magician, stuttering, worrisome princess, and wholesome, honourable king, respectively) but they help to make the episode a bit more lively compared to the more barren and lifeless setting of the last episode. However, of all of the episodes that make up the “Quest for the Chaos Emeralds” saga, the third episode, “Robotnik’s Pyramid Scheme” (Butterworth, 1993), is the only one I actually watched as a kid. Somehow, I missed the previous two episodes, and the final part of the saga, despite religiously watching and/or taping each episode of Adventures of Sonic the Hedgehog every Sunday morning. Still, here in the United Kingdom, the airing of Sonic cartoons was a little in flux; I remember watching Adventures one week and then waking up the next week to find it had inexplicably changed in tone and narrative and was suddenly the far darker SatAM with no explanation as far as I could see.

In trying to stop himself from being erased, Sonic accidentally undoes his own birth!

Again, sequential narratives weren’t really a thing in Adventures of Sonic the Hedgehog so it’s surprisingly unique to find this episode picking up almost immediately where “Hedgehog of the “Hound” Table” left off with Robotnik, Scratch, and Grounder running for their lives in an ancient coliseum. After a brief encounter with his equally rotten ancestor, Julius Robotnikus, Robotnik helpfully brings any new viewers up to speed before heading to Ancient Mobigypt. This opening serves a few purposes; obviously, first and foremost, it’s to continue the story but it also places a bit more emphasis on the characters meeting their ancestors, something that is of particular importance to this episode’s plot. This is further emphasised back at the beach, where Professor Caninestein reveals that Sonic’s bloodline is being systematically erased from history due to Robotnik’s actions in the past. Rather than being provided with his time travelling Atomic Relativity Boots, Sonic is gifted the Time Warp Boogie Board to travel back in time and keep himself from being erased. Unfortunately, while Sonic and Tails manage to rescue Sonic’s ancestor, Masonic (White), from Robotnik, they inadvertently interrupt the meeting between Masonic and his fated future wife, Penelope (Cathy Weseluck), which causes Sonic to be erased from history.

Apparently, it’s easier to use time-bending shenanigans than to break some flimsy chains?

Yeah, it’s basically the plot of Back to the Future (Zemeckis, 1985); however, thanks to the convenient fact that Tails not only remains in the past but also still remembers someone who never existed, being erased from existence is only a minor inconvenience for Sonic as Tails simply forces Masonic and Penelope to meet, instantly returning Sonic to life. Rather than actually removing the infallible Sonic from the plot and having Tails team up with Masonic in an effort to undo their actions, what should be a major plot point is almost immediately undone and, once again, Tails is rendered to a mere sidekick. Similarly, when the Pharaoh of Mobigypt (Chalk) refuses to give up the location of the Chaos Emerald, Robotnik declares himself Pharaoh and forces Sonic, Tails, and Masonic to spend the next twenty or thirty years building pyramids. Oddly, it’s actually easier for Sonic to repeat the same time-bending trick he pulled in “Black Bot the Pirate” and carve a hieroglyphic message for Professor Caininestein to conjure up a saw to cut through their piddling little chains that it is for him to simply buzz saw through them but I guess that wouldn’t be anywhere near as impressive as having Sonic “Mary Stu” his way out of another hopeless situation.

In a morbid twist, Robotnikhotep would rather die than endlessly fight with his version of Sonic.

Still, they’re unable to keep Robotnik from discovering that the Chaos Emerald is hidden deep within the booby-trapped pyramid of Robotnikhotep (Baldry); this is where Scratch and Grounder are at their best as they first squabble over which of them is smart and fast enough to decipher the clues that lead Robotnik to the pyramid and then constantly run afoul of the pyramid’s many traps to keep Robotnik safe from harm. There’s even a surprising nod to the videogames in the pyramid’s final puzzle, which requires a number of Golden Rings to be collected; it’s always nice when the cartoons actually include some of the more obscure gameplay elements of the source material. However, they all wind up in the burial chamber and encounter Robotnikhotep, who is functionally immortal thanks to the Chaos Emerald he wears; after a mummified hedgehog (White) awakens and defeats Robotnikhotep, Robotnik takes the Chaos Emerald from his ancestor and gains immortality. In a surprisingly poignant exchange, Robotnikhotep expresses gratitude for being relieved of not only the curse of immortality but the constant interference of Sonic’s mummified counterpart.

Robotnik’s immortality is quickly bested by Sonic’s own emerald powers.

In the Adventures of Sonic the Hedgehog universe, “immortality” is realised not only as everlasting life but also, apparently, immunity to harm as, once Robotnik has the gem, Sonic’s attacks simply bounce off of him. Although, again, Robotnik has claimed near-unstoppable power, Sonic is easily able to defeat him by being gifted an emerald of his own (whether it’s a Chaos Emerald or not is not made clear but, judging by its blue colouration, it doesn’t appear to be one of the legendary gems) that grants him a “blue energy shield” and the means to take the immortal Robotnik down and secure his future.
“Robotnik’s Pyramid Scheme” is probably the best of the “Chaos Emerald” saga so far thanks to the influences and unashamed homages to Back to the Future; unfortunately, it squanders the potential of a largely Sonic-less plot by undoing his erasure within about two minutes of it occurring. This could have been a good chance to have Tails take a more proactive role and still involve a Sonic-like character in Masonic, having Sonic return to life in far more dramatic fashion for the action-packed conclusion but, instead, it’s just another excuse to show how flawless Sonic is. The final episode, “Prehistoric Sonic” (Butterworth, 1993) begins exactly where the last episode left off, with Robotnik, Scratch, and Grounder escaping back into the timestream to hunt down the final Chaos Emerald. However, Professor Caninestein once again supplies Sonic with a new time machine (a time-travelling skateboard, naturally) so that Sonic and Tails can put a stop to Robotnik’s plot once and for all. Robotnik and his Badniks arrive in prehistoric times, soon followed by Sonic and Tails, with the characters quickly encountering the prehistoric Mobians who are guard the volcano where the Chaos Emerald lies waiting.

Robotnik has the power of life in his hands and uses it to its…fullest..? extent…

Robotnik conjures up a gigantic robotic dinosaur to take care of Sonic and Tails; Sonic is, of course, immediately able to tame the Badnik and turn it against Robotnik’s underlings, however, and when Robotnik attempts to obtain the Chaos Emerald he is stopped by the volcano’s monstrous guardian, Magma the Volcano God. Like Stonekeeper (Ross Marquand), the lava creature demands a sacrifice before anyone can claim the Chaos Emerald, so Robotnik willingly and casually tosses Scratch and Grounder to certain doom in order to get his hands on it. Now imbued with the power of life, Robotnik conjures lava minions of his own to finally capture Sonic and Tails; actually learning from his past mistakes, he even ties Tails’ tails together so there’s no chance of them surviving a plummet into the volcano. But, of course, Sonic is easily able to escape his fate and get them to safety, so Robotnik reunites with his Badniks and flees, victorious, back into the timestream.

Robotnik finally becomes a God and immediately sets his sights disappointingly low…

Sonic and Tails immediately give chase, heading back to Ancient Mobigypt, but are too late to stop Robotnik from stealing the Chaos Emerald of Immortality from Robotnikhotep. Next, they head back to medieval times and arrive right as Robotnik claims the Chaos Emerald of Invincibility with minimal effort. Now immune to all of Sonic’s attacks, there’s nothing stopping Robotnik from digging up the final Chaos Emerald, the Chaos Emerald of Invisibility, and finally claiming all four as his own as Robotnik brings a treasure chest to life to cover his escape. Returning to the present day, Robotnik makes a suitably dramatic show of placing all four Chaos Emeralds around his neck (…even though he had already three of them around his neck) and transforming into “Supreme High Robotnik, Master of the Universe”, a gargantuan, God-like version of himself who immediately begins destroying a nearby town in a demonstration of his power. With his limitless powers, Robotnik easily throws Sonic and Tails to the beginning of the universe (of course represented by a gigantic stick of dynamite). However, after managing to escape (with trademark ease), they concoct a plan to defeat Supreme High Robotnik: using their time machine, they travel back through time and recruit a small army of their past selves for help.

Even when he’s a God, Robotnik is toppled with ease as, for some reason, he still feels pain…

After the five Tailses render Robotnik visible, the five Sonics are…somehow…able to damage and hurt Robotnik enough to bring him crashing to the ground with a pathetic amount of ease. Toppled, Sonic easily retrieves the Chaos Emeralds, stripping Robotnik of his God-like abilities, and ending his desires for the gems, and veritable omnipotence, once and for all. Honestly, this is quite a disappointing end to the saga as, even with the combined powers of the Chaos Emeralds, Robotnik is defeated way too easily. There was potential here for a veritable army of Sonics to attack Robotnik but, instead, the episode limits itself to just five. Sonic could also have used the Chaos Emeralds to become Super Sonic but the cartoons never seemed able to actually adapt this element into their stories so, instead, the Sonics simply attack Robotnik until he falls to the ground. There’s never a question that Sonic could fail in facing Robotnik’s ultimate form. Even when he’s thrown to the beginning of time it’s little more than a minor inconvenience; being trapped inside of an anthropomorphised treasure chest is more of an obstacle for him as he actually needs Tails’s help to escape because, again, he never thinks to just spin his way free. Other than that, and dropping flour on Supreme High Robotnik, Tails is next to useless in this episode and is simply along for the ride to screech out the obvious or words of panic or encouragement.

The Summary:
It’s rare that Adventures of Sonic the Hedgehog actually uses gameplay mechanics from the videogames; although the series contained more references and nods to its source material than SatAM, these were still few and far between thanks to the cartoon’s focus on slapstick humour and largely original, self-contained episodes. As a result, the concept of the Chaos Emeralds is massively different compared to how they are portrayed in the videogames but it makes for a unique spin on the mechanic to have their powers more explicitly defined and associated with different abilities. In a small example of how low the standards were for the cartoon, though, there are a few instances where the characters say “invisible” or “invisibility” instead of “invincible” and “invincibility”. Still, seeing Robotnik obtain the Chaos Emerald of Invincibility and actually attain its power was a nice, if brief, distraction; had he acquired this power and Merlynx’s wand (which the episode establishes that Robotnik, and anyone for that matter, can easily wield), he arguably could have laid claim to complete victory but, of course, that was never going to happen as Sonic had to emerge victorious by the episode’s end. Nevertheless, actually getting a glimpse of the potential of “Supreme High Robotnik” helps to understand the stakes involved and why it’s so important to keep all of the gems out of his hands.

Robotnik constantly squanders his God-like powers, remaining little more than a bumbling idiot.

Something I do enjoy about these episodes compared to many episodes of Adventures of Sonic the Hedgehog is how many elements it includes from the videogames; obviously, we have the inclusion of a Chaos Emerald but the traps, obstacles, and danger of the pyramid remind me quite a bit of the hazards encountered in Sonic the Hedgehog (in particular the Marble and Labyrinth Zones). Having the Badniks be forced to collect Golden Rings to enter the burial chamber was also a nice touch and we get the briefest glimpse of the threat “Supreme High Robotnik” could pose if he obtained all four Chaos Emeralds thanks to seeing him actually wielding the power of the Chaos Emerald of Immortality…even if he is, again, defeated with comparative ease. In the end, the “Quest for the Chaos Emeralds” saga had so much potential in seeing Robotnik’s dreams of Godhood realised in full form but, instead, the final episode wastes too much of its runtime back in the past and on the acquisition of the Chaos Emerald of Life. For a man of such vaulted intelligence and imagination, Robotnik is surprisingly rubbish at using the powers of the Chaos Emeralds, or his assumed omnipotence, to their full extent, simply conjuring up a few ineffectual goons and growing to gargantuan size. He obtains the Chaos Emerald of Invisibility but remains visible 95% of the time; he has the Chaos Emerald of Invincibility and Immortality but is able to feel pain and be brought to his knees despite being immune to Sonic’s attacks in previous episodes (and even earlier in this episode!), and he has the Chaos Emerald of Life but doesn’t just strip and Sonic and Tails of their lives. Obviously, a lot of these things would render the episode unwatchable but I still think we could have gotten a much better, more interesting saga if Robotnik had dominated Mobius as Supreme High Robotnik and Sonic and Tails had been forced to go to a little more effort to end his threat.

Sonic the Comic did the God/Super-Robotnik story arc far better.

As a four-part saga, the “Quest for the Chaos Emeralds” is pretty good when watched sequentially as a kind of mini movie or television special. Had the saga been presented in this manner, it might have benefited from this format and been able to balance its pacing and structure a little better. Instead, each episode is still largely self-contained and concerned more with being just another fun entry in a largely slapstick cartoon series and, as a result, too much of the runtime is spent lingering and on padding rather than seeing Robotnik being all-powerful and actually dominating his nemesis for a change. Unfortunately though, similar plots have been done far better in Sonic the Comic (1993 to 2002) and, while the saga is a cut above the usual madcap nature of the cartoon and has some interesting ideas, it ultimately wastes a lot of the potential of the multi-part format and its plot.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to the four-part “Quest for the Chaos Emeralds” and the eventual realisation of “Supreme High Robotnik”? Would you have liked to see more episodes taking a similar multi-part format or revolving around gameplay elements like the Chaos Emeralds or did you prefer the cartoon’s wackier, slapstick tone? Where you surprised to see the Chaos Emeralds playing such a pivotal role in the series or were you, perhaps, annoyed and confused as to why they were depicted so differently? Which character from Adventures of Sonic the Hedgehog did you like, or hate, the most and what did you think about the cartoon’s tone and aesthetic? Whatever your thoughts, feel free to share your memories of Adventures of Sonic the Hedgehog in the comments below.

Game Corner [Sonic Month]: Sonic the Hedgehog (2007; Xbox One)


Sonic the Hedgehog was first introduced to gamers worldwide on 23 June 1991 and, since then, has become not only SEGA’s most enduring and popular character but also a beloved videogame icon. This year, the Blue Blur turns thirty and what better way to celebrate than by dedicating an entire month’s worth of content to SEGA’s supersonic mascot.


Check out my guest spot on The Reviews Brothers

GameCorner

Released: July 2007
Originally Released: June 1991
Developer: Sonic Team
Original Developer: Sonic Team
Also Available For: Arcade, Game Boy Advance, Gamecube, Game.com, iPod, Mega Drive, Mobile, Nintendo 3DS, Nintendo DS, Nintendo Switch, Nintendo Wii, PC, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation Portable, SEGA Saturn, Xbox, Xbox 360, Xbox Series X

The Background:
You know the story by now: there was a time when videogames and home consoles ran rampant and, for a while, it was good. But, inevitably, the market became swamped with lacklustre releases and poorly conceived movie tie-ins; after the collapse of the videogame industry, Nintendo were there to pick up the pieces, dominating the market with the Nintendo Entertainment System (NES) and Super Mario Bros. (Nintendo EAD, 1985). Though they had successfully recaptured the flailing market and seemed unstoppable, one former slot machine developer dared to try and knock Nintendo from their perch. In 1990, SEGA ordered their developers to design a mascot and a title capable of leaving Mario in the dust and showcasing the power of their 16-Bit Mega Drive; after an internal contest produced numerous rejected designs (including a rabbit and an armadillo), SEGA soon settled on Naoto Ohshima’s design of a spiky hedgehog dubbed “Mr. Needlemouse”. With up-and-coming developer Yuji Naka, composer Masato Nakamura, and level designer Hirokazu Yasuhara also onboard, the character’s design was refined and defined, renamed to Sonic, and “Sonic Team” was born. Conceived to be as appealing as possibly, Naka wanted Sonic the Hedgehog to focus on speed and user-friendliness; unlike his rival, Mario, Sonic controlled with only the directional pad and one button and his gameplay was based on physics, momentum, and an emphasis on action and speed. Thanks largely to an aggressive marketing campaign and copies of the game being bundled in with SEGA’s brand new console, Sonic the Hedgehog was an immediate success, selling over 15 million copies in this format alone and kick-starting the “Console War” between SEGA and Nintendo that would dominate the nineties. Since then, Sonic has become an enduring icon; he’s had a slew of critical and commercial hits alongside a number of unfortunate and very disappointing hiccups and yet his character and brand remain strong and he is still an iconic character in both videogames and other media to this day.

The Plot:
South Island is under siege! The maniacal Doctor Eggman (widely known as “Robotnik” during the game’s original release) has been capturing the island’s animals and turning them into robotic Badniks! With Eggman’s machinery and pollution threatening the entire island, only one super-fast, super-cool hedgehog can stop him!

Gameplay:
Sonic the Hedgehog is a 2D, sidescrolling action/platformer in which you control the titular blue hedgehog. Sonic must journey across six stages (known as “Zones”), each split into three “Acts”; at the end of each Zone’s third Act, Sonic must battle Eggman in one of his contraptions and, upon clearing all six Zones, face the diabolical doctor in the game’s Final Zone. Sonic is a smooth and responsive character to play as; slightly weighty, his speed and agility are dependant upon you building momentum and using the game’s level layout and gimmicks to your advantage. When you move Sonic, he quickly breaks from a trot, to a jog, to a run that is so fast his legs appear as little more than a rubber band of red, white, and blue but, in order to reach Sonic’s top speeds, you’ll need to make use of slopes, curves, the game’s signature loop-de-loops, and Sonic’s rolling mechanics.

It’s not all high-speed Badnik bashing; Sonic will also have to pull off some slower platforming.

Any time you press a button, Sonic jumps into a blazing spinning ball of spikes known as the “Super Sonic Spin Attack”. You can use this to destroy Badniks and bounce off of them, springs, and monitors to increase your height, momentum, and speed. Additionally, pressing down whilst running will see Sonic roll along for a similar effect. In the original release of the game, Sonic couldn’t utilise his patented Spin Dash as this wasn’t introduced until the bigger, better sequel but subsequent re-releases and ports have seen this function added in, which can be extremely helpful in moving Sonic along (unfortunately, though, it’s not available in this version of the game). And that’s a noteworthy point as, unlike in the sequels, Sonic is painfully slow in his debut title; the game’s first stage, the iconic and massively over-used Green Hill Zone, is a perfect playground for getting to grips with Sonic’s speed and abilities. You’ll blast through this Zone in no time at all, feeling the rush of adrenaline and action-packed speed, only to literally run into a brick wall with the next stage, Marble Zone, which slows the game down to a crawl so Sonic can navigate precarious platforms, push blocks, activate switches, and simply wait for the game to allow him to continue.

The game’s slower sections betray its marketing as a non-stop action platformer.

That’s not to say that speed doesn’t become a recurring factor in Sonic’s gameplay; both Spring Yard Zone and Starlight Zone give you a chance to stretch your legs again but the pinball mechanics of the former and the obstacle-course-like layout of the latter were definitely refined in the sequel. As a result, most of your time is spent using more traditional platforming skills to progress forward rather than simply blazing through as the game’s marketing would have you believe. This means jumping from platform to platform, navigating maze-like areas, activating switches, and hopping to disappearing, crumbling, or spinning platforms. In Starlight Zone, you’ll also have to use some see-saws to bounce up to higher areas and navigate a bottomless void while Scrap Brain Zone includes teleportation tubes and speed-sapping conveyor belts to screw up your momentum and sense of direction. You’ll also have to watch the in-game timer as well; if you take too long to finish an Act, you’ll lose a life, so it pays to keep moving but, fortunately, none of the game’s Zones or Acts are that long or difficult to get through within the required time limit.

There are many ways to keep Sonic alive and kicking.

Luckily, Sonic is a relatively sturdy videogame character, especially compared to Mario; collecting the many Golden Rings scattered throughout the game’s Zones allows you to survive a single hit. You’ll lose all of your Rings but you won’t lose a life unless you get squashed, fall into one of the game’s many bottomless pits, get hit without a Ring or a shield, or drown. Sonic’s momentum becomes sluggish and awkward when underwater and, unlike his rival, he cannot survive for long in the murky depths of the Labyrinth Zone; linger too long and an ominous, heart-pounding countdown will begin and, if it reaches zero, you’ll drown and lose a life. Fortunately, just as you can collect dropped Rings, you can save yourself from this fate by finding air bubbles. Sonic can also earn an extra life if he collects one hundred Rings or earns a high enough score and you’ll also be given a chance to continue should you lose all of your lives. You can earn extra continues in the game’s Special Stages but you’ll also lose your current accumulated high score if you have to use a continue. Sonic gains points for destroying Badniks, defeating Eggman, and clearing Acts; once you reach the end of Act signpost or break open the prison capsule, you’ll be awarded bonus points for your current score, the time you took to clear the Act, and the amount of Rings you were holding when you did so. As a result, you are actively encouraged to blast through Acts as quickly as possible as this will net you a higher score and more lives and continues.

Labyrinth Zone more than lives up to its name thanks to being far more vertical and maze-like.

Sonic the Hedgehog’s Zones are thus laid out in such a way to allow you to experiment to find the fastest routes; typically, the higher path is the most dangerous but also the fastest compared to the middle and lower paths. This isn’t always the case, however, and this mechanic is not as refined as in later games; some Zones, such as the aforementioned Labyrinth and Spring Yard, are more vertically constructed, meaning that your completion speed will be directly tied to your level of skill and precision with controlling Sonic. For the most part, this isn’t a problem but, unfortunately, Sonic the Hedgehog does suffer from a few noticeable issues that can unfairly impede your progress; early copies of the game featured an infamous glitch whereby, upon landing on a bed of spikes, Sonic would lose his shield, Rings, and then a life all without the usual few seconds of invincibility frames to save him. Other times, especially in Spring Yard Zone, you may find yourself crushed by blocks even though you’re not actually beneath them; Sonic also has a curious animation glitch where he will jump while running in the air if you try to jump to close to obstacles or items, though these issues are, admittedly, rare and minor. Sonic the Hedgehog isn’t an especially difficult game; there are no difficulty settings to choose from so the game’s difficulty is supposed to gradually increase as you progress from Zone to Zone. As you race through Zones, you’ll automatically activate Lampposts as you run past them, which acts as a checkpoint should you die in the Zone, however your skill is tested by the way the game requires you to finish every Act that doesn’t feature a boss battle holding fifty Rings or more in order to try for the game’s six Chaos Emeralds.

Graphics and Sound:
Sonic the Hedgehog is still one of the most impressive and visually appealing games of its kind. Everything from the sprites to the background art pops out in gorgeous colours and the game’s Zones are full of life and character, despite being largely cliché in hindsight. You’ll race through verdant fields, explore lava-filled ruins, slog through the sunken remnants of an ancient civilisation, careen around a bonkers pinball-inspired obstacle course, and face a myriad of deadly hazards in Scrap Brain Zone, the heart of Eggman’s operation on South Island.

As much as I like Starlight Zone, it’s quite empty compared to other Zones in the game.

Just about the only Zone that isn’t interesting or fun is Starlight Zone and I say this with a heavy heart as it’s actually one of my favourite Zones in the game and a welcome return to the more speed-orientated gameplay after the annoyance of Labyrinth Zone. However, Starlight Zone is largely empty and lifeless; the wind-based mechanic is clunky, the bottomless pits are insufferable, and the Badniks are far harder to destroy than in other Zones.

Leave Sonic idle and he’ll grow impatient, something videogame avatars have aped ever since.

What saves Starlight Zone, however, is its music; in fact, Sonic the Hedgehog has some of the best and most memorable music in videogame history. From the catchy title theme to the iconic sounds of Green Hill Zone, every Zone has an excellent, jaunty, and fitting theme to go with it. This is also true of the game’s boss battles, which all feature the same ominous-yet-lively tune that let you know Eggman is inbound. The game doesn’t feature any cutscenes or story-telling elements; this isn’t entirely unexpected as a lot of games released around this time didn’t and, to be fair, the game’s story is pretty simple to pick up either through association (the Zones change from lush and vibrant to polluted and desolate and woodland critters bounce around the Zones after being freed from captivity) or from the game’s manual. One thing that the game does excel at, though, is giving Sonic a distinct personality; if you leave him idle, he’ll turn to the screen and impatiently tap his foot, a quirk that has been aped and emulated but almost every videogame avatar since.

Enemies and Bosses:
In each Zone of the game, Sonic will face opposition from Eggman’s Badniks; these mechanical monsters may look cute and quirky but they can be extremely deadly. Mostly themed after animals, Badniks will fly across the screen shooting fireballs at Sonic, slink along the floor and break into spiked balls upon defeat, toss bombs at his head, and even explode in his face, among other things. Generally, Badniks are exclusive to each Zone but there is some crossover in later stages. While most of these Badniks aren’t too much bother, their placement in the Zones can be frustrating; others, like Roller and Burrobot, can be a pain due to the speed and surprise of their attacks while Badniks like Spike and Orbinaut cause issues due to their spiked defences.

Eggman may have a lot of different attachments for his craft but he’s not much of a challenge.

At the end of each Zone’s third Act, you’ll battle Doctor Eggman in his Egg-O-Matic hovercraft; each time you face him, he has a new, deadly appendage attached to his craft but his attack pattern remains generally the same. He’ll come puttering in, flying from right to left, and trying to attack with his appendage all while remaining a large, open target for Sonic’s Spin Attack. Unfortunately, while Eggman’s wrecking ball is simple to get around, his later appendages become more dangerous thanks to the presence of other hazards; in Marble Zone, he’ll drop fireballs that briefly render the ground too dangerous to stand on but there’s also a pit of lava to watch out for, for example. Attack too fast in Spring Yard Zone and you might drop to your death as Eggman uses his spike to remove parts of the platform you’re standing on. Labyrinth Zone’s boss battle is more of a race than a fight as, no matter how often you hit Eggman, he won’t be defeated; instead, you need to jump up the flooded vertical shaft dodging spikes and fireballs and desperately hoping to reach the top before you drown.

The final boss battle is pretty disappointing and stupidly easy.

Once you’ve cleared all six Zones, you’ll reach the Final Zone; in this final showdown with Eggman, you’re stuck in a room with no escape and no Rings as Eggman tries to crush you with four weights and fry you alive with electrical balls. Fortunately, however, there is always a gap between these sparkling orbs for you to safely jump through and, by simply waiting at the far right of the screen, you can just take your time and ram Eggman whenever he pops up. Compared to the final boss battles of later Sonic games, this one is a bit of a joke, to be honest, and ends the game not with a bang but with a kind of shrug.

Power-Ups and Bonuses:
To help tip the odds in your favour, you’ll find a number of computer monitors scattered throughout the game’s Zones. Breaking these open will award you with such gifts as an instant hit of ten Rings, a shield that protects you from losing Rings or a life for one hit, or even an extra life. You can also find monitors containing Power Sneakers, which immediately increase Sonic’s running speed for a short time, or an invincibility, which coats Sonic in a sparkling protective aura. Combine these two together and you’re basically unstoppable unless you run head-first into a bottomless pit.

Additional Features:
Playing Sonic the Hedgehog on the Xbox One allows you to earn some pretty simple and easy Achievements; if you’ve played Sonic before, it should be no challenge at all to reach the game’s later Zones, collect one hundred Rings, or complete the game. As I mentioned above, finishing every Act except Act 3 with fifty Rings or more allows you to enter a Special Stage (why they’re not called “Special Zones” I don’t know…); these are accessed by Giant Rings that appear when you pass the end of Act signpost, so jump in quickly before you miss your chance!

Collect all six Chaos Emeralds to earn the game’s best ending.

The Special Stages are a psychedelic maze-like area filled with bright colours and weird effects; here, you’ll have to bounce and roll Sonic (who is in a constant spin) around the arena trying to avoid the flashing “Goal” lights. Touch these and you’re instantly ejected from the Special Stage with nothing to show for it but, if you manage to avoid them, you’ll find a Chaos Emerald hidden within each Special Stage. Collect all six of these and you’ll be awarded with the game’s true ending; without them, Eggman will mock you for failing to collect them all but, aside from seeing flowers blooming in Green Hill Zone and an Achievement, there’s little incentive to collect all six as you don’t unlock anything else. Sadly, thanks to the way Sonic the Hedgehog works on the Xbox One, there’s no way to enter the iconic cheat codes from the original game and, while a save state system is included, it only allows you to save to three separate slots. You can, however, access online leaderboards to compare your score, time, and progress with other players, if that’s your thing.

The Summary:
Sonic the Hedgehog will forever be an iconic, classic platformer; its place in the echelon of videogame history was cemented upon its bombastic release and, even to this day, it remains as a solid action/platformer. Unfortunately, years of enjoying the bigger, better, much improved sequels somewhat dampens the appeal of Sonic the Hedgehog. Playing the game in hindsight, you can see how the developers took the very best aspects and elements of this game and improved upon them in the sequel, removing the slower, clunkier elements and focusing more on action and speed. The game’s marketing made Sonic out to be this superfast character with a radical attitude but the actual game is quite slow, for the most part, and elevated above its peers thanks to its eye-catching graphics, distinct personality, and catchy music. It’s still a great game and obviously laid the foundations for even better things to come but is far less impressive than its sequels.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think about Sonic the Hedgehog? Where do you rate it against the other games in the franchise? Did you purchase a Mega Drive simply to play Sonic? Which port or re-release of the game is your favourite? Are you as annoyed as I am that the excellent mobile version of the game isn’t available to play on the Xbox One? How are you celebrating Sonic’s thirtieth anniversary? Whatever you think, feel free to share your thoughts and memories regarding Sonic below.

10FTW: Bad-Ass Movie Dads

10FTW

Being a dad in a movie is tough; often, dads are portrayed as slovenly, uncaring, even abusive individuals who care more about drinking beer, watching football, cheating on their spouses, or work than their kids. It’s a bit of a cliché at this point and also quite a bum rap, to be honest, and often seems like a case of lazy writing to have the dad be the cause of all the problems and negativity in a child’s life in a film.

10FTW: Badass Movie Dads

I suppose it makes sense, in a way; many movies involve a story about a child, son, or daughter standing up to adversity or challenging, even confronting, their neglectful parents to say nothing of the myriad of stories out there of fathers more concerned with work than the well-being of their child. Still, good movie dads do exist, even while being flawed characters in their own right, and so, seeing as today is Father’s Day, I’m going to run through ten that I consider to be amongst the most bad-ass of all movie dads…

10 Steven Freeling – Poltergeist (Hooper, 1982)

If I’m being completely honest, Poltergeist is more the story of a bad-ass mother as, throughout the film, it is Diane (JoBeth Williams) who eventually steps up after the demonic force inhabiting their house kidnaps her daughter, Carol Anne (Heather O’Rourke). Diane is the one who first feels and alerts her family to the presence in their house, she’s also far more emotionally stable despite her exhaustion and grief, and of course there’s the fact that she leaps into the “other side” to rescue Carol Anne and then has to suffer through a veritable horror show as their house is torn inside and out. Yet Steven (Craig T. Nelson) is the ever-reliable rock of the household; a bit of a goofball and perhaps (even by his own admission) too soft on his kids, he is the one who contacts a group of parapsychologists to assist them (despite his scepticism) and let’s not forget that Diane and Carol Anne never would have made it to back to the real world had Steven not been holding their literal lifeline. Despite his will weakening, Steven steps up even more in the sequel, Poltergeist II: The Other Side (Gibson, 1989), even landing what appears to be a killing blow to the malevolent Reverend Henry Kane (Julian Beck) who has been terrorising them, but, while reliability is an admirable quality, he takes the lowest spot for largely just being a supporting player (and for him and Diane sending Carol Anne away out of fear by the third film).

9 Frank – 28 Days Later (Boyle, 2002)

Here’s a shocking revelation for you: I’m not actually that big a fan of 28 Days Later. It starts off with such promise and with all those eerie shots of London but it’s a slow, plodding, miserable little film and the only thing I really like about it is that it made zombies faster, more aggressive, and ferocious as, for me, it otherwise wastes its potential. Still, amidst all of this we have Frank (Brendan Gleeson), a former cab driver and one of the few survivors of the infection. Initially hostile and a largely grouchy character, to say the least, Frank’s sole concern (beyond survival) is the safety of his daughter, Hannah (Megan Burns) but he soon bonds with Jim (Cillian Murphy) and Selena (Naomie Harris). Sadly, though, Frank can’t place much higher as, despite his capability as a father and a combatant, he grows complacent; in a world where the highly contagious Rage plague has turned the majority of the population into ravenous, zombie-like creatures, characters must constantly be on their guard and, for a split second, Frank lowers his. However, even while the Rage quickly overwhelms his body, his first thought is to warn Hannah back for her own safety before he is summarily put down.

8 Rick O’Connell – The Mummy Returns (Sommers, 2001)

I miss Brendan Fraser; whatever happened to him? Arguably best known for his appearances in the Mummy trilogy (ibid/Cohen, 1999 to 2008), in which he portrayed a quick-witted and capable Indiana Jones-style adventurer, Fraser’s Rick O’Connell undergoes an interesting character arc throughout the trilogy, beginning as a disillusioned soldier and transforming from a reluctant hero motivated only by his libido to a doting father and content family man who was happy to put his adventuring days behind him. In The Mummy Returns, Rick is mortified when Imhotep’s (Arnold Vosloo) minions kidnap his smart-alecky little git of a son, Alex (Freddie Boath), and relentlessly uses every resource at his command to track Imhotep across the globe to rescue his son. Encouraging of the boy’s mischievous nature, one could argue that Alex only gets himself into a position to be kidnapped thanks to his father’s influence and their relationship has soured somewhat by the start of the third movie but that doesn’t take away from the fact that Rick travels across the world braving sea, air, and all manner of mummified atrocities to rescue his boy. When his beloved Evelyn (Rachel Weisz) is temporarily killed, we see a heartbreaking vulnerability to Rick’s usual bravado and his first action is to shield Alex from watching his mother suffer and die. Fuelled by rage and vengeance, he then takes on a now-mortal Imhotep in a fist-fight and rapidly accepts his destiny as a Medjai to deliver a killing blow to the monstrous Scorpion King (The Rock) to not only avenge his fallen wife but also as payback for putting his son in danger.

7 John McClane – Die Hard 4.0 (Wiseman, 2007)

In my experience, Die Hard 4.0 (also known by the far better title, Live Free or Die Hard) is generally not as highly regarded as its predecessors and I will always take issue with this; sure, it’s massively over the top and essentially turns the wise-cracking John McClane (Bruce Willis) into a superhero but that doesn’t make it bad. For me, it’s easily in the top three of the Die Hard films (Various, 1988 to 2013) thanks to Willis’ portrayal of McClane as weary, out of touch, and hiding a lot of his emotions behind a snarky attitude and grouchy demeanour. Now, to be fair, McClane doesn’t start the film as the greatest father; his daughter, Lucy (the always appealing Mary Elizabeth Winstead) is initially hostile towards him, refusing to call him “Dad” and preferring to take her mother’s last name. However, when she is kidnapped by Thomas Gabriel (Timothy Olyphant) as payback for McClane interfering in his “fire sale”, McClane doesn’t hesitate to throw himself into danger to rescue her, accumulating numerous injuries, enduring shots from a F-35B Lightning II, and even shooting himself in the shoulder at point-blank range to kill Gabriel. When taken by Gabriel, Lucy not only fights back at every opportunity but knows full well that her father will stop at nothing to rescue her, defiantly taking his last name and ultimately reconciling with him after seeing the lengths he would go to for her safety.

6 Darren McCord – Sudden Death (Hyams, 1995)

I feel like people don’t talk about Sudden Death enough; sure, it’s just “Die Hard on a boat” but it’s pretty decent for the most part, even with Jean-Claude Van Damme’s characteristically awkward acting and line delivery. McCord is very much like McClane, being a normal, average fire-fighter-turned-fire-inspector who has the odds against him. Though he’s much less cynical and grouchy compared to McClane, he is tormented by his failure to save a young girl from a house fire and has an extremely strained relationship with his ex wife. Similar to McClane, McCord’s relationship with his kids is a little shaky at the start of the film; Emily (Whittni Wright) views him with a heroic awe, believing him to still be a fire-fighter, while Tyler (Ross Malinger) is slightly more antagonistic and resentful. Still, he does obediently stay in his seat even as the hockey arena falls into chaos around him and Emily bravely stands up to terrorist Joshua Foss (Powers Boothe) after she is kidnapped, never faltering in her belief that her father will come to rescue her. For his part, McCord is slightly irresponsible as he leaves his young kids alone at the hockey game but more than makes up for it by taking it upon himself to disarm as many of Foss’s bombs as he can and take out the terrorists with little more than his wits, ingenuity, and some impressive kicks.

5 Damon Macready / Big Daddy – Kick-Ass (Vaughn, 2010)

Although his look and the specifics of his motivations were wildly different from his comic book counterpart, Nicolas Cage really stole the show for this awesome adaptation of the comic book of the same name (Mark Millar, John Romita Jr, et al, 2008 to 2014). Channelling the spirit of Adam West while wearing a particularly Tim Burton-esque “Bat-Suit”, Cage channelled his usual manic energy into a far more nuanced, complex performance that showed Macready to be both slightly unhinged and eerily logical. To be fair, you could argue that Macready is a pretty awful father since he pulled his daughter, Mindy (Chloë Grace Moretz) out of school and trained her to be his crimefighting partner, Hit-Girl, causing her to be more interested in elaborate knives and skewering criminals than…whatever it is pre-teen girls are into these days. However, you’d be forgetting the fact that Macready is tough but fair on Mindy, always encouraging her and pushing her to test her limits. Thanks to his training, she’s fully capable of taking out entire rooms full of armed men with ease; not only that, he also does cool stuff like purchase a whole bunch of weapons, toys, and even a jetpack. When’s the last time your dad bought you a jet pack!? Plus, there’s the fact that he continues to encourage and help his daughter even while burning to death before her eyes.

4 Harry Tasker – True Lies (Cameron, 1994)

Arnold Schwarzenegger has a bit of an iffy record when it comes to portraying dads, as we’ll see; sometimes he’s the career-obsessed type, other times he’s the overly protective type. In True Lies, he lies to his wife, Helen (Jamie Lee Curtis) and daughter, Dana (Eliza Dushku), on a daily basis to keep his true identity as a secret agent just that: a secret. As a result, and because she’s in that moody teenage phase of her life, his relationship with Dana is somewhat strained at the start of the film in that she sees him as dull and unreliable, unappreciative of the token gifts he brings her, casually stealing from his partner, Albert Gibson (Tom Arnold), and running off with her boyfriend or to her room to escape from him. However, like her mother, Dana’s entire perception of Harry is changed after she is kidnapped by terrorist Salim Abu Aziz (Art Malik) and it is her unassuming father who comes to her rescue…in a Harrier Jump Jet, no less! What makes Harry a bad-ass dad is that, when the chips are down, he drops all pretenses and shows his family exactly what he is capable of, gunning down countless terrorists and flying through city airspace just to rescue his daughter and shouldering the burden of keeping his true life from them in order to protect them. Once the secret is out, though, his relationships with both alter dramatically and they become a much more stable, contented, and united family.

3 Cameron Poe – Con Air (West, 1997)

Aaah, yes, Con Air; a ridiculously over-the-top action film, to be sure, featuring Nicolas Cage not only with an absolutely gorgeous head of hair and henched up to the nines but also sporting possibly the worst Southern draw I’ve ever heard outside of The Fast and the Furious: Tokyo Drift (Morgan, 2006). Still, as ridiculous as Cage sounds (and as ludicrous as it is that his character, a decorated Army Ranger, would be sent to prison for ten years for what amounted to a clear case of self defense, at best, and manslaughter, at worst), the film is full of equally bombastic action and performances, with John Malkovich, especially, stealing the show (and, presumably, all that scenery he chewed) as the malicious Cyrus “The Virus” Grissom. Poe stands out from the other dads on this list as he doesn’t actually meet his daughter, Casey (Landry Allbright), until the film’s conclusion; however, through his numerous correspondences with Casey, he encourages her to stay in school and listen to her mother and builds the best, loving relationship he can given his position. His entire motivation throughout the film is to get back to his daughter and, while he’s tempted to simply let things play out in order to meet that goal, his morals won’t let him stand idly by and he fights through overwhelming odds and explosions galore to not only finally meet Casey but also to teach her valuable lessons about paying for your sins and standing up against injustice.

So, I said early that Schwarzenegger has a bit of an iffy reputation as a movie dad. Well, Commando, in addition to being, perhaps, the quintessential action movie of the eighties, also showcases Arnie as one of the most devoted and bad-ass dads ever put to film. A retired Colonel, Matrix (a gloriously ridiculous name if there ever was one) is perfectly content to have put down his guns and to live peacefully amidst nature with his young daughter, Jenny (Alyssa Milano). However, when Matrix’s past (or, more specifically, the fantastically sadistic Bennett (Vernon Wells)) catches up with him and Jenny is taken as a hostage, Matrix has only around twelve hours to track Bennett down to recover his daughter. Like Poe, Matrix’s entire motivation is geared towards rescuing Jenny but, while Poe (and many of the dads on this list), must use subterfuge to meet this end, Matrix instead literally moves Heaven and Earth to find Jenny, violently dispatching of all of Bennett’s henchmen and literally walking right into a camp full of seemingly-endless, fully armed soldiers, mowing them down with such reckless abandon that he barely needs to aim or reload. Witty, determined, and possessing a razor-sharp focus, Matrix is a veritable one-man army, capable of besting anyone who stands in his way, and yet still vulnerable and human enough to be injured when dramatically appropriate and fully prepared to go to any lengths to rescue her since, as he puts it: “All that matters to [him] now is Jenny”.

I mean, honestly, could it really be any other dad? Who else but Bryan Mills (Liam Neeson) could make the top of a list like this? Like a lot of the other dads I’ve talked about, Mills is a devoted father who has left behind a violent life to focus on building a relationship with his daughter (Kim (Maggie Grace), in this instance) despite having a frosty relationship with his ex-wife, Lenore Mills-St John (Famke Janssen). Having lost his marriage, and many years of bonding with Kim, due to his work as a “preventer” for the government, Mills is a loyal, if somewhat overprotective, father who just wants to be there for Kim and to encourage her dreams of being a singer. However, when she is taken by Albanian sex traffickers, Mills puts his unique set of skills to good use; like Matrix, his entire motivation revolves around finding his daughter but Mills has even less to go on and yet, within twenty-four hours, manages to track down enough of a lead to bring him within arm’s reach of Kim’s location. Along the way, Mills dispatches anyone who opposes him with a cold, calculating efficiency; age, clearly, hasn’t dwindled his skills or resources and, for the most part, he’s still able to function at peak efficiency with very little sleep or food. Of all the dad’s on this list, Mills is the most determined and competent; every movement is premeditated, meticulously thought through, and executed with alarming proficiency and yet Mills is still humble and vulnerable enough to show real pain, fatigue, and to deliver Kim back into the arms of her mother and stepfather.

Do you agree with my list? Perhaps you have another favourite movie dad who you think should have made the cut; if so, who is it and who are some of your favourite (or least favourite) movie dads? What are you doing this year for Father’s Day? Do you have any particularly fond memories of your dad? If so, feel free to share them, and any other comments, below.

Back Issues [Sonic Month]: Sonic the Hedgehog (US Promo Comic)


Sonic the Hedgehog was first introduced to gamers worldwide on 23 June 1991 and, since then, has become not only SEGA’s most enduring and popular character but also a beloved videogame icon. Since the Blue Blur turned thirty this year, I have been dedicating every Friday to SEGA’s supersonic mascot.


Story Title: Sonic the Hedgehog
Published: Fall 1991
Writer: Francis Mao
Artist: Francis Mao

The Background:
So, I mentioned previously that, during the development and marketing of Sonic the Hedgehog (Sonic Team, 1991) for a wider audience outside of its native Japan, Sonic’s design and lore underwent significant alterations. In Japan, Sonic originally had a human girlfriend and battled Doctor Eggman in a wacky fantasy world that was an alternative version of ours openly populated by humans and anthropomorphic animals. However, for Sonic’s American debut, the character was redesigned from a sleek, aerodynamic character and into a Mohawk-sporting superhero who lived on the alien world Mobius and fought with Doctor Ivo Robotnik, who was once the kindly scientist Doctor Ovi Kintobor. This story, which was only briefly reflected in the game’s manual and had pretty much no representation in the videogame, became a prominent and influential part of Sonic’s canon outside of Japan thanks to it featuring in a variety of media. Most notably, the story was told in great detail in Stay Sonic (Mike Pattenden, 1993), formed the basis of Sonic the Comic’s (1993 to 2002) lore, but it first featured in a promotional comic book released in the United States in autumn of 1993. The comic had a very limited run and is now extremely rare, so the only way to read this time capsule of a vastly different and conflicting time in Sonic’s life is by use of online scans.

The Review:
“Sonic the Hedgehog” beings in medias res with SEGA’s super-speedy mascot racing through the Green Hill Zone and being chased by Dr. Robotnik (who is piloting his wrecking ball Egg-O-Matic and being flanked by a variety of Badniks). The narration box provides a brief bit of context to establish where we are and what’s going on: this is, of course, the planet Mobius, which was once a peaceful and fun place to live before the evil Dr. Robotnik began his attempt to take the planet over and the only one who can stop his the “short, blue, super-fast, and radically cool” Sonic the Hedgehog.

Sonic rescues his animal friends and drops a bombshell regarding their friend, Dr. Kintobor…

After outrunning Robotnik, Sonic makes short work of his mechanical Badniks, freeing his animal friends in the process. However, he gets distracted and, thanks to a crumbling cliff side, plummets to a spiky death! Thankfully, Johnny Lightfoot (one of the aforementioned animal friends) pushes a swinging platform into Sonic’s path and save him from an unfortunate end. Panicked by the appearance of Dr. Robotnik, Sonic’s animal friends suggest they ask Dr. Kintobor for help and Sonic breaks the news that Robotnik is Kintobor and reveals not just Robotnik’s origin story but his (Sonic’s) as well.

Kintobor wishes to drain Mobius of all negative energy using six special Emeralds.

The story the flashes back to show Sonic, then a brown, far less aerodynamic character, stumbling upon the laboratory of the kindly Dr. Kintobor. Kintobor (who is modelled directly on Albert Einstein), an absent-minded but kind-hearted scientist, has created a machine called the Retro-Orbital Chaos Compressor (or R.O.C.C. for short). Inside of the R.O.C.C. are six orbs that Kintobor calls “Emeralds”; Kintobor’s machine is (…somehow) able to channel all the evil forces from the planet and lock them into these Emeralds, with the Doctor’s end goal being the complete removal of negativity from the planet. However, he is unable to achieve this goal without a Grey Emerald, which would neutralise the evil energy and stabilise the Emeralds.

Sonic undergoes a startling and dynamic transformation after breaking the sound barrier…

Upon seeing Sonic, Kintobor is shocked and intrigued (apparently he never noticed in all this time that Mobius was home to anthropomorphic animals…) and he begins to help Sonic develop his super-speed using a supersonic treadmill. During one of these experiments, Sonic breaks the sound barrier, destroying the treadmill and being physically altered into his more recognisable blue form thanks to “the cobalt effect”; Kintobor also gifts Sonic with his iconic red sneakers after his battered old trainers get wrecked.

Kintobor is bombarded with evil energy and becomes the maniacal Dr. Robotnik!

Things take a turn for the worst, however, when Kintobor accidentally spills a soda onto the R.O.C.C.’s main control console, causing a massive explosion; in the process, the “containment Rings” that were inside the R.O.C.C. were scattered across the planet and Kintobor was bombarded with “over 10,000 volts of pure evil energy”. This, combined with the hardboiled egg Kintobor was holding, transformed him into the egg-shaped madman Dr. Robotnik, a literal inversion of his former self.

Sonic randomly acquires a Chaos Emerald while escaping from Robotnik’s traps…

Sonic reveals to his friends that he has set out to collect all of the scattered Golden Rings in order to rebuild the R.O.C.C. and reverse the process…while also vowing to oppose and defeat Robotnik. To that end, he randomly races off and comes across Robotnik but blunders straight into an ambush of Badniks. In a mad dash to escape, he tumbles into the Labyrinth Zone and barely avoids being scorched alive and drowning but, in the process, randomly finds one of the Chaos Emeralds (I guess this comic is based more on the Master System version of the game…)

Although Robotnik escapes with the Emerald, Sonic vows to continue opposing his threat!

Emerging from the water, Sonic chases Dr. Robotnik through what appears to be the Marble Zone and the dastardly doctor manages to slow Sonic down by having him race through the Starlight Zone. Sonic, however, is easily able to avoid Robotnik’s traps and Badniks and finally confronts Robotnik in his “secret lab” (clearly the Scrap Brain Zone). There, he finds another of his animal friends, Porker Lewis, bound and tied to a conveyor belt and facing certain death. This distraction allows Robotnik to literally get the drop on Sonic and cause him to drop the Chaos Emerald; Robotnik then presents Sonic with a choice: save his friend or retrieve the Chaos Emerald! Sonic opts to save Porker, allowing Robotnik to take the Chaos Emerald for himself and make a hasty retreat, vowing to rule the world in due time. It’s not a completely sour ending, though, as Sonic summarily destroys Robotnik’s Badnik Transforming Machine and frees even more of his animal friends and swears to end Robotnik’s threat over the course of the Mega Drive videogame.

The Summary:
Being a fifteen page promotional piece, there’s not really a lot going for “Sonic the Hedgehog”; unlike its Japanese counterpart, the art isn’t as appealing, the story isn’t as fun and exciting, and the dialogue is nowhere near as quirky and unique. A lot of SEGA’s promotional media at the time was focused (obsessed, you might say) with characterising Sonic as this cool, edgy, radical surfer-dude so his dialogue hasn’t exactly aged well when looking back at adaptations of this time.

Some of the game’s Zones and gimmicks are briefly featured in the story.

Still, the comic does a decent job of adapting the gameplay mechanics and features of the videogames; it doesn’t showcase every Zone from the game and is largely focused on Green Hill Zone more than the others but it does include things like the crumbling cliffs, spike pits, swings, and the various hazards of the other Zones that briefly feature in the games. There’s a sense that anyone reading this would get a small head’s up on what to expect when playing Sonic for the first time and the objectives of the game are spelled out pretty clearly in the comic’s narrative: Collect Golden Rings to save the planet and smash Badniks to free woodland critters.

The Kintobor origin became accepted canon in many of Sonic’s multimedia ventures.

The biggest contribution “Sonic the Hedgehog” makes is, of course, the popularisation and depiction of Sonic and Robotnik’s American origin. Rather than the two simply being who they are, they undergo separate transformations (one into a super-fast superhero and the other into a crazed madman) that have more in common with traditional superhero origin stories than the simple plot of environmentalism that is prevalent in the videogames. The idea that Sonic and Robotnik were once friends adds an interesting wrinkle to the plot but, honestly, this concept rarely, if ever, impacted subsequent continuations of this narrative. Even in Sonic the Comic, which revisited Kintobor on more than one occasion, had Sonic more determined to defeat Robotnik rather than turn him back into his former self and, since the transformation basically turned Kintobor into an entirely different, deranged individual, this previous relationship wasn’t ever really used by Robotnik as a means to goad Sonic and considering that it was never mentioned in the games or the manuals it really does make me wonder why they ever bothered to come up with such a convoluted way to explain why an anthropomorphic hedgehog has super speed and is collecting Golden Rings and smashing robots.

It’s an interesting, if outdated, piece of obscure Sonic merchandise, if nothing else…

If you’re unfamiliar with Sonic’s previous lore or in need to a jolt of nostalgia, I’d say it’s worth giving “Sonic the Hedgehog” a quick read, if only to scratch that itch and to satisfy a curiosity for one of the franchise’s rarer materials. Still, as much as I loved Sonic the Comic, I never really cared for the whole Kintobor/R.O.C.C. origin story and feel that it didn’t really add anything to the videogames. Add to that the fact that the comic doesn’t really showcase much of the source material beyond the basic concept and the Green Hill Zone and you have a disappointingly barebones piece of media designed specifically to tantalise children with bright colours and quirky characters and to help sell the videogame, which is fine but the manga proved that there are ways of creating a piece of shameless promotion and still producing an entertaining comic at the same time.

My Rating:

Rating: 1 out of 5.

Terrible

Have you ever come across the Sonic the Hedgehog promotional comic online, or perhaps out in the wild? Maybe you own a copy; if so, how did you get it and what is the condition like? What did you think to it as a reflection on Sonic’s lore at the time? Were you a fan of the Kintobor origin or do you, like me, find it a bit of an unnecessary addition to the story? Which Sonic canon did you go up with and are there any unused aspects of Sonic’s long and complex story that you’d like to see make a return? Share your thoughts in the comments below and be sure to check back in next week for even more Sonic content!

Here There Be

For the children, Haverhill was just their normal, boring hometown: quiet, unassuming, and living in the shadow of other places nearby.

As winter fell, bathing the town in frost and snow, an ominous, primeval shadow rose from the darkest parts of Haverhill.

Watching, lurking … grasping in ravenous fury.

When this nightmarish force takes their friend, dragging him to a cold, watery death, the children suddenly find themselves prey to a malevolent horror that has finally woken after centuries of slumber.

Movie Night [Captain Picard Day]: Star Trek: Nemesis


As amusing detail in the Star Trek: The Next Generation (1987 to 1994) episode “The Pegasus” (Burton, 1994) is that the crew and children of the U.S.S. Enterprise-D celebrate “Captain Picard Day” on Stardate 47457.1, which roughly translates to this day, the 16th of June. They do this by producing drawings, models, and paintings that the bewildered Captain Jean-Luc Picard (Patrick Stewart) must then judge. I, however, am using this as another good excuse to delve into some more Picard and Next Generation content.


Released: 13 December 2002
Director: Stuart Baird
Distributor: Paramount Pictures
Budget: $60 million
Stars: Patrick Stewart, Tom Hardy, Brent Spiner, Jonathan Frakes, and Marina Sirtis

The Plot:
After locating an earlier version of Lieutenant Commander Data (Spiner), B-4, in Romulan space, the crew of the U.S.S. Enterprise-E soon discovers that the Romulan Empire has been taken over by Praetor Shinzon (Hardy), a young clone of Picard, who threatens to destroy both the Romulans and Starfleet with his highly advanced and unstable battleship, the Scimitar.

The Background:
Following the conclusion of the popular Star Trek: The Next Generation, the crew, like their predecessors, moved into a series of feature-length films. Although the much anticipated meeting between Captain Picard and Captain James T. Kirk (William Shatner) failed to really deliver on the potential of its premise, it performed decently at the box office. The sequel (and one of my favourite Star Trek movies), Star Trek: First Contact (Frakes, 1996) performed much better, beating its predecessor by some $30 million, but the follow-up, Star Trek: Insurrection (ibid, 1998) failed to exceed at the box office or impress critics. For the fourth Next Generation movie, long-term cast member and director Jonathan Frakes was replaced as director by Stuart Baird, who wasn’t too familiar with the long-running franchise. Indeed, after numerous scenes depicting more character-based moments ended up being cut from the finished film to focus on action and many cast members questioned Baird’s suitability as director. For a film that was supposed to be the grand finale of the Next Generation crew, Star Trek: Nemesis was a crushing financial disappointment at the box office, with critics, and even with its main star. The film’s paltry worldwide gross of just of $67 million made Star Trek: Nemesis not just a box office bomb but also the lowest-grossing Star Trek film to date; it also saw any plans for a follow-up to be cancelled, and led to a major reboot of the franchise in 2009.

The Review:
Star Trek: Nemesis begins without the usual Star Trek fanfare and drops us immediately into the political intrigue that forms the basis for the movie’s overall plot by opening with peace between Romulus and Remus being debated within the Romulan senate. Of course, this peace would be achieved through an imperial alliance under Praetor Shinzon that would allow the Romulan Empire to openly and directly oppose the might of the United Federation of Planets and, when the proposal is resoundingly rejected, the council is summarily executed. We then re-join the crew of the Enterprise-E at the long-awaited wedding between Commander William Riker (Frakes) and Counsellor Deanna Troi (Siritis), which also finally sees Riker being promoted to a position of captaincy and Data replacing him as Picard’s first officer. Picard’s best man speech is a particular highlight, emphasising his rapport with his crew and the central theme of the film: family. Picard sees his crew as family, his ship as home, out of both pride and necessity, since he is the last of his family line.

Data is shaken by B-4’s existence but attempts to help his brother realise his potential.

The wedding, of course, helpfully reunites the crew with Lieutenant Commander Worf (Michael Dorn), who picks up B-4’s positronic signal. The implications of such a signal intrigue Picard on Data’s behalf and (thanks to the ion storm of Kolarus III) gives him, Worf, and Data the perfect excuse to bust out a futuristic dune buggy. It’s not often we get so see wheeled vehicles in Star Trek so it’s a nice moment of levity for Picard, who begins the film in a far more jovial and mischievous mood than usual thanks to the wedding, and leads to a pretty decent, old-fashioned car chase and shoot out. Unlike Data and Lore, B-4 is an inquisitive, naïve, child-like being; a precursor to his big brothers, B-4 has the potential to be as advanced and evolved as Data but is limited by his less sophisticated technology and childish demeanour. His existence creates something of a crisis for Data, who begins to question his creation and life and the meaning of his own existence and raises interesting questions regarding our capacity for intelligence and how important experience and personality are to our development. The film briefly explores this by downloading Data’s memories and experiences into B-4 but it doesn’t immediately affect B-4 or allow him to evolve in the same way; for the most part, it seems to be a failure but, of course, by the end we’re left with the suggestion that B-4 could, in time come to be as advanced and experienced as his older brother.

The Scimitar is a forboding and intimidating warship that dwarfs the Enterprise-E.

Normally, it’s massively convenient that the Enterprise-E just happens to be the “closest ship” to the current crisis but, in this case, it actually does make sense since the ship was heading that way, drawn to nearby Romulan space by B-4’s signal, and it’s later revealed that the ship was specifically lured there by Shinzon. Shinzon is given quite a bit of build up prior to his actual appearance; as a Remun, a race bred to simply be cannon fodder and slaves for the Romulans, it is unusual that he has reached such a vaulted position but his threat is immediately established in the dramatic reveal of his supped-up warship, the Scimitar, and the monstrous appearance of his Reman viceroy (Ron Perlman).

Shinzon’s physical appearance degrades as his true twisted is revealed.

Shinzon’s reveal is a stunning blow to the crew but especially for Picard; in Shinzon, he sees himself as a younger man, the son he always yearned for and the life he could have had were he exposed to the same traumas and horrors as the Reman warrior. As if it wasn’t immediately clear, Shinzon is a clone of Picard, bred to be placed as a destructive mole within the Federation, and exists as Picard’s obvious dark opposite. The crux of the film, and Picard’s arc, is reconciling that Shinzon’s true nature has been twisted, skewed by his experiences; to begin with, he believes he has finally found the chance to nurture a son and continue his legacy but, very quickly and harshly, learns that Shinzon desires nothing but power, destruction, and vengeance upon not just his Romulan overlords but the Federation itself. Shinzon is a charismatic and alluring antagonist; eloquent and calculating, he is perfectly capable of subtle manipulation and subterfuge and aggressive, uncompromising fury. Immediately after his introduction, we see that he has no interest in peace; he is merely curious by Picard’s existence but determined to destroy his enemies, viewing the Romulans, the Federation, and especially Picard with disgust and hatred. This is an intriguing element and really throws Picard for a loop but it’s unfortunately very underdeveloped as, almost immediately, we learn that Shinzon is a destructive, aggressive force, resentful of Picard and his other enemies, so he may as well have been introduced as a villain right away rather than through half-hearted subterfuge.

The Nitty-Gritty:
I can understand why people disliked Star Trek: Nemesis; for me, the film’s glaring flaw is the pacing. The film is very short and wastes a lot of its potential; it’s not often we get to really peel back the layers of Picard’s officious and complex personality and seeing him vulnerable, somewhat helpless against his dark doppelgänger was genuinely intrigued…for all of ten minutes or so. Similar to Star Trek Generations, the film squanders its potential but, unlike that film (which is largely a snore-fest), Star Trek: Nemesis does, at least, have a lot of action sequences packed into its run time. I mentioned in my review of Star Trek: First Contact that one of the few flaws of that film is the lack of space-based combat and, while Star Trek: Nemesis doesn’t really have a space battle until the finale, it does include an entertaining chase sequence and a shoot out between Picard, Data, and the Remuns aboard the Scimitar.

Troi’s traumatic experience isn’t as big of a focus as you might expect.

Again, though, the bulk of the film’s focus is on Picard and Data; given the plot of the film, this isn’t entirely unsurprising but it is still a bit disappointing. Riker and Troi’s long-overdue wedding is a central focus of the early part of the film but, very quickly, Riker is pushed to the background as simply a voice of concern among Picard’s crew. Troi gets an interesting sub-plot where Shinzon, enamoured by her appearance, initiates a mental invasion of her mind via his viceroy that is a very blatant allegory for rape but, again, this is only briefly touched upon. Clearly Troi is affected by this experience and she does get to extract a measure of revenge against her tormentors, but she also disappears for a lot of the film between these two events. Similarly, Doctor Beverly Crusher (Gates McFadden) is barely in the film, Lieutenant Commander Geordi La Forge (LeVar Burton) exists mainly to debate the merits of B-4’s potential, and Worf doesn’t really get much of anything to do but man (Klingon?) the phaser banks.

While Picard exorcises his dark half, Data makes the ultimate sacrifice for his surrogate family.

As I mentioned, this isn’t entirely surprising and the film’s primary narratives revolving around Picard and Shinzon and Data and B-4 do go some way to making up for this. Picard is heartbroken and enraged at how selfish and disappointing his “son” is and the final confrontation with his doppelgänger is as much a fight for his (Picard’s) survival as it is against himself and the dark side that dwells deep beneath his morals and ethics. Similarly, Data is saddened by his younger brother, his childish nature, and his position as Shinzon’s slave. I mentioned earlier that family is a central theme of the film and that’s true; the idea is that the bond between a surrogate family of close friends and colleagues is just as strong as those between blood relatives. This is even reflected in Shinzon, who literally needs Picard’s blood to survive and who only truly confides and trusts in his viceroy, treating everyone else as disposable and expendable filth. In the end, both Picard and Data choose their surrogate family over their actual family, with Picard exorcising his dark half and Data willingly sacrificing his existence to ensure the survival of his family.

Nemesis explores Picard’s more vulnerable side but, sadly, fails to really capitalise on its potential.

Of course, this ending draws immediately and blatant parallels to the classic finale of Star Trek II: The Wrath of Khan (Meyer, 1982); while Data’s sacrifice kind of comes out of nowhere, so did Spock’s (Leonard Nimoy), if we’re being really honest, and both relate to the aforementioned themes of family and sacrifice that are prevalent in both movies. It’s a sudden and heart-breaking end to a beloved character but one, perhaps, long overdue since Spiner had desired to be killed off for some time. Like Spock, Data is able to create a kind of back-up or failsafe to ensure his legacy lives on, in some way, through B-4. The similarities don’t end there either, really: Shinzon is a more blatant dark mirror of Picard but Khan Noonien Singh (Ricardo Montalbán) was also a dark reflection of Kirk, his ship a dark opposite of the Enterprise, and his motivations similarly based on horrific experiences that he largely blamed his opposite for. It’s a deeply personal story for Picard, one that ties into themes that have brewing since, at least, Star Trek Generations and demonstrates that the difference between nature and nurture is often an extremely blurred line.

The Summery:
I can understand, to a degree, why Star Trek: Nemesis wasn’t received all too well but, honestly, I find it to be the second-best of the Next Generation films. It’s not a complete bore-fest like Star Trek Generations or Star Trek: Insurrection, featuring a lot more action and thought-provoking narrative elements but it’s still not quite on the same level as Star Trek: First Contact. Sadly, however, the film does squander a lot of its potential; the pace is very brisk and the film just doesn’t focus itself in the right ways. There’s a very intriguing story here, a deeply personal one, for the normally composed Picard but the potential of that story is thrown out the window all too fast as any question about Shinzon’s motivations is immediately rendered mute shortly after we’re introduced to him. Shinzon is, in many ways, a fascinating antagonist; he has every reason to hate his enemies and his motivations are as understandable as they are abhorrent but, sadly, not enough is done with the concept of him as Picard’s dark mirror. Still, I feel Star Trek: Nemesis is an underappreciated and overlooked film in the franchise; it’s worth a view for the potential of the Picard/Shinzon story and Data’s ultimate, poignant sacrifice alone and it’s easily the most aesthetically impressive of the Next Generation movies so I’d say it’s worth a bit more consideration that it got upon release.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to Star Trek: Nemesis? Where does it rank against the other Next Generation and Star Trek films for you? Do you agree that the film isn’t as bad as people made it out to be or do you think it deserves its negative reputation? What did you think to Shinzon and his position as Picard’s dark mirror, and to Data’s sacrifice? Do you think these elements were warranted or do you feel they were squandered? Would you like to see another go-around for the Next Generation crew or do you prefer to see new, unique takes on the franchise? How are you celebrating Captain Picard Day today? Whatever your thoughts on Star Trek: Nemesis, or Star Trek in general, go ahead and share them below.

Movie Night: Predator

Released: 12 June 1984
Director: John McTiernan
Distributor: 20th Century Fox
Budget: $15 to 18 million
Stars: Arnold Schwarzenegger, Carl Weathers, Bill Duke, Jesse Ventura, Sonny Landham, Shane Black, Richard Chaves, and Kevin Peter Hall

The Plot:
Major Alan “Dutch” Schafer (Schwarzenegger) and his crack rescue team are recruited by Dillon (Weathers), an old friend turned government operative, to rescue an important group of hostages from guerrilla forces in a Central American jungle. However, they soon find themselves being picked off one at a time by a mysterious extraterrestrial hunter (Hall) who kills for sport.

The Background:
After the release of Rocky IV (Stallone, 1985) there was a joke circulating around Hollywood that Rocky Balboa (Sylvester Stallone) had run out of earthly opponents and would have to fight an alien next time around. Writers Jim and John Thomas took this concept and expanded it into a screenplay initially titled Hunter that, after being bought by 20th Century Fox and placed into the hands of producer Joel Silver, was transformed from a pulp sci-fi tale into a big-budget action vehicle. Initially, the then-relatively-unknown Jean-Claude Van Damme was cast as the titular alien creature, which was originally conceived of as a more agile and bug-like monster; however, after Van Damme bowed out after issues with the original suit, the creature was redesigned by special effects legend Stan Winston (with some input from director James Cameron) to accommodate a new actor, the monolithic Kevin Peter Hall. Filming was rough for the cast and crew, many of whom became ill from food poisoning and the intense heat, and the lead actors (all big, beefy boys in their own right) became obsessed with working out and appearing in peak physical condition. Upon release, Predator was met with largely negative reviews; despite this, the film made nearly $100 million at the box office and quickly became a cult classic that is now regarded far more favourably. Of course, it also spawned an under-rated sequel and marked the beginning of a multimedia franchise that includes further sequels, videogames, and comic books. There were even crossovers with 20th Century Fox’s other sci-fi/horror franchise, the Alien saga (Various, 1979 to 2017), and a fan movement to declare June 12th as “Predator Day”; although this clashes with “Superman Day”, any excuse to revisit this franchise is a win for me.

The Review:
I know how it sounds but let’s not beat around the bush here: Predator is as much a man’s film as you can get! I say that having known plenty of girls who enjoy the film, and the franchise, but come on now, this is a film made for a very specific type of audience at a very specific time when films such as this were popular and the fact that it is so unapologetically hyper-masculine really plays into its strengths as an enjoyable sci-fi/action/horror romp that can be appreciated by anyone and everyone, regardless of gender identification. Right off the bat, Predator isn’t pulling any punches: first, we get the blatant shot of an alien craft shooting a capsule to Earth, then the manliest team of men who ever menned disembark a helicopter while Alan Silvestri’s fantastic, iconic score plays, and, finally, we get perhaps the single greatest interaction between two characters ever put to film as Dutch and Dillon reunite with the world’s most powerful handshake! The excess and testosterone is practically oozing out of the film at every moment but, perhaps, none more so than in these first ten minutes or so where we learn all we need to know about Dutch and his team: They’re the best at what they do but have certain principals, seeing themselves as “a rescue team, not assassins” and being suspicious of outsiders joining their party.

Predator showcased many different sides of Arnold’s range and charisma.

Though one of Arnold’s early roles, Dutch is a fantastic part for the Austrian Oak; rather than being a stoic and silent character, Dutch is confident and instantly likeable, with a playful sense of humour and camaraderie with this teammates. However, when on mission, Dutch is all business, exhibiting a keen sense of his surroundings, comprehensive knowledge of guerrilla tactics and survivalist skills, and a natural ability to adapt to any and all situations. We first see this when he provides a distraction by sending a truck careening into the guerrilla camp and, later, when he sets traps for the Predator and learns how to use mud to camouflage himself and put together a proactive plan to bring the fight to the alien hunter. Of course, while Dutch is a physically capable mountain of a man, he’s no one man army (well…he is but he’s part of a team so I have to talk about his team…); while you can make the argument that Predator’s characters are all largely interchangeable, with the majority of them being heavily-muscled, snarky brutes who attack with a cold, clinical efficiency, each of them has many opportunities to stand out and be a little more than a one-dimensional caricature despite the fact that we really know and learn next to nothing about them.

Mac is distraught and driven to mindless vengeance when his friend is killed.

Hawkins (Black), for example, is the awkward bookworm type, one of only two members of the team to sport a more slender physique, whose “thing” (beyond his ridiculous glasses) is trying to get Billy (Landham) to laugh with so-bad-they’re-good Dad jokes. Billy, in comparison, is the strong, silent type; introspective, with an aptitude for tracking, he is the first of the group to really sense that something otherworldly is afoot in the jungle. Superstitious and an appropriation of the Native American spiritualist, Billy believes that a spirit or some cursed demon is stalking the group yet, while he doesn’t rate their chances of survival, he never gives in to despair and is the first of team to confront the Predator head-on in single combat…with results so disastrous that they’re not seen onscreen. Easily the most amusing and memorable character, beyond Dutch and Dillon, is Blaine (Ventura), a gigantic, musclebound soldier who exudes a macho charm that is both endearing and entertaining. Oh, and, he’s also got a fuckin’ galting gun that he uses to mow down guerrillas with reckless abandon and shrugs off bullet wounds like they’re nothing! Blaine also stands out through his love of chewy tobacco, some fantastically memorable one-liners (his “sexual Tyrannosaurs” line is a personal favourite but who can forget “I ain’t got time to bleed!”, perhaps the most unforgettable line of the film) and his brotherly relationship with Mac (Duke). Mac’s “thing” is the little razor he uses to constantly shave sweat from his face and his friendship with Blaine; he’s the only one to refer to one of his team mates as a friend and he’s deeply affected by Blaine’s violent death. Mac is also the only one of the team to really crack under the pressure of the Predator’s assault; grief-stricken and hungry for revenge, he blindly rushes into the jungle to pursue the creature and tries to make good on his promise to avenge his fallen comrade. Of course, he is unsuccessful, mainly because he is so emotionally distraught that, despite being the first to really “see” the camouflaged Predator, he’s unable to think rationally enough to get the upper hand on the alien.

Poncho and Anna help flesh out the team and the world but are largely insignificant.

Perhaps the most underwhelming and easily forgotten member of the team is Poncho (Chaves); in fact, Poncho is so inconsequential that I’m also surprised that he manages to outlive Hawkins, who appears the least physically capable of the group. Poncho, instead, does very little beyond asking rhetorical questions, taking a log to the gut, and ultimately being killed by an unceremonious plasma blast to the head when the last few survivors are trying to escape. The team is also joined by Anna (Elpidia Carrillo), the last remaining hostage from the guerrilla camp; like Billy, she’s a quiet, superstitious, and perceptive character who believes that a devil is stalking them, having heard stories of similar events happening in the past. She adds very little to the team beyond being a hinderance and to add an extra layer of dread to the proceedings, especially when the Predator is still being hidden from view and is a mysterious presence, but she’s largely inoffensive. Best of all, there’s no awkward romantic subplot between her and Dutch; he orders her to “Get to dah choppah!!” the first chance he gets and is left to fend for himself, with no sexual distractions or damsels to rescue.

Dillon’s presence causes tension and his downfall comes from his wounded pride.

The wild card to the team is, of course, Dillon; numerous vague hints and references are made towards Dillon’s past and friendship with Dutch but, even with that in mind, Dutch is immediately suspicious of the mission when he is ordered to take Dillion, now a CIA operative, along with him. The rest of the team, particularly Mac, don’t care much for Dillon’s presence, seeing him as a liability to their operation, and these suspicions turn out to be well founded when it’s revealed that the team was drafted in to take out a group of terrorists rather than rescue hostages. This causes tensions within the group, who are already on edge thanks to the mysterious killer picking them off, but they are nevertheless forced to work together to try and corner the Predator. Dillon is the only one of the team that is unwilling to believe in a supernatural or extraterrestrial threat stalking them from the trees but, when the Predator is exposed, he willingly joins Mac in attempting to extract a measure of revenge against the alien for all the death and trouble it has caused him. For Dillon, it’s pride that causes his downfall; had he stayed with Dutch, he may have been in with a chance of surviving but, in the end, he’s dismembered and skewered with an effortless efficiency.

The Predator is initially kept well hidden and vague for maximum tension.

It is, perhaps unsurprisingly, the titular Predator who brings the most appeal and distinctiveness to the film; although we know that an alien presence is clearly stalking the team, we don’t get out first real look at it for a good hour or so and, even then, it’s a fleeting shot. Instead, we see through the Predator’s unique and costly thermal vision, watching as it pursues and observes its prey from the treetops and attempts to mimic their speech (a haunting feature, to be sure). When the Predator does appear, it’s little more than a pair of luminous glowing eyes and a vague, distorted shape and, despite almost the entire film taking place during the day, the creature is kept well hidden. We see glimpses of its blade, spend a lot of time watching its arms, legs, and torso as it ritualistically cleans up its gruesome trophies, and only get a good, lingering look at the creature when it follows Dutch into the water and its cloaking device is disrupted. The result is one of the most iconic alien designs of all time; rather than the bug-like creature that was the Predator’s original design or the animalistic nature of the Xenomorph, the Predator is a humanoid being made up of two arms, two legs, and sporting an impressive frame and physique. Garbed in light armour and sporting a vast array of weaponry (that ranges from low-tech but incredibly lethal wrist-mounted blades to the creature’s iconic plasma cannon), the Predator is instantly recognisable thanks, in large part, to its helmet and dreadlocks but also because of its monstrous crab-like visage and mandibles.

The Nitty-Gritty:
Take away the alien and Predator would be a largely forgettable, by-the-numbers action film about a troupe of crack soldiers fighting terrorists. The Predator, though, takes that concept and the film’s various clichés and completely flips them on their head; as soon as we first see the Predator’s thermal vision, and definitely after Hawkins’ brutally swift death, the film becomes something entirely different from a hyper-masculine action film. It transforms before your eyes into a survival/horror film against an alien presence that is far beyond that of man, changing from a routine mission to defend America’s freedoms to one about man’s battle for survival.

The film evolves from bombastic action to one man’s primal battle for survival.

Before we get to the point, it’s important to make mention of the wide variety of action scenes on offer in Predator: the film starts off relatively simple, with Dutch and his team gunning down the entire guerrilla camp with a clinical efficiency and a bevvy of one-liners, before escalating into a paranoid firefight into the dense jungle in a desperate attempt to kill whatever is responsible for the deaths of their team mates. When it becomes apparent that they’re facing something beyond their understanding, Dutch leads the survivors in setting up a series of low-tech traps, using survival tactics to create a perimeter to ensnare the creature so that they can get a clear shot at it. Though Dillon is sceptical, he helps with this task regardless and it works…until the full extent of the Predator’s capabilities quickly render all their planning mute. Dutch, however, continues to employ these same tactics out of desperation and necessity more than anything else when he’s left the sole survivor; he loses his gun and is left with only a handful of shells and melee weapons with which to make his final stand. He does this through simple guerrilla strategies, using mud to mask his heat signature after a close call with the Predator and then fashioning a bow, a series of explosive arrows, and a number of deadly traps with which to enact his last, desperate stand against the creature. In this sequence, the film’s title takes on a double meaning as Dutch becomes both predator and prey, turning the Predator’s weapons and technology against it to draw it out into the open for a more even fight.

Despite the Predator’s superior strength, Dutch triumphs through his wiles.

While the sequels and extended media would, of course, greatly expand upon the Predator’s society and culture, there’s enough evidence towards the race’s ethos in this first movie: the Predator only attacks those who are armed and that it deems worthy prey (with the exception of Hawkins and Poncho, who were largely defenceless…), methodically stalks its victims from afar to ascertain their strengths and weaknesses, and makes trophies out of the skulls of those it kills. With its cloaking device compromised and faced with an enduring, persistent, and adaptable foe, the Predator chooses to ditch its signature plasma cannon to engage Dutch in a one-on-one fight, even hampering its vision by removing its helmet. Of course, the fight is anything but fair since the Predator is inhumanly strong; I watched a lot (basically all) of Arnold’s films as a kid and it was massively impressive to see a foe not only tower over him but also lift him up by one hand and beat him to near death. In the end, of course, Dutch is able to outsmart the Predator and lure it into a fatal trap; mortally wounded and defeated, the Predator chooses to activate a devesting self-destruct device in an attempt to take Dutch with it but, just as Dutch casually shrugged off a plasma blast early, no small-scale nuclear blast is enough to put down Arnold and he manages to outrun and avoid the blast but is left clearly affected, traumatised even, by his encounter with the creature and the Predator’s systematic slaughter of his friends and comrades.

The Summary:
To me, Predator will always be a near-peerless classic; everything about the film, from start to finish, is so gloriously over the top and entertaining that it never fails to be an enjoyable sci-fi/horror romp. Endlessly quotable and immensely fun, Predator is a fantastic film to throw on with a group of friends with some pizza and a few drinks and just have an unapologetic good time. I regard Predator as one of Arnold’s best films since it was a role with some real meat to it that really showcased his charisma and what he was capable of as a subtly complex action hero: Dutch isn’t just some muscle-bound meathead; he’s intelligent, experienced, and highly adaptable while also being charismatic, well-respected, and tough as nails at the same time. The film is full of testosterone and ridiculously macho characters yet, despite this, they’re all really endearing and likeable; there’s a real sense of camaraderie amongst the team, who all work together as a unit, and even the tension and suspicion regarding Dillon is largely a non-factor in the face of their struggle against a greater, common enemy. The titular Predator is a fantastically unique creature; here, it and its culture are, largely, a mystery and a lot of what we learn about it comes from inference and speculation, all of which adds to the otherworldly nature and appeal of the alien, to say nothing of its horrific appearance and impressive weaponry and physical skill, and I will always have time for Predator and the Predator concept because of this.

My Rating:

Rating: 5 out of 5.

Fantastic

So, tell me, what did you think to Predator? Did you see the film in the cinema back when it first came out and, if so, what did you think of it at the time and how do you think it holds up today? Which of the film’s characters did you like the most, or the least, and why and did you enjoy the film’s excessive machismo? What did you think to the Predator and its design and weaponry and how differently do you think the film would have turned out if Van Damme had remained in the role? Which of the Predator sequels and merchandise was your favourite and did you celebrate Predator Day this year? If you’re a girl and you enjoy Predator and over-the-top action films, chime in with your thoughts about how any one can enjoy these films but, either way, do please leave a comment below sharing your thoughts and opinions on Predator.