Game Corner [MK Month]: Mortal Kombat Trilogy (PlayStation)


To celebrate the simultaneous worldwide release of Mortal Kombat (Midway, 1992) on home consoles, 13 September 1993 was dubbed “Mortal Monday”. Mortal Kombat’s move to home consoles impacted not only the ongoing “Console War” between SEGA and Nintendo but also videogames forever thanks to its controversial violence. Fittingly, to commemorate this game-changing event, I’m dedicating every Monday of September to celebrating the Mortal Kombat franchise.


Released: 10 October 1996
Developer: Avalanche Software
Also Available For: Game.com, Nintendo 64, PC, R-Zone, SEGA Saturn

The Background:
Cast your mind back, if you possibly can, to the 1990s when arcades were in full force. Competitive fighting games were suddenly all the rage thanks, largely, to the many iterations of Street Fighter II: The World Warrior (Capcom, 1991), a title that also saw great success on home consoles and had players queuing in droves to get a chance to play the arcade cabinet. Intending to compete with Capcom’s popular brawler, developers Ed Boon and John Tobias took inspiration from seminal fantasy and martial arts movies like Enter the Dragon (Clouse, 1973), Bloodsport (Arnold, 1988), and Big Trouble in Little China (Carpenter, 1986) and utilised unique, state of the art digitised graphics to bring their concept of an ultra-violent tournament fighter to life. Almost immediately, Mortal Kombat changed the genre with its simple fighting mechanics and over the top violence, which caused a great deal of controversy that led only to more extreme Mortal Kombat titles being produced.

Mortal Kombat Trilogy was the culmination of over five years of success for the franchise.

By 1996, it’s fair to say that the Mortal Kombat franchise was on a high; the live-action movie had released to surprising success the previous year, an animated series was due to air soon and a live-action series was on the horizon, and the games had seen great success on home consoles and many different iterations in the arcades. Mortal Kombat Trilogy was the culmination of the franchise’s 2D success; essentially an expanded version of Ultimate Mortal Kombat 3 (Midway Games, 1995), Mortal Kombat Trilogy assembled the biggest roster of fighters the series had ever seen and mashed together all of the stages, finishing moves, and stories of the first three games. Released exclusively on home consoles, each version of the game contained a number of differences that affected gameplay and player options and was received differently depending on which platform it was played. Given that my favourite release from the classic Mortal Kombat titles is Mortal Kombat 3 (Midway, 1995), Mortal Kombat Trilogy was a must-buy when I started collecting PlayStation games thanks to its expansive roster and sheer amount of ridiculous finishing moves but it can’t be denied that it was released at a time when Mortal Kombat fatigue was beginning to set in so it’ll be interesting to see how it holds up today.

The Plot:
Unlike other Trilogy” videogames, Mortal Kombat Trilogy is simply an expanded version of Mortal Kombat 3 and, thus, has very much the same plot. Having lost to Earthrealm in the ages-old tradition of Mortal Kombat, Outworld emperor Shao Kahn has his wife, Sindel, resurrected on Earthrealm, thus weakening the dimensional barriers and allowing him to embark on an all-out invasion campaign! In a desperate bid to oppose him, the Thunder God Raiden assembles a team of fighters to push back the Outworld forces and safeguard the realm.

Gameplay:
Since I grew up mostly playing Mortal Kombat 3  on the Mega Drive and PC, Mortal Kombat Trilogy is about as classic as classic can be for me when it comes to the old school, 2D style of the original games. Mortal Kombat Trilogy brings together every stage, finishing move, and character from the three (well, four if you count Ultimate Mortal Kombat 3 as a separate game) original games, transplanting their moves and appearance into Mortal Kombat 3’s game engine for the biggest and most expansive Mortal Kombat ever produced at that point. Players can pick from one of a whopping thirty-seven different fighters and battle their way through one-on-one arcade ladders in best of three-style bouts or form teams of two or eight to take on another player in team-based fights; if players want to fight one-on-one, though, a second player will have to press the start button when player one begins their journey up one of the game’s four different towers.

Combat couldn’t be simpler in Mortal Kombat Trilogy, awarding victory with minimal effort.

One of the things that I’ve always loved about Mortal Kombat is how much easier it is to pick up and play compared to Street Fighter II; you don’t need to worry about “frame cancels” or anything like that here. You simply pick a character and they all control exactly the same except for their special moves: Triangle and Circle allow you to kick, Square and X punch, you jump by pressing up on the directional pad (D-pad), block with L1 or R1, and can close the distance towards your opponent by holding down L2 or R2 to run (which is limited by a small stamina meter beneath your health bar). By pressing the D-pad in conjunction with these buttons, you can pull off combinations of attacks or send you opponent flying with a roundhouse kick or uppercut; you can also throw your opponent when you attack up close and can enable automatic combos from the game’s main menu to make combos even easier to pull off.

Characters are separated by their unique special moves, which can be chained together with combos.

Unlike modern fighters, Mortal Kombat Trilogy is quite barebones in terms of offering any kind of move list, tutorial, or practice mode. Thankfully, you can generally get by simply by mashing buttons and performing jumping attacks and by experimenting with the D-pad and buttons to pull off each character’s special moves. The usual button inputs are your best bet (down, forward, X or back, down, Triangle) but, if you’re struggling or new to the games, you can always look up the character’s special moves online. As every character basically controls the same (the only ones that are actually slower and more powerful are the boss characters like Goro and Shao Kahn), your preference will come down to who looks the coolest and who has the most accessible special moves; personally, I’ve always been a Sub-Zero guy. Mortal Kombat Trilogy offers two versions of the ice ninja, with each featuring slightly different moves and animations to separate them, but you might prefer to play as Jax (who has more grapple and stun options) or Sheeva (who can crush her foes beneath her feet) or characters like Raiden and Kung Lao who have a teleport ability. No matter who you pick, you have access to a projectile attack and numerous ways to pummel your opponent so it all comes down to who you like best and who you are most comfortable with.

There are now many different and brutal ways to finish off your opponent.

Mortal Kombat Trilogy is absolutely jam packed when it comes to finishing moves; every single character has two Fatalities, a non-lethal Friendship, an Animality, a Babality, can show Mercy to their opponent (thereby restoring a small slither of the opponent’s health), and can pull off a Brutality when the deciding round is over and you’re ordered to “Finish Him!” (or her, obviously). Some stages also allow you to pull off a “Stage Fatality” that will see the opponent sent plummeting to their death or thrown in front of an oncoming train but you’re only given a short window of time to enter the button combination for these moves and, if you miss it or are standing in the wrong place, you’ll be denied witnessing your opponent’s gruesome end. Sadly, there’s not a massive amount of variety on offer in Mortal Kombat Trilogy when it comes to gameplay. The first game broke up the mindless brutality with its “Test Your Might” challenges and Mortal Kombat 3 featured hidden mini games after you amassed a number of wins but neither of these features are present here. The “Endurance Round” makes an unwelcome return, however; when you play through the arcade ladder, you’ll have to endure at least one of these, which pits you against two opponents with two separate life bars while you only have one. You can experience this yourself in the game’s “2 on 2” mode, where you and another player pit teams of two against each other but, unfortunately, this mode can only be played with another player. Similarly, you can only play the “8 Player Kombat” mode (which is essentially a standard tournament bracket) against another human player, which is a bit of a shame as it would have been nice to take on both of these additional modes against computer-controlled opponents.

Graphics and Sound:
For me, it’s hard to beat Mortal Kombat Trilogy in terms of the classic, 2D, digitised look of the original games. Midway had really perfected the procedure by this point and the sprites are much more detailed and varied with some fun little touches (like Cyrax, Sektor, and Smoke’s throws all being this little mechanical arm that comes from their shoulders). Sure, there are a lot of palette-swapped ninjas and cybernetic characters but they all have different special moves and finishers and it never really felt that lazy to me (though, admittedly, that could be the nostalgia talking). As I mentioned, every character from the previous games features here but you’ll notice that Johnny Cage’s sprite has been completely redone from scratch and that he is missing his patented “nut punch” move due to legal issues with the original actor and the new characters lacking the appropriate reaction frames, respectively. Other characters, like Baraka, Rayden, and Stryker, actually gained additional moves to flesh out their moveset but, sadly, the developers didn’t go to the same amount of effort to animate some Fatalities, like Sub-Zero’s classic spine rip.

Sadly, some finishing moves are lazier and less impressive than others.

As you fight, character animations are still quite limited and you’ll notice that they often use the same types of punches, kicks, and postures for pulling off their moves or reaction to attacks. They become a lot more expressive when performing their finishing moves, however, with Kabal ripping off his face mask to reveal his disgusting visage, Sheeva stripping characters to the bone, and Liu Kang dropping a Mortal Kombat arcade cabinet on his opponent. Given that the game has such a large roster of characters, though, a lot of the Fatalities can be a bit lazy and boil down to a character being beheaded or exploding into a ridiculous amount of bones and skulls. Similarly, the Brutalities are just a long combo string that sees you pummel the opponent until they explode in gore and it definitely seems like the developers were beginning to run out of ideas for unique Fatalities for all the newer characters so I recommend sticking with characters who were in the original games as their finishers tend to have a bit more creativity involved.

Animalities are fun, if a bit inconsistent, but lazy Babalities exist just to humiliate your foe.

The Animalities, though, are notably ridiculous; characters will transform into glowing, ethereal creatures to kill their opponent but the actual animal transformation is generally the best part of these finishers as most of the actual deaths again boil down to a decapitation or explosion. Additionally, characters added after Mortal Kombat 3 oddly transform into more realistic looking creatures and Scorpion’s absence from that game means he doesn’t even turn into a scorpion, which is pretty crazy and I’m sure it couldn’t have been that hard to swap the code around to allow this. Friendships tend to be a bit more visually interesting and entertaining, though, featuring the likes of Kid Thunder and Kung Lao using his hat to play fetch with a doggy. Babalities are easily the laziest of the finishers, though, as the baby sprites don’t move and just sit there crying but I appreciate all of the variety on offer and it’s pretty easy to just stick to the more impressive finishers.

Stages old and new appear but I have a lot of nostalgia for the Mortal Kombat 3 stages.

Stages (actually referred to as “Kombat Zones”) are equally varied; you have to jump through a small hoop to actually pick which one you want to fight on but all the stages from the first there games are back, with a few minor changes (Shao Kahn replaces Shang Tsung in the background, for example). This is great for me as I always loved the stages in Mortal Kombat 3, which brought the series into more urban environments; many of these also feature stage transitions that allow you to uppercut your opponent up into another stage, which I always found massively satisfying. Otherwise, there’s not much you can interact with but there’s a fair amount of variety and interesting stuff in the stages to keep you occupied (the Soul Well, for example, or Cyrax being stuck in Jade’s Desert, the developer’s names appearing on tombstones, and the infamous fight between Hornbuckle and Blaze in the background of the Pit).

Story and endings are mostly relegated to simple text but the music and sound effects are top notch.

Mortal Kombat Trilogy is a little cheap when it comes to telling its story, however; the game’s plot is told through simple text at the start of the game interspersed with character biographies that you cannot freely view anywhere else in the game and, when you clear the arcade ladder, your character’s ending is conveyed through text and either a big character sprite that is simply their versus screen picture or a unique piece of artwork. The game makes up for this in the music and sound department, though; characters yell and grunt and scream, Shao Kahn narrates every fight and choice you make, and Dan Forden pops up to yell “Toasty!” from time to time as you land uppercuts. The music, which is all primarily from Mortal Kombat 3, is also some of my favourite; it’s very catchy and has a good beat and rhythm to it to help keep fights engaging and fun but I found that it cuts out if you pause the game for too long in mid-fight. There are also some noticeable load times between bouts, when performing finishers, and when Shang Tsung performs his morph ability (though you can toggle this in the options to reduce load times).

Enemies and Bosses:
Take another look at Mortal Kombat Trilogy’s large roster of character because you’ll be fighting every single one of them (with only three exceptions) at some point when playing through the arcade ladders. Similarly, you’ll have to learn the ropes for each of them if you want to see every character’s ending or try out a new fighter and you may find you favour some you wouldn’t expect (as a kid, I often played as the rather bland-looking Stryker simply because his Fatality was easy to pull off, for example). Every time you select one of the arcade ladders, you’ll face off against a number of random opponents one after another before being faced with at least one Endurance Round and the battle against the game’s two main boss characters. For the first two or three fights, you’ll probably find you can handle yourself pretty well, especially if playing on Very Easy (there’s no reason not to as you get to see the ending regardless), but the computer is no slouch and underestimating them can easily lead to your downfall.

Enemies each have their own attacks and techniques you’ll need to be aware of to succeed.

Your first few opponents may not attack much but, as you progress up the ladder, they’ll start busting out all kinds of combos to knock you off balance and drain your health faster than you can think. Blocking is your only real defense here and it’s sometimes better to be for defensive than offensive; I often struggle against Sonya Blade and Kano, two characters perfectly capable of attacking from a distance and juggling you with their special moves. Then there are fighters like Noob Saibot, Ermac, and Mileena; characters like these seem much more aggressive and cheap and are able to chain together teleports, combos, and special moves faster than you can press buttons. Baraka and Kitana are also annoying opponents to face later on as they can catch you off guard at seemingly any time with their blade slices or fan twirl, respectively, while Shang Tsung can easily sap your health if you get caught in his rising or horizontal fireballs (which often come in threes). Reptile and Smoke offer unique challenges in their ability to turn invisible; Sub-Zero can freeze you in place with an ice blast or an ice clone of himself, and Kabal is not only able to spin you dizzy with a rush attack but he can also fire bolts from his eyes and send a bladed saw spinning your way. All of this means that you can’t always approach every fight in the same way, especially on higher difficulty levels or as you progress as the computer doesn’t hesitate to throw everything it has at you even on the easiest difficulty setting.

Endurance Rounds will test your mettle against two fighters!

Unlike in other Mortal Kombat videogames, there are no secret fighters to battle in this game’s arcade modes, which is a bit of a shame. Instead, you’ll have to take on at least one Endurance Round; if you’re very unlucky, you’ll face two troublesome opponents here (like, say, Kitana and Sektor) and since you only have one life bar and the opponent has two, these can be quite the gruelling battles to get through. I will say, though, that on my last playthrough I was able to get past the one Endurance Round I had a lot faster and easier than the fight I had against Kano alone, so it could be that the computer’s aggression is tweaked a little in your favour for these bouts but, again, I wouldn’t rely on that.

Motaro is big and incredibly powerful but not very fast and quite a large target.

Although you can freely choose to play as Goro, Kintaro, Motaro, and Shao Kahn in this game, only Motaro acts as the penultimate boss and this massive centaur who is capable of teleporting around the screen, blasting or tripping you with his tail, knocking you silly with a mule kick, or smashing you across the screen with a single punch. Motaro’s strength is equalled only by his resilience and ability to reflect your projectiles back at you seemingly at random (sometimes I could freeze him with Sub-Zero’s ice blast and others times it bounced back at me; I think it happens when you attack as he’s teleporting). However, Motaro’s biggest weakness is in his sheer size; far bigger than Goro or Kintaro, he’s not especially fast and makes for a much bigger target, meaning that it’s easier to dive in with jump kicks, maybe a quick combo, and uppercut him as he’s pouncing around. Again, though, underestimate him at your peril as it only takes a few shots from him to drain your life bar completely.

Shao Kahn is the game’s toughest, cheapest opponent and is able to drain your health in just a few hits.

Finally, you’ll face off against the Outworld emperor, Shao Kahn, in the game’s toughest, cheapest, and most ridiculous battle by far. Any semblance of skill and strategy is rendered completely moot by Kahn’s awesome power and his annoying tendency to spam his moves over and over. Kahn can charge at you with a shoulder dash, smash into you with a knee attack, fire energy bolts from his eyes, and leave you stunned and staggered from a blow of his massive war hammer. He can also tank your attacks like a champ, blocks like a motherfucker, can send you flying with a single kick or punch, and doesn’t get staggered or stunned at all so you can jump in for a combo only to be defeated in a split second as he breaks through your attacks. The one saving grace is his arrogance; Kahn will stop to laugh or actively taunt you, which leaves him wide open for your attacks, but you can just as easily get your head caved in by his hammer as you move to take advantage of this brief window. It might just be me being paranoid but the computer’s aggression seems to dial up to eleven if you manage to win a round against Kahn; don’t be surprised if he suddenly spams his charge or eye blasts and drains your health in just a few hits and, honestly, every time I’ve managed to beat him as always felt more like luck than anything else.

Power-Ups and Bonuses:
Being a simple one-on-one fighter, there aren’t really any power-ups to be found as you play through the game. The only advantage you have is the inclusion of the “Aggressor” bar; as you attack your opponent, the word “Aggressor” spells out, fills up, and begins to glow at the bottom of the screen and, once it’s completely full, your speed and attack power are greatly improved. This can be the difference between victory and defeat but it doesn’t last long and your opponent can also build up their own Aggressor meter but you are able to toggle it on and off in the options. Otherwise, you’ll be left relying on the game’s “Kombat Kodes” to spice up your battles; when you and a friend begin a fight, you’ll see little symbols at the bottom of the vs. screen that change as you press buttons. Input the right button presses and you can disable blocking, combos, throws, music and effects, health bars, and have the victor face certain boss fighters or other fighters. You can also enable special messages, mini games, explosive kombat, and unlimited run energy, all of which can make battles against friends a bit more fun and random.

Additional Features:
There’s not much else on offer in Mortal Kombat Trilogy; if you have a friend, you can battle against them in one-on-one, two-on-two, or in a tournament and there are a variety of options available in the game’s settings. Here you can select a difficulty level or disable blood, the in-game timer, and the vs. screens if you feel like it. Although there are no locked or unlockable characters this time around, you can press “Select” to select Rayden, Jax, Kano, and Kung Lao to play as their Mortal Kombat II (ibid, 1993) counterparts, which is a nice touch.

Enable one-button finishers or play as the Chameleon and Mortal Kombat II variants using button codes.

From the options menu, you can also input a button code to access some special options. Sadly, these aren’t as extensive as those in Mortal Kombat 3 but they can help make battling through the arcade a little easier as you can reduce the attack power of the bosses and enable one-button finishers and regenerating health (oddly, this regenerates both your health and that of your opponent, which is really annoying when facing Shao Kahn). Finally, I said there are no unlockable characters but that’s not entirely true; by pressing and holding certain buttons when selecting a male ninja, you’ll play as Chameleon, a semi-translucent ninja who randomly cycles through the colour schemes and attacks of the male ninjas. Kombat Kodes also exist to showcase all of the game’s finishers and such, which is cool, and you’ll get to play as the female Khameleon if you’re playing the Nintendo 64 version.

The Summary:
If you’re looking for the quintessential classic Mortal Kombat experience, it’s tough to get much better than Mortal Kombat Trilogy; the game takes all the advances and advantages of the more up-to-date game engine and mechanics and fills it with every single character, special move, and Fatality you could ask for. All of the stages, music, and characters are present and accounted for, making this the biggest and most ambitious Mortal Kombat videogame of its time, and it’s a must-buy for any fan of the series. Sadly, though, it’s not perfect; the game’s difficulty curve is steep and drastic, the loading and musical glitches were a bit annoying, and the lack of extra modes and options was disappointing. I like that they mashed everything together into one game but I can’t help but think that the developers missed a trick by not at least adding arcade towers to represent Mortal Kombat, Mortal Kombat II, Mortal Kombat 3, and Ultimate Mortal Kombat 3 if not have the three games included as part of the package. Instead, what we have here is, essentially, ULTIMATE Ultimate Mortal Kombat 3, a massive expansion of the third game rather than a true collection of the Mortal Kombat trilogy. Still, if you only want to buy one classic Mortal Kombat game, I would definitely recommend this one, especially if, like me, you’re a fan of Mortal Kombat 3. Those who prefer the first two games, though, may find it a little lacking and it’s a shame that there aren’t more options and variety on offer.

My Rating:

Rating: 3 out of 5.

Pretty Good

What are your thoughts on Mortal Kombat Trilogy? How do you feel it holds up today and when compared to the Mortal Kombat games that preceded it? Which of the three versions of Mortal Kombat 3 is your favourite? Perhaps you prefer a different Mortal Kombat game; if so, what is it? Which of the game’s roster and many finishing moves was your favourite? Would you like to see these classic Mortal Kombat  games re-released and remastered for modern consoles? Whatever you think about Mortal Kombat, leave a comment below and check in again next Monday for more Mortal Kombat content.

Back Issues [Multiverse Madness]: The Flash #123


In September 1961, DC Comics published a little story called “Flash of Two Worlds” (Fox, et al), a landmark story that featured in The Flash #123 and brought together two generations of the Flash: the Golden Age Jay Garrick and the Silver Age Barry Allen. In the process, DC Comics created the concept of the multiverse, the idea that DC Comics continuity was comprised of an infinite number of parallel universes that allowed any and all stories and characters to exist and, more importantly, interact and I’ll be celebrating this ground-breaking concept every Sunday of this month!


Story Title: “Flash of Two Worlds!”
Published: September 1961
Writer: Gardner Fox
Artist: Carmine Infantino

The Background:
In the pages of Showcase #4 (1956), writer Robert Kanigher and artist Carmine Infantino introduced readers to Barry Allen/The Flash, the Fastest Man Alive. However, Barry wasn’t the first character to carry the name of the Flash; back in the 1940s, Jay Garrick operated under the codename before superhero comics saw a decline in popularity due to World War Two. Interestingly, although Jay’s solo Flash title was cancelled in 1948, the character’s last appearance was in 1951, a mere five years before the character was dramatically reimagined for the “Silver Age” of comics. To Barry Allen, Jay Garrick wasn’t some long forgotten hero of a bygone era; he was a mere comic book character, a work of fiction, and, while the idea of parallel versions of DC’s heroes had been previously hinted at, it wasn’t until “Flash of Two Worlds” that DC began to really explore, and expand, the concept. The story led to the discovery of an infinite number of parallel worlds, regular crossovers between teams like the Justice Society of America and the Justice League of America and, of course, epic cosmic crossovers that gave DC the perfect excuse to shake up their continuity. So influential was “Flash of Two Worlds!” that it’s iconic cover art has been parodied and replicated numerous times, and it directly inspired not just one episode of The Flash (2014 to present) but directly led to that series, and the entire “Arrowverse”, exploring the vast complexities of the multiverse.

The Review:
“Flash of Two Worlds” begins innocently enough with Barry Allen once again characteristically late for a date with his long-term girlfriend, Iris West. I’ve always been more of a Wally West fan when it comes to the Flash since Barry was long dead by the time I started reading comics but there are a couple of things about Barry’s Flash I always liked and which make him unique, in my eyes, compared to other heroes and characters of the same name. For one thing, he might be the Fastest Man Alive but he was constantly late in his civilian guise, which was the perfect way to keep anyone suspecting his true identity; for another, Barry actually worked for the police department as a forensic scientist and there weren’t a great many superheroes who actually worked within the system.

Barry is stunned to find himself on another Earth where the fictional Jay Garrick was once the Flash!

Like all good superheroes, of course, Barry is currently keeping his dual identity a secret from Iris and is able to use his position with the Central City Police Department to explain that he is “friends” with the Flash. This allows him to arrange for the Scarlet Speedster to make an appearance at Iris’s show for local orphans and also gives the Flash an opportunity to show off the near limitless potential of his superhuman speed but, in the middle of vibrating a rope at super speed, the Flash suddenly vanishes from sight! Though momentarily disorientated, the Flash quickly surmises that he must have vibrated his molecules so fast that he passed through “some sort of space-warp” but, when he attempts to return to the community center, is shocked to discover he’s now in a strange, vaguely familiar place named Keystone City. Recognising the name, Barry confirms his suspicions by looking up Jay Garrick in a telephone book and paying him a visit (as an interesting side note, Garrick’s house number is 5252, which goes a long way to explaining DC’s later obsession with the number fifty-two). Rather than introduce himself and get Jay, and us, up to speed, Barry decides to regale us, and Jay, with Jay’s origin story: while a student at Midwestern University, Jay inhaled fumes of “hardwater” and, somehow, gained super speed and began a career as the Flash.

Barry explains his multiverse theory that, while ridiculous, also makes a crazy kind of sense.

Jay and his wife, Joan, are shocked at Barry’s expert knowledge of Jay’s history and even more awestruck when Barry explains that he is the Flash of a parallel world. Barry goes on to explain the basic fundamentals of DC’s multiverse: their two worlds exist in the same space and at the same time but are separated by different vibrational frequencies. He theorises that both Earths evolved almost exactly the same but that “destiny must have decreed there’d be a Flash — on each Earth!” It is only after explaining his multiverse theory that Barry brings Jay and Joan up to speed on his origin; during an experiment, he was struck by a errant lightning bolt (a common occurrence, as you well know…) and bathed in a mysterious chemical concoction. The result was the development of his own super speed but he was directly inspired to become the Flash after reading of Jay’s adventures in comic books on his world. Barry even further speculates, ridiculously so, that real-world writer Gardener Fox must have somehow been attuned to Jay’s world to dream up stories of the Golden Age Flash’s adventures. Jay is intrigued at the concept and in awe of Barry’s fourth dimensional Flash ring; he reveals that, despite no longer having the endurance of his prime years, he’s as fast as ever and in the midst of mounting a dramatic comeback thanks to a series of mysterious robberies that have been happening all over town. Ever the helpful chap, Barry offers to assist and the two solidify their partnership and newfound friendship with a hearty handshake. It’s then revealed to the reader that the perpetrators of these crimes are three of Jay’s most notorious rogues: Isaac Bowin/The Fiddler, Clifford DeVoe/The Thinker, and Richard Swift/The Shade. All three have a personal grudge against Jay for apprehending them “more than a dozen years” ago and, since their release (or escape, it’s not made entirely clear which), each has refined their abilities and gimmicks to take their revenge (the Thinker’s “thinking cap” allows him to cause anything he thinks of to happen within fifty yards of himself, the Fiddler’s Stradivarius violin allows him to generate destructive sound waves, and the Shade can conjure absolute darkness with his special cane).

Jay is outwitted by the Thinker’s mental images and collapses from exhaustion.

In the process of their revenge, the three villains are also indulging in elaborate crimes to bring themselves notoriety, fortune, and, presumably, to attract the attention of the Flash and the two Flashes immediately divide their efforts in order to uncover the culprits behind these crimes. The Thinker heads to the home of millionaire Edward Jarvis to steal the priceless Neptune Cup; he uses his thinking cap to persuade Jarvis’s guard dogs to lure the Flash into his trap and is easily able to manipulate Jarvis into handing the treasure over to him. When the Jay conveniently races by, the dogs literally follow the Thinker’s command by talking in English! Jay rushes into the house to confront the Thinker but is shocked to find that the villain continuously eludes his grasp; driving himself to near exhaustion in the effort, Jay laments what he believes to be a by-product of his advanced age but it turns out he’s only half right. The Thinker has been conjuring “mental mirages” to distract and tire out the Flash and, with Jay too weak to pursue him, is easily able to slip away with his prize as Jay blacks out from fatigue. Why the Thinker didn’t use his special cap to control Jay like he did Jarvis is beyond me, though…

The Flashes subdue the villains and Jay is left pondering the secret of dimensional travel.

Meanwhile, at the waterfront, Barry investigates a strange black fog surrounding a private yacht and is drawn into a confrontation with the Shade. Thanks to the Shade’s ability to summon thick, pitch blackness, Barry is unable to stop the villain from stealing especially rare and extortionately expensive “historical curios”. When he spots the Shade making his escape in a speedboat, Barry gives chase by running over water but is easily knocked off balance by the Shade’s darkness and returns to Garrick’s house humbled but no less disheartened. Galvanised by their individual failures, the two Flashes decide to team up to stop the villainous duo but, in the process, find the Fiddler (on his Fiddle Car, no less!) causing panic and destruction in downtown Keystone City. This finally provides context for the issue’s memorable front cover as the two Flashes race to save a man from being crushed from a falling girder. Thanks to the Fiddler’s outrageous vehicle, the Flashes are easily able to track him down to the Keystone City Museum, where the villain is in the process of stealing the “European crown jewels”. Despite the partnership of the two Flashes, the Fiddler is easily able to subdue them with his magical music, much to the shock of his fellow villains, who rushed over to assist as soon as they figured out that there were now two Flashes. The Fiddler rubs salt in the wound by compelling the Flashes to steal the jewels for him and plans to cover their escape by freezing the Flashes solid for twenty-four hours. Somehow, though, the spell doesn’t work and the Flashes break free; in the blink of an eye, Jay sends the Shade spinning like a top, Barry handcuffs the Fiddler, and the two Flashes disassemble the Thinker’s thinking cap to subdue and summarily defeat the three villains. The Flashes then reveal that they escaped the Fiddler’s spell through a convenient and obtuse loophole (he never specified that they shouldn’t try to escape and they placed tiny gems not their ears to distort the effects of his fiddle). With the villains defeated, Barry and Jay part ways amicably, with Jay admiring Barry’s ability to vibrate between dimensions and vowing to learn the secret of dimensional travel to visit Barry’s world in the near future. Barry is so ecstatic to return home that he doesn’t even mind getting an ear-bashing from Iris for leaving her, and the orphans, in the lurch and the issue ends with Barry breaking the fourth wall to encourage readers to write in with their appreciation of the story and the Golden Age Flash.

The Summary:
“Flash of Two Worlds” is a pretty fun, if incredibly random, little tale; the way that Barry just happens to slip between dimensions whilst performing the most minor of tasks is extremely convenient and underwhelming and it definitely feels like Barry could have been undertaking a better, more exciting physical feat. It’s also incredibly opportune that Barry, a forensic scientist, is apparently an expert in dimensional theory; I get that he’s smart and scientifically minded but I would argue that quantum mechanics and multiverse theory is a little outside of the training for a forensic scientist. Like many comics books at the time, the issue also suffers a little by stopping to catch readers up not just on Barry’s origins but Jay’s, too; I get recapping Jay’s origin since he had been absent from DC Comics for about five years but it seemed a bit unnecessary and a waste of time to recap Barry’s in such detail.

The issue’s three villains are largely portrayed as being quite formidable and competent.

Still, the selling point of the issue is the return (or introduction, depending on your experience) of Jay Garrick and the discovery of a parallel world. The logistics of the multiverse are a bit hokey but I can chalk this up to Barry’s conjecture and the concept being in its infancy and it’s still pretty cool to see Jay, now a bit older and more seasoned, teaming up with Barry. I find it interesting that Fox decided not to have to two come to blows or even engage in a race to find out who was better; he had the perfect opportunity to do this when Jay was defeated by the Thinker but declined, preferring to focus on the two Flashes co-operating amicably instead. The villains are an interesting dichotomy; technically, the combined abilities of the Thinker, the Fiddler, and the Shade are quite formidable and the three are shown to be more than a match for both Flashes, both separately and as a group. Indeed, any one of the villains seems capable of subduing the Flashes and this really helps to keep the stakes reasonably believable and high. Sadly, the Flashes are able to defeat all three in no time at all with a pretty laughable plot convenience; it might have been more interesting to have the Thinker control Jay and turn him against Barry and then have the two overcome this and turn the villains’ gimmicks against each other but I get it, the comic is more about the gimmick of the two Flashes meeting and the exploration and re/introduction of Jay and his world over anything else.

The Flash is a colourful, appealing character and seeing the two team up is pretty cool.

While I am a fan of the Flash, like I said I generally prefer Wally and his adventures in the mid-nineties to early 2000s so, as a result, I haven’t really read that much of Barry Allen, especially his early adventures. However, I was pleasantly surprised by how much I enjoyed “Flash of Two Worlds”; the Flash is such a unique character, one that is, at times, more overpowered than even Clark Kent/Superman, and it’s interesting seeing him balance his dual identity and come up with new ways to use his powers. Flash stories also tend to be much more whimsical and wacky than other superheroes so it’s not too surprising that he was able to pass between dimensional barriers; I could definitely see the all-powerful Superman of the time being capable of such a feat as well but it’s somehow more charming when the Flash does it and seeing him be awestruck at meeting his hero and inspiration and the two generations of heroes immediately getting along is refreshing, despite my belief that the story may have been improved by them coming to blows at least once.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever read “Flash of Two Worlds”? If so, what did you think of it? Were you a fan of DC’s decision to introduce the multiverse or do you find the concept daunting and overwhelming? Which of the two Flashes is your favourite; perhaps you prefer a different Flash or speedster, if so who is it and why? What is your favourite Flash story? Which of DC’s infinite parallel worlds is your favourite? How are you celebrating the birth of the DC multiverse today? Whatever your thoughts, drop a comment below and be sure to check back in next Sunday as Multiverse Madness continues!

Movie Night: Candyman (2021)

Released: 21 August 2021
Director: Nia DaCosta
Distributor:
Universal Pictures
Budget: $25 million
Stars:
Yahya Abdul-Mateen II, Teyonah Parris, Colman Domingo, Nathan Stewart-Jarrett, and Michael Hargrove

The Plot:
Thirty years after Candyman (Rose, 1992), the once crime-ridden area of Cabrini-Green has become an upstanding neighbourhood. However, when struggling artist Anthony McCoy (Abdul-Mateen II) learns of hook-handed bogeyman Candyman, his mental and physical state deteriorate as the fearsome killer begins a new campaign of terror.

The Background:
In 1985, visionary British horror writer Clive Barker wrote a short story titled “The Forbidden”, which was published in the fifth volume of his Books of Blood series (ibid, 1984 to 1985). The story was adapted into the critically and commercially successful Candyman (Rose, 1992), a haunting horror story that immediately turned star Tony Todd into a modern horror icon. While its two sequels were far less successful, the first film stood the test of time for its depiction of racial tensions in American society. Although many parties attempted to get a fourth Candyman film off the ground, the production was stuck in Development Hell for nearly twenty years before Jordan Peele, fresh off presenting similar themes in his lauded films Get Out (ibid, 2018) and Us (ibid, 2019), came onboard to produce a direct sequel to the 1992 original, much to the approval of Tony Todd. After being delayed due to the COVID-19 pandemic, Candyman was finally released to largely positive reviews and eventually produced a box office gross of over $77 million.

The Review:
The original Candyman, while a cult classic, is often lost to the mists of time; in many ways, it’s an under-rated horror classic that often gets overshadowed by bigger budget or more popular horror films and franchises. Yet, with its haunting soundtrack, visceral and shocking kills, and Tony Todd’s enigmatic charisma, the film remains one of the most memorable of its genre. When I heard that it was getting the same “requel” treatment as Halloween (Green, 2018), I was intrigued; unlike many horror franchises, Candyman was never beaten into the ground with endless sequels and remakes so doing a follow-up thirty years later actually felt like a fresh concept. Throw in Jordan Peele, the alluring Yahya Abdul-Mateen II, the advertised return of Tony Todd, and some intriguing trailers and I was left thinking that this follow-up could have a lot of potential.

Brianna loyally supports Anthony as he struggles to find artistic inspiration.

The film picks up some thirty years after the events of the first film; Cabrini-Green, once a crime-ridden ghetto, has been gentrified and largely transformed into a modern, affordable housing estate for artists and creative types like our main character, Anthony McCoy. A struggling artist, Anthony hasn’t produced a worthwhile piece of artwork for some time and is having a hard time finding suitable inspiration; not only that, but his pride is constantly taking hits when friends and family alike continue to insinuate that he’s only able to remain relevant because of the influence of his girlfriend, art gallery director Brianna Cartwright (Parris). Despite this, the two have a very stable and loving relationship; she is incredibly supportive of him, doesn’t seem to mind that she’s having to shoulder their financial responsibilities, and offers both constructive criticism of his artwork and defends him to others not just out of love for him but out of a genuine belief in his artistic talent.

After learning of Daniel Robitaille, Anthony becomes obsessed with the Candyman legend.

Anthony finds himself creatively inspired when he learns of the events of the first film; Cabrini-Green resident and laundromat operator William Burke (Domingo) recaps for Anthony how art student Helen Lyle (Virginia Madsen) came to the area investigating the urban legend of Candyman and then apparently snapped and kidnapped a baby before burning herself to death in a bonfire. These sequences are all beautifully rendered using cardboard cut-outs and shadows to create visually interesting and ominous scenes rather than simply reusing footage from the first film, with Madsen returning in photographs and voice clips when Anthony acquires her tape recorder and notes to learn more about the legend of Candyman. Becoming obsessed with the tale of Daniel Robitaille, who was tortured to death simply for falling in love with a wealthy white woman, Anthony finds his career on the turnaround when his abstract piece “Say My Name”, which hides paintings of violence and strife behind a mirrored façade, is mentioned on the news following a violent killing at the art gallery.

Anthony’s mental and physical state deteriorate as the Candyman is evoked.

Unbeknownst to Anthony, his work summons the Candyman’s vengeful spirit once more; now depicted as a “hive” of unjustly murdered African-Americans, the Candyman in his film is the spirit of hook-handed Sherman Fields (Hargrove), a strange but ultimately harmless Cabrini-Green resident from Burke’s childhood who was discriminatorily beaten to death by overzealous cops after being fingered for placing razorblades in the sweets he offered to Cabrini-Green’s kids. Thanks to Anthony’s work, more and more people feel compelled to try out the legend and say Candyman’s name five times in a mirror, which not only results in their brutal death at his hooked hand but also increases the spirits strength and influence over Anthony, whose physical state deteriorates after suffering a seemingly innocent bee sting and whose mental state crumbles as he becomes both obsessed with Candyman and guilt-ridden over his part in summoning the phantom and enabling his killing spree.

The Nitty-Gritty:
One of the many things that made Candyman so memorable was the haunting score and methodical, ominous shots of rundown urban areas often overlooking in film (and in real life). a prominent theme in Candyman was that Cabrini-Green had basically become a lawless area where gangs and violent criminals were free to terrorise the residents and any passers-by with few repercussions as the police had little authority there, and the real-life danger of the destitute area and its overlooked populace only added to the first film’s menace and mystique. In this new Candyman, Cabrini-Green has been robbed of its ambiance; having been largely torn down and replaced with high-rise condos or left to be reclaimed by nature, the area may no longer home to gangs or downtrodden minors but it is still regarded unfavourably by both the social elite and former residents.

The use of mirrors makes for some great kills but Tony Todd’s absence is notable.

Unlike the original film (and, quite possible, the sequels, though I can’t really speak to this), Candyman places a great emphasis on mirrors; once summoned, Candyman is intangible and invisible and only appears when seen in a reflective surface. This results in a number of unique and memorable kills as Candyman flashes in and out of shot depending on how many mirrors are in the scene and means that you’re left staring intently at the screen any time mirrors or windows are present to try and catch a glimpse of the hook-handed killer. Candyman’s kill count is incredibly high in this film compared to the original; Sherman Fields is much more a sadistic supernatural killer rather than an enigmatic phantom and has no interest in captivating targets into continuing his legend in the same way Daniel Robitaille did. While this results in some vicious, brutal kills and some shocking and well-executed jump scares and shots of Sherman leering through mirrors, I couldn’t help but feel a little disappointed. Candyman is one of the handful of horror villains who is actually as eloquent and charismatic as he is terrifying and, while this new Candyman definitely captures the same ominous atmosphere of the original and is an intense horror experience, it definitely feels as though something is missing without Tony Todd’s booming baritone enticing people to “be [his] victim” and kind of reduces Candyman more to a typical slasher villain with a fancy gimmick rather than the tragic figure he was in the original film.

The film succeeds at standing by itself and being a follow-up, as well as being culturally relevant.

Overall, the film does a great job of continuing the urban legend of Candyman; since the characters discover the events of the first film throughout, it’s not really necessary to have seen to original Candyman before seeing this one; if anything, this new Candyman could inspire new audiences to seek out the original movie to add additional context to some of the revelations brought forth here but I think it does a decent enough job of standing by itself and being a follow-up. As you might expect, bigotry and racism are central themes in Candyman; for the most part, they’re subtle, with the likes of art critic Finley Stephens (Rebecca Spence) casting shade on “people” like Anthony and quickly clarifying that she meant artists rather than racial minorities and her only really becoming interested in “Say My Name” after it is linked to a series of horrific murders. Similarly, Burke relates how white people purposely create ghettos like Cabrini-Green simply so that they have more ammo to use against their people and then profit from gentrifying the areas, and feels an empathy for the original Candyman, Daniel Robitaille, whose only crime was falling in love. Nowhere are the racial tensions more explicit, however, and the film’s message at its most uncomfortable and relevant, in the depiction of local law enforcement; particularly in the ending, but throughout the film, the police are a law unto themselves who literally shoot first and ask questions later. As uncomfortable as this may be, the depiction of police violence against racial minorities has never been more relevant and Candyman is a perfect platform to explore this issue; indeed, Candyman recontextualises the vengeful spirit into one of retribution as he can be evoked to strike back at the same bigotry that created him in the first place.

The Summary:
Unquestionably, Candyman is one of the most intense and gripping horror films I’ve seen in recent memory. The film spectacularly evokes the same haunting atmosphere of the original and is bolstered by some unique cinematography, especially when presenting the titular phantom. Seeing characters be cut to shreds and manhandled by an invisible force that only reveals itself in mirrors makes for some brutal and powerfully violent kills and horror; the fact that Candyman often floats ominous through the air and haunts his victims from the shadows of mirrors only adds to the tension. Candyman does a great job of showing Anthony’s mental and physical degradation as the urban legend begins to literally consume him and, thanks to its resonating themes of racism and bigotry, Candyman is definitely an incredibly relevant film that speaks to today’s society. While I felt a little disappointed by Tony Todd’s absence and Candyman’s depiction as more of a groaning slasher than an enigmatic phantom, Candyman remained a chilling and impressive reintroduction and recontextualization of the titular character and ended up being a more-than-worthy follow-up to the haunting original.

My Rating:

Rating: 4 out of 5.

Great Stuff

Have you seen Candyman? If so, what did you think to it and how do you feel it compares to the original film? What did you think to the film’s performances and the depiction of its new Candyman? Were you a fan of the use of mirrors and which of the film’s kills was your favourite? Which of the Candyman films is your favourite and what do you think to this tendency to create follow-ups that ignore existing continuity? Would you be interested in seeing a sequel to this film or do you think it’s better to leave it as a stand-alone sequel? Whatever your thoughts on Candyman, feel free to share them below.

Movie Night: Constantine

Released: 18 February 2005
Director: Francis Lawrence
Distributor: Warner Bros. Pictures
Budget: $70 to 100 million
Stars: Keanu Reeves, Rachel Weisz, Tilda Swinton, Shia LaBeouf, and Djimon Hounsou

The Plot:
Cynical exorcist John Constantine (Reeves) spends his days smoking and “deporting” demons to Hell in a desperate attempt to earn salvation before he dies from lung cancer. However, in begrudgingly helping troubled police detective Angela Dodson (Weisz) learn the truth about her twin sister’s death, he stumbles upon a much larger and darker plot to bring about the apocalypse.

The Background:
Constantine is an adaptation of DC Comics’ popular cult comic series John Constantine, Hellblazer. Created by Alan Moore and Stephen R. Bissette and first appearing in the pages of The Saga of Swamp Thing #37 (Moore, et al, 1985) and visually inspired by British musician Sting, Constantine earned his own solo series in 1988 and became a popular anti-hero thanks to his grouchy demeanour and surreal occult misadventures and plans for a live-action adaptation of the character can be traced back as far as 1997. After passing through the hands of different directors and having a variety of actors attached to star, Constantine finally gained traction in 2002 but the title change wasn’t the only alteration the filmmakers made to the character: despite drawing inspiration from the “Dangerous Habits” storyline (Ennis, et al, 1991), the character was changed from a blond-haired, brown trenchcoat-wearing Liverpudlian conman to Keanu Reeves in a black coat with a cantankerous attitude. Despite this lack of fidelity to the source material, Constantine did relatively well at the box office, earning over $230 million; sadly, despite earning a well-deserved cult following over the years, the film was met with lukewarm reactions upon release, which has cast doubt over the chances for a sequel. As much as I enjoyed the later, unrelated Constantine series (2014 to 2015) and Matt Ryan’s remarkable turn in the role as part of the “Arrowverse”, I’ve always had a soft spot for Constantine and, considering that today is Keanu Reeves’ birthday, this seems like the perfect time to revisit this underrated gem.

The Review:
While not a snarky, Liverpudlian conman, Constantine is a moody, blunt, egotistical prick through and through; he’s thoroughly unlikeable in many ways with his demanding and condescending attitude but, while he acts like he has no interest in the welfare and interests of others, Constantine goes out of his way to help those in need and to exorcise any demons that are brought to his attention. Of course, he only does this out of his own self-interests; slowly and painfully dying of inoperable lung cancer, he is determined to buy his way into Heaven by “deporting” any demons and spirits that violate the rules and try to cross over. Yet, he doesn’t appear to take payment for his actions and tries, in his own grouchy and irritable way, to keep those around him safe (primarily by pushing them away to keep his conscience clean but still…) Though irritable and cantankerous, Constantine instantly recognises that something is amiss when a demon attempts to cross over to the living world and believes that something bigger and more threatening is coming as a result. He is disgusted when neither Good nor His God’s emissary, the Archangel Gabriel (Swinton), offer any assistance and resolves to sort the issue out by himself in his own sullen way.

Initially sceptical, Angela comes to warm to Constantine’s abrasive demeanour.

Constantine isn’t a man who suffers fools gladly and has no time for red tape, excuses, or time-wasters and, though he knows that he is destined to go to Hell for his sins, and to die from his habitual smoking, he nevertheless continues to oppose demons and angels alike as much as he continues to smoke. Constantine’s investigations into this larger threat eventually cause him to cross paths with Angela, a cop who is haunted by her uncanny ability to sense where her targets are without even seeing them and tormented by the sudden apparent suicide of her twin sister, Isabel (also Weisz). Raised as a Catholic, Angela repeatedly repents for her actions as a cop and her conviction that her sister would never had killed herself leads her to Constantine, with whom she initially has a frosty relationship due to his rude and bitter nature. As the audience surrogate, we learn alongside Angela as Constantine exposits the “rules” of the wager between God and the Devil, Lucifer Morningstar (Peter Stormare), and take a dive through the nightmarish landscape of Hell itself. Angela is a tough and capable character with a real vulnerability to her; Isabel’s death clearly rattles her and there’s a definite sense that she’s way out of her element with all the supernatural mumbo-jumbo that follows Constantine and, yet, she repeatedly calls out his shit and holds her own and she only ends up in need of rescue because of her latent psychic abilities.

Constantine’s allies have complete in faith in him despite their nasty tendancy to die.

Constantine’s investigation is aided by a variety of his old allies; his constant companion is Chas Kramer (LaBeouf), here interpreted as a young and enthusiastic cab driver who is eager to be more involved with Constantine’s work and continually annoyed at the way he keeps him at arm’s length. Two more of Constantine’s allies, Beeman (Max Baker) and Father Hennessy (Pruitt Taylor Vince) help him to piece together the puzzle of the looming threat because they genuinely believe in and care for Constantine. Papa Midnite (Hounsou), meanwhile, is a far more reluctant ally; operating a bar that is “neutral ground” for Heaven and Hell, he refuses to get involved or to favour one side or the other. As detestable as Constantine can be at times, it’s heart-breaking to see his friends and allies die purely by association with him and it really lends a sense of tragedy to the character as it’s easy to see why he keeps them at arm’s length and is the way he is as he “doesn’t need another ghost following [him] around”. One thing I also really like about Constantine is the suggestion that Constantine, Midnite, Beeman, and Hennessy were once this team of exorcists and demon hunters and I would have loved to see their past expanded upon more in a sequel or prequel.

Constantine battles many demons but his true antagonist remains elusive.

A slight downside to Constantine is the lack of a tangible primary antagonist; Manuel (Jesse Ramirez) fulfils this role to a degree as, after finding and being possessed by the Spear of Destiny, he ominously makes his way towards Los Angeles as a constant reminder of the looming threat but he’s not an actual villain of the film and is quickly discarded once the finale kicks in. Balthazar (Gavin Rossdale) somewhat fulfils this role as a scheming, devious puppet master but, again, he’s more of a lingering threat rather than a central one and, for the most part, Constantine battles against various demons and denizens from Hell, such as the decomposing soldier demons and bat-like scavengers. As a result, for most of the runtime, the mystery of the Spear of Destiny and the impending resurrection of Mammon, the son of the Devil, takes centre stage until the very end of the film, where it’s revealed that Gabriel has been conspiring with Mammon. It turns out that Gabriel is just as jaded and weary with humankind as Constantine is with Heaven and Hell; appalled that humanity is allowed the chance to repent, no matter what their sins, and believing that people should earn their place in Heaven through true suffering, Gabriel goes behind God’s back to bring Hell to Earth through Mammon. It’s definitely a twist, especially for Constantine, who would never have guessed that an angel and a demon would join forces, and renders all of his incantations and wit mute since Gabriel’s power is unmatched, forcing him to make the ultimate sacrifice to end their combined threat.

The Nitty-Gritty:
One thing Constantine definitely really has going for it is snark; Constantine has a dry, cynical wit and biting, abrasive tone at the best of times but it makes for some amusing moments, such as when he literally points Angela in the right direction and compares Chas to other famous sidekicks, and it seems he always has a snarky comment and sardonic  response to everything happening around him. Despite this, and his demanding and patronising personality, Constantine inspires a great deal of awe and loyalty in those around him; Hennessy willingly communes with the dead and puts himself at risk even though it gives him horrible nightmares and leads to his death simply out of loyalty to Constantine and Beeman sums it up nicely, and emotionally, when, right before his own death, he tells Constantine that, despite his lack of faith, his friends have faith in him. Such is Constantine’s allure that he is able to convince reluctant middleman Midnite to get off the fence and help him (commenting that he (as in Midnite) is the “only one following the rules”) and, despite their rough start and Constantine’s abrasive nature, he builds a natural chemistry and rapport with Angela. Initially, she detests him and his rudeness but, the more she becomes exposed to his world and his beliefs, the more she comes to relate to and warm towards him. Their clear and obvious attraction is handled well and the two have great chemistry despite their conflicting personalities; they never truly consummate on this attraction, which is both surprising and frustrating since I just wanted to see them break that sexual tension.

Constantine depicts a nightmarish, fire-strewn version of Hell based largely on Catholicism.

Constantine’s approach to religion is largely based on Catholicism; rather than explore other religions or consolidate them into one, the idea seems to be that Catholicism sets the rules for this world and, as a result, suicides are condemned to Hell and repentance is the road to salvation. This simplifies matters considerably, but it does make one question how other religions fit into this world since we clearly see that Heaven, Hell, demons, angels, God, and the Devil are all real. This is best seen in Constantine’s frequent trips to Hell within the film, which is a nightmarish, post-apocalyptic mirror of our world populated by demons, tormented souls, and full of fire and suffering and even home to an extended version of the Bible. It turns out that travelling to Hell is incredibly easy and that all one has to do is die under the right circumstances for even the shortest length of time or simply sit in a bowl of water with a cat on your lap (though, to be fair, this appears to be a trick that only Constantine can pull off).

Constantine is a much more action-orientated character in the film.

As far as I can tell, Keanu’s Constantine differs from his comic book counterpart in that he is one of the few born with the ability to see demons, angels, and the “half-breeds” that walk among the living; Angela and Isabel also have this ability but, while Angela suppressed it, Isabel was constantly haunted and driven to her death by it. The same thing happened to Constantine, forever damning him to Hell upon death and driving his mission to deport half-breeds from either side when they break the “rules”. Constantine’s sorcery and magicks are downplayed compared to the source material; while Constantine has various religious and spiritual tattoos to help ward off evil spirits and is able to bring Gabriel forth at the conclusion, he primarily relies on special weaponry and gadgets provided to him by Beeman. This makes him a far more action-orientated version of the character; whereas his comic book counterpart would trick his enemies into defeating themselves or con his way out of confrontations, Keanu’s Constantine beats Balthazar into submission with a Holy knuckle duster and loads up a shotgun that blasts dragon’s breath and Holy bullets.

In the end, Constantine gets the last laugh on Lucifer through his selfless sacrifice.

Still, this is only really for one scene and, for the most part, Constantine is still more of a detective than a superhero; his methods involve a degree of preparation but he’s also able to think on the fly and use whatever he has around or on him to ward off demons (such as when he amusingly threatens Balthazar not with being deported to Hell but by reading him his last rites!) In the finale, when faced with Gabriel’s Holy power and Mammon’s inevitable resurrection, he performs the ultimate con, however, by slitting his wrists and bringing Lucifer to Earth to personally collect his soul. In the process, he’s able to bargain for the release of Isabel’s soul and is fully prepared to die and take her place in Hell, only to be lifted towards the Golden Gates of Heaven because of his selfless act. This results in one of the greatest moments in the film when Constantine flips Lucifer the middle finger as he slowly ascends to Heaven, which I always find to be incredibly in-character and enjoyable. Ultimately, though, Lucifer heals Constantine of his cancer and allows him not only to live but also gives him the chance to earn his place in Heaven; while it’s clear that Lucifer believes that Constantine won’t be able to change his cynical ways or contemptible personality, the film ends with him swapping cigarettes for gum and sardonically commenting that, after dying twice, he has come to believe that God truly does have a plan for everyone.

The Summary:
Going into Constantine, I had pretty much no knowledge of the comic book, so this was my first introduction to the character. Instead, I went in as a fan of Keanu Reeves and supernatural films and, as a result, was pleasantly surprised by what I saw. Even now, as big a fan as I am of the character and Matt Ryan’s work, my experience with Hellblazer is pretty much limited to the character’s sporadic adaptations and the Original Sin (Delano, et al, 1993) graphic novel but, even so, it was this film that first made me aware of and spurred my interest in the character. As a result, if you’re unfamiliar with Constantine, I’d highly recommend this as your first exposure to the character; long-time fans of Hellblazer may have been disappointed by the many changes but, even as a Brit myself, I still really enjoy this movie for what it is: a supernatural action/horror film. There’s a lot to like here, from Keanu’s cynical portrayal of the character and his dry, bitter wit and cool, undeniable charisma to a striking and suitably terrifying interpretation of Hell and a pretty fantastic turn by Stormare as Lucifer. Obviously, Matt Ryan has delivered a far more faithful rendition of the character in the years since but, as an Americanised version of a notable British character, I think the film does really well at staying true to the spirit of Constantine and his comic books and I would definitely recommend this to anyone remotely interested in the concept.

My Rating:

Rating: 4 out of 5.

Great Stuff

Are you a fan of Constantine? What did you think of the film’s concept and characters, especially Keanu’s performance? Have you ever read the Hellblazer comics? If so, what are some of your favourite stories and moments from Constantine’s history and how do you think Constantine holds up as an adaptation? Were you put off by the Americanisation of the character and, if so, do you prefer Matt Ryan’s portrayal? Would you have liked to see a sequel or Keanu return to the character in some way? How are you celebrating Keanu Reeves’ birthday today and what are some of your favourite roles of his? Whatever you think, go ahead and leave a comment down below.

Movie Night [Judgment Day]: The Terminator


“Three billion human lives ended on August 29th, 1997. The survivors of the nuclear fire called the war Judgment Day. They lived only to face a new nightmare: the war against the machines”.


Released: 26 October 1984
Director:
James Cameron
Distributor:
Orion Pictures
Budget:
$6.4 million
Stars:
Arnold Schwarzenegger, Michael Biehn, Linda Hamilton, and Paul Winfield

The Plot:
The Terminator (Schwarzenegger), a ramosely, relentless cybernetic killer, is sent back in time from the year 2029 to kill Sarah Connor (Hamilton), who is destined to give birth to the saviour of humankind. Her only hope is Kyle Reese (Biehn), a human Resistance fighter sent back in time to protect her and safeguard the future for humanity.

The Background:
In 1982, filmmaker James Cameron awoke from a nightmare that was destined to give birth to one of the most influential science-fiction films of all time; inspired by an episode of The Outer Limits (1963 to 1965) and surely influenced by the likes of Westworld (Crichton, 1973), Cameron crafted a script that few, even the eventual stars, had any real faith in at the time. Initially uncertain about casting Schwarzenegger in the titular role, Cameron was won over by the Austrian Oak and, despite only having seventeen lines in the film, The Terminator made Arnold a mainstream icon and featured the debut of his famous catchphrase. Despite the studio having little faith in the film, The Terminator went on to gross nearly $80 million at the box office and was a resounding critical success. The film catapulted Schwarzenegger to superstardom, was preserved in the United States National Film Registry, and inspired first a blockbuster sequel then a slew of merchandise (including videogames, toys, and comic books) and mediocre to lacklustre continuations in a seemingly-never-ending bid to milk the franchise for all it’s worth.

The Review:
The Terminator opens with one of the most startling and iconic visions of the future ever put the film; in a dark, post-apocalyptic landscape literally littered with human skulls, remains, and the remnants of a once bustling society, machines reign supreme. Gigantic tank-like constructs and airborne fighters are only a part of Skynet’s vast mechanical army, however, which has over-run the world after directly causing a nuclear apocalypse. With the last vestiges of humanity reduced to a rag-tag group of guerrilla soldiers and desolate, frightened civilians, this is a world where humankind is on the very brink of extinction thanks to Skynet’s superior forces and weaponry. However, the fate of the world is not destined to be decided in 2029; instead, that grim future lives on in the nightmares and memories of Kyle Reese and hangs in the air like an ominous cloud as he desperately attempts to keep Sarah Connor alive.

Reese is determined to see his mission through even at the cost of his humanity and empathy.

After the human resistance, led by Sarah’s future son, John, scored a decisive and crippling victory over their mechanical oppressors in the future, Skynet activated its most daring plan yet by sending a Terminator, a T-800 model, back to 1984 to kill the mother of its enemy to pre-emptively win the war before it can even begin. In the world of The Terminator, time is like the branches of a tree, splitting off down multiple paths, with no one future being set in time; however, victory in one timeline is deemed victory enough for Skynet and so begins one of the more convoluted science-fiction franchises. Disorientated and overwhelmed by the time travel experience (and the sights, sounds, and hustle and bustle of then-present-day Los Angeles), Reese is an agitated, highly-strung, and unpredictable individual. He quickly acclimatises himself to his environment, acquiring a degree of clothing and weaponry, and begins to track down (more like stalk) his assignment. Reese is extremely focused and absolutely dedicated to his mission, determined to protect Sarah even at the cost of his own life and over all other concerns; he never gets unduly distracted and is almost as obsessed and determined as the titular Terminator. Haunted by his traumatic experiences in the future war, Reese has no time for frivolities and very little patience for wasting his time; when psychoanalysed by Doctor Silberman (Earl Boen), he flies into a furious rage at having to answer his questions and being held captive when the Terminator is out there, relentlessly hunting its prey.

Sarah slowly evolves from a meek, frightened victim to a capable and proactive young woman.

Far from the capable and competent character she would later become, Sarah is a meek and relatively uninspiring waitress in The Terminator; the literal definition of a nobody, she’s overworked, underpaid, and underappreciated at work and, despite having friends and a social life, is relatively lonely and unassuming at the start of the film. Disturbed to find that women baring her name have been brutally shot to death across town, Sarah does the smart and logical thing by trying to contact the police but her distress is only increased when she notices Reese following her. When Reese saves her from the Terminator and begins to bark orders at her and rant about a dystopian future and cyborg assassins, she is overwhelmed, clearly scared out of her mind, and, naturally, doesn’t believe a word of what he says. In their earliest moments together, Sarah actually shows some fire when she tries to fight Reese off but, gradually, she comes to see that his ravings are all too true and shows a shadow of the potential she has as an assertive individual by first tending to Reese’s gunshot wound and, in the finale, inspiring him to continue fighting even while mortally wounded and, ultimately, overcoming her pursuer through her own initiative.

The T-800 is a remorseless cyborg assassin who won’t let anything stand between it and its target.

Of course, when you’re talking about The Terminator, you have to talk about Arnold Schwarzenegger; since he’s a walking mountain of a man, it may be difficult to believe that the T-800 was ever an effective infiltration machine but Arnold plays the part of a cold, emotionless cyborg to absolute perfection. The T-800’s monotone voice, unblinking stare, and relentless tenacity make it a chilling villain alone but its menace is only increased by its human appearance; unlike slasher villains and other movie monsters, the Terminator looks and acts human, even sweating and bleeding, and its inhumanity is only revealed in its fittingly machine-like efficiency and the degradation of its outer skin over the course of the film. Cold, remorseless, lacking both empathy and pity, the Terminator doesn’t hesitate to gun down or eviscerate those on its path and is, for all intents and purposes, absolutely unstoppable with the weaponry available to Reese.

Relentlessly hounded by the T-800, Sarah and Reese take advantage of every precious moment.

Because of this, The Terminator is, largely, an escort mission for Reese and a constant race against a unrelenting antagonistic force. Constantly on the defensive, hounded by the Terminator and the police at every turn, Reese and Sarah have few chances to stop and catch their breath but make use of every moment they have together. At first, this means acquiring new vehicles to evade pursuit, finding lodgings, and cobbling together more effective weaponry but, in time, Reese, admits that his motivation to travel through time wasn’t just out of blind devotion to his much-respected commander-in-chief, it was also out of love for Sarah. Though he struggles with these feelings and to stay completely focused on his mission, Sarah, grateful for his affections, protection, and all that he has sacrificed for her (and deeply sympathetic towards the unspeakable horrors he’s lived through in the future), reciprocates his feelings and, amidst the terror of their predicament, they come together (both literally and figuratively).

The Nitty-Gritty:
One of the first and most striking things about The Terminator, thanks to its simple but effective title sequence, is Brad Fiedel’s iconic Terminator theme; a rhythmic, synthetic symphony that resembles a heartbeat, the theme is both memorable and versatile, emphasising the Terminator’s ominous presence whenever it is onscreen and being sped up, slowed down, or played on different instruments to punctuate more emotional or energetic moments of the film. The Terminator also has a grimy, bleak aesthetic and tone that is in stark contrast to its more outlandish science-fiction elements in a style that Cameron described as “Tech-Noir”; sadly, too few films try to emulate this style of filmmaking, to say nothing of The Terminator’s many sequels, which emphasised blockbuster action over tense, atmospheric dread and the unsettling horror of the T-800.

The Terminator’s true nature is revealed the more it takes damage, stripping it of its human façade.

The Terminator is almost genius in its premise; the idea of a cybernetic assassin that is purposely made to appear human means that the film can build towards its more striking sci-fi elements and allows it to use its budget wisely in service of a steadily increasing pace. It isn’t until nearly forty minutes into the film that we first see through the T-800’s eyes or see (and hear) how ineffective conventional firearms are against it and, as the T-800 is further damaged by gunfire, car crashes, and explosions, more and more of its mechanical innards are revealed. This leads to some ambitious practical effects and animatronic shots, such as the T-800 fixing damaged servos in its wrist, amputating a wounded eye, and sporting a bloodied chrome skull beneath its torn skin. While many of these shots now look rather dated, especially compared to the vastly superior special effects of the second film, they’re still impressive for the time and considering the budget of the film. The Terminator also features some complex and remarkable model shots and miniatures, specifically whenever it jumps to Reese’s nightmares of the future war, and concludes with an ambitious, if clunky, stop-motion effect to bring the exposed T-800 endoskeleton to life.

Though necessary to the escalation of the film’s villain, it’s a shame to lose Arnold’s presence.

Thankfully, this is only for a brief scene and animatronics and puppets are used for the remainder of the conclusion and to astonishing effect; with a practical, tangible effect to work against, Reese’s final and tragic last stand against the T-800 and its ultimate destruction are all the more compelling and cathartic since it actually feels as though these characters have overcome a very real and very dangerous threat. If there’s a downside to The Terminator, though, it’s that Arnold’s alluring screen presence is lost in this finale; although it hardly speaks a word throughout the film, the T-800 has a commanding and captivating screen presence thanks to its unflinching, stoic expression and ability to emulate voices to pass as human. Its human façade erodes over time just as Reese’s rational, machine-like efficiency gives way to human emotion and affection, and it becomes noticeably more aggressive and bolder in its pursuit of Sarah. Initially, there’s a sense that you could survive an encounter with the T-800 if you simply acquiesced to its demands for clothes and weapons but, by the end, it’s storming a police station and gunning down countless police officers without any hint of subterfuge or subtlety. Similarly, while it initially tries to mask its decaying exterior, it abandons all pretence and pursues them, gammy leg and all, as little more than a remorseless, inhuman, mechanical monster.

The film isn’t about changing the future, but preserving it to ensure mankind’s ultimate victory.

Of course, a central theme to The Terminator, and the entire Terminator franchise, is of fate. Reese carries with him a message from John, to Sarah, that there “is no fate but what we make”, which is designed to inspire her to allow Reese to protect her and to fight to change the future. Reese describes 2029 as a “possible future”, again indicating that humanity is not necessarily doomed to extinction and extermination, but the very fact that Sarah and Reese’s unity results in her pregnancy ends the film on an ominous cliff-hanger that suggests that, while the future may not necessarily be set in stone, it is destined to happen one way or another. Later films and Terminator media would greatly expand upon this and use it as an excuse to continue the franchise, even when it doesn’t make sense to do so, but, thanks to an excised sub-plot, there’s little in the film to suggest that the goal is to change the future. Instead, the idea is to preserve the future; by ensuring Sarah’s survival, Reese ensures (at the cost of his own life) that John is born, and humanity is victorious in the future. Fate, however, dictates that this future timeline remains on course since not only does Reese inadvertently become the father of the future (so to speak) but they practically bring about the creation of Skynet through their final confrontation with the Terminator; while this is, obviously a major part of the sequel, the fact that the film purposely ends on a cliff-hanger and with a few unresolved loose ends suggests, however implicitly, that fate is as inexorable as the Terminator itself.

The Summary:
The Terminator is another of the formative films of my childhood; it was, to my earliest recollection, one of the first films I watched to revolve around time travel and present a dystopian, nightmarish future where humanity has been reduced to pockets of underequipped soldiers. It had a lasting effect on my imagination thanks to its bleak visuals, horrific special effects, and thought-provoking approach to time and fate, and was directly responsible for my appreciation and affection for the works of Arnold Schwarzenegger over the years. Though the future is a dismal, desolate landscape filled with ruins and suffering, The Terminator is a film as much about hope as it is about inescapable destiny; even with everything lost, humanity continues to fight back against the machines and, even though he’s far from the ravages of that war-torn future, Reese continues to adhere to his mission, whatever the cost, in order to ensure that humanity will, ultimately, triumph. It’s tricky to decide which is better between this and the sequel but, while Terminator 2: Judgment Day (Cameron, 1991) may be bigger, better, and more impressive in almost every way, sometimes it’s just as entertaining to return to the grim, gritty original, which is much more like a traditional slasher or horror film than a sci-fi/action piece and, as a result, just as entertaining in its own right thanks to its simple, but ambitious, story and effects.

My Rating:

Rating: 5 out of 5.

Fantastic

What are your thoughts on The Terminator? How do you think it holds up today, especially compared to its other sequels? What did you think of Arnold Schwarzenegger’s performance in the film and do you think it made sense for him to play the titular cyborg? What did you think to the film’s portrayal of fate, especially considering how the later films skewed the concept somewhat? Would you like to see another Terminator film more in the style of this one rather than the bombastic sequel or do you think it’s better to leave the franchise as it is after everything its been through? How are you celebrating Judgement Day today? No matter what you think about The Terminator, and the Terminator franchise, feel free to leave a comment down below.

Game Corner [Spidey Month]: Spider-Man (Mega Drive)


Easily Marvel Comics’ most recognisable and popular superhero, unsuspecting teenage nerd Peter Parker was first bitten by a radioactive spider and learned the true meaning of power and responsibility in Amazing Fantasy #15, which was first published in August 1962. Since then, the Amazing Spider-Man has featured in numerous cartoons, live-action movies, videogames, action figures, and countless comic book titles and, in celebration of his debut and his very own day of celebration, I’ve been dedicating every Wednesday to talk about everyone’s favourite web-head!


Released: 1991
Developer: Technopop
Also Available For: Game Gear, Master System, and Mega-CD

The Background:
Shortly after debuting in the pages of Amazing Fantasy, Peter Parker/Spider-Man graduated to his own solo title and quickly became Marvel’s most popular comic book character. Accordingly, Spider-Man was one of the first of Marvel’s superheroes to make the jump to videogames. In the early nineties, SEGA held the licensing rights to produce home console games based on Marvel Comics characters and one of the first, and most popular, of these was Spider-Man (also known as Spider-Man vs. The Kingpin), a game I first played on the Master System before switching to the 16-bit version after being won over by the superior graphics.

The Plot:
Wilson Fisk, the Kingpin of Crime, has planted a nuclear bomb in New York City that is set to explode in twenty-four hours, distributed the keys to disarming the bomb to some of Spider-Man’s most lethal foes, and has even framed Spidey for the crime! And, as if all that wasn’t bad enough, Eddie Brock/Venom is stalking the city, further stacking the odds against the web-slinger.

Gameplay:
Spider-Man is a 2D, sidescrolling action/platformer with an emphasis on exploration and combat; given the nature of the plot, players have just twenty-four in-game hours to complete the game. Dawdle too long in the game’s locations and you’ll doom the entire city to destruction, which places a real anxiety into the gameplay which is, sadly, not reflected in the game’s mechanics.

Spidey’s webbing allows him to take out crooks and quickly traverse levels.

Obviously, you take control of Spider-Man, a clunky, stilted, and awkward character who displays all of Spidey’s trademark abilities: he can punch out goons with B, jump with C (be sure to hold the button for a higher jump), and cling to walls, ceilings, and backgrounds by pressing jump twice. He can also shoot webbing with A, which is perfect for taking out goons from a distance or up high as you can diagonally direct Spidey’s web; while you can’t shoot upwards, you can shoot a web out while jumping to swing along horizontally but, while this is great for covering large distances quickly, it’s not so great for the many instances of vertical movement.

Spidey’s webbing is super useful but you’ll need to earn cash from selling photos to refill it.

From the pause menu, you can select between two webs: a sticky web projectile and a web shield to help protect Spidey from damage. However, Spidey has a finite supply of webbing and, when he runs out, you’ll have to rely on your punches and jump kicks. After retrieving Parker’s camera from the Daily Bugle though, you can select his camera from the pause menu and take pictures of goons and bosses to earn cash and refill your webbing, but you only have a limited number of shots available so it’s best to save these for getting pictures of Spidey’s more recognisable enemies.

Control is sluggish and awkward, meaning Spidey lacks his trademark grace and agility.

Control is a major issue in Spider-Man; Spidey is slow moving, his punch doesn’t have a lot of reach, and not only is his hit box quite large but so are the ones of his enemies. You can get around this a bit with his webbing, jump kick, and crouching kick but, more often than not, you’ll clip through enemies and fly backwards when hit with attacks. However, the most frustrating thing about Spider-Man, and the game in general, is how janky the jumping and wall-climbing mechanics are; some levels, such as the city streets, easily allow you to climb walls in the backgrounds but others, like the caverns, don’t. In the warehouse and sewers, you’ll need to climb up vertical walls and ceilings to get through air vents and tunnels and navigate past crates and such, but you need to keep C held down to stay attached to the surface. Nowhere is the control more annoying than in the caverns level, a cramped and maze-like environment that restricts your movement and requires you to perform some tricky web-swings and jumps to progress, which can be frustrating to pull off as Spidey prefers to either just drop off ledges or bump his head on ceilings (or just get shot when he finally makes the jump).

Graphics and Sound:
Spider-Man is a bright and relatively detailed videogame; it was, however, an early release for the Mega Drive so it’s not exactly making the most of the 16-bit machine’s “blast processing” power. Spider-Man and his recognisable villains all look pretty good, especially Venom and Doctor Otto Octavius/Doctor Octopus, but the regular goons and enemies leave a lot to be desired.

While sprites are colourful and detailed enough, the levels are noticeably lacking in detail.

Where the game’s graphics really fall flat, though, are in the environments; New York City looks pretty good and you can clamber up the sides of buildings, stop a random street mugging, and even encounter J. Jonah Jameson on the streets but the warehouse isn’t exactly exciting or impressive. Central Park is quite dynamic, with benches, trees, water fountains, and an intractable fire hydrant but, like all of the game’s locations, it’s surprising barren in the background and lacking in depth. The power station tries to make up for this but ends up being more of a mess of greys and yellows, though there are, occasionally, some interesting elements to some levels (debris floating in the polluted sewer water, for example).

A variety of cutscene styles are employed to tell the game’s story, though the music is pretty poor.

Spider-Man’s story is told through the use of various different types of cutscenes: one is simply the Kingpin making spurious claims through news reports, another is simply the Spider-Man sprite walking in a black void while text scrolls on screen, another uses comic book-like panels and text to show Spidey interrogating his foes, and another use in-game sprites and a bit of text. As you might expect, the comic book panels and sprite-based cutscenes are much more interesting to look at but, even for an early Mega Drive title, they’re very basic. The music is even worse, being bland and uninspiring and, overall, the graphics, music, and presentation were actually better on the Master System, which also featured additional characters and features.

Enemies and Bosses:
While racing to confront his rogue’s gallery, Spidey comes up against a handful of hired goons; these guys will shoot at you with handguns from a distance and try to knife you when you get up close and, later, switch to using sniper rifles. You’ll also come up against such cliché enemies as bats, snakes, dogs, and rats and, in the first mission, will be attacked be one of New York’s finest as well. Levels also feature more formidable and elaborate enemies as well as alligators and “Mutant Jumpers” await you in the sewer, electrified bats fly at you at the power station, laser-firing turrets and ED-209-like robots patrol the caverns, and a giant ape will randomly show up in Central Park!

Ducking and using your webbing is the key to besting both Doc Ock and the Lizard.

The only way to disarm the Kingpin’s bomb is to retrieve five keys from some of Spidey’s most notorious foes; you’ll know when a boss or more powerful foe is near because Spidey’s spider-sense will go off and the music will change. The first you’ll battle (once getting past a rampant forklift truck) is Doc Ock, who awaits you in a dank warehouse and attacks you with his trademark arms. In the Master System version, you could web up his arms to hold his attacks at bay but, here, I found that didn’t seem to work so I just crouched under his attacks to get closer and attacked him that way. In the sewers, you’ll encounter Doctor Curt Connors/The Lizard, who scrambles about the place and whips at you with his tail; however, he also has a tendency to just crouch there looking scary so it’s pretty easy to fire webs at him and jump kick him into submission.

You’ll need to watch out for, and use, the environment to defeat Electro and the Sandman.

As you navigate through the power plant, you’ll be attacked by annoying bolts of electricity that, as you might expect, come from Max Dillon/Electro; Electro flies about the place on a cloud of lightning and shoots thunderbolts at you but his true threat comes from his ability to electrify the girders that you’ll no doubt be standing on so…make sure you’re not on them when that happens! Easily the most unique of the game’s bosses, though, is Flint Marko/The Sandman, who emerges from a sandpit in Central park, turns into sand to avoid your attacks, and attacks with extendable arms and by shooting sand-fists your way. He’s also invulnerable to your attacks so you need to turn around and web-swing back to the start of the level and use the fire hydrant to douse him in water and put an end to him.

Venom shows up more than once to constantly dog your progress and cause you grief.

One of the game’s more persistent bosses is Venom; Venom often shows up at the worst possible moments, such as during other boss fights and at the beginning of the street level (where you’ll also have to watch out for Jameson, who berates you and hurts you if you get too close). Each time you fight Venom, they bound overheard, fire webs at you, and punch you in the face but, generally, the best method of attack is to let them jump over your head, fire your own webs, and punch them whenever they come close. These fights get more difficult as the game progresses thanks to the presence of other enemies and bosses but, in the caverns, I found Venom got a bit stuck on a ledge just out of reach so I could just finish the level without fighting them.

After defeating Hobgoblin, you’ll battle basically every boss at once to get to the bomb!

The main enemy of the city level, though, is Jason Macendale, Jr/Hobgoblin, who flies around the rooftops of the city on his goblin glider and tosses a bunch of explosive pumpkin bombs down at you. Luckily, your diagonal webbing can make short work of Hobgoblin but his threat is magnified when you reach the Kingpin’s bomb, which is protected by all the bosses you’ve fought so far (with the odd exception of Doc Ock). Thus, you must battle the Lizard, Electro, Venom, and the Hobgoblin all at once, which is an impressive sight but extremely chaotic. It’s best to try and focus on one at a time, if possible, and take out guys like Hobgoblin and Electro because they can cause major headaches from the air.

If you’re able to keep M.J. from dying, you can batter the Kingpin into submission to win the day.

After defeating them all, you must select each of the five keys you’ve collected from the pause menu and insert them into the bomb in the correct order; each time you put a key in wrong, you’ll lose a chunk of time but, as long as you get it right and avoid a game over, you’ll be spared the constantly timer counting down. Next, you can pick up some health from the air vents and go one-on-one with a very squat and hunchback-looking Kingpin. This is easily the game’s toughest boss fight as the Kingpin deals massive damage with his big, meaty fists and it’s hard to tell when you’ve actually hit him. To make matters worse, Peter’s wife, Mary Jane Watson-Parker (who was kidnapped by Venom earlier in the game) is suspended over a fiery pit and you must web her chains to keep her from being lowered to her death. This is really tricky to do because your target is just off-screen and it’s hard to get the angle right to web her chains, to say nothing of the Kingpin’s persistent attacks. If M.J. is lowered into the pit, then it’s an instant game over…which is always fun.

Power-Ups and Bonuses:
Scattered throughout many of the game’s levels, you’ll find little Spider-Man icons which, when collected, will refill your health. From the pause menu, you’ll also see a little head icon; this is Peter’s head and selecting it will instantly teleport you to Peter’s apartment, where his health bar will slowly refill at the cost of your precious time. This is somewhat pointless as, when you return to the game, you have to start the level from the beginning again but you may have to sacrifice time for health in the game’s tougher moments since you only get one life to finish the game. You can continue if you fail but, again, this will cost you precious time. Otherwise, that’s it; the only way to refill your webbing is to take pictures of Spidey’s famous foes and there are no temporary power-ups or abilities available throughout the game.

Additional Features:
From the main “Options” menu, you can select from four different difficulty settings: Practice, Easy, Normal, and Nightmare. Be warned, however, as while these will, obviously  make the game easier or harder depending on your choice, you can’t progress beyond the sewers if you play on “Easy”. From the same menu, you can also set your stamina level and the amount of web cartridges you carry, which can be beneficial to keeping you alive and in the fight on the game’s more challenging levels. Sadly, that’s technically as far as it goes; in the Master System version, you could perform a trick to have Spidey wear his black suit and even play a cheeky mini game but you can’t to that here so the only other benefit available to you are the cheats. While in the “Options” menu, place your cursor on the “Difficulty” option and hold Start on controller two; hold A, B, and C and controller one and press up/right and you’ll see a !!! icon appear in the menu. Once you start the game, if you pause the action and press A, you’ll completely refill your webbing; B will refill your health, C will grant you a few seconds of invincibility, and pressing A, B, and C will skip you ahead to the next level. This is useful to progress you through the game but means nothing if you screw up with the bomb or in the final battle as you’ll still fail the game if you don’t defuse the weapon or keep M.J. safe.

The Summary:
I really enjoyed the Master System version of Spider-Man; I never finished it in the years when I owned it and stupidly sold it some time ago but it was bright and entertaining with some detailed sprites and backgrounds. As a result, I was really excited to play the Mega Drive version of the game, having been won over by screenshots of the game’s superior graphics. However, graphical superiority doesn’t actually translate into a better game; yes, Spidey and his villains look great but the game is a slow, plodding, awkward experience. Climbing walls and navigating through the game’s unfortunately cramped areas is a pain, the lack of viable health power-ups and extra web abilities is disappointing, and the challenge on offer is artificially high and ridiculously unfair at times. It’s a shame as it wouldn’t take much to make the game a bit more enjoyable; upping Spidey’s speed a bit and giving him a vertical web shot would have been a big help but, in the end, it’s a decent enough title but there are definitely better Spider-Man games to play on the 16-bit consoles.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played the Mega Drive version of Spider-Man? If so, what did you think to it? How do you feel it holds up compared to the other versions of the game? How did you find the game’s controls and mechanics? Which of the bosses was your favourite? Did you ever defuse the Kingpin’s bomb and save M.J. or did you fail at the last hurdle? Which Spider-Man videogame is your favourite? Whatever your thoughts, feel free to leave a comment down below.

Game Corner [Sonic CDay]: Sonic the Hedgehog CD (Xbox One)


Sonic the Hedgehog CD (Sonic Team, 1993) released on this day back in 1993. Produced alongside the blockbuster Sonic the Hedgehog 2 (SEGA Technical Institute, 1992), Sonic CD expanded upon the Blue Blur’s original debut title with lush graphics, a time travel mechanic, gorgeous anime cutscenes, and introduced players to Metal Sonic (one of Sonic’s most popular and enduring rivals) and Amy Rose. Considered by many to be one of the best of the classic Sonic titles, Sonic CD might not be one of my favourites but it’s still a classic in it’s own right and it’s worth looking back on today of all days.


Released: 14 December 2011
Originally Released: 23 September 1993
Developer: Christian Whitehead
Original Developer: Sonic Team
Also Available For: GameCube, Mega-CD, PC, PlayStation 2, SEGA Mega Drive Mini II (Original); Mobile, PlayStation 3, PlayStation 4, PlayStation 5, Xbox 360, Xbox Series S/X (Remaster)

The Background:
Sonic the Hedgehog (Sonic Team, 1991) was specifically created and marketed as SEGA’s Nintendo-beater and, thanks to selling over 15 million copies, succeeded in its goal. Naturally, SEGA were eager to produce a sequel but, rather than create one game, they ended up making two! With Sonic creator Yuji Naka having moved to America to work on Sonic 2, Sonic’s designer, Naoto Oshima, spearheaded an entirely separate title built on the bones of the first game that would be exclusive to SEGA’s ill-fated CD add-on for the Mega Drive.

Sonic CD is largely known as one of the best Sonic games and was made widely available in 2011.

With Sonic 2 more focused on speed, Oshima placed Sonic CD’s focus more on platforming and exploration with its speed-based time travel mechanic (which was cut from Sonic 2) and included gorgeous anime cutscenes from Toei Animation (which would later be the basis for the feature-length original video animation). Artist Kazuyuki Hoshino designed Sonic’s metallic doppelgänger and biggest fan, Amy Rose (though that character actually debuted, in a slightly different form, in a 1992 manga), both of which were as pivotal to the game as the time travel elements. Despite the game’s U.S. release being delayed for an entirely new soundtrack, Sonic CD was met with widespread critical acclaim but, for many such as myself, the game was somewhat elusive since no one I knew had a Mega-CD and it just wasn’t the same playing the PC version. I first played the game properly when it was included in Sonic Gems Collection (Sonic Team, 2005) but jumped at the chance to play the HD remaster when it first dropped on the PlayStation 3. Developed by Christian Whitehead, this new version of the game was widely available, included Achievement support, numerous bug fixes, and a whole host of new elements that make it the definitive version of this cult classic entry in the franchise.

The Plot:
When the mysterious Little Planet has makes its annual appearance, Sonic travels to Never Lake but finds the planet has been overtaken by Doctor Eggman’s Badniks! When Sonic’s number one fan, Amy Rose, is kidnapped by his robotic doppelgänger, Metal Sonic, Sonic must race across time itself to keep Eggman from polluting the past, recover the seven Time Stones, and ensure a good future for Little Planet!

Gameplay:
Sonic CD is a 2D, sidescrolling action platformer that once again sees you guiding the titular blue hedgehog across seven stages (known as “Zones”), each split into three parts (simply called “Zone 1” to “Zone 3” rather than being called “Acts”). At the end of each third Act, Sonic must battle Eggman in one of his contraptions but there’s quite a twist this time around. This time, as well as passing Lampposts to create a checkpoint, Sonic will also run past special signposts; once one of these has been triggered, Sonic will begin to sparkle as he runs and, if he builds up enough uninterrupted speed, he will travel to the past or the future depending on which post he activated. While the general layout of the Zone remains the same in the past, present, and future, there are numerous aesthetic and difficulty differences in each one. The past is generally much more lush and vibrant, lacking many of Eggman’s traps and Badniks; the present is a standard-fare Sonic stage; and the future is a pollution and hazard-infested mechanical hell. When in the past, Sonic must search high and low for a Robot Transporter and a holographic projection of Metal Sonic; destroying both in Zone 1 and 2 ensures that Zone 3 earns a good future, which strips it of all Badniks and hazards and even makes the boss battles noticeably easier.

Sonic CD‘s biggest gimmick is the speed-based time travel mechanic.

If you’ve played the first Sonic game then you’ll be immediately familiar with Sonic’s controls and physics. Sonic’s speed, jumping power, and abilities all carry over, making him as tight and responsive as ever, but he is afforded two new abilities. One is a variation on the Sonic 2 Spin Dash (it’s not quite as useful or as fast as in that game, though) and the other is Sonic’s Super Peel-Out manoeuvre, which sees Sonic rev up his legs until they become little more than a blurry figure eight and then rocket ahead at full speed, which is perfect for the few instances where you have the room to travel fast enough to time travel. Sadly, there’s not always the opportunity to do this; like in the first game, Sonic has to earn his breakneck speeds and, all too often, you’ll go running or rolling ahead in a blur of spikes only to slam head-first into a wall, a pit, a bumper, or poorly-placed enemies and hazards. This makes the time travel much harder to pull off than it needs to be as you’ll constantly be fighting to find a long enough stretch of ground or the right opportunity to build up your speed only to accidentally screw up the attempt at the last minute. Similarly, there’s a much greater emphasis on exploration and platforming this time around; every Zone feels like a mixture of speed, loops, and obstacles and the level design is questionable at best and haphazard at worst, with Golden Rings floating inside of the environment and your progress to the many alternate paths either blocked or protected by dead-ends and endless loops. As a result, when you travel back to the past, it can be extremely difficult to navigate through the Zones to find the Robot Transporters and projectors even in the more linear Zones; the bigger, more complicated Zones like Wacky Workbench and Metallic Madness make it nearly impossible to do without a guide or copious amounts of trial and error.

There’s still plenty of opportunities to be bounced around despite the many stage hazards.

Still, speed is a prominent factor in the game; thanks to the Super Peel-Out and new gameplay mechanics, Sonic is much faster than he was in the first game and is still bounced all over the place like a pinball in Zones like Collision Chaos. Indeed, there are technically two ways to play; the slow, methodical Sonic CD way which has you hunting down objects in the past or the faster, more Sonic 2 way which has you racing through Zones as fast as possible and completing them holding fifty Rings or more to enter the game’s Special Stages. Once again, Golden Rings act as your protection from damage; they’ll scatter everywhere when you’re hit and, as always, Sonic is in danger of drowning when underwater in the distinctly Labyrinth Zone-like Tidal Tempest but, thankfully, you don’t seem to spend anywhere near as much time underwater in this Zone. As is to be expected, every Zone has different gimmicks (such as moving or crumbling platforms, tubes, conveyor belts, bumpers, and the like) but these actually change when you travel through time, meaning different routes become accessible in each time period. Zones also take on more and more gimmicks (most of them very dangerous) as you progress but even the first Zone, Palmtree Panic, is crammed full of different ways to navigate. As a result, you’ll be bouncing all over the place in Wacky Workbench but fighting against treadmills and cogs in Quartz Quadrant, racing along tunnels and vast stretches of ground in Stardust Speedway, and dodging spikes, buzzsaws, and a bevy of hazards in Metallic Madness (which also features a unique shrinking mechanic). Thankfully, bottomless pits are a rarity in Sonic CD but crushing weights, sudden spikes, electrified coils, and falling boulders and stalactites more than make up for that! Also, Sonic CD is as difficult as you make it be; if you choose not to try and take the higher, easier, and faster routes or purposely visit the bad futures, then you’re going to have a much tougher time of it than if you actively try and create a good future. This places much more emphasis on your actions actually having consequences as, normally, you only restore (or fail) the world when you lose all of your lives or fail to collect all the jewels but, in Sonic CD, you can actively affect and improve each Zone on a case-by-case basis by collecting the Time Stones or destroying Eggman’s machinery in the past.

Graphics and Sound:
Thanks to the graphical enhancements of the Mega-CD, Sonic CD may very well be one of the most visually striking and vibrant games in the franchise, especially amongst the classic titles. Every Zone is awash with colour and life and full of little details and background elements; every time you travel to the past or future, the Zone gets a complete facelift and takes a much more verdant or ominous light depending on how well you play which really adds to the replayability of the game as every Zone has, essentially, four parts to it (past, present, good future, and bad future) that all present a different aesthetic and challenge while still maintaining the basic structure of the Zone.

Zones are packed full of details and vibrant colours but can look a little busy at times.

Zones have a real depth to them, allowing you to see into the distance and take in just how badly Eggman has affected each environment. You might see a vast sea full of ruins in the past of Palmtree Panic but all you’ll see is pollution and machinery in the bad future; similarly, Tidal Tempest is an unblemished cave in the past but has been transformed into a mechanical base in the future. Zones are also full of interesting and unique graphical mechanics, such as the pseudo-3D ramp at the start of Palmtree Panic, the Mode-7-like Special Stages, how a certain tube in Palmtree Panic will send Sonic smashing through the background and leave a Sonic-shaped hole in his wake, and the way graphics change size as you bounce and run all over the place. Unfortunately, though, I often find Sonic CD’s Zones to be a little too busy; there’s a lot going in the background and foreground, a lot of competing, clashing colours (especially in the garish pink of Collision Chaos), and it can be difficult to keep track of where you are and what’s going on sometimes.

The power of the Mega-CD makes for some gorgeous and well-animated sprites.

The sprites have, however, benefitted greatly from the graphical upgrade; Sonic has more animation frames and a more dynamic moveset and seems far more lively and energetic despite the majority of his assets being lifted from the first game. Sonic also speaks a little bit, shouting out “Yes!” when he grabs and extra life and “I’m outta here!” when left idle for a few minutes (which causes an instant game over). Other sounds, however, are not quite as appreciated, such as the sound Sonic makes when he jumps (which is decidedly squeakier and much more annoying and it also bugs me when it is recycled in both fan-made and official Sonic games). The bosses, too, are bigger and more elaborate than in the first game, requiring actual strategy on your part to defeat and even Amy Rose gets a lot of personality as she follows Sonic around like a love-sick puppy, desperately trying to hug him while love hearts adorably fly from her head.

The anime sequences really bolster the game’s appeal and capture Sonic’s essence.

Of course, you can’t talk about Sonic CD without mentioning the anime cutscenes and the soundtrack. The opening and ending of the game features gorgeously animated anime sequences that showcase Sonic at his best, in my opinion; I loved that these were expanded upon in Sonic the Hedgehog (Ikegami, 1999) and I would absolutely be over the moon if they were brought back for future Sonic games. Sonic CD’s soundtrack is also one of the most beloved and contested in the franchise; many prefer the original Japanese soundtrack and, while that is good, it’s much more peppy and vibrant and happy-go-lucky than Spencer Nilsen’s version for the U.S. As a result, while I prefer some tracks from the Japanese soundtrack, overall I prefer the U.S. one; the invincibility music is better, the boss theme is better, and the U.S. soundtrack is much more in the style of rock and metal than anything else, which I prefer.

Enemies and Bosses:
Once again, Sonic must contend with Eggman’s Badniks; unlike in the majority of the classic Sonic titles, Badniks don’t drop cute woodland critters and, instead, blossom flowers upon defeat (again tying into the game’s overall theme of restoring Little Planet to health) and, honestly, they’re far less prominent than in other 2D Sonic titles. Indeed, Sonic CD’s Badniks mainly exist to screw up your run-up to a time travel attempt and cost you your hard-earned Rings right before the goal and they’re probably some of the most unremarkable in the original games. Eggman’s theme this time around is definitely geared more towards bugs than anything else as needle-nosed Mozzietrons try to skewer you from above, Arachnisprings jump out at you, Damsiltron and Buzz Bomber 2s hover overhead and take shots at you, and Poghoppers bounce around the place on their springy bases. Probably the worst enemies are the Snail-Spikers due to their spikes, Motherbombs (which are invulnerable to your attacks and explode into a shower of projectiles), and the Flashers, which must be hit at just the right time to avoid taking damage from their laser beams. Your main opponent, though, will be the abundance of spikes, springs, bumpers, and other obstacles that mess up your momentum and cost you valuable Rings.

The first boss is, quite possibly, the easiest of any of the classic Sonic videogames.

The bosses, though, are a completely different story. Sonic CD features some of the biggest and most unique and interesting boss battles of all the classic games and, while each boss only takes three hits to defeat, they all require different strategies on your part and are affected by whether you battle them in a good or bad future. The first time you battle Eggman, he’s inside of his EGG-HVC-001 mech, which is either a striking pink or an ominous red and sports spikes on the feet. Eggman protects himself from attacks with two bumpers but, after a couple of hits/bounces, these will break off and allow you to land the decisive blow. It’s, quite possibly, the easiest first boss in any Sonic game as even Sonic 2’s Eggmobile took eight hits to defeat.

Bosses require a bit of strategy on your part but are extremely fragile once you get your hits in.

In Collision Chaos, Eggman hides at the top of a giant pinball table and drops weighted balls down at you that can force you to drop down to the lowest level or into some annoyingly-placed spikes. The whole battle is structured very similar to the Star Light and Casino Night Zones and is a clear precursor to Sonic the Hedgehog Spinball (SEGA Technical Institute, 1993) in that players must make use of the flippers to bounce Sonic up each level of the arena, ricocheting off of bumpers and such to ram into Eggman’s machine three times. Your enjoyment of this boss may vary as it all depends on how well you get on with the pinball-based Zones and mechanics of Sonic games; for me, this meant it was quite an annoying boss as it can be tricky to get the angle of your trajectory right to go where you need to. At the end of Tidal Tempest Zone 3, you’ll have to chase Eggman around a short maze similar to the end of Labyrinth Zone; unlike in that encounter, though, this time it’s a simple loop that repeats until you land a few hits and you don’t need to worry about spikes or other hazards. Also, after Eggman flees, he floods the area and surrounds his craft with air bubbles and shoots projectiles at you; in order to finish Eggman off, Sonic has to suck up a couple of the bubbles to make a gap in his defences, which is certainly a unique spin on Sonic’s notorious underwater mechanics.

Compared to some of the other bosses, the final battle is a walk in the park!

Probably one of the more frustrating bosses is encountered in Quartz Quadrant; here, Eggman hides behind a giant piston and Sonic is forced to perpetually run on a treadmill lest he be skewered by spikes on the far left of the arena. Unlike the other Eggman bosses in Sonic CD, this boss isn’t about attacking but surviving as Eggman drops bombs onto you, which must be avoided, and you have to wait for the friction of the treadmill to destroy Eggman’s machine and defeat him. Because of how difficult it can be to maintain your speed and footing when avoiding the bombs and their projectiles, this can be a particularly challenging boss for your patience, if nothing else. In comparison, the final boss is a fairly anti-climatic and simple affair; Eggman surrounds his craft with four blades and hovers in a slow pattern around the arena, shooting them at you or occasionally spinning your way. However, it’s ridiculously easy to attack between the blades and, each time you land a hit, he loses one of them so, even though he speeds up and becomes more erratic, he’s made more vulnerable to attack and, honestly, this final boss is easier than the one in the first game!

The race against Metal Sonic might be Sonic CD‘s most iconic, and annoying, boss battle.

Of course, the most iconic boss battle of Sonic CD comes in Stardust Speedway where you’re forced to race against Metal Sonic! This is a thrilling, if frustrating, experience as Eggman flies along behind you firing an instant-death laser and it can be difficult to get up a good run of speed because, again, of spikes, obstacles, and sudden drops or edges in the path. Metal Sonic is completely invulnerable to harm and will charge at you full-speed or electrify its body, which is helpful for breaking spikes and clearing a path for you. Because of the way the screen is locked, though, this isn’t quite the fast-paced experience it’s often thought and interpreted as and is, instead, a strangely-paced, annoying affair that generally comes down more to luck than anything else. The best thing to do is to stay ahead where you can, jump over Metal Sonic, and then blast past it at every opportunity so that you’re on the right side of that wall when it comes crashing down.

Power-Ups and Bonuses:
As is the standard for most Sonic games, a number of power-up monitors are scattered throughout the game’s Zones. Unfortunately, though, there are no new or exclusive items to be found in Sonic CD; instead, you’ll have to make do with either ten Rings, a shield that protects you from damage for one hit, an extra life, speed-up shoes, or a brief invincibility just like in the first two games.

Additional Features:
Sonic CD has twelve Achievements for you to earn, some of which are pretty simple; you’d be hard-pressed to play through the game without travelling through time, for example, and you’re guaranteed to get a hug from Amy after defeating Metal Sonic. Others, though, are a bit trickier, requiring you to collect two hundred Rings rather than the usual one hundred, or to find the upper goal signpost in Collision Chaos 2 and a hidden angel statue in Wacky Workbench. Probably the most troublesome Achievements, though, involve beating Metal Sonic without being hit and destroying all of the Robot Transporter and holograms in the past.

Conquer the seven psychedelic Special Stages to get the Time Stones and the best ending.

As in the first game, finishing every Zone except the third with fifty Rings or more allows you to enter a Special Stage by jumping through a Giant Ring. These Special Stages are much more elaborate than in the first game, though, and arguably a bit more forgiving than in the second; here, you must race around a flat area against a tight time limit, avoiding water and other obstacles as you hunt down and destroy a number of UFOs. If you land on water, or similar surfaces, your time will drain exponentially so be sure to avoid these at all costs but don’t go too fast on the booster pads as it can be very difficult to make tight turns. As you destroy UFOs, you can earn Rings and even a time bonus, which is helpful, but while fans can be used to float into UFOs, spiked grates will cost you valuable time. Depth perception is a real issue here as you have to be very precise with your jumps but, if you see your time is about to run about (when it hits, say, ten seconds), you can pause and quit to the main menu and then retry the Special Stage from your save slot, meaning you basically have unlimited tries at each Special Stage and can easily grab all seven Time Stones and get the best ending.

The Xbox Live version of the game includes a host of bonus features, including a playable Tails!

I mentioned before that this was the definitive version of the game and it’s true; you can pick from a variety of display options in the menu, choose between the U.S. and Japanese soundtracks (but can’t mix and match, unfortunately), choose which Spin Dash you want (I recommend the superior Sonic 2 one), and have access to four save slots. Unfortunately, these don’t work like in Sonic the Hedgehog 3 (SEGA Technical Institute, 1994), meaning you can’t pick and choose a Zone to replay, which is disappointing. You can, however, unlock a stage select, D.A. Garden (basically a sound test which you can also use to enter a variety of cheats, though Achievements can’t be earned this way), and “Visual Mode” (a gallery for viewing the anime scenes) by completing the “Time Attack” mode fast enough. Perhaps the most notable addition to this version of the game is that you unlock Miles “Tails” Prower after beating the game in any way; Tails controls exactly like he did in Sonic 3, meaning he can fly and swim, but Achievements are disabled when playing as Tails as it’d be too easy to get around Sonic CD’s more annoying level layouts.

The Summary:
Sonic CD is an absolutely gorgeous game; it took everything that worked about the first game and expanded upon it wonderfully, bringing a much greater sense of speed and liveliness to the core gameplay and really utilising the power of the Mega-CD to its fullest with its anime sequences, animations, music, and unique time travel mechanic. Yet, as much as I love how visually appealing the game is, I find it lacking in a lot of ways; it’s frustrating at times, the level layouts are massively annoying for a game whose main mechanic is based on speed, and the amount of exploration and trial-and-error needed can get annoying at times. Still, I love how every boss battle is unique and how your actions have actual, visible consequences as you play; it really invites multiple playthroughs to see what each Zone looks like in different situations but, similar to the first game, I find myself less excited to replay Sonic CD and more aggravated as it can be a chore at times. When it shines, it shines brightly and I’d love to see more of this style of 2D Sonic in the future but its more irritating features and mechanics definitely need polishing up first.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy Sonic CD? Did you own this, and a Mega-CD, back in the day or did you first experience it on PC or through some other port? What did you think to the game’s presentation and which of the two soundtracks is your favourite? Were you a fan of the level layouts and time travel gimmick or, like me, do you think they could have been better implemented? Which of the game’s Zones and bosses is your favourite? Are you a fan of Metal Sonic and Amy Rose? How are you celebrating Sonic CD’s anniversary this year? Whatever your thoughts on Sonic CD, or Sonic in general, feel free to leave a comment below.

Game Corner: Terminator: Resistance (Xbox One)

Released: 15 November 2019
Developer: Dlala Studios and Rare
Also Available For: PC, PlayStation 4, and PlayStation 5

The Background:
The Terminator franchise (Various, 1984 to 2019) has quite a long history with videogame adaptations; every film in the franchise has been adapted to at least one videogame over the years and the franchise even crossed over with RoboCop (Verhoeven, 1987) back in the day. Just as the movie rights continually get shopped around Hollywood, so too have the videogame rights done the rounds in the industry; in 2013, though, Reef Entertainment purchased the Terminator rights and their original plan was to create a videogame tie-in to the classic Terminator 2: Judgment Day (Cameron, 1991). Poland-based developers Teyon came onboard to develop the game which, after a delayed North American release, was met with generally unfavourable reviews.

The Plot:
On August 29th, 1997, computer defence system Skynet became self-aware and initiated a massive nuclear strike against humanity, who form a fragmented resistance under the command of John Connor. After his entire unit is wiped out by a mysterious new infiltration unit, a T-800 Terminator, Resistance fighter Private Jacob Rivers is forced to ally himself with scavengers to survive and reunite with the Resistance and continue opposing their mechanical enemy.

Gameplay:
Terminator: Resistance is a first-person shooter (FPS) in which you are placed in the role of Private Jacob Rivers, a Resistance fighter in the war against the machines in a war-ravaged future. Unlike many FPS protagonists, Rivers can actually talk, which greatly helps to flesh out the story and his characterisation, which is also dictated by the choices you make during the story. In terms of controls, it’s all pretty standard FPS fare: A allows you to jump (which is mainly to clear some low obstacles or to hop out of some glitchy parts of the environment), B puts you into a stealthy crouch, Y sees you swinging a metal pipe in a melee attack, and you can press in the left analogue stick to run indefinitely. It takes some time for you to acquire a firearm but, once you do, you can hold the Left Trigger to aim, press in the Right Trigger to fire, and use Y to reload and, in a nice change of pace, you can hold up to four weapons at any one time. You can also throw a variety of explosives and other weapons by pressing the Right Bumper and bring up the weapon wheel with the Left Bumper to switch weapons on the fly (though be warned as this doesn’t pause the in-game action so it does leave you vulnerable).

Combat and controls are all pretty standard FPS fare, though you can hold more than two weapons.

The first portion of the game is extremely light on combat and is focused more on stealth, survival, and scavenging; Rivers can pick up a whole bunch of junk (or “Trade Resources”) and other items that are used in the game’s rudimentary crafting system to create explosives, Medkits, ammo, and other items but, while it is worth searching high and low and all around to find these items, you can only carry so many in your inventory and, to be honest, I never really found myself lacking for ammo and Medkits and such. In the early going, though, your greatest ally (besides your trust metal pipe) is your ability to stay out of sight; Skynet’s machines will detect you if they spot or hear you, so you must sneak around them and keep an eye on the Motion Detector bar if you don’t want to get into a fight. It’s easy enough to pick off the small Spider Scouts but, when the T-800s come onto the scene, you won’t stand a chance and they’ll hunt you down relentlessly, smashing through doors and choking the life out of you if you’re not careful.

The Ultravision Goggles and comprehensive in-game map help you to track your objectives.

To aid you in getting about during these vulnerable times, you can press in the right analogue stuck to use the Ultravision Goggles, which let you see through walls to a limited extent, point our nearby machines, and show you their health and current weapon (though, annoyingly, you can neither attack or run while using these goggles). You can also enter vents to get around, close and barricade doors to slow the machines down, and toggle a torch (or “flashlight” for you Americans) by pressing down on the directional-pad (D-Pad). A helpful mini map is located in the very clean and limited heads-up display (HUD) and you can bring up a bigger map of the immediate area, and a list of your current objectives and side quests and such, by pressing ‘Select’. Eventually, you do acquire firearms which, like the enemies you encounter, start small and ramp up as the game progresses; you start off with a pistol and a shotgun battling smaller machines or drones, before eventually acquiring the iconic Phase Plasma Rifle and battling variations of the T-800s. Every time you destroy a machine, complete side quests or missions, or find notes and Skill Books you can increase your skills by spending experience points (XP) on one of three skill trees: Combat (which increases your stealth and allows you to utilise better, more powerful weapons), Science (where you can increase your lockpicking, crafting, and hacking skills), and Survival (which increases the size of your inventory, your health bar, and how quickly you level-up). The maximum level you can reach is twenty-eight and you’ll need to reach level twenty-four to unlock everything but, as long as you stay the course and engage enemies and complete your quests, that’s pretty easy to do.

A couple of mini games help to break up the sneaking and shooting mechanics.

Once you become better equipped, your combat options become much more versatile and you can be much more proactive against the machines. Still, you can’t just go in all guns blazing against rooms full of T-800s and may have to content with multiple different enemies in a single environment, meaning you’ll have to switch between staying out of sight of HK-Aerials, picking off Silverfish with your sound decoys, and blasting T-800s in the face from behind or around cover. If worst comes to worst, though, you can always try to run past enemies but a lot of the time your objectives are directly tied to clearing areas of enemies. Luckily, other Resistance fighters are often on hand to offer back-up (or be invulnerable human shields) but make sure they don’t steal your kills (and, thus, your XP in the process). It’s not all sneaking about and combat, though; often you’ll need to use a lockpick to open doors. Lockpicks can be found and crafted and you’ll need a lot of them as they tend to break on the harder games and because the controls are so finicky; basically, you have to rotate each analogue stick to find the sweet spot, which can be tough the first few times but then either you eventually get into the rhythm or the game just decides to let you win (though you can also try to force the lock, which is generally easier despite the higher risk of the pick breaking). You’ll also make use of a hacking device to hack turrets (which is super useful as they’ll attack other machines on your behalf) or open doors, especially in Skynet bases and facilities; these mini games are basically a horizontal version of Frogger (Konami, 1981) and see you moving a small, 8-bit dot across moving pathways while avoiding collisions.

There’s a heavy emphasis on character interactions, which will determine events and endings.

One of the big mechanics of Terminator: Resistance is the emphasis on story and character interactions; you’ll talk to a wide variety of non-playable characters, from scavengers to children and other Resistance fighters and commanders, all of whom have their own stories and opinions. Often, you’ll be asked to pick from a couple of options and what you choose depends on how close your relationships with these characters grow and the endings you’ll get. As there are no Achievements tied to these interactions, you can simply skip through all the dialogue and pick whatever you want and the only real consequence will be that some characters live, die, or fuck you depending on how well you do. These NPCs will also set you optional side quests, which are generally easy enough to accomplish so it’s worth taking the time to complete them if only to take in more of the game’s environments and earn some more XP; in fact, there’s only one point where you absolutely will fail one of two side quests as you’re given the option of killing a man or sparing him, which is a bit of a black mark on your record.

Graphics and Sound:
In many ways, Terminator: Resistance does a fantastic job of recreating the look, feel, and atmosphere of the Future War scenes of the first two Terminator movies; environments are a mess, with bodies, skulls, debris, wreckage, and smashed up cars and buildings all over the place. Every area is a bleak, desolate location where humanity is holding on by the skin of its teeth, with rundown interiors, gaping holes, exploded buildings, and all kinds of post-apocalyptic horror strewn all over the place. In a common issue with the Terminator films, though, it’s odd how many buildings are still standing, vehicles still work, and technology that still operates with little issue but, for the most part, it definitely sets the mood for the game and works best in the night-time sequences.

The game includes some welcome, and surprising, faithful references to the first two films.

The best thing about this is when the game includes references to the first two films; you’ll spend a lot of time in Pasadena, a common location from the films, including paying a visit to Big Jeff’s (Big Buns is even standing right outside of it) and what appears to be Miles Dyson’s house, and, while Arnold Schwarzenegger doesn’t make an appearance, a body in the hospital bares more than a little resemblance to Robert Patrick’s T-1000. The desolation of the world is juxtaposed with Skynet’s smooth, shiny, horrific technology; Skynet encampments can be infiltrated here and there and large mechanical prisons and structures are all over the place, all of which are highly technologically advanced and stand out from the misery and suffering of other recognisable environments, such as the Resistance base.

Sadly, as good as the machines look, the human character models leave a lot to be desired.

Sadly, though, while a lot of the environments look great, they’re very drab and grey and, while the T-800s and other machines are faithfully recreated, character models look absolutely dreadful; they, and the game in general, resemble something more suitable for the Xbox 360 and I can imagine people who paid full price for the game were quite disappointed with these graphical features. Since story and character interaction is a big part of the game, it’s very noticeable during gameplay even with the comparative lack of cutscenes and no amount of awkward first-person sex scenes can really save that. I also noticed a fair amount of graphical issues, such as renderings and items popping up and a delay in them loading properly and, as if some long load times weren’t bad enough, I also had a weird moment where the game crashed on me. There are also some odd grammatical errors in a lot of the dialogue sequences (“you’re” instead of “your”) but where the game excels is not only recreating the bleak Terminator mood and allowing you to take part in the penultimate campaign against Skynet’s defence grid but also in the use of music and sound effects ripped straight from the films. The ominous T-1000 theme, especially, stood out to me as a highlight during the more action-packed moments and the iconic “duh-duh-dun-da-dun” plays frequently throughout the game, which never gets old, though I found the user interface to be a little too boring and simplistic.

Enemies and Bosses:
One thing I really enjoyed about Terminator: Resistance is that, unlike some other games I could mention, you never had to fight against human enemies (though you can kill any of the really shittily animated rats you find for a Trade Resource); it’s fitting that, even though the human survivors don’t always agree or even like each other, they’re still united against the common, prevailing threat Skynet poses. Instead, you’ll battle a range of mechanical enemies; the first you’ll encounter are the Spider Scouts, which are small spider-like machines that zap you with an electrical blast if you come too close but are easily smashed into junk with your lead pipe or some pistol bullets. Scout Drones hover overhead and protect their vulnerable “eye” with their armoured flaps and Armoured Spiders scuttle about and blast at you from their twin guns; again, the key here is to target the red eye when it’s exposed and shoot from behind nearby cover. Silverfish pose a bit more of a problem as they pop out of their metal hidey-holes and roll at you in a suicide run (you can coax them into destroying themselves, though, with a sound decoy and they’re easy enough to pick off with a shotgun).

At first, you’ll need to hide from the T-800s but, by the end, you’ll be blasting them to smithereens.

Eventually, of course, you’ll come up against the Plasma Rifle-wielding T-800s; these horrific mechanical endoskeletons patrol around and relentlessly clomp after you to blast you to smithereens or crush you to death and must, initially, be evaded or put down with pipebombs until you acquire Plasma Rifles of your own. You’ll also encounter slightly different variants of these machines which utilise flamethrowers, more powerful Plasma Rifles, or even dual-wield weapons, though they’re often indistinguishable from each other beyond the number of weapons they use and the colour of their laser blasts. Terminator: Resistance is surprisingly light on boss battles; you’ll have to hack into and destroy Skynet outposts by overloading the main console and will come up against larger versions of the T-47 Walker every now and then. These like to fire rockets or plasma blasts at you but, because they’re so big and clunky, it’s pretty easy to pick them off from a distance and from behind nearby cover and it’s definitely worth doing for the XP and to take them off the battlefield. Later on, though, you’ll have to battle them alongside other machines and multiple Walkers at once, though your more powerful weapons and explosives will turn the tide in your favour.

The T-850 infiltrator is a far more formidable killing machine, but easily duped.

You’ll also do battle against the T-850, which is the infiltrator model of the T-800, covered in human flesh, and wields a far more powerful Plasma Rifle. The T-850 can also absorb a great deal of punishment (with more and more of its exterior suffering damage as the fight goes on), retreats behind cover and out of range, and even throws pipebombs at you from a distance. Eventually, you’re left to finish it off by yourself, which can be a daunting battle but it’s also ridiculously easy to trick it into going around in circles around parts of the environment. Later in the game, you’ll be stuck in a narrow corridor with only a few pillars for cover and trapped in the burning remains of the Resistance base but, in both cases, you’ll have access to far more powerful weapons to make short work of the T-850.

The final mission sees you storming the defence grid in a massive campaign against Skynet.

A persistent threat in many of the game’s missions is the iconic HK-Aerial; similar to when you first encounter the T-800, at first all you can do is hide when this flies overhead and you can only bring them down when you get your hands on a rocket launcher and the game’s more powerful plasma weapons. One of the standout boss battles is against the titanic HK-Tank; though completely stationary, it will unleash a barrage of plasma shots at you if it spots you and you’re forced to desperately run around the ruins of the environment, grabbing rockets and stunning it with shots to its head to score a damaging blow at its exposed generator. It’s quite a harrowing battle, made all the more tense by waves of different machines that distract you from your main objective. Terminator: Resistance is at its most enjoyable when you’re out in the field trading shots against a variety of metallic machines and the game’s final mission is all about that. Loaded up with the most powerful weapons, with a Resistance-piloted HK-Tank at your back, you’ll blast down every single variant of Skynet’s forces as you help to smash through the defence grid, including T-800s, T-850s, HK-Aerials, and another HK-Tank, all of which are reduced to mere cannon fodder by this point thanks to the weaponry at your disposal and makes for a thrilling conclusion to the game.

Power-Ups and Bonuses:
As you explore the game’s various bleak or ruined environments, you’ll pick up all kinds of junk and other items that can either be used to craft useful resources or traded with other survivors for ammo and weapons. When you destroy machines, you’ll be able to loot them for weapons, ammo, items, and chips; these can be grafted to the Plasma-based weapons to power them up, increasing their fire rate, ammo capacity, handling, and damage output, but must be placed in a specific order so that they actually work. Weaponry is largely tied to your current level, the progression of the story, and how you unlock upgrades through the skill tree. At first, you’ll have your lead pipe, pistol, shotgun, and rapid fire weapons like the uzi and machine gun but, eventually, you’ll be able to wield a far more powerful Plasma Rifle that will even the odds against T-800s and Skynet’s more powerful machines.

Your standard firearms soon get replaced by heavy-duty plasma weapons to deal serious damage.

A major plot point of the story is the acquisition of the VSB-95 plasma minigun (as seen in the first film) and, while you can eventually wield this beast of a weapon, you can also acquire other plasma-based weapons, such as a sniper rifle-esque gun and more powerful plasma weapons. The most powerful of these don’t require reloaded but will overheat if overused, which adds an extra dimension to combat as you’ll be left vulnerable while waiting for the weapon to cool down but can blast the machines to smithereens in seconds on the flip side. Rivers can also utilise a number of sub weapons, such as pipebombs like in the first film, decoys to take out Silverfish, and more powerful explosives. You can also pick up and craft Medkits to replenish some, or all, of your health and also acquire (or, again, craft) a series of stimulants that will give you an edge in combat by temporarily slowing down the action or increasing your attack and defence. Then there’s the so-called “Termination Knife”, a specially crafted electrical shiv that will instantly dispose of a Terminator if you manage to sneak up behind them for an instant kill move.

Additional Features:
Terminator: Resistance features twenty-five Achievements for you to earn, most of which are tied into story progression. Although there are four difficulty modes, no Achievements are tied to them so you may as well play through on ‘Easy’ to sweep them up, but I’d advise upgrading your lockpicking skills to the maximum as quickly as possible as you can miss the ‘No Hope’ Achievement otherwise. Other Achievements include setting off a boombox to annoy an NPC, destroying the T-47 in Pasadena, and simple things like hacking a device or crafting items so it’s pretty easy to get all of the Achievements on offer. Sadly, there’s no a lot of incentive to replay the game beyond reliving some of its more entertaining moments; when you finish it, there’s no ‘New Game+’ mode and, while you can reload previous chapters to try out different dialogue options, endings, and grab a few missed Achievements, none of your skills or weapons carry over. There’s also no multiplayer option but a later update does allow you to download “Infiltrator” mode that puts you in the shoes of the iconic T-800 and sets you against the human resistance. Unfortunately, there are no save points, no new Achievements, and you have to plough through the mode in one sitting, with few opportunities to replenish your health and a surprisingly fragile T-800 at your command.

The Summary:
Terminator: Resistance is probably the best and most accurate Terminator videogame ever made; it perfectly captures the atmosphere and mood of the first two movies and recreates some of the dread and tension of the first film alongside the action and desperation of the second film. Numerous references and allusions to the first film help to emphasise the legitimacy of the title, which does a much better job of continuing the franchise than the last movie, and the game does a great job of bringing the machines to life even without some of the more iconic celebrity licenses. Sadly, though, the game’s graphics, character models, and glitchier moments let it down; it feels like a step back, technologically speaking, and, while it’s not a game-breaker, it was noticeable. It’s also little more than a fairly bog standard FPS; the stealth elements and tenser moments of the early going were an interesting change of pace and I was happy to see that the crafting system was nice and simple, but there’s a lot of extraneous collecting and some wasted potential here and there (particularly in the branching story paths) that also bring the game down a bit. Without the Terminator name attached to it, it would be little more than another unremarkable FPS title but, as it is, it’s enjoyable enough if you pick it up cheap.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played Terminator: Resistance? If so, what did you think of it and how do you think it holds up against other Terminator games and FPS titles? What did you think about the game’s graphics and its attempts to recreate the look and feel of the Future War? Did you enjoy the stealthier sections or are you more a fan of the more action-orientated parts of the game? Do you feel like it failed to properly live up to its potential or do you think it’s decent enough for what it is? Would you like to see more Terminator games in the future and which Terminator videogame is your favourite? Whatever your thoughts on Terminator: Resistance, feel free to leave a comment below and be sure to check back in next Sunday as I’ll be celebrating Judgment Day!

Author’s Spotlight: A Ride Home (Tampa FBI #2)

Author: C. Soto
Genre: Crime thriller
Publication Date: 21 August 2021
Pages: 365
Available As: Paperback and e-book

The Synopsis:
What do you do when it’s late and you need a ride?

A serial killer is on the prowl, hunting on the Tampa streets. Leaving bodies in public displays as he goes along.

As the team searches for the killer, they discover even more victims. They are racing against time to find and save Sara alive.

When one member of the team catches the killer’s eye, can they keep that team member safe?

The Review:
A Ride Home is the second in C. Soto’s Tampa FBI series of crime thrillers; being as I haven’t read the it, I can say that it isn’t absolutely necessary to have read the first book, Dare to Dream (ibid, 2021), to catch on with the plot of A Ride Home as the author does a pretty good job of introducing her main characters and establishing who they are and their familiarity with each other throughout the story.

The book follows a team of agents for the Federal Bureau of Investigation (F.B.I.) comprised of team leader John, fellow agents James, Tammy, and Derrick, and consultant Emily. While the team are at the top of their game and have a strong reputation for closing cases on serial killers, their efforts are greatly aided by the fact that Emily has minor psychic abilities. Able to sense auras and moods, Emily also receives visions in her dreams that are instrumental to leading them to clues and connections between victims and their killers, and her abilities are completely accepted by John, her husband Derrick, the rest of the team, and even their superior officer without question.

From what I can tell from the synopsis of Dare to Dream, it seems as though the author delved into the specifics of Emily’s backstory and her powers in the first book, meaning that they’re largely underplayed here. I was a bit surprising that Emily and her abilities aren’t a larger focus of the story; she only really factors into the main plot when the team think she’ll be useful, which, to be fair, keeps her from being a Mary Sue or a deus ex machina but it also feels like she could have had a little more play into the narrative. Instead, it is John who takes the central focus of the book; a wealthy agent who likes to stay in top physical shape, John is absolutely devoted to his team and his job and has recently entered into a highly sexually charged relationship that finally gives him some hope for a life outside of the job.

Based on the team’s reputation, they are the natural choice to investigate a string of murders perpetrated by a serial killer who comes to be known (in passing) as “The Hacker”. As is the case in many crime thrillers, the author switches between telling events from the team’s point of view (usually always focusing on John) and from the killer’s perspective. Chapters are peppered with insight into the killer’s methods and warped philosophy; working as a taxi driver, of sorts, he selects his victims with purpose, lures them in with familiarity, drugs and kidnaps them, and spends a great deal of time torturing and mutilating them before presenting them as twisted art pieces. Like a lot of serial killers in stories such as this, the Hacker relishes in his anonymity and the thrill of the chase and specifically targets a member of John’s team just to see them desperately trying to figure out who he is and where he’s going to strike next.

When following John and his team, we generally see them reviewing crime scenes, going through the evidence, and chasing down leads; when not working on the case, they socialise like old friends and welcoming John’s girlfriend, Samantha, into their social circle. The author punctuates her text not just with depictions of torture and brutality when following the Hacker but also with depictions of an intense sexual nature, especially when depicting John and Samantha’s relationship. I was a bit surprised with this latter addition but quickly acclimatised to it (because who doesn’t enjoy a bit of sexy-time in their books?) and I found myself waiting on tenterhooks to see if the author acted on the clear sexual tension between Tammy and James.

Honestly, crime thrillers are not really my thing; I don’t watch crime shows and rarely ever read books in this genre as I often find it difficult to connect to the concept. The author does a pretty good job of talking the reader through F.B.I. procedures and using terminology that seems accurate and legitimate, and some of the scenes of the team going through evidence and such are pretty interesting, though she quite often falls into a bit of a trap of telling us what the team is up to and then having them (again, usually John) telling their chief or someone else information we already know. A Ride Home built a decent amount of suspense, especially as the circle began to close as the team and the killer’s paths began to close in on each other, but I have to say that it kind of lost me in the end with an anti-climatic resolution to the main plot and then the final three chapters of preamble simply to wrap up the interpersonal drama. Still, the book is definitely engaging overall and this in no way really ruins the experience; in many ways, this resolution is also very grounded and realistic rather than being a big, overly dramatic finale, and I’m sure that fans of crime thrillers will find plenty to enjoy here and probably be intrigued enough to check out the first book as well.

My Rating:

Rating: 3 out of 5.

Pretty Good

If you’re interested in checking out A Ride Home, the book is available to purchase on Amazon. To learn more about C. Soto and her journey as an author, visit the links at the top of this review.

Movie Night [Spidey Month]: Spider-Man: Into the Spider-Verse


Easily Marvel Comics’ most recognisable and popular superhero, unsuspecting teenage nerd Peter Parker was first bitten by a radioactive spider and learned the true meaning of power and responsibility in Amazing Fantasy #15, which was first published in August 1962. Since then, the Amazing Spider-Man has featured in numerous cartoons, live-action movies, videogames, action figures, and countless comic book titles and, in celebration of his debut and his very own day of celebration, I’ve been dedicating every Wednesday to talk about everyone’s favourite web-head!


Released: 14 December 2018
Director:
Bob Persichetti, Peter Ramsey, and Rodney Rothman
Distributor:
Sony Pictures Releasing
Budget:
$90 million
Stars:
Shameik Moore, Jake Johnson, Hailee Steinfeld, Mahershala Ali, John Mulaney, Kimiko Glenn, Nicolas Cage, and Liev Schreiber

The Plot:
After being bitten by a radioactive spider and gaining the proportionate strength and agility of the arachnid, Miles Morales (Moore) finds himself caught up in an elaborate plot by Wilson Fisk/The Kingpin (Schreiber) to cross dimensions. In the process, Miles is mentored by, and joins forces with, other incarnations of Spider-Man from across the multiverse while stull struggling to carve out his own identity in the role.

The Background:
In 2011, writer Brian Michael Bendis decided to kill off Peter Parker/Spider-Man and replace him with a younger character in the pages of Ultimate Spider-Man (2000 to 2011), Miles Morales, an African American youth of Puerto Rican descent, a decision which created much controversy at the time. Miles, however, soon became a popular character and appeared not just in cartoons and other merchandise but also the mainstream Marvel continuity (“Earth-616”). After the poor reception of The Amazing Spider-Man 2 (Webb, 2014) led to Spider-Man finally being incorporated into the Marvel Cinematic Universe (MCU), Sony were determined to continue producing Spider-Man films and spin-offs separate from the MCU. Writers Phil Lord and Rodney Rothman chose to focus their efforts on Miles since he hadn’t yet featured in a film and, to further separate the project, it included not only Spider-People from across the multiverse but also a distinct and intricate animation style that was as vital to the story as the music and dialogue. Spider-Man: Into the Spider-Verse received unanimous praise upon release and made over $375 million at the box office, won numerous awards, and is highly regarded as one of the best and most unique Spider-Man movies ever made. Its massive success meant that both a sequel and a spin-off were soon announced and no doubt contributed heavily to Miles’ continued popularity.

The Review:
First and foremost, Spider-Man: Into the Spider-Verse is Miles Morales’ story, even amidst all the chaos and multiverse madness permeating the plot; unlike the traditional Peter Parker, Miles’ parents are still alive and, while he struggles to adjust to boarding school and to make new friends, he’s nowhere near the social outcast Peter is often portrayed as during his teenage years. A big fan of music (though he is amusingly poor at reciting lyrics) and with an artistic flair, Miles is a slightly rebellious and resentful youth who struggles to live up to the expectations of his father, Jefferson Davis (Brian Tyree Henry), a police officer who regards Spider-Man (Chris Pine) as a menace and delights in embarrassing his son at his new school with typical dad humour. A somewhat streetwise kid who was a popular figure at his old school, Miles is largely an outsider at his more officious and pretentious boarding school; he’s uncomfortable in the mandatory uniform, feels like he doesn’t really fit in, and is intentionally trying to sabotage his future there so he can go back to his old school and his old friends. Believing that his father doesn’t really understand him or his dreams, Miles has a far closer relationship with his uncle, Aaron Davis (Ali), who encourages his penchant for street art and actually takes the time to connect with him on a more peer-to-peer level. To Jefferson’s chagrin, Miles idolises his uncle, who indirectly leads to him gaining his spider powers.

Miles’ struggles with his spider powers are directly paralleled to the onset of puberty.

Already somewhat uncomfortable in his new environment, Miles’ newfound spider powers (which are explicitly compared to the onset of puberty) only increase his agitation; he struggles to adapt to and master his abilities, gaining a far louder and more noticeable internal monologue and accidentally attaching himself to Gwen Stacy’s (Steinfeld) hair in an awkward attempt to flirt with her. Interestingly, Miles’ exploration of his abilities is a source of as much entertainment and amusement as it is an integral part of Miles’ character development; throughout the film, Miles struggles to master his powers, which seem to trigger unconsciously or involuntarily, and a massive part of Into the Spider-Verse revolves around Miles living up to the lofty expectations now placed upon him by his amazing new abilities.

In Miles’ world, Peter is a competent, renowned, and experienced superhero.

Miles lives in an alternative world that isn’t quite Earth-616 or the Ultimate universe; it’s one that draws inspiration from all over Spider-Man’s various adaptations and interpretations but one where Spider-Man is a renowned and experienced superhero. Carrying himself with the confidence of a veteran of many battles, life lessons, successes, and failures, this Spider-Man is, honestly, uncharacteristically competent in a lot of ways (he’s still married to Mary Jane Watson (Zoë Kravitz), has the full support of his beloved Aunt May Parker (Lily Tomlin), and even has a Spider-Cave full of different Spider-Suits, for God’s sake). During an intense battle with the monstrous and demonic Norman Osborn/Green Goblin (Jorma Taccone) and the slick and efficient Prowler, Peter is shocked to meet Miles, someone who shares his abilities, and vows to train him and give him the opportunities he never had when he was first starting out, such is his commitment to using great power with great responsibility.

Kingpin may look ridiculous but he’s a formidable threat who killed Peter with his bare hands!

Sadly, and unexpectedly, Peter is killed right before Miles’ eyes by the Kingpin; Fisk, who blames Spider-Man for exposing his criminal deeds to the world and thus driving away his wife and son, has built a gigantic Super-Collider which he plans to use to rip a hole between dimensions and retrieve his family from another time and place. When Peter costs him this opportunity, Fisk beats him to death in a brutal and surprising scene and spends the remainder of the movie desperately trying to track down and reacquire the USB flash drive that allows the collider to work. Like Green Goblin, Fisk is a comically exaggerated version of himself, even compared to the creative flair of some comic book artists, but as preposterously absurd as Kingpin looks, his threat has, arguably, never been more tangible and brutal than in Into the Spider-Verse. Exuding unmatched power, wealth, and authority, he commands some of Spider-Man’s most notorious foes with a cold menace and is more than happy to get his hands dirty in his desperate attempt to be reunited with his family.

Peter B is an out of shape, world-weary version of Spider-Man who’s far from his prime.

Shaken by Peter’s death, and overwhelmed by the immense responsibility now in his hands, Miles is shocked to meet an alternative version of Peter, Peter B. Parker (Johnson), who arrived during the brief period that the Super-Collider was active. Unlike his counterpart from Miles’ world, Peter B is an out of shape, jaded, wreck of a man who has lost his way, and everything near to him, and yet, despite his crushing losses, obvious depression, and having grown weary of the power and responsibility that comes from being Spider-Man, Peter B still continues to be Spider-Man and does his best to tutor Miles in coming to grips with his powers. He’s obviously not as effective or competent a mentor than his counterpart promised to be but he does what he can regardless and is fully willing to put his life on the line to allow his fellow Spider-People to return home.

Thanks to her friendship with Miles, Gwen learns to open herself up to others once again.

Speaking of which, Miles is also joined by a whole host of unexpected Spider-People; the first one he meets is Spider-Woman, Gwen Stacy, although he is unaware of her true identity at the time. A vastly different version of the traditional Gwen, Spider-Woman gained her powers in Peter’s place in her world and is a tough, sarcastic character who, while having a soft spot for Miles, is reluctant to open herself up to him, or anyone else, for fear of losing them. In a film arguably crowded by Spider-People, Gwen stands out by being one of the more recognisable and fleshed out characters and is, basically, a tertiary protagonist as her growing friendship with Miles is a major part of her (and his) character development. Sadly, the same can’t really be said about the rest of the Spider-Crew; Peni Parker/SP//dr (Glenn) is perhaps the least developed and expendable of the group. While she is rendered in an outstanding anime aesthetic and has a heart-warming bond with her spider mech, she’s largely inconsequential to the story and could have been spliced out with any other version of Spider-Man. Spider-Noir (Cage) and Peter Porker/Spider-Ham (Mulaney) manage to stand out a little better thanks to being rendered in monochrome and talking like a thirties gangster or being a literal cartoon character, respectively, but we don’t really learn a great deal about them and they’re mainly there to emphasise that every universe has a Spider-Man and that Spidey’s legacy and ideals are carried by a variety of characters all throughout time and space, which all directly ties into Miles’ character arc of growing into, and finally accepting, his role as Spider-Man.

The Nitty-Gritty:
Spider-Man: Into the Spider-Verse immediately sets itself apart from other Spider-Man movies not just by focusing on Miles as its main character and its cross-dimensional subplot but also by virtue of being an animated movie. Truthfully, animation suits Spider-Man down to the ground as, often, some of the more exhilarating sequences in Spider-Man movies are the computer-generated fight scenes and web-slinging moments and Into the Spider-Verse definitely uses its medium to its full advantage, featuring a unique aesthetic, comic book-like sound effects for emphasis, and even varying the frame rate to emphasise the differences between the various Spider-People and Miles’ comparative inexperienced compared to them. Humour is an important element of the film; Into the Spider-Verse is full of amusing lines, sight gags, and comedic moments that come naturally and are incredibly amusing thanks to some effortless and believable line delivery from the likes of Moore, Pine, and Johnson (Spider-Man’s quips during tough situations and battles are a notable highlight). Characters have an easy banter and sass to them that allows even the least developed of them to appear far more nuanced in the short space of time they have to shine and humour is emphasised through Miles’ inexperience with his powers, wry commentary on his increasingly chaotic situation, and the frantic nature of the action scenes and character beats.

Action and fights are colourful and frantic, ensuring no two fights are the same.

Speaking of action, Into the Spider-Verse is crammed full of some of the most impressive, intense, and frenzied action scenes in any Spider-Man movie; the freedom offered by relying on animation allows for some of the most diverse and varied web-slinging as each Spider-Person swings, fights, and moves differently. The use of music and onomatopoeia emphasises the action, which is fast-paced, memorable, and impactful thanks to the film showcasing a wide variety of Spider-Man’s rogues gallery, which includes the likes of the Green Goblin, Lonnie Lincoln/Tombstone (Marvin “Krondon” Jones III), and Mac Gargan/The Scorpion (Joaquín Cosio).

Though a vicious mercenary, Aaron’s hesitation to kill Miles costs him his life.

Apart from Fisk, though, the most prominent villains of the film are Doctor Olivia Octavius/Doctor Octopus (Kathryn Hahn) and the Prowler; while Doc Ock is a sadistic and formidable, half-crazed scientist, it is the Prowler who has the most emotional significance to both the plot and to Miles. Constantly accompanied by an ominous, animalistic theme, the Prowler is portrayed as Fisk’s top mercenary; a brutal and vicious, cat-like fighter in a sophisticated suit of armour, Prowler stops at nothing to hunt down Fisk’s missing USB drive. Miles is absolutely devastated to find that the one person he thought he could rely on in the whole world, his Uncle Aaron, turns out to be the Prowler and even more crushed when, upon discovering Miles’ identity, Aaron chooses to spare his nephew and is executed by the Kingpin as a result and dies in Miles’ arms while urging him to continue on as a hero.

Miles finally embraces his role as Spider-Man, defeats Kingpin, and returns his new friends home.

In the end, against all the odds and his own doubts and inexperience, Miles customises one of Peter’s suits (crafting an absolutely bad-ass variant in the process) and fully embraces his role as Spider-Man to confront the Kingpin and put an end to his destructive scheme. It’s a real coming of age moment for Miles, who previously could only look up in awe at Spider-Man’s legacy, and allows him to not only finally live up to the lofty expectations placed upon him by his father and the various Spider-People but also repair his relationship with his father (and his father’s opinion of Spider-Man) through his actions. With the Spider-People returned home, Miles becomes the one true Spider-Man of his world, gaining lifelong friends and a renewed sense of responsibility, confidence, and identity in the process. It’s a strikingly effective story largely thanks to how relatable and complex Miles is portrayed throughout the film, being a rebellious and well-meaning kid who is simply struggling to find his place in an ever-changing world.

The Summary:
If I’m being completely honest, I’m not really a fan of how often a street-level superhero like Spider-Man gets caught up in multiversal misadventures and meets alternative versions of himself; just like how I’m often a bit perturbed by how often Bruce Wayne/Batman has to put up with the same events, I feel like Spider-Man works better as a more grounded hero who only occasionally dabbles in cosmic-level events. To that end, I feel like Into the Spider-Verse would have been just as appealing to me, if not more so, had the multiverse elements been dropped; Peter B could have just been the version of Spider-Man in Miles’ world, Gwen could have been the same or swapped out with Cindy Moon/Silk, and the other Spider-People could have been replaced by, say, Ben Reilly or Kaine Parker and the idea of a multiverse of Spider-Man could maybe have been saved for the next movie. However, having said that, that doesn’t mean I’m not a huge fan of Into the Spider-Verse as it is; make no mistakes about it, this is a fantastic movie from start to finish, with an extremely appealing aesthetic identity and some absolutely fantastic action. It also carries a very emotional heart to its story, which is one of identity, legacy, and expectation; a coming of age story that follows a young, emotional kid who is struggling to live up to the role his mentors expect of him, Into the Spider-Verse says a lot about not only the nature of Spider-Man but also the struggles of youth and puberty. I’m glad Into the Spider-Verse did so well and I’m genuinely looking forward to the sequel delivering more of the same high-octane action and heartfelt emotion, visual flair, as well as introducing more Spider-People and, hopefully, expanding upon the brief cameo from one of my favourite Spider-Man, Miguel O’Hara/Spider-Man 2099 (Oscar Isaac).

My Rating:

Rating: 5 out of 5.

Fantastic

What are your thoughts on Spider-Man: Into the Spider-Verse? Where does it rank among the various other Spider-Man movies for you and what did you think of the artistic style and focus on Miles Morales and the other Spider-People? Which of the alternative Spider-Man was your favourite? Would you have liked to see one, or more, get a bigger role and if so, which one? What other alterative version of Spider-Man would you like to see show up in the sequel? Are you a fan of Spider-Man always having adventures with alternate versions of himself or would you prefer to see him tackling more street-level threats? Are you a fan of Miles, and what did you think to Peter’s death both in Ultimate Spider-Man and in Into the Spider-Verse? Whatever your opinion on Into the Spider-Verse, go ahead and drop a reply down in the comments and be sure to check back in next Wednesday as Spider-Man Month continues!