Game Corner: Final Fantasy VIII Remastered (Xbox One)

GameCorner
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Released: September 2019
Originally Released: February 1999
Developer: Square Enix
Original Developer: Square
Also Available For: Nintendo Switch, PC, PlayStation, PlayStation 3, PlayStation 4. PlayStation Portable, and PlayStation Vita

The Background:
So, everyone knows about Final Fantasy VII (Square, 1997); it’s one of the definitive role-playing games (RPGs) and one of, if not the, most popular titles in he Final Fantasy series, selling over twelve million copies worldwide and making its way onto many “top ten” lists over the years. But what about the inevitable sequel? Where does Final Fantasy VIII land in the grand scheme of things? Developed during the localisation of its predecessor, Final Fantasy VIII marked the first time that the Japanese and American teams collaborated on a Final Fantasy title. Like pretty much every single numbered Final Fantasy title, Final Fantasy VIII wasn’t a sequel to Final Fantasy VII but, rather, an entirely new title, set in a new world, with new characters and events taking place, which may have been jarring for those whose only experience with the franchise was Final Fantasy VII. I first played Final Fantasy VIII on the PlayStation 3, immediately after finishing Final Fantasy VII on the same system, and found it to be a dramatic step up in terms of graphics, gameplay mechanics, and features. Where Final Fantasy VII felt like Square where just dipping their toes into the world of 3D and polygonal graphics, Final Fantasy VIII featured far more detailed character models, environments, and graphics overall, resembling titles like Resident Evil 2 (Capcom, 19998) and Parasite Eve (Square, 1999). It also helps that I really like the design and characterisation of the game’s protagonist, the stoic loner Squall Leonhart, and enjoy the game’s more science-fiction-inspired aesthetic. Yet, Final Fantasy VIII is often the subject of criticism, whether due to the dramatic visual and gameplay alterations I takes or simply because of how influential Final Fantasy VII was, but is this a fair assessment of the game or is there more on offer in this under-rated classic?

The Plot:
When the time-travelling sorceress Ultimecia plots to possess the gorgeous Rinoa Heartilly in a quest to “compress time, Squall Leonhart must team up with his fellow SeeD graduates and reconcile his fractured memories and feelings for Rinoa, all while butting heads with his rival, Seifer Almasy.

Gameplay:
Essentially, Final Fantasy VIII plays very similar to its predecessor and other Final Fantasy titles from this time, being a turn-based RPG with a large overworld populated by innumerable non-playable characters (NPCs) and littered with a varied of monsters to battle to gain experience points (EXP). Players take on the role of Squall, who one of only two party members you can rename this time around, and journey across the world map battling enemies, recruiting Guardian Forces (GFs) to his cause, and engaging in a number of side quests and mini games as he goes. When you’re not in one of the game’s towns, many of which incorporate a lot of futuristic technology, you’re travelling across the world map and every other step puts you at risk of being sucked into a random battle encounter. Like Final Fantasy VII, Final Fantasy VIII uses an Active-Time Battle (ATB) system that, unless switched off in the menu, means you’ll take damage from your foes while you select your move. If you choose to attack, you’ll run forwards and deliver a blow, whittling your opponents health points (HP) down until they are defeated and earning you some EXP, items, and Gil (the in-game currency).

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Draw magic from enemies and either stock it for later or cast it right away.

One of the most controversial aspects of Final Fantasy VIII is the way it complex way it handles magic and Summons; the only way to learn new magic and to restore your magic points (MP) outside of resting at an inn or with items is to use the games “Draw” system. Selecting “Draw” (or visiting a “Draw” point) will have your character literally draw magic and MP from their foe and you’ll be given the choice to either cast that magic or stock it for later use. This effectively means that you can never run out of MP as you can keep sucking it out of your enemies, meaning that you’re never running around looking for an inn or shop to buy Ethers and Elixirs to restore your MP. Personally, I love this system because it eliminates this stress; you can have different characters “Draw” and specialise in different magic, effectively allowing you to customise your party as you see fit. Final Fantasy VIII calls its Summons “Guardian Forces” (or “GFs”); you can use “Draw” to acquire new GFs but, for the most part, you’ll have to battle and defeat GFs in order to recruit them and Squall’s first mission is to do just that with Final Fantasy mainstay, Ifrit. Once you have a GF, you have to “Junction” it to a character; this allows you to summon the GF in battle to deal powerful attacks, buff your character’s stats, and gives you access to other magic and benefits.

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Use the “Junction” mechanic to increase your stats and abilities in battle.

Effectively, this system is very similar to the Materia system used in Final Fantasy VII; each GF allows you to increase your character’s stats and inflict or resist certain status effects and they even level-up, unlocking new attacks, attributes, and increasing in power, just like Materia. This is pretty much a mandatory mechanic in Final Fantasy VIII since can’t even use your magic or even items without Junctioning a GF as these are commands you can only assign once a GF has been Junctioned to a character. Furthermore, if you want to gain buffs to your stats (like increased HP, strength, speed, or whatever), you need to win battles to earn AP so that your GFs can learn these techniques; similarly, if you want to gain HP whilst walking, reduce (or eliminate) random battles, or even haggle with the game’s various shops to receive a discount, you’ll need that AP. Some of these techniques take less AP than others but, to access the best abilities, you’ll need to earn a lot of AP and, once you have them, you’ll be switching on the fly between different commands depending on what you’re doing. Now, don’t get me wrong, all these gameplay mechanics are very confusing; it doesn’t help that, for the first hour or so of the game, you’re constantly lectured about each new mechanic, how to use it, what it means, and the best way to get the most out of the “Junction” system. In comparison, it seemed like information abut Materia and levelling up and Summons was spread out much more effectively in Final Fantasy VII but, despite that, it’s not that difficult to wrap your head around the “Junction” system…as long as you think of it as being an altered form of Materia and the “Draw” mechanic means you never have to worry about running out of MP, so don’t stress over nothing.

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Unleash your Limit Break to deal massive damage.

The “Limit Break” system returns, albeit in a slightly altered form; rather than triggering as your party takes damage and a meter builds up, you potentially gain access to your Limit Break when your character’s health drops low enough, making it more of a last-ditch desperation attack. Whereas the Limit Breaks in Final Fantasy VII were largely automatic, here you can choose to interact with the Limit Breaks if you wish; for example, pressing R1 at the right time as Squall attacks with his “Renzokuken” Limit Break delivers additional damage and you’ll be required to press different button combinations to perform different attacks when performing Zell Dincht’s “Duel” Limit Break. You can perform additional, more powerful blows and flourishes when performing a Limit Break by equipping different weapons, reading documents, or acquiring certain items. Interestingly, Final Fantasy VIII features a unique twist on the random battle formula in that the enemies you encounter dynamically increase in strength and difficulty as your party levels-up. in addition, you’ll also level-up every time you time you acquire 1000 EXP points, meaning that you can, effectively become massively overpowered in the early portions of the game with very little effort at all. I prefer to play the game as I play every Final Fantasy and RPG, however, progressing the plot and grinding levels in-between towns and around new areas, meaning I never experienced any advantages or issues with this system.

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A few awkward, button-mashing mini games appear during the course of the game’s story.

You can use magic or items to heal your characters or remove status effects; you also have to heal your GFs as they can also take damage from enemies. Once again, you can only save on the overworld or at specific save points; if you die, you get a game over and have to reload your last save file, so it’s recommended that you save often and heal up at inns whenever you can. You’ll also be tasked with completing a series of awkward mini games; I don’t know what it is about the 3D Final Fantasy titles and having these odd button-mashing sequences shoe-horned in but they can be pretty annoying simply because of how vague the game is about how you’re actually supposed to complete these mini games. Rather than purchasing new weapons, Final Fantasy VIII features a crafting system, of sorts; as you explore the world, you’ll find copies of Weapons Monthly magazine, which contains blueprints that detail the items and gear you’ll need to craft stronger weapons for each character. In order to obtain each character’s most powerful weapon, you’ll need to travel all over the world battling specific monsters and enemies to acquire these items; you can use your GFs abilities to steal these items or increase the odds of them appearing and, once you have them, you can visit a weapon shop to get your upgrade. It’s worth noting, however, that you don’t actually need to read the Weapons Monthly magazines to acquire these upgrades and, with the right amount of patience and a lot of grinding, you can actually acquire Squall’s ultimate weapon, the Lion Heart, on the game’s first disc.

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Squall and Rinoa’s relationship forms the core of the game’s story.

As in every Final Fantasy game, narrative and characterisation are the driving force of the game’s complex story. While every main character has an arc of some kind and their own unique characteristics, at its core, Final Fantasy VIII is a love story first and foremost and a battle against a malignant time-travelling sorceress second and it is therefore Squall who undergoes to most dramatic changes as the plot unfolds. Beginning as a stoic loner, he learns to not only emote and open himself up more, but the bulk of the game’s main theme is centred around his growing affection for Rinoa and his acceptance of his love for her and the friendships he has formed. Unfortunately, though, the other playable characters don’t get quite the same focus; none of them have sub-plots or explicit character arcs and, thanks to the game’s emphasis on more realistic character models, the six main playable characters lack a lot of the same aesthetic appeal as those seen in Final Fantasy VII; Squall has a bad-ass look and Zell resembles an anime character but, even though characters like Quistis Trepe have recognisable traits (she struggles with her failure as a teacher), they don’t make an impact in the same way as the likes of Barret Wallace or Vincent Valentine and I struggled to settle on my preferred team. I ended up going with Squall, Irvine, and Rinoa but there were aspects about this line-up that continued to irk me; Irvine’s Limit Break, for example, requires you to buy or craft ammo and Rinoa’s “Angel Wing” Limit Break is useful but only if your swap around her magic and can deal with losing control of her once you select it. Final Fantasy VIII expands upon its world, characters, and narrative by including an entire sub-plot with three additional, playable characters. At various points throughout the game, your party will mysteriously fall asleep and assume to roles of Laguna Loire, Kiros Seagill, and Ward Zabac. These older, more seasoned characters are a battle-tested team and contrast with Squall and his relatively young and untested group. Through their side story, which takes place about seventeen years in the past, we learn about a lot of the events that factor into Squall’s characterisation and the way this world works.

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Laguna’s side story fleshes out the game’s world and lore.

The SeeDs are mercenaries trained to perform a wide variety of jobs but, first and foremost, their goal is to assassinate sorceresses before they can become too powerful; this is directly related to the main plot of the game, as the dark sorceress Ultimecia projects her consciousness and manipulates events….completely unaware that she is actually creating her own undoing. Laguna’s side plot serves to further drive the game’s main themes of love and loss; though initially dismissive of Laguna for his foibles and the concept of friendship and relying on others, Squall comes to realise that he is part of a team and a family and progresses from only expressing himself trough his inner monologue to actually opening up to his friends and team mates. Unlike Final Fantasy VII, which gave each of its characters a clear arc and developed them as the story progressed, Final Fantasy VIII pretty much hedges all of its bets on you relating to, and growing to love, Squall, Rinoa, and their relationship and, if you don’t really connect with these characters or their love story, you might struggle to connect with Final Fantasy VIII. Additionally, Final Fantasy VIII is a very complex experience, even for a Final Fantasy title; it’s a slow, atmospheric experience; you can’t skip the cutscenes but, thankfully, you can fast travel in the towns and around the map this time. Luckily, though, the game’s map is a dramatic improvement on Final Fantasy VII’s; areas are actually named and highlighted, making it much easier to know where you have to go…assuming that you paid attention to the dialogue boxes and cutscenes. If you didn’t, you’ll probably have to consult a guide or risk wandering around in circles desperately trying to figure out who to talk to or where to go. As always, I recommend consulting a guide if you need to, over-levelling your party, saving as often as possible, and doing everything you can to simplify the game’s complex mechanics as best you can. It seems daunting but it is possible and, once you have your party set up as you like, all you have to worry about it surviving battles and bosses rather than trying to wrap your head around the intricacies of the “Junction” system.

Graphics and Sound:
There’s no denying that Final Fantasy VIII is a massive step up on it predecessor both in terms of its in-game graphics and cutscenes; rather than replicating Final Fantasy VII’s chibi, anime-style aesthetic, Final Fantasy VIII renders its characters as realistically as possible and the character models remain on model instead of there being several wildly different character models across the overworld, battle screens, and cutscenes.

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In-game cutscenes, models, and backgrounds are vastly improved.

This means that Final Fantasy VIII more closely resembles other 3D, polygonal videogames of the time, like the two Resident Evil (Capcom, 1996) sequels rather than a mish-mash of pre-redendered backgrounds and chubby 3D polygons. While I actually really liked Final Fantasy VII’s artistic style and blend of anime cute and bio-organic sci-fi, and it is annoying that Squall pulls his gunblade out of thin air in cutscenes, Final Fantasy VIII is a clear graphical improvement over its predecessor in every way. You’ll travel to many diverse environments, from caves to towns to ornately-decorated castles and sprawling towns, all of which are an impressive blend of natural landscape, a marriage of steampunk and 1950s technology and aesthetics, and elaborate, futuristic sci-fit. Even the battle screen is cleaner, forgoing the traditional battle dialogue box and incorporating more dynamic camera angles and detailed backgrounds and the Xbox One remaster only emphasises this further by applying a crisp, fresh coat of paint to the original.

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CG cutscenes have dramatically increased in number and quality.

Final Fantasy VIII also features a lot more CG cutscenes and, honestly, every one of these is leaps and bounds beyond its predecessor; the action and camera and character movements is slick and fluid and, while they’re still obviously not on par with today’s graphics and cutscenes, they’re far beyond the limited and stilted cutscenes seen in Final Fantasy VII. Final Fantasy VIII also improves on the placement and use of dialogue boxes for in-game cutscenes; dialogue boxes are now much smaller and clearer and appear in various places around the screen like speech bubbles rather and being a large box that obstructs a sizeable portion of the screen. Final Fantasy VII also includes more of long-time Final Fantasy composer Nobuo Uematsu’s greatest work; while none of the game’s tracks are as iconic as “One-Wing Angel”, Final Fantasy VIII still features some fantastic tracks such as “The Man with the Machine Gun”, “The Extreme”, and the awesome “Maybe I’m A Lion”. The game forgoes traditional character themes in favour of its influential main theme ballad, “Eyes On Me”, a pop song performed by Chinese singer Faye Wong that perfectly encapsulates the game’s main themes of love and loss; “Eyes On Me” was so influential that it not only sold over 400,000 copies but it was also the first piece of videogame music to ever win “Song of the Year” at the Japan Gold Disc Awards.

Enemies and Bosses:
As you explore the world of Final Fantasy VIII and resolve Squall’s complex social issues, you’ll take part in a whole bunch of random battles against enemies of all shapes and sizes. Your party will often butt heads with the military force of Galbadia, who are under the influence of Ultimecia’s magic; these battles are generally pretty easy, even when the Galbadian’s attack with magic or in larger groups, and only really become a challenge once you come up against their mechs and robots. Final Fantasy VIII is, of course, absolutely infested with monsters. These range from the dinosaur-like T-Rexaur (one of the most difficult enemies you’ll battle against in the game’s early moments), gigantic dragons, demonic shadows, poison-spewing, man-eating plants, monstrous turtles, weird-ass, floaty face…things, and even these horrific alien creatures who have overrun the game’s Airship and will continually regenerate if you don’t destroy them in coloured pairs. The majority of these monsters fall to the planet in a constant cycle based on the correct alignment of the Moon and even originate from the surface of the Moon; later in the game, you get to see this in motion which, as far as I know, is the first time a Final Fantasy game directly explained where all these weird and wacky monsters actually come from.

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GFs act as the majority of the game’s boss encounters.

It took me a little while to realise that Final Fantasy VIII seems to be lacking in boss battles; most of the time, you’ll fight against a GF as a boss (or mini boss), which doesn’t really feel like a boss battle as it’s more like proving you’re worthy enough to use the GFs power. By that logic, Ifrit acts as the game’s first boss and, as you progress, you’ll come across other GFs in various areas; most of the time, like with Cerberus, you can choose not to engage with these GFs but, if you do, you’ll have to go out of your way to “Draw” the GF from a later, more challenging boss in Ultimecia’s Castle.

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You’ll battle Seifer, Fujin, and Rajin a few times during the game’s story.

When you’re not fighting GFs, you’ll battle against Galbadia’s finest giant robots; the first one you face, the spider-like X-ATM092, can’t actually be defeated and, instead, must be damaged enough so you can make your escape and then either avoided or disabled long enough for you to run. Other times, you’ll butt heads with the main character’s rivals, Seifer and his buddies, Fujin and Raijin. Although Seifer eventually upgrades to becoming a penultimate mini boss as he is manipulated to act as Ultimecia’s “Knight”, you never battle all three at once, which is a bit of a missed opportunity but, essentially, they’re very similar to the battles against the Turks from Final Fantasy VII.

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Ultimecia’s Castle is full of powerful superbosses.

Once you reach Ultimecia’s Castle, you’ll be stripped of your abilities and forced to take on the enemies within without your GFs and magic…that is until you defeat one of her eight superbosses. Fittingly, these creatures represent the game’s toughest challenge yet (although the Ruby Dragon can be a pain in the ass thanks to its high HP and “Breath” attack) but, by this point, you should be well levelled-up and full at ease with the game’s various mechanics and controls. Nevertheless, each of these superbosses has a unique design, character traits, and requires specific strategies; Sphinxaur takes on a second form after enough damage is done, the Red Giant can absorb a huge amount of punishment (and spouts a crazed response every time he’s attacked), and Trauma can only be spawned after solving a puzzle and is protected by smaller machines, for example.

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Tiamat and Omega Weapon offer perhaps the game’s greatest challenge.

Easily the most challenging bosses in Ultimecia’s castle are Tiamat and Omega Weapon, both of which are optional battles (though Omega Weapon involves splitting into two teams, ringing a bell, and running to a specific point to trigger the battle). Like many of the superbosses in Ultimecia’s Castle, you can “Draw” GFs from these bosses if you missed them earlier in the game but you’ll be more concerned with setting up your party to endue their powerful attacks. Both of which can deal massive damage, absorb elemental attacks, and have huge amounts of HP but it is Omega Weapon that offers the greatest challenge. With HP in the millions and capable of casting both “Death” and ending your party with “Light Pillar” (which deals 9999 damage and thus results in a one-hit KO), Omega Weapon offers such a tough challenge that, upon defeat, you’ll earn a special “Proof of Omega” award so you can prove to your friends that you got past this absolute tank of a superboss.

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As a SeeD, it’s your duty to destroy sorceresses.

In addition, you’ll have to face-off with a few sorceresses during a playthrough of Final Fantasy VIII; being as she prefers to possess and manipulate sorceresses from the far future, Ultimecia doesn’t actually physically appear until right at the final parts of the game meaning that, before you confront her in her ominous castle, you’ll mostly be battling the current-day sorceress, Edea, who has been possessed by Ultimecia. As her chosen “knight”, you’ll usually have to dispose of Seifer before you can properly get your hands on Edea, which can make these battles a bit tougher. Later, when the malevolent sorceress Adel literally falls from the sky, she/he/it is leeching off of Rinoa so you have to be sure to target only Adel and not use attacks that hit more than one target or else you’ll risk injuring or killing Rinoa and losing the battle.

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Griever’s ability to blast away your magic and GFs is a serious threat.

Once you finally fight your way through Ultimecia’s Castle and unlock all of your abilities, your party falls victim to Ultimecia’s “Time Compression” ability and ends up stranded in the far future, where Ultimecia rules unopposed. This final battle has multiple stages, each with their own concerns; initially, you battle Ultimecia one-on-one but she randomly decides which of your three party members she wants to battle against and, during the battle, will erratically KO or remove one of your party from the battle screen. This means that, if you don’t revive your strongest party members, you could be stuck facing Ultimecia with characters you’ve chosen to ignore up until this point. Once she is defeated, Ultimecia summons the most powerful GF in the Final Fantasy VIII world, Griever, a monstrous lion-like creature inspired by Squall’s lion iconography. Griever’s threat mainly comes from its ability to completely drain your MP, blast away entire stocks of your magic, and one-shot your GFs with “Lethal Strike”. However, once defeated, Ultimecia “Junctions” herself to Griever and the two form a monstrous combined form that can do everything both previous bosses could, meaning the longer the battle lasts, the more likely it is you’re going to lose your magic stocks, GFs, or party members and also deal massive damage through your defences with “Great Attractor”.

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Ultimecia’s final form shows her on the cusp of immortality!

Once you manage to defeat this monstrosity, Ultimecia will ascend to her God-like final form; rather than the resplendent grandeur of Safer∙Sephiroth. Ultimecia’s final form is a grotesque eyesore that is halfway between human, monster, and eldritch horror. In this form, she can again destroy your magic stocks, remove any positive buffs you cast on your party, one-shot your GFs, reduce your HP to one point, and cast “Apocalypse” on the party for up to 8000 points of damage. Destroying different halves of Ultimecia’s body results in her using different spells and attacks but, once she starts narrating, it means she’s all out of HP and all you have to do is keep attacking her until the battle ends and Ultimecia is finally defeated. When I first fought Ultimecia when playing Final Fantasy VIII on the PlayStation 3, I found this battle to be particularly difficult; unlike Sephiroth’s final forms, which increase in difficulty depending on your level, characters, and tactics, Ultimecia can completely ruin any strategy you have by wiping away your most powerful party members or dispelling your magic. It’s hard to revive characters if Griever wipes out your stock of “Life” and your GFs won’t be much use if Ultimecia kills them in one move, meaning you’re constantly having to think on your feet and adapt to the battle; add to that the multiple forms that you must face one after the other and you’re left with a far more challenging final boss than in the previous game.

Power-Ups and Bonuses:
Just like in the Xbox One port of Final Fantasy VII, the remastered version of Final Fantasy VIII allows you to alter the game’s mechanics and difficult by pressing in the analogue sticks: press them both in and you’ll turn off the random battles, press in the left stick and you’ll increase the game’s speed by three times, while the right stick powers up your party, giving them constant access to their Limit Breaks and effectively granting them infinite HP and MP. As I only found out about these latter two options right at the end of Final Fantasy VII, I decided to activate them right from the start for the sequel, dramatically speeding up my playtime. It’s worth noting that, even with these activated, your party is still susceptible to status effects (confusion, poison, etc) and can still be killed by the likes of Omega and Ultima Weapon but, still, activating these boosters basically means you never have to worry about wasting Gil in inns or expending MP healing during battle and makes reaching level 100 an absolute breeze. Not only that, if you switch the battle style to “Wait”, you can end up completely obliterating every enemy and superboss you face by spamming your character’s Limit Breaks and ensuring that they never even get the chance to land a single hit!

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A few roaming GFs may randomly appear to aid you in battle.

While you’ll gain access to most of the game’s GFs by Drawing them from certain bosses or battling them head-on in specific areas, some are only accessible by using certain items. Additionally, you can complete a side quest (made difficult thanks to the presence of the deadly Tonberry enemies) to battle Odin; upon defeat, Odin will randomly appear during any of your battles and deliver a one-shot KO to your opposition, which can be an extremely useful feature. That is until Odin tries this against Seifer and is cut cleanly in two; luckily, Gilgamesh fills very much the same role but his attacks cause a random amount of damage to your enemies, meaning he’s often more of a hindrance. Similarly, you can acquire the Phoenix Pinion after a side quest which, upon use, calls forth the Phoenix GF, which will randomly arrive to resurrect your entire party if you’re lucky.

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There’s a few means of transportation on offer in Final Fantasy VIII.

As usual, you are afforded a few vehicles and means to explore Final Fantasy VIII’s expansive world; if you manage to call forth a Chocobo in one of the game’s many Chocobo forests, you can ride one of the birds across the land but you’ll lose it as soon as you dismount. In a change of pace, you can hire out a car to traverse the map but this costs you Gil and the car’s can run out of fuel. You even get to control the Balamb Garden itself for a while as it conveniently has a mobile form that allows it to float across the sea and land when you’re able to come ashore at a beach front. Eventually, you’ll gain control of the Airship, the Ragnarok, which allows you to travel pretty much anywhere but, as good and diverse as all these options are, the game’s camera when on the overworld is needlessly obtrusive and I struggled to find an angle that actually allowed me to properly see where I was going and enough of my surroundings.

Additional Features:
Whereas a great deal of your time and energy was devoted to the capturing, breeding, and racing of Chocobos in Final Fantasy VII, Final Fantasy VIII instead features the card game Triple Triad as its primary mini game. While you can acquire and ride Chocobos to reach new areas and speed up your traversal across the world map, Triple Triad is a feature in pretty much every town of the game and involves most of the game’s NPCs. The game takes place on a 3x3x3 grid, with each player having at least five cards; ten cards are played, each with a different number and element associated with it, and the goal is to capture all of the opponent’s cards. At least, that’s how I understand it; I’m not very good at card games at the best of times and rushing through the dense, seemingly never-ending tutorial, so I never really had much interest in Triple Triad.

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Triple Triad is everywhere but I couldn’t really get on with it.

You can acquire new cards after defeating enemies or using the GF Quezacotl’s “Card” ability to turn certain enemies into cards but, outside of acquiring every card and a few Achievements, I never saw any real need to get too involved in Triple Triad and played through Final Fantasy VIII perfectly fine without playing more than one game (though, if you want to earn every Achievement, you’ll have to play at least one game and complete a whole side quest involving challenging NPCs to a game of cards so…good luck with that). While it’s not a requirement to play Triple Triad to access the best weapons and items, it is one of two time-consuming options available to you; the other is to battle specific enemies in the hopes that they drop the item you require or use Quezacotl’s “Card” ability to transform the monster into a card and then use the “Card Mod” ability to transform the card into that item. This can be a bit of a hassle as these enemies are rare, meaning you’ll have to wade through a great deal of random battles to track them down and, to use the “Card” ability, you need to deal enough damage to the monster first, which can be difficult when you’re at a higher level. Once you acquire the Ragnarok, travel across the overworld is much easier than before, allowing you to better access some difficult-to-reach areas of the map and acquire more GFs. The Airship is also the only way to access the unmarked Island Closest to Heaven and Island Closest to Hell, which are teeming with tough enemies and hidden “Draw” points to help you level-up and gain more AP, and the Deep Sea Research Center. Here, you’ll have to walk slowly towards a pulsating piece of machinery to avoid being thrown into random battles and then you’ll be forced to battle two Ruby Dragons back-to-back before you can take on Bahamut.

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Explore the Deep Sea Research Center and you’ll eventually battle another superboss!

After defeating Bahamut (which is easier said than done), you’ll be acquire it as a GF and, when you leave and return, you can access a new area of the Deep Sea Research Center. After diverting power to open a series of doors, you can then travel down several floors filled with the game’s most powerful enemies on your way to confronting the game’s option superboss, Ultima Weapon. You can “Draw” the GF Eden from Ultima Weapon, as well as the powerful “Ultima” magic, but you’ll have to endure the same problems as when fighting Omega Weapon (meaning your party can be decimated in one hit it you aren’t properly prepared for the battle). As you travel around, winning battles, completing quests, and taking steps, you’ll be awarded with a SeeD salary. To increase your SeeD rank and, thus, your salary, you can enter the “Tutorial” menu and take a written test. There are thirty tests, each with ten questions and, every time you complete a test, you’ll gain a rank and earn more Gil to spend on items and upgrades. Luckily, you don’t need to worry about actually knowing the answers as you can just consult an online guide and cheese it, ensuring that you earn the associated Achievement and the maximum amount of Gil. Speaking of Achievements, there’s quite a few on offer here and they’re pretty easy to achieve. You get an Achievement every time to acquire a new GF, ensuring you’ll get the majority of the Achievements even without a guide, one for finishing the game, and one for completing certain side quests. These can be trickier to unlock considering how complex and time-consuming the side quests can be (such as the PuPu side quest that sees you tracking down UFOs and aliens) but they’re generally far easier than the ones seen in Final Fantasy VII. Like in Final Fantasy VII, though, I did encounter some issues in getting the Achievements to pop or my Xbox One to acknowledge that I had completed the Achievement; the only advice I can really give if this happens to make sure you save beforehand and try it again, perhaps after logging out or performing a hard restart on your machine.

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The Summary:
For me, trying to pick between Final Fantasy VII and Final Fantasy VIII is like trying to pick between The Legend of Zelda: Ocarina of Time (Nintendo EAD, 1998) and The Legend of Zelda: Majora’s Mask (ibid, 2000); in fact, this analogy is strikingly fitting as one is generally universally revered and the other is usually divisive, at the very least. However, I really don’t feel like the game deserves the hate or disdain it often unfairly attracts; the “Junction” system is functionally no different to the Materia system, the “Draw” mechanic means you never have to worry about running out of MP and are free to customise your party as you see fit, and the game as a really slick presentation. Seriously, it blows my mind how much of an improvement Final Fantasy VIII is compared to Final Fantasy VII in terms of graphics and you have to believe that, if Final Fantasy VII had been rendered in the same style as its sequel, no one would have anything bad to say about Final Fantasy VII ever again.

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The Remaster only highlights Final Fantasy VIII‘s aesthetic quality.

It’s not just the aesthetics that make Final Fantasy VIII an enjoyable experience in and of itself; the game’s pacing is far better than its predecessor meaning that, while you miss out on truly fleshing out and exploring each party member like in Final Fantasy VII, it’s far easier to stay on track and focused on the game’s core narrative. Plus, Final Fantasy VIII doubles down on Squall’s characterisation and development to have him evolve from a stoic, closed-off loner to a confident, inspiring leader. Not only that, the game puts full focus on his love story with Rinoa, making their relationship the central focus of the game and crucial to squall’s development as a character. Is it perfect? Well…no, but (and here’s a controversial statement) no game is; even Final Fantasy VII had some issues! Newcomers may struggle to come to grips with the game’s new mechanics thanks to the influx of obtrusive tutorials and the unintuitive menus and gameplay mechanics, the overworld camera is disappointingly janky, and game goes way overboard with its random encounters (seriously, these happen almost every other step!) but there’s still a lot to like about this game. Once you simplify the “Junction” system and get your party setup how you want, it’s simple to concentrate on “Drawing” magic, winning battles, and levelling-up your party and their GFs; the map is easy to navigate thanks to the much-appreciated fast travel system and areas being clearly marked; the game’s system of increasing enemy levels as your own level increases means you’re always able to earn the EXP and AP you need to grow stronger; and the game’s story is very engaging. Beyond the exploration and development of Squall and Rinoa’s relationship, we’ve got a story that not only transcends time and space and leads you to battling a truly mental multi-form final boss but also questioning concepts such as life, death, love, and loss, making for a truly enjoyable and unique experience.

My Rating:

Rating: 5 out of 5.

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And breathe! So, what did you think about Final Fantasy VIII? Did you struggle with the Junction, Draw, and GF system or, like me, do you find it to not bad as bad as people make it out to be? Where does Final Fantasy VIII rank in your hierarchy or Final Fantasy titles? Who was in your party in Final Fantasy VIII and how did you set up your GFs? Did you like the more science-fiction-orientated approach that the game took or do think that the series strayed too far from the traditional fantasy-inspired aesthetics of the franchise? Do you subscribe to the theory that Squall died at the end of disc one? Did you use the boosters implemented into this Remaster or did you go it old school? Whatever your thoughts on Final Fantasy VIII, and the Final Fantasy series, drop a comment below.

10 FTW: Under-Rated Sequels

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Sequels are funny things; you have to get the balance just right between providing everything people enjoyed about the first moving but expanding upon the plot and characters in a natural way. If it’s difficult for a lot of sequels to get this right, it’s even harder for third, fourth, or other sequential entries to hit the mark. There’s a few prime examples of sequels done right (Back to the Future Part II (Zemeckis, 1989), Terminator 2: Judgment Day (Cameron, 1991), and The Dark Knight (Nolan, 2008) spring to mind as some near-undisputed examples of sequels that were everything their predecessor was and more) and even fewer examples of completely perfect movie trilogies as most stumble by the third entry due to one reason or another. I can’t tell you, though, how often I’ve seen people talk shit about some sequels that are actually not that bad at all and, arguably, criminally under-rated. When movies, comics, and videogames produce remakes or other ancillary media based on these franchises, they either always complete ignore these films or openly criticise them for absolutely no reason. Today, I’m going to shed some light on ten under-rated sequels and, hopefully, try to show why they’re actually not as bad as you might think…

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10 Saw II (Bousman, 2005)

While the Saw (Various, 2004 to present) noticeably dipped in quality as Lionsgate milked the series for all its worth with sequel after sequel after sequel (most of which were actually interquels as they foolishly killed off John Kramer/Jigsaw (Tobin Bell) way too early in the series), I feel like a lot of people don’t give Saw II enough credit. Saw (Wan, 2004) was an intense, terrifying experience that saw two people trapped in a room with the only option of escape being death or sawing a foot off with a rusty hacksaw. It kick-started a whole “torture porn” sub-genre of horror, despite most of its terror coming from the horrific situations rather than copious amounts of gore. Saw II, however, put the focus on Jigsaw, who was an almost mythic figure in the first movie and wasn’t fully revealed until the film’s dramatic conclusion. Here, we delve deep into his motivations for putting people through his gruesome “tests” and this film is a worthwhile watch simply for the subtle menace exuded by Tobin Bell.

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Saw II has some gruesome traps.

Not only that, Saw II ramps up the gore and the desperation by having seven shady individuals all infected with a deadly, slow-acting nerve agent and trapped in a horror house, of sorts. The film’s tension comes from the desperation of Detective Eric Matthews (Donnie Wahlberg), who is frantic to save his son from Jigsaw’s trap and to bring Jigsaw in by any means necessary. Yes, there’s more gore and more onscreen violence and, arguably, Saw II set the standard for the myriad of sequels to come by ramping up Jigsaw’s traps and plots to an absurd degree, but this was before the series fell off a cliff. Here, minor characters from the first film are expanded upon, the lore of this world is fleshed out beautifully, and we have some of the franchise’s best traps ever.

For many of us back in the nineties, Teenage Mutant Ninja Turtles (Barron, 1990) was the first time the “Hero” Turtles were depicted as being as violent and nuanced as in their original Mirage Comics run. Up until the release of this movie, the Turtles were cute, cuddly superheroes who we watched foil the Shredder (James Avery) week after week and whose toys we bought with reckless abandon. However, given how dark and violent the first film was, this sequel does a massive course correction, increasing the silliness and reducing the onscreen violence and decreasing the Turtles’ use of their weapons in an attempt to align the live-action movies more with their more kid-friendly, animated counterparts. Yet, that doesn’t mean this sequel isn’t good in its own right. The Turtle suits (once again brought to live by Jim Henson’s Creature Shop) look amazing and are probably better and more expressive than in the previous movie; the film also stays relatively close to its source material by focusing on the mutagenic ooze that created the Turtles, and it also introduced two mutant antagonists for the Turtles to fight.

Tokka and Rahzar are surprisingly formidable.

While they’re not Bebop (Barry Gordon and Greg Berg) and Rocksteady (Cam Clarke), Tokka (Rock Lyon and Kurt Bryant) and Rahzar (Gord Robertson and Mark Ginther) are a fun, welcome addition. It’s great seeing the Turtles kick the snot out of faceless members of the Foot Clan but Ninja Turtles has always been about the crazy mutated characters and these are two of the most impressive looking and formidable, especially considering their childlike demeanours. The Shredder (François Chau) also returned in this movie and is a lot closer to his animated incarnation, being decidedly more theatrical than in the first movie but no less intimidating. Probably the only thing that lets this movie down for me (no, it’s not the Vanilla Ice rap scene) is the final battle between the Turtles and the ooze-empowered Super Shredder (Kevin Nash) in which Shredder is unceremoniously defeated by being crushed under a pier due to his own foolishness. Apart from that, though, I feel this movie is the perfect balance between the dark, violent Mirage Comics and the light-hearted animated series and this balance is where the Ninja Turtles (a ridiculous concept to begin with) shine the brightest.

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8 Batman Forever (Schumacher, 1995)

Now, admittedly, Batman Forever has its fan-base; there’s plenty of very vocal people out there who rate this quite highly among the many Batman movies (Various, 1966 to present) , especially after viewing the special edition and a lot of the deleted scenes which, had they been implemented, would probably have elevated this movie even higher. There’s a couple of reasons why this film is often unfairly attacked: one is because of how God-awful its sequel, Batman & Robin (ibid, 1997) was. That film’s over-the-top camp, painful performances, and nipple-suits are often considered so bad that both of Schumacher’s Bat-movies are unfairly lumped together and judged as a failure, when this just wasn’t the case. The second reason is because of how dramatically different it is from the previous Bat-movies; after Tim Burton brought us a dark, brooding, serious interpretation of Batman (Michael Keaton) in 1989, he was given free reign on the sequel, Batman Returns (Burton, 1992). While this made for one of my personal favourite Bat-movies thanks to Burton’s Gothic sensibilities, it upset a lot of parents (…and McDonald’s) and, similar to Turtles II, Schumacher was brought in to make Batman more “kid friendly”.

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It’d be some time before Robin would truly fly again.

And yet despite the gratuitous neon lighting, the slapstick elements, and an incredibly over-the-top (and massively unsuitable) performance by Tommy Lee Jones, Batman Forever not only brought us a physically imposing Bruce Wayne/Batman (Val Kilmer) for the first time but it actually had the balls to include Dick Grayson/Robin (Chris O’Donnell). Schumacher smartly uses Robin’s origin as a parallel to Batman’s so that the film can tread familiar ground but in a new, fresh way while also bringing us one hell of a bad-ass Robin suit. Thanks to the blinkered, narrow-minded opinion that Robin (a character who has been around basically as long as Batman) is somehow “not suitable” for a Bat-movie, it wouldn’t be until the recent Titans (2018 to present) series that we would finally see Dick Grayson realised in live-action once again (though we came so close to seeing another interpretation of the character in the DC Extended Universe). Also, sue me, I grew up in the nineties and have always been a big fan of Jim Carrey’s. His performance as Edward Nygma/The Riddler might be over-the-top but his manic energy steals every scene he’s in and he genuinely looks like he’s having the time of his life channelling his inner Frank Gorshin and chewing on Schumacher’s elaborate and impractical scenery.

7 Terminator Salvation (McG, 2009)

Okay, I’m just going to come out at say it: Terminator Salvation was, hands down, the best Terminator (Various, 1984 to 2019) sequel after Terminator 2 and always will be, no matter how many times they force Arnold Schwarzenegger to throw on the shades and the jacket. After how perfectly Terminator 2 ended the series, the only smart way to produce further sequels was to have Terminators travel to other times and target other key members of the resistance (a plot point touched upon in the Dark Horse Comics, the dismally disappointing Terminator 3: Rise of the Machines (Mostow, 2003), and threaded throughout the semi-decent Terminator: The Sarah Connor Chronicles (2008 to 2009) television series) or to make prequels that focused on the war against the machines in a post-apocalyptic future. This latter idea would be my preference and, as such, I absolutely love Terminator Salvation. Is it perfect? Well, no, but it’s a different type of Terminator movie…and that is a good thing, people! Rather than making yet another lacklustre retread of Terminator 2, Salvation is, ostensibly, a war movie depicting the last vestiges of humanity driven to the brink of extinction by increasingly-dangerous killer machines.

Christian Bale always makes for fantastic casting.

Not only that, we got Christian Bale as John Connor! After the pathetic casting and portrayal of Nick Stahl (remember him?) in the third movie, we got freakin’ Batman as the last, best hope of humankind! And he gives a great performance; stoic, gritty, hardened, this is a Connor who is on the edge of accepting his true destiny and is desperate to do anything he can to stay one step ahead of Skynet. Add to that we got a pretty decent battle between Connor and the T-800 (Roland Kickinger). People like to shit on this sequence because Kickinger has Schwarzenegger’s likeness digitally laid over his face but, honestly, it isn’t that bad an effect and, if you can’t get Arnold back, this was a great way to utilise him. The only faults I have with this movie are that Connor shouldn’t have received such a clearly-mortal wound from the T-800 (I know he was originally supposed to die but, after they changed the ending, they really should have re-edited this scene to make his wound less deadly) and that the franchise has largely ignored it with subsequent sequels rather than continuing on from its open-ended finale, meaning we’ll forever be denied the bad-ass visual of an army of Arnold’s marching over a field of human skulls!

Okay, just hear me out…Attack of the Clones is not that bad, especially after Star Wars: Episode I: The Phantom Menace (ibid, 1999) focused way too much on boring shit like “trade disputes” and politics, insulted our intelligence with the dreadful Jar Jar Binks (Ahmed Best), and sucked all of the menace and intrigue out of Darth Vader (David Prowse and James Earl Jones) by portraying Anakin Skywalker (Jake Lloyd) a whiny, annoying little brat. Arguably, the Prequel Trilogy would have been better if Lucas had opted to have Anakin discovered as a young adult and cast Hayden Christensen in the role from the start as this would be a far better parallel to his son’s own journey to becoming a Jedi. Christensen is a decent enough actor and he was simply handicapped by Lucas’s dreadful script; if Lucas had opted to let someone else take another pass at his dialogue, we could have seen a bit more of the snarky banter Anakin shares with his mentor, Obi-Wan Kenobi (Ewan McGregor). Despite the copious amount of green screen and computer-generated characters thrown at us here, Attack of the Clones has a lot of visual appeal; from the city planet of Coruscant to the rain-swept Kamino and the dry lands of Geonosis, the only location that lets Attack of the Clones down is its return to the sand planet Tatooine but even that is used as a pivotal moment in Anakin’s turn towards the Dark Side.

I would’ve preferred to see what Boba Fett was capable of.

And let’s not forget the fantastic Lightsaber battles on display here; every battle is as good as the final battle from The Phantom Menace, featuring some impressive choreography and setting the stage for one hell of an epic showdown between Anakin and Obi-Wan in the next movie. While I don’t really care for Yodi (Frank Oz) being a CG character, or wielding a Lightsaber, there is a perverse pleasure to be gained from seeing Yoda flip about like a maniacal spider monkey. Oh, and this movie has freakin’ Christopher Lee in it! Unfortunately, Lee’s Count Dooku/Darth Tyranus is criminally underused in this movie and killed off all-too-soon in the sequel. Another misfire for me was Lucas wasting time introducing Jango Fett (Temuera Morrison); I’ve never really understood why people love Boba Fett (Jeremy Bulloch) so much as he’s a bit of a klutz and doesn’t really do anything, but he does have a rabid fan base and, since we never see his face in the Original Trilogy, I would have instead cast Temuera as Boba so that we could see him actually do something.

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5 Hellraiser: Bloodline (Yagher (credited as Alan Smithee), 1996)

Hellraiser (1987 to present) is a horror franchise that seems to have struggled to be as successful as some of its other peers. I’ve already talked about how the original Hellraiser (Barker, 1987) really hasn’t aged very well and this applies to every sequel in the series as well as they seem to immediately age to moment they are released thanks to the decision to release every sequel after the third movie direct to video. Admittedly, a lot of my fondness for Hellraiser: Bloodline is based on two things: it was the first Hellraiser movie I was able to sit through from start to finish and was responsible for me becoming a fan of the series, and Event Horizon (Anderson, 1997) is one of my favourite science-fiction/horror movies. Arguably, Event Horizon is a far better version of Bloodline’s core concept (that being “Hellraiser…in Space!”) but there’s an important thing to remember about that: Bloodline isn’t set solely in space! Instead, Bloodline takes place in three different timelines and follows the descendants of Philippe Lemarchand (Bruce Ramsay), an 18th century toymaker who was unwittingly responsible for creating the magical Lament Configuration, a puzzle box that, when solved, summons Cenobites from a dimension where the lines between pleasure and pain are blurred.

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Pinhead has lofty aspirations in Bloodline.

Cursed for this act, Lemarchand’s descendants are driven by an inherent desire to create the Elysium Configuration, a means to forever seal the Cenobites from our world forever Dr. Paul Merchant (also Ramsay) is merely the latest in a long line of these toymakers to encounter the demonic Cenobite dubbed Pinhead (Doug Bradley) and his acolytes; unlike his predecessors, Merchant actually succeeds in his mission and destroys both Pinhead, and the portal to Hell, forever using a massive space station. There’s a few reasons I think people misjudge this movie: one is that it was absolutely butchered by Miramax, who demanded all kinds of reshoots and changes, meaning that the film’s original director’s cut has never been seen. Another is a holdover from Hellraiser III: Hell on Earth (Hickox, 1992), which saw Pinhead ape Freddy Krueger (Robert Englund) and become just another slasher villain with a twisted sense of humour. Similarly, in Bloodline, Pinhead goes from being a representative of the Order of the Gash (…lol), to wanting to unleash Hell on Earth permanently like some kind of invading force, to the point where he takes hostages and transforms people into Cenobites whether they have opened the box or not. Yet none of this changes the fact that Bloodline is a pretty decent film; we finally get to see some background into the mysterious puzzle box, there’s multiple times when the structure and history of Hell is hinted at, and there’s some really disgusting kills and gore. Personally, I rate this film higher than the second (because that film is boring) and the third simply because it doesn’t have a Cenobite with CDs jammed in its head!

4 X-Men Origins: Wolverine (Hood, 2009)

This one is gonna cost me a lot of credibility but I honestly do not get why X-Men Origins: Wolverine gets so much shit, especially considering how incoherent and screwed up the timeline and continuity of the X-Men (Various, 2000 to present) movie series became after this film. Sure, Wade Wilson/Deadpool (Ryan Reynolds) is poorly represented, some of the CG is a bit wonky, and there are a lot of flaws in the plot, but there’s also a lot to like about this film. First, and most obvious, is the film’s opening credit sequence, which many have cited as being their favourite moment of the film. Seeing James Howlett/Logan/Wolverine (Hugh Jackman) and Victor Creed (Liev Schreiber) racing through various wars is stunning and I do agree that the film really should have based around this premise and their slow degeneration into bloodlust, with Logan overcoming it and Victor giving in to it to become Sabretooth. Yet, often, I see a lot of criticism about how the X-Men movies tend to always focus on Wolverine at the expense of other Mutants…yet people still hate on this movie, which puts the spotlight entirely on Wolverine and still manages to feature some new Mutants and fill in a few plot points along the way. We get to see Logan’s time in Team X, the full extent of the procedure that gave him his Adamantium skeleton (although we miss out on the feral Wolverine showcased so brilliantly in the otherwise-disappointing X-Men: Apocalypse (Singer, 2016)), and even how unknowingly pivotal he was in bringing the original X-Men together.

The cast for Origins was pretty much perfect.

The casting really makes this movie shine: Jackman is at his most jacked as Wolverine and, while he’s a little too tame compared to what you’d expect from this point in his life, he always brings a great intensity and charisma to his breakout role. Schreiber was an inspired choice to portray Logan’s brother, who (it is strongly hinted) eventually succumbs to his animalistic ways to become Sabretooth (Tyler Mane), bringing a nuanced menace and sophistication to what is normally seen as a feral character. Danny Huston is always great as a smug, scenery-chewing villain (though he doesn’t exactly resemble Brian Cox) and Reynolds gave a great tease at what he was capable of as everyone’s favourite “Merc with a Mouth” (…until it was sown shut). We also get some new Mutants, which I appreciate even more after subsequent sequels could never seem to let go of having teleporting demons involved in their plots; Fred Dukes/The Blob (Kevin Durand) is fantastically realised in the movie and has a great (and hilarious) boxing match with Logan and everyone’s favourite card-throwing Cajun, Remy LeBeau/Gambit (Taylor Kitsch) also makes his one (and, so far, only) film appearance here. I only expected a brief, unsatisfying cameo from Gambit but he actually has a surprisingly substantial role. Could it have been bigger? Sure, but I’d say he was treated a lot better than Deadpool (who, it should be remembered, was still planned to get a spin-off from this film).

3 RoboCop 2 (Kershner, 1990)

Now, don’t get me wrong: I love RoboCop (Verhoeven, 1987). It told an easily self-contained story of Detroit City police officer Alex Murphy (Peter Weller) being rebuilt from death as a bad-ass cybernetic enforcer of the law and rediscovering his humanity. It’s a classic film, with some amazing effects, hilarious commentary on consumerism, media, and corporate greed, and would be a tough act for anyone to follow. Yet, call me crazy, but RoboCop 2 succeeds far more than it fails. RoboCop has a fresh coat of paint and has (literally) never looked better onscreen; he’s just as efficient and pragmatic as before and, though he seems to have regressed back to a more mechanical mindset, he still exhibits a great deal of humanity but in new and interesting ways. First, he is routinely referred to as “Murphy” by other officers (particularly Anne Lewis (Nancy Allen), his partner) and struggles so badly with reconnecting with his wife and son (who believe that Murphy is dead and buried) that he routinely stalks them, which contributes to his superiors deciding to reprogram him. This results in a deliciously over-the-top sequence where RoboCop, his head full of insane, politically correct directives, tries to calm situations with talk rather than bullets. It eventually becomes so maddening that he is forced to electrocute himself just to clear his head enough for him to focus on the big bad of the film, Cain (Tom Noonan).

RoboCain is an impressively ambitious inclusion.

Now, Cain and his psychopathic gang of untouchable drug dealers are great, but they’re not Clarence Boddicker (Kurtwood Smith); instead of Clarence’s manic energy, Cain brings a quiet, intellectual approach to his menace. He also manages to dismantle RoboCop’s metallic body, just as Clarence destroyed his human one, and is eventually able to go toe-to-toe with RoboCop as the frankly fantastic RoboCop 2 (or “RoboCain”). If you liked ED-209 from the last movie, RoboCain is bigger, badder, and better. A combination of animatronics and stop-motion, RoboCain was an ambitious choice for the film and actually works really well considering the technological limitations of the time. The fight between Cain and RoboCop also holds up surprisingly well and is far more interesting than Robo’s encounters with ED-209 thanks to the villain being far more versatile than his clunky counterpart. I think what brings this movie down, for many, is that Cain’s gang aren’t as charismatic or memorable as Boddicker’s (I can only name two of Cain’s guys off the top of my head, whereas I can name at least five of Boddiker’s), some of the plot is a bit redundant (Robo’s story arc is, essentially, a truncated version of the same one from the first), and the awfulness of subsequent RoboCop movies leaving such a sour taste that people assume all RoboCop sequels are terrible…and that’s just not the case.

2 Predator 2 (Hopkins, 1990)

Okay, full disclosure: as a kid, I was not a fan of this movie. I loved Predator (McTiernan, 1987); it was over-the-top, filled with massive action heroes, and featured a tense build-up to one of cinema’s most memorable alien creatures. The sequel just seemed to be lacking something; maybe it was because we’d already seen the Predator (Kevin Peter Hall) in its full, gruesome glory and didn’t really need to go through the suspense of its eventual reveal all over again. Replacing Schwarzenegger is Danny Glover’s Lieutenant Mike Harrigan, a hardened, smart-mouthed loose cannon who plays by his own rules (as was the tradition for any cop worth a damn in cinema back then). I was in awe at Schwarzenegger as a kid so it was disappointing to go from him to Glover but, honestly, Glover is probably better in many ways: his anti-authoritative, roguish nature makes him more relatable as a character and the fact that he actually gets hurt and struggles to physically prevail makes him far more human. He’s a much more believable protagonist in a lot of ways and, thanks to his more developed acting chops, is more than a suitable replacement for Arnold. Predator 2 also takes the titular hunter out of the jungle and places him in the next most logical place: the concrete jungle. Now, a lot of people hate this change; even Arnold hated that the Predator would be in Los Angles for the sequel but…surely doing the sequel in the jungle again would have just resulted in exactly the same movie as before?

Predator 2 established almost all of the Predator’s lore and society.

It’s so weird that people rag on the city setting as it makes perfect sense, is realised really well, and even set the ground for a lot of the Dark Horse comics. No other sequel around this time repeated the first in this way; Aliens (Cameron, 1986), Terminator 2, Batman Returns, Lethal Weapon 3 (Donner, 1992), just to name a few, all fundamentally alter the concept of the first movie rather than rehashing it so why does Predator 2 get such a hard time for doing it (and doing it well, I might add)? To make matters worse, Predator 2 has been criminally overlooked in subsequent sequels; there was no mention of the film’s events at all in the otherwise-excellent Predators (Antal, 2010), a film that went out of its way to reference (both through homage and direct mention) the first movie, and it only gets a passing mention in the disappointing The Predator (Black, 2018). Jake Busey, son of Gary Busey, even featured as an expert on the Predator species but there was no mention in the film of his relationship to Busey’s character, Peter Keyes, despite the two being father and son! I’ll never understand this; it’s a real insult, to be honest. Predator 2 brought so much to the table; it defined the honour system of the Predator species, introduced a whole bunch of the alien’s iconic weaponry, and laid the foundation for comic books, videogames, and sequels and spin-offs to follow for years to come. Subsequent movies have no problem reusing the weaponry or the culture of the Predator introduced in this movie but when it comes to actually directly referencing the film’s events they shy away and why? It’s a great film! Great kills, great action, great tension, some fantastic effects, and a super enjoyable chase sequence between the Predator and Harrigan across the streets and rooftops of Los Angeles! I just don’t get the hate, I really don’t.

1 Ghostbusters II (Reitman, 1989)

Man, if you thought I was mad about Predator 2, just wait until you hear this one. Ghostbusters II suffers from a lot of the plagues of Predator 2, and other films on this list: it’s unfairly criticised for not being exactly the same as the iconic first film, it’s overlooked time and time again, and direct references to it are few and far between. Just look at the majority of Ghostbusters-related media; be it toys, videogames, or otherwise, the characters almost always look exactly like the first movie rather than this one. And why? Because it doesn’t have the Stay Puft Marshmallow Man in it. Give me a fuckin’ break! As much as I love him, and that entire sequence, it wouldn’t make any sense of Mr. Stay Puft to appear in this movie! The Ghostbusters destroyed it when they defeated Gozer the Gozerian (Slavitza Jovan and Paddi Edwards) and this movie revolves around an entirely different villain and plot so why bring it back? I guess audiences were just used to antagonists returning ins equels at that time but to judge this movie just for not having Mr. Stay Puft is not only unfair, it’s down-right stupid.

The river of slime always freaked me out as a kid.

After all, it has the Statue of Liberty coming to life instead! Sure, it doesn’t match up to Stay Puft’s rampage, but it’s still pretty decent. Also, the film’s antagonist, Vigo the Carpathian (Wilhelm von Homburg), is voiced by Max von Sydow, who is an absolute legend. Vigo’s threat is arguably much higher than Gozer’s in a way as his mood slime has been brewing under New York City for decades and is the direct result of all the animosity in the world (…or, just New York, which is bad enough). It’s powerful enough to cause ghosts to go on a rampage again and turn the Ghostbusters against each other, and is a far more grounded threat than Gozer’s plot to destroy the world. The stakes are raised in Ghostbusters II through the fact that the titular ‘Busters have been forced to disband and go their separate ways. Through this, we see something that is also often overlooked about this movie: character growth. Would you criticise Ellen Ripley’s (Sigourney Weaver) character growth in Aliens? Well, yes, probably; you are the internet after all but this plot point allows Ghostbusters II, like RoboCop 2, to retread the familiar ground of the disgraced Ghostbusters being called upon to save the city in a new way. The characters are all a bit more haggard after how badly the city burned them so seeing them rise up regardless, to the point where they’re even able to resist the mood slime, is a great arc.

There are some really horrific scenes in this film…

Add to that the film’s consistent and enjoyable special effects, the truly gruesome sequence in the abandoned Beach Pneumatic Transit system, and a creepy performance (as always) by Peter MacNicol and you’ve got a film that, like Turtles II, is more than a worthy follow-up to the original. And, yet, like I said, this film is often overlooked, almost with a vendetta. It doesn’t help that co-star Bill Murray despised the movie, which is always bad press for any film; his cantankerous ways also constantly held up the long-awaited third movie to the point where we had to suffer through that God-awful reboot before a follow-up would be approved. Despite Murray’s opinions, Ghostbusters II has managed to endure in some respects, though; characters and events were directly referenced in Slimer! and the Real Ghostbusters (1988 to 1991) and Vigo’s portrait was prominently featured in the true third entry, Ghostbusters: The Video Game (Terminal Reality/Red Fly Studio, 2009). In fact, I was very surprised that Ghostbusters: Afterlife (Reitman, 2021) didn’t completely ignore this movie and even then it barely references it.

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Do you agree with my list? I’m guessing not and you think most of these movies are terrible but why do you think that? Are there any other under-rated sequels you can think of? Write a comment and give me your thoughts below.

Interplay: Killer Heroes

Interplay

Before I earned my PhD writing about adaptations of videogames, I studied towards a Master’s degree in the same subject only, for my Master’s dissertation, I wrote about adaptations of comic books and superheroes. As many of you are probably aware, movies based on the likes of DC Comics and Marvel Comics costume-clad crimefighters are a prevalent subgenre in cinema these days but, back then, the boom was still reaching its apex; Marvel’s The Avengers/Avengers Assemble (Whedon, 2012) was still a year or two away from changing the genre, and cinema, and The Dark Knight (Nolan, 2008) had just been released. It was an exciting time not just for move lovers but also for comic book fans; superheroes and comics have long been the basis of movies, cartoons, videogames, toys, and other media and have always been ripe for adaptation but, in the last ten years especially, they have really emerged as a successfully subgenre of cinema to dominate box offices and, thanks to the interconnected movies of the Marvel Cinematic Universe (MCU), change the way movie studios approach not just comic book movies but movies in general.

However, as with all adaptations, we’ve seen some changes to the source material during the act of taking these beloved characters from the restrictive panels and plash pages of comic books and transferring them to the big screen. The first thing you learn when studying adaptations is the inevitability of this change yet even when knowing this, those who critique adaptations do so to test their faithfulness and equivalence to a source material that is, by comparison, awarded primacy and authority simply because it “came first” (Hutcheon, 2006: 16).  Similarly, Dicecco (2015: 164) observed that adaptation theorists are generally exhausted with the concept of “fidelity” and the subsequent rejection of fidelity as constructive analytical discourse has been described as essential to adaptation theory as it “does not make sense as a critical framework because literal reproduction, which may or may not even be a formal possibility, is actually a relatively uncommon motive for adapters” (ibid, referencing Hutcheon and Leitch). Indeed, the very act of discussing fidelity is to express personal disappointment when an adaptation “fails to capture what we see as the fundamental narrative, thematic, and aesthetic features of its literary source” (ibid, quoting Stam), none of which is generally viewed as constructive to adaptation theory.

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No matter how good or faithful the adaptation, changes are inevitable.

And yet, for those of us who are particularly close to the source material and heavily invested in it, it can be difficult to accept when a movie changes something fundamental about our beloved characters; from having Jack Napier/The Joker (Jack Nicholson) be responsible for killing Bruce Wayne/Batman’s (Michael Keaton) parents, to the Mandarin (Ben Kingsley) being little more than a drunken actor playing us all for fools, to Peter Parker/Spider-Man (Tom Holland) being the idealistic protégé of Tony Stark/Iron Man (Robert Downey, Jnr), comic book fans often lament startling changes and, with the internet and social media giving them the perfect platform to vent their frustrations, are never shy about letting others know exactly how they feel when movies alter their favourite comic book characters.

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But perhaps the biggest and most enduring debate amongst the superhero fan community is the question of whether or not their favourite heroes should be depicted as killers. It seems like every other day my Twitter feed comes alive with people raging endlessly about whether Batman should kill, protesting that Clark Kent/Superman (Henry Cavill) snapped General Zod’s (Michael Shannon) neck in Man of Steel (Snyder, 2013), and generally raging endlessly whenever someone dares to suggest otherwise. Honestly, it gets very old and aggravating; it’s almost as annoying and insulting as when these same fans decry superhero costumes in movies and television shows (no matter how faithful the design is to the source material, they still find something to complain about). So I figured that I’d go back to my Master’s dissertation and throw my two pennies into the well; however, as this debate could honestly go on forever and contain numerous example, I’m going to try and limit it to a couple of choice franchises: Batman, Superman, Spider-Man, the Avengers, and Star Wars.

While Bale’s Batman refused to kill, Affleck’s had no such qualms.

When I wrote my Master’s dissertation, the first chapter was all about Batman; his origins, his code, his various intricacies and how these had been summarised, distilled, and changed by the adaptation process when the character was brought to life in movies. At the time, the Christopher Nolan films were at their peak and it was generally understood that Batman (Christian Bale) had one simple rule: he would not kill, no matter the circumstances. Fast-forward to sometime later, after the release of Batman v Superman: Dawn of Justice (ibid, 2016) and I revisited this piece in an attempt to get it published in a journal. However, when I came back to it, my entire argument had changed; having seen the way Batman (Ben Affleck) was portrayed in Batman v Superman, and actually being perfectly fine with a Batman who killed, my original piece was suddenly completely contradicted and it is this contradiction that I want to tackle first and foremost. Personally, I feel Nolan’s movies hammered home Batman’s no-killing rule in a way that is massively exaggerated for the source material. Whenever the subject is raised, people inevitably point to examples from Batman’s earliest days of publication, back when he was little more than another gun-toting pulp vigilante in the spirit of the Shadow or the Phantom. The “Bat-Man” as originally depicted by Bob Kane and Bill Finger was very nonchalant about killing criminals; he would kick them into vats of chemicals, snap their necks, or hang them from the Batplane, all while spouting a cutting quip or dry comment.

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Whenever talk about Batman killing crops up, these same panels appear.

However, examples of Batman killing in comics are few and far between and he is seen far more often opposing the killing of others than he is executing criminals. This was a driving force in the Under the Hood (Winick, et al, 2004 to 2006) in which Jason Todd, freshly returned to life, laments the fact that Batman would prefer to let criminal, murdering scum like the Joker live rather than end their threat once and for all. this idea of Batman resisting the urge to kill because it would be “too easy” and would start him on a downward path of death and destruction has been explored numerous times in Batman comics and is of particular relevance in Nolan’s films. In Batman Begins (Nolan, 2005) Bruce Wayne is fully prepared to avenge the death of his parents by shooting the man who killed them, Joe Chill (Richard Brake) right in front of entire host of witnesses. When the opportunity is taken from him, he becomes disgusted at himself for taking up the same weapon that brought such pain and loss to his life and, in that moment, literally and figuratively rejects such instruments of death. Later, when told that he must execute a murder to graduate from the League of Shadows, Bruce’s resolve remains steadfast (emphasis mine):

BRUCE (refusing the sword offered to him)
No. I’m no executioner.

DUCARD:
Your compassion is a weakness your enemies will not share.

BRUCE:
That’s why it’s so important. It separates us from them.

DUCARD:
You want to fight criminals? This man is a murderer!

 BRUCE:
This man should be tried.

DUCARD:
By whom? Corrupt bureaucrats? Criminals mock society’s laws! You know this better than most!

It’s a great scene, and a great moment, in which Bruce outright refuses to follow the League’s gospel to the letter and, instead, chooses to take their teachings and bring criminals to justice rather than end their lives. However, when faced with the choice of killing the man, Bruce takes drastic action and causes a fire to start in the League’s temple and ends up fighting with “Ra’s al Ghul” (Ken Watanabe); the fire causes the temple to become structurally unstable and, as a result, “Ra’s” is crushed to death by falling timber and, shortly after, the temple is rocked by a series of explosions. While Bruce risks his life to save his friend and mentor, Ducard (Liam Neeson, later revealed to be the true Ra’s), how many members of the League perished because of Bruce’s actions?

In Year One, Batman put himself at risk to save a falling criminal.

This scene is, structurally, reminiscent of a sequence in Batman: Year One (Miller, et al, 1987) in which a young, inexperience and exuberant Batman is so frightening that he causes a robber to almost tumble over a balcony and to his death. Despite the fact that Batman takes a great amount of punishment from the other criminals (he gets a television bashed over his head, and not one of our light-weight flatscreens!), Batman makes a concentrated, deliberate effort to save the man from falling. “Lucky,” he remarks afterwards, “lucky amateur”. However, despite all of this, Batman is faced with a choice at the conclusion of the movie: the Gotham monorail is out of control and heading right to Wayne Tower and cannot be stopped. It’s breaking apart around him and his only option is to escape and let the train crash, destroying Ra’s’ microwave emitter in the process and saving Gotham City. Yet, he’s not along: Ra’s is with him in this moment:

RA’S:
Have you finally learned to do what is necessary?

BATMAN:
I won’t kill you…but I don’t have to save you!

And, with that, Batman unfurls his cape and is flown clear of the train, and of danger, and Ra’s is left to accept his fate. So, explain to me how killing a man and letting a man die are two different things? Remember, Batman has an entire utility belt full of gadgets and gizmos, the most prominent of which is his gas-powered magnetic grapnel gun. Rather than gliding away, he could have swung them both to safety or, better yet, took Ra’s with him as he escaped but, instead, he let Ra’s die through his inaction. Had Ra’s made a move or a fatal error that Batman was powerless to stop, this debate wouldn’t exist; we saw something similar in Batman Beyond: Return of the Joker (Geda, 2000) where Batman (Kevin Conroy) was too injured to stop Tim Drake (Mathew Valencia) from killing the Joker (Mark Hamill) but he most like would have tried to interject had he been physically capable.

Alfred encouraged Bruce not to give in to the Joker even if it meant more would die.

In The Dark Knight, Batman’s code against killing is so widely known that not only does he rasp it at criminals at any given opportunity, but Gotham’s criminal underworld is “wise to [his] act”. Spurred on by Batman’s “morals” and his “mode”, the Joker (Heath ledger) wages a reign of terror across Gotham in an attempt to have Batman unmask and expose himself as a fraud. Interestingly, it is Bruce’s loyal butler and father-figure, Alfred Pennyworth (Michael Caine), who tries to talk Bruce out of complying with the Joker’s demands:

BRUCE:
People are dying, Alfred. What would you have me do?

ALFRED:
Endure, Master Wayne. Take it. They’ll hate you for it but that’s the point of Batman. He can be the outcast. He can make the choice that no-one else can make. The right choice.

This isn’t the first time Alfred has encouraged Bruce to accept that casualties are inevitable in his war on crime; in Batman Forever (Schumacher, 1995), Alfred (Michael Gough) actively encourages Bruce (Val Kilmer) to offer guidance to Dick Grayson (Chris O’Donnell) just as he encourages Grayson to follow his own path towards vigilantism: “One day, Robin will fly again” he tells the troubled youth and he not only not only is conveniently lax about keeping the secret entrance to the Batcave hidden from Grayson he also “[takes] the liberty” of creating an armoured Robin costume for his young master.

Bruce repeatedly tried to convince Dick not to kill Two-Face.

Batman Forever is an interesting example as, whether fans want to admit it or not, this movie is tangentially connected to the two prior Batman movies, both of which depicted Batman as fully capable of killing. By Forever, though, Bruce has become so lost in his crusade that’s actually forgotten a pivotal motivation behind becoming Batman in the first place: the vow to keep anyone from experienced what he had to as a child. When it becomes apparent that Grayson is fixated on tracking down and killing the man responsible for the death of his family, Harvey Dent/Two-Face/“Harvey Two-Face” (Tommy Lee Jones), it is Bruce, not Alfred, who tries to talk him out of it:

BRUCE:
So you’re willing to take a life.

DICK:
As long as it’s Two-Face.

BRUCE:
Then…it will happen this way. You make the kill. But your pain doesn’t die with Harvey, it grows and so you run out into the night to find another face. And another. And another. Until one terrible morning you wake up and realise that revenge has become your whole life…and you won’t know why.

Grayson, however, is unconvinced at the time and Bruce’s words don’t truly start to sink into him until much later in the film, when he’s suited up as Robin: “I can’t promise I won’t kill Harvey,” he says…and Batman accepts this, having completed his own character arc and learned that he can’t deter Grayson from his path, all he can do is help guide him. However, when he finally gets his hands on Two-Face, Robin stops short of killing him and, ironically, it is Batman who causes the villains demise, in that moment, the shot clearly lingers on Robin’s face as he gets the catharsis he so desperately desired from Two-Face’s death but is spared having to commit the act himself thanks to Batman.

Dent died as a direct result of Batman tackling him off a building!

Batman’s willingness to get his hands dirty, to “plunge [his] hands into the filth” so that others can keep theirs clean, is a pivotal plot point of The Dark Knight Rises (Nolan, 2012). This film is a culmination of the idea that Batman, as a concept, is not a hero; he’s a legend, an icon, an inspiration to others. We saw this in The Dark Knight when Harvey Dent (Aaron Eckhart) believed so strongly in the Batman that he lied to the press and said that he was Batman right as Bruce was about to out himself to stop the Joker’s killings. We saw Bruce do a similar thing in Batman Forever where he didn’t hesitate to stand up and shout his secret identity to the world when Two-Face threatened the circus but, whereas his cries were drowned out by screaming Gothamites in that film, Dent is arrested and publicly believed to be Batman until he dies. And how did Dent die? Batman tackled him off a high ledge! Harvey fell and broke his neck on impact and, with their “White Knight” dead, Batman chose to take the fall for his crimes: “I killed those people. That’s what I can be […] Because I’m not a hero. Not like Dent”. Only Batman and Jim Gordon (Gary Oldman) know the truth and this truth, and guilt, is what drives Gordon to become a shell of his former self in The Dark Knight Rises. The Dark Knight ends with the prospect of Batman being hounded by the Gotham police, who believe him a murderer, as well as the galvanised criminals of the city but, instead, Bruce simply retires from the role due to the physical and mental impact it has on his body.

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Batman’s got some nerve criticisng Batwoman considering some of the company he keeps.

When he finally returns to the cape and cowl, Batman picks up right where he left off, to his detriment. When he crosses paths with Selina Kyle/Catwoman (Anne Hathaway), he immediately discourages her from using guns or killing people; this is consistent with Batman’s methods in the comics where, despite referring to his crusade as a “war” and his protégés as “soldiers”, Batman constantly forbids members of his “family” from taking lethal action. This despite the fact that Batwoman, Kate Kane, is former military and has killed before, that Jason Todd/Red Hood regularly engages in gunplay and murder, that Batman’s own son, Damian Wayne/Robin, has killed before, and the fact that Alfred regularly patrols and defends the Batcave with either a shotgun or a musket! Furthermore, when Catwoman uses the cannons on his Bat-Pod to kill Bane (Tom Hardy), Wayne is still perfectly happy to retire from crimefighting with Selina by his side.

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This simple shot says more than words ever could about Bruce’s mindset.

So you’ll forgive me if seeing Ben Affleck mowing down criminals with machine gun fire and breaking them in two doesn’t offend my opinion of Batman. Of course, Batman films are often regarded as being especially important to comic book fans because they depict “a supposedly definitive representation” of Batman, belonging to a “multi-national conglomeration and the global audience” who buy tickets and merchandise, “rather than to the dedicated comic book readers” (Brooker, 2001: 293). Honestly, I think one of the issues hampering Batman v Superman and the film’s portrayal of Batman is the fact that Snyder’s directing style tends to be very loud and bombastic and on the nose but, when it comes to Batman, he is uncharacteristically subtle. I’ve mentioned this before but Batman’s entire motivation in this film can be explained in that one lingering shot of him first looking at the Batsuit with a mixture of disgust and conviction and then gazing in anguish at the Robin suit left on display. I fully believe that the visuals tell us more than words ever could in this scene, which clearly shows that this is a broken, desolate Bruce who, after twenty years (twenty years!) of being Batman, has become so jaded by his crusade that he has given up all hope: he now freely kills criminals or brands them with his symbol, ensuring they will die in prison:

ALFRED (handing Bruce a newspaper):
New rules?

BRUCE (barely glancing at the headline: “Bat Brand of Justice!”):
We’re criminals, Alfred. We’ve always been criminals. Nothing’s changed.

Sadly, Alfred (Jeremy Irons) then elaborates that things have changed…because of the arrival of Superman and alien beings on their world, rather than because of recent events in Bruce’s life. Yet, nevertheless, this is a Bruce so jaded and lost in his crusade for justice, that’s willing to pre-emptively kill Superman in order to actually affect real change in the world. Perhaps if the film had included a more explicit line of dialogue or explanation regarding Bruce’s state of mind rather than relying on the audience filling in the gaps through subtext, audiences would have reacted a little better to Affleck’s portrayal (or, at least, understood it better). While the eventual change in his perspective is quite jarring, Bruce spends the remainder of the film and the entirety of Justice League (Snyder/Whedon, 2017) trying to make amends for his actions. Indeed, in Justice League, Batman is so devoted to forming a superhero team and bringing Superman back to life that he’s willing to die to see this through. Superman’s sacrifice galvanises Bruce and he sees how far he has fallen and believes he has to atone for his sins; however, the team worked too well and saved him from not only death but himself as well.

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This issue is also referred to whenever the subject of Superman killing comes up…

Speaking of Superman, every other day I see the debate raging on Twitter that killing should, under no circumstances, ever be a part of Superman’s nature. No matter what the situation is, Superman, as the pinnacle of “Truth, Justice, and the American Way” should always find another way to resolve the issue and never resort to killing.

Which, quite frankly, is utter rubbish.

If Star Trek II: The Wrath of Khan (Meyer, 1982) taught us anything it’s that, sometimes, you’re in a no-win situation and there is no other way. To deny Superman, or any superhero, that kind of desperate situation is to deny us the chance to read interesting stories dealing with the fallout from that situation. If Superman always prevails and never has to address the fact that his actions may have fatal consequences, than surely that limits him as a character? In the comics, Superman has killed a few times, the same as Batman and other superheroes (even Spider-Man once accidentally killed a woman), but examples are far less prominent for the Man of Steel. One particular story that often gets brought up time and time again as an example of Superman killing is “The Price” (Byrne, et al, 1988), in which Superman is forced to execute some Kryptonian criminals with a chunk of deadly Kryptonite. This decision weighed heavily on Superman’s conscience for some time as he had taken an oath to never use his powers to kill and, as a result, tied into John Byrne’s over-arching goal of humanising Superman and making him more relatable to readers rather than him being some all-powerful, infallible demigod.

Never forget that Reeve’s Superman killed Zod as well.

Typically, though, Superman (like Batman and other superheroes) is generally depicted as killing one of the many parallel worlds that crop up in comics, with Superman generally becoming a merciless dictator once he starts down that path. In this story, though, one of the Kryptonians Superman killed in this story was none other than General Zod; of all the villains Superman has faced, Zod has perhaps met his ends at the hands of the Man of Steel more than any other. People forget that Superman (Christopher Reeve) threw Zod (Terrance Stamp) to his death after removing his Kryptonian powers, crushing his hand, and throwing him down a bottomless pit in Superman II (Lester, 1980). Sure, the Richard Donner Cut (Donner, 2006) showed that Superman was originally going to reverse time to restore Zod to life but, even if you consider this canon, he still killed Zod so how is this any better than what we see in Man of Steel?

Superman and Zod’s fight caused untold devastation and, surely, death in Metropolis.

In this revised origin story, Clark has finally discovered his true heritage and only just put on his Super-Suit for the first time when, all of a sudden, General Zod arrives and demands that he surrender to him. He’s not had a chance to properly reveal himself as Superman, much less use his powers in a fight, and he’s suddenly forced to battle against a group of dangerous, highly-trained Kryptonians who threaten his mother. How would you react in that situation? Would you calmly assess the situation and try to think of a way around the issue or would you attack head-first in an emotional attempt to save the woman who raised you? Obviously, the ensuing battles are quite devastating in their impact; Superman trashes most of downtown Smallville and never once during his subsequent fight with Zod does he try to direct the fight away from Metropolis. While this is mainly due to Zod blocking his path or forcing the fight to stay on ground level, there is that one sequence where the fight ends up in outer space and the two come crashing down right on top of Metropolis like an Earth-splitting meteor. This was easily Superman’s best opportunity to direct the fight away from the city but, again, this is a Superman who hasn’t been in action longer than a day and is overwhelmed by his emotions so of course his solution is to try and end the fight through brute force.

Sometimes, even the most righteous heroes have accidentally or indirectly killed.

Whether talking about Batman, Superman, or any other costumed hero, you have to factor in a degree of plausible realism; how likely is it that entire skyscrapers or cities would be evacuated when Doomsday comes crashing down into Metropolis? In the “Death of Superman” (Jurgens, et al, 1992 to 1993) story, Metropolis gets a great deal of advance warning before Doomsday rocks up, despite Superman’s best efforts to keep the creature from the city, and there are still countless civilians watching the fight and caught in the resulting destruction. We’ve also seen in comics before how, when dodging automatic gunfire, Batman has allowed others to be gunned down; is this not killing? By the logic of the internet, Batman should have taken those bullets and died right then and there rather than let someone die through his actions. As I briefly mentioned before, even Spider-Man has been guilty of this in the past; despite Peter Parker doing everything in his power to save lives, sometimes he fails to do so and, sometimes, his actions (or inactions) lead to yet more death and he is forced to deal with the consequences of that. Yet, apparently, according to some people, Superman doesn’t have to. In Sam Raimi’s Spider-Man trilogy (2002 to 2004), Peter Parker/Spider-Man (Tobey Maguire) is guilty of causing at least two deaths that we know of, intending to kill two others, and directly responsible for at least one death.

Could Spidey have done more? Maybe…and he’s haunted by that knowledge for the rest of the films.

In Spider-Man, enraged at the death of his beloved Uncle Ben (Cliff Robertson), Parker chases down the culprit, Dennis Carradine (Michael Papajohn), breaking his wrist and confronting him in a fit of anger. Peter demands answers from the murderer who, spooked by Peter’s enhanced strength and abilities, conveniently trips and falls to his death. Could Peter have saved him? Well…yes, of course he could have. He could have shot out his webbing and saved Carradine but, in the heat of the moment, he was powerless to stop the carjacker from falling to his death and, in the aftermath, vows to take his uncle’s words to heart and use his great powers responsible. And it works, for the most part, until he ends up locked in combat with Norman Osborn/Green Goblin (Willem Dafoe); beaten to a pulp by the chemically-enhanced madman, Peter is shaken when he discovers that the Green Goblin is the father of his best friend, Harry (James Franco) and, taking advantage of that distraction, the Goblin summons his rocket-powered glider to impale Spidey in the back, luckily, however, Peter’s spider-sense warns him of the danger and, acting purely on instinct, Peter flips out of the way and Norman is impaled by his own glider and dies. Should Peter have taken that fatal blow rather than saving himself? Could he have used his webs in mid-flip to knock the glider off course? Who can say, but the guilt of being directly responsible for Norman’s death haunts Peter throughout the next two movies.

Black-suit Spidey fully intended to kill Sandman when they fought.

I’ll cut Spidey some slack for the conclusion of Spider-Man 2 (ibid, 2004) as I don’t think anyone can really pin the death of Otto Octavius/Doctor Octopus (Alfred Molina) on Spidey but, still, you could make the argument that Spidey could have swung in and saved the misguided scientist from his death, no matter how willingly Otto went to meet his fate. In Spider-Man 3, however, Peter again lets his rage consume him when he discovers that Flint Marko/The Sandman (Thomas Haden Church) is actually the man responsible for the death of Uncle Ben. Fuelled by the symbiotic black suit, Peter obsessively monitors police radio frequencies and, as soon as he gets a lead on Sandman, tracks him down and washes him away with a jet of water. The liquid dissolves Sandman into a mushy mess as Spidey remarks: “Good riddance!” Clearly, in this moment, Spider-Man believes Sandman is dead and is glad to have killed him; he later admits to his Aunt May (Rosemary Harris) that Spider-Man killed Marko and she is shocked:

            AUNT MAY (confused, shocked):
Spider-Man? I don’t understand…Spider-Man doesn’t kill people. What happened?

PARKER (clearly rattled):
I…uh…he was…I thought that…that you’d feel…he deserved it, didn’t he?

AUNT MAY:
I don’t think it’s for us to say whether a person deserves to live or die.

The revelation that Aunt May no longer wishes harm upon the man responsible for her husband’s death clearly knocks Peter for a loop and he questions his actions…but not enough to keep from tossing a pumpkin bomb right in Harry’s face when they fight later in the movie. Up until that point, the only person to survive such a blast was Spidey himself so, even if you want to make argument that Peter knew Harry’s enhanced strength would keep him from dying, he clearly set out to kill, or at least permanently maim, his childhood friend with that explosive.

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Aliens are, apparently, exempt from a superhero’s “no kill” rule.

Later still, having finally freed himself from the black suit’s corrupting influence, Peter prepares to kill once again; this time, his target is the alien symbiote itself, which he has contained within a bunch of vibrating bars. This is a common theme in superhero movies and comics where heroes like the Justice League and the Avengers are perfectly happy with killing sentient alien creatures; whether they’re part of an insect-like hive mind or mindless brutes, they’re still living creatures and the likes of Batman and Superman are more than happy to off them without a second’s hesitation. In this particular instance, though, Parker actually ends up killing Eddie Brock, Jnr (Topher Grace), who was so obsessed with the power and freedom offered by the symbiote that he leaps right into the blast and was summarily incinerated. Peter’s reaction? A look of shock, a scream of “EDDIE!!”, and he shrugs it off as just one of those things. The symbiote was a drug, after all, and Eddie couldn’t kick the habit and he paid for it. plus, to be fair, there was very little Peter could do to save Eddie in those final moments, certainly far less than he could have done to save Norman and Otto, and it’s obvious that he never intended for the bomb to kill Eddie but, still, a young man died as a direct result of Peter throwing that bomb.

Cap has a sizeable body count in the MCU thanks to his time as a soldier.

I mentioned the Avengers earlier so let’s go back to them real quick; while everyone cries and gets all stressed and upset when Batman launches a crate right in a goon’s face and smashes his skull open, no one bats an eyelid when the Avengers make killing a routine habit of their day-to-day lives. Obviously, Steve Rogers/Captain America (Chris Evans) gets a pass though, right? He was a soldier in the war and we clearly see him gunning down Nazis and Hydra agents in Captain America: The First Avenger (Johnston, 2011) like any good soldier would be expected to do. Steve even says: “I don’t want to kill anybody” (emphasis mine) in his debut movie but it’s war: of course he’s going to and he does and nobody questions it. Yet Batman has the nerve to lecture Kate Kane about not using lethal force in DC Comics and Kate (Ruby Rose) even has a crisis of conscious when she kills in her self-titled television show (2020 to present)…which is doubly ridiculous when you consider that Oliver Queen/The Hood/The Arrow/Green Arrow (Stephen Amell) and his allies routinely went around killing criminals and goons in Arrow (2012 to 2020) and it was perfectly acceptable! Hell, it was even part of Ollie’s character arc as he swore off killing for a time but, when he returned to murdering bad guys, nobody questioned it so why is there this double standard when it comes to superheroes killing? Similarly, in Avengers Assemble, we clearly see Cap gunning down those under the influence of Loki (Tom Hiddleston); these men aren’t actually evil or deserving of death, they’re just under a magic spell, but Cap offs them anyway and never gets a lecture for it. similar, billionaire industrialist Tony Stark, who is so horrified and traumatised by his time as a prisoner of war and seeing his technology and weapons being used to kill American soldiers that he builds highly advanced suits of armour and flies halfway across the world to murder terrorists! The criminally under-rated and unfairly lambasted Iron Man 2 (Favreau, 2010) tries to explore the consequences of this but Tony simply laughs in the face of the American government…and is literally cheered for it!

Secretary Ross wants the Avengers to be put on a leash to control what they do, when, and where.

For that matter, all of the Avengers are publicly lauded as heroes despite that fact that each and every one of them is a cold-blooded killer; Natasha Romanoff/Black Widow (Scarlett Johansson) is a former Russian spy with “red in her ledger” that she may never be able to erase no matter how much good she does, Clint Barton/Hawkeye (Jeremy Renner) was sent to assassinate Romanoff and, while he made a “different call”, he’s clearly trusted enough to perform such an action, and even Bruce Banner/The Hulk (Mark Ruffalo) was guilty of causing untold amounts of mayhem, destruction, and deaths when he was Edward Norton in his also-under-appreciated solo movie. Later in the MCU, Doctor Stephen Strange (Benedict Cumberbatch) reacts with horror when he kills a man even though it was a clear case of self-defence. Dr. Strange’s position is unique within the MCU; as a Doctor, he’s more accustomed to saving lives than taking them so his perspective on the matter, and approach to superheroics, is naturally very different to that of his fellow costumed peers. The consequences of collateral damage and the Avengers’ actions are explored in Captain America: Civil War (The Russo Brothers, 2016); here, the Avengers are placed under scrutiny when their largely unilateral actions result in a lot of innocent deaths. Up until this point, they have operated with “unlimited power and no supervision” and the decision is passed that, going forward, they should answer to the United Nations before jetting off to fight super criminals and terrorists, a decision which divides the team. Captain America’s outlook is very black-and-white and fitting for a soldier; he understands and sympathises with the guilt and shame Wanda Maximoff (Elizabeth Olsen) feels following her actions but doesn’t believe that it should spell the end of the Avengers’ effectiveness as an independent team:

STEVE:
People died. That’s on me. This job…we try to save as many people as we can. Sometimes that doesn’t mean everybody but, if we can’t find a way to live with that, next time…maybe nobody gets saved.

For Tony, the resultant Sokovia Accords are a means to alleviate some of his guilt and to show to his estranged girlfriend, Pepper Potts (Gwyneth Paltrow), that he’s willing to step away from his role as Iron Man and hold himself accountable for his actions. Up until this movie, though, Tony’s view and methods reflected Cap’s more pragmatic view on the matter, as did the rest of the Avengers; they generally identify who the enemy is, engage them, and subdue them by any means necessary. In the course of their battles, which natural escalate, collateral damage is not just expected but all-but-inevitable; Cap understands this and, yet, even in the midst of city-wide destruction, will direct his team (and emergency and public services) to take the time to minimise civilian casualties wherever possible. As a result, Cap and the Avengers are never seen killing criminals indiscriminately and make every attempt possible to contain and reduce damage and casualties, but are not only willing to kill when necessary but accept that causalities are bound to happen. We see this when Cap goes to talk sense into James Buchanan “Bucky” Barnes/The Winter Soldier (Sebastian Stan) and they end up having to fight off a riot squad; though he says he’s not going to kill anybody, Bucky, his head twisted by years of Hydra programming, is desperate to escape by any means necessary, is extremely aggressive towards his would-be-captors and Cap has to go out of his way to save them from serious harm and death. Cap recognises that these are the local authorities, not some Hydra goons, and therefore shouldn’t be killed or harmed at all, if possible, but has already showcased in the first Avengers movie that he’s used to seeing team-mates and innocents get caught in the crossfire during battle and has learned to compartmentalise that in such a way that allows him to continue function to save countless other lives whenever possible.

InterKillHeroDeadshot
Batman arrests Deadshot, kills random thugs, but lets the Joker live. It’s a bit inconsistent.

Let’s apply this to Ben Affleck’s Batman; despite popular believe, he isn’t some unhinged, murdering psychopath. He exists in a world where he’s perfectly happy to arrest the likes of Floyd Lawton/Deadshot (Will Smith) and where Harley Quinn (Margot Robbie) and the Joker (Jared Leto) remain alive and well; Batman v Superman implies that it’s only very, very recently that Batman has taken to taking more violent and extreme actions against criminals and he’s understandable a bit distracted by the oncoming battle against the forces of Apokolips but you have to believe that, if he wanted the Joker dead, he would be dead…but he’s not. Batman also doesn’t kill every criminal he crosses paths with; some are clearly only as maimed or injured as the countless goons Batman disables in the comics, while others are left completely unmolested. His methods are quite inconsistent but, for this Batman, the end goal is far bigger than just his city; in these movies, he’s concerned with the safety of the entire world and actually having a lasting impact outside of Gotham City. As a result, is approach seems to be one of sacrificing a few to save many, which isn’t a million miles away from Cap’s philosophy but, obviously, far more explicitly violent.

InterplayKillHanStormtroopers
Han wasn’t allow to shoot first but he could gun down countless Stormtroopers…

Finally, lets take a look at the characters of the Star Wars (1977 to present) movies. In Star Wars: Episode IV: A New Hope (Lucas, 1977), we’re introduced to two characters who would become staples of the franchise: the innocent, wide-eyed farm boy Luke Skywalker (Mark Hamill) who dreams of fighting space battles against the Galactic Empire and the rough-and-ready lovable rogue Han Solo (Harrison Ford), who wants little more than to be paid for his services. Famously, Lucas has butchered his original movie time and time again to alter the scene in which Han has a tense confrontation with Greedo (Paul Blake). Originally, Han blasted Greedo and killed him in a bad-ass moment that showed Han had no fucks to give but, feeling this made Han seem too cold-blooded, Lucas altered the scene again and again to have Han awkwardly “dodge” Greedo’s laser bolt and the two of them to shoot simultaneously. My question, as I’m sure many Star Wars fans also have, is…why? It seems completely redundant as, not long after this scene, both Han and Luke are blasting away at Stromtroopers without a care in the world. Is it somehow “better” because they’re being shot at? To me, it’s the same thing; killing is killing, the only question is how you can justify that killing and, in the case of Han murdering Greedo, he’s totally justified: Greedo confront Han with the specific intent on killing the smuggler so Han is simply defending himself by pre-emptively eliminating the immediate threat to his life.

InterplayKillLukeKills
How many innocents died when Luke blew up that Death Star?

Plus, like, Han is a galaxy-weary smuggler who has been around a while; he carries a blaster and is expecting trouble everywhere he goes so of course he would have had to have killed before so why Lucas chose to meddle with this scene but thought it was perfectly okay for bright-eyed and eternally optimistic Luke Skywalker to start murdering Stromtroopers (most of whom are simply following orders) with reckless abandon is beyond me. Oh, and let’s not forget the fact that Luke destroyed the Death Star! We know the Rebellion has spies within the Empire; how many of those were onboard those space stations when they blew? How many innocent lives were snuffed out? How sure are we that everyone on those battle stations was pure evil? Half of the Rebellion is made up of defected Imperial soldiers, for God’s sake! Even Han was an Imperial once and he ended up becoming a pivotal member of the Rebellion so who’s to say that a significant number of those hundreds of thousands of people actually “deserved” to die?

InterplayKillCasualties
There are bound to be casualties in war, no matter what your super powers are.

Again, though, it’s war so I guess that makes it “okay”, right? The fact that Batman often refers to his cruse as a “war on crime” never seems to factor in since it’s assumed that, obviously, there are different “types” of war. War is war; if you declare war, you’re at war and, in any war, there are casualties. Batman, of all people, should understand that. But don’t misunderstand me: I’m clearly not saying that Batman and every superhero should go out there and kill every criminal indiscriminately. That’s obviously not the point I’m making. What I am saying, though, is that if we’re to believe that a man dresses like a bat or an archer or wields incredible powers and regularly engages in city-wide battles or highly dangerous fights against armed foes, death is an inevitability. It should be avoided at all costs, sure, but it’s going to happen even if it’s just because our spandex-clad hero jumps out of the way of incoming gunfire. Hell, this was even a theme in the universally-maligned Batman & Robin (Schumacher, 1997) for God’s sake:

ALFRED:
For what is “Batman” if not an effort to master the chaos that sweeps our world? An attempt to control death itself?

BRUCE (contemplating, clearly affected by this):
But I can’t. Can I?

ALFRED (resolutely):
None of us can.

So what is it that makes killing acceptable for some characters but not others? Is it literally because these characters haven’t been so closely associated with not killing as Batman has (thanks, again, to the Nolan movies) or because Superman, with all his powers, should be capable of more? Okay, well, Thor (Chris Hemsworth) is an actual God and he kills people all the time during battle and when his back is against the wall so why shouldn’t Superman? Diana Prince/Wonder Woman (Gal Gadot) is obviously the better analogy as, like Thor, she’s this superpowered, God-like character from the pages of mythology and she kills so why is that okay but it’s not okay for Superman to snap a madman’s neck when he’s not only threatening to roast an innocent family alive but literally screaming about how he is genetically engineered to continue killing and causing as much destruction as it takes to resurrect Krypton? Of course, a lot of these examples are circumstantial; you could read an entire year’s worth of Batman comics and never see him kill, or through action or inaction allow someone to die, so it’s true that it’s hardly a normal, everyday occurrence for superheroes to kill (unless you’re talking about the likes of Spawn, Wolverine, or the Punisher, where it’s a given). Yet, it does still happen and, when adapting any character with as rich a history as the likes of Batman to the screen, writers and directors often tend to draw from the entirety of the character’s history, distilling their essence and reinterpreting the character in a way that hits all the familiar beats (and even introduces some new ones).

InterplayKillStories
Comics should never limit themselves in the stories they can tell.

Now, don’t get it twisted: I’m clearly not calling for these heroes to start killing their enemies indiscriminately but I’ve been a fan of all the superheroes and franchises I’ve talked about in this article for pretty much my entire life; I’ve seen Batman kill, abstain from killing, kill by coincidence, and lecture his fellow heroes on taking a strictly non-lethal approach and, yet, I am perfectly happy with either approach. Not minding (or even caring) when the likes of Batman kill doesn’t make me any “less” of a Batman fan; instead, it opens the door for deeper explorations of the character if you choose to look at the subtext of this approach and see what it does for the character. Personally, I am always open to the endless possibilities offered by comic books and their many adaptations and feel it is extremely short-sighted and limited to limit oneself to the types of stories they can tell. Use the pages to explore how killing this affects Superman and his faith in himself and his abilities; people always complain that Superman is too powerful to be relatable so any chance to humanise him and make us understand him better is an opportunity for a poignant tale without having him become some crazed dictator.  It’s the same for Batman; he’s always preaching and lecturing his protégés and extended family of vigilantes on the virtues of saving lives rather than taking them so what would it do to batman, to Bruce Wayne, if he were responsible for innocent lives being lost and caused a criminal to die? Would he quit, go on another voyage of self-discovery, change his tactics, go on a killing spree? Most stories tend to lean towards that latter and even the comics have basically said that, once Batman starts killing, he wouldn’t stop but…wouldn’t he? He didn’t kill every criminal in the Tim Burton or Snyder movies so is it really fated that he’d become a pseudo-Punisher once he took a life or could he, perhaps, have the strength of will to work through the knowledge that his crusade had led to someone losing their life and be a better, stronger character for it?

InterplayKillSHeroConclusion

I hesitate to ask you to leave your opinions on this matter as it’s a massively divisive can of worms, to say the least, but please do feel free to comment below on your opinions regarding this subject. Do you feel death is an inevitable part of a superheroes chosen career or do you think superheroes should be above that sort of thing? If so, why? Who is your favourite superhero? How would you feel if they took a life or, if your favourite superhero is already a killer, why do you feel it’s acceptable fort hem to kill but not others. Literally no opinion is “wrong” regarding this matter; it’s all a matter of interpretation so, whatever you think, leave a comment and, the next time you think about ranting about a superhero killing on twitter, stop and think about why it upsets you so much and maybe do a little research or dig a little deeper into the lore and the subtext before lynching those who disagree with your opinon.

Game Corner: Strider (2014; Xbox One)

GameCorner
Strider2K14Logo

Released: February 2014
Developer: Double Helix Games and Capcom Osaka Studio
Also Available For: PC, PlayStation 3, PlayStation 4, and Xbox 360

The Background:
Capcom’s fast-paced, slash-‘em-up Strider (Capcom, 1989) first debuted as an arcade game; notable for its frenetic hack-and-slash action, the series saw numerous ports and sequels released to home consoles throughout the years, with main protagonist Strider Hiryu often cropping up in other Capcom titles. Thanks to Strider’s popularity, Capcom decided to produce a reboot of the series back in 2014. Rather than being a linear experience, this Strider expanded on the length of the game through “Metroidvania” elements such as backtracking and upgrades to Strider’s abilities. I’ve known about Strider Hiryu for a long time, primarily due to his inclusion in Marvel vs. Capcom 2: New Age of Heroes (Capcom/Backbone Entertainment, 2000), and this version of Strider caught my eye back in the day on the PlayStation 3 thanks to its futuristic, neon aesthetic and frenzied action but it’s only recently that I actually got around to playing the title.

The Plot:
Ostensibly a remake and reimagining of the original arcade game, its ports, and its sequels, top assassin Strider Hiryu is sent to Kazakh City to assassinate Grandmaster Meio, who has established a dictatorial rule over the city and its inhabitants with his robots and cyborg operatives.

Gameplay:
Strider is a 2.5D action/platformer with minor role-playing elements. Players control Strider Hiryu, a visually stunning character who dashes at high speeds through a dystopian city, leaping across rooftops, sliding through air ducts, and attacking Grandmaster Meio’s robotic minions with his plasma sword, Cypher. As Strider barges ahead at full speed, he can slash away at his foes with quick swipes of the Cypher; he can also charge an attack to break through enemy shields and, in time, gains the ability to throw kunai blades at his enemies and activate switches from a distance. Strider also uses these blades to clamber up walls and across ceilings and can acquire additional technology (known as “Options) to reach previously-inaccessible areas of the game. This means that, as you acquire new abilities and upgrade Strider’s arsenal, you’ll have to do a fair amount of backtracking not just to fulfil new objectives but also to find the game’s many hidden power-ups, unlockables, and upgrades to Strider’s health, energy, and weapons.

Strider2K14Combat
Strider slashes enemies apart with his plasma sword.

However, the amount of backtracking is actually quite limited if you just want to finish the game’s primary story mode; you’re mainly tasked with using Strider’s new abilities to take the long way round to your next objective, after which you’ll be able to take a shorter route back to the next objective. Wash, rinse, repeat. As Strider dispatches his enemies, he powers up the meter for his Cypher blade and the abilities offered by the “Option” power-ups. There are numerous checkpoints and save points scattered throughout the game’s large and inter-connected map, which is broken down into different areas and environments, but Strider can also replenish his health by breaking capsules that are generously scattered in each area.

Strider2K14Options
The “Options” allow Strider to perform more powerful attacks.

It pays to use the game’s simple-but-effective mini map to explore a bit, though, to find upgrades to Strider’s health bar as, while the common foot soldiers you encounter are dispatched easily enough, you’ll soon come up against more troublesome enemies, mechs, robots, bosses, and hazards that will drain your health to nothing in no time flat. By the time you storm Grandmaster Meio’s citadel, you’ll be required to make full use of all of Strider’s abilities to overcome the enemies and environments you come across. This often requires you to cycle through the different Cypher plasmas with a press of the directional pad in order to combat certain enemies and get past certain obstacles. While, at its core, the game is extremely fun, fast-paced hack-and-slash action, there’s quite a bit of platforming involved; luckily, you’ll soon upgrade to a double jump and a mid-air dash which makes these much easier but, while I found falling to my death a common occurrence (generally thanks to being blasted out of the air), there’s nothing too taxing or unfair here thanks to Strider’s superhuman flexibility and the range of options available to him.

Graphics and Sound:
Strider is a bit of an oxymoron; it’s a visually stunning and appealing videogame thanks to its largely anime-inspired, Blade Runner (Scott, 1982) aesthetic; the game’s dystopian city is rugged, lived in, and interspersed with neon lights and dynamic lightning choices that often bathe environments in darkness broken only by flashing lights. Yet, at the same time, the majority of the areas you visit are largely uninspired; the majority of the game is spent exploring and traversing Kazakh City, which means a lot of rooftops and street-level action which, while impressive, gets old pretty quickly. The game moves at a fast pace, though, so you’ll soon be making your way through seemingly endless, nearly identical high-tech corridors and buildings, then fighting through the semi-steampunk sewers and industrial areas of the city, before the game finally breaks up the monotony of its environments with an all-too-brief section that takes place in the skies above the city.

Strider2K14Variety
While Strider looks great, most of his enemies are quite bland.

Similarly, while Strider looks absolutely fantastic and moves and animates like greased lightning, most of the enemies he encounters are a massively uninspiring lot. Once the bigger mechs and robots start becoming more commonplace, things get a bit more interesting but fighting these enemies can be a chore as you’ll have to cycle through all of Strider’s different abilities and weapons to take them down. I was likewise unimpressed with the game’s soundtrack; Strider mostly uses ambiant sound and subdued melodies when you’re playing the game and these are often drowned out by the sound effects of Strider’s attacks, so I can’t say the soundtrack really left much of an impression on me. The game features a few cutscenes to relate its story and, while they’re not especially impressive in the way they’re animated, the voice acting is fantastically over the top and cheesy, which really works with the game’s tech-noir aesthetic.

Enemies and Bosses:
Strider will cut his way through a whole slew of Grandmaster Meio’s cyborg minions in his quest to liberate Kazakh City. Most of these will be dispatched in just a few swings of Strider’s Cypher blade but, eventually, even these will become more troublesome as you progress further through the city. All too soon, enemies start holding up shields to block your attacks, take pot shots at you with sniper rifles, and bust out the heavier machinery (such as explosive bolts that stick to you and energy staffs). Some of the more annoying enemies include ones that incessantly teleport across the area and ones that can freeze Strider in energy-draining blocks of ice. Strider will also dismantle a wide variety of robots and mechs as he explores Kazakh City; some simply float about and shoot at you, others are turrets attached to walls and ceilings, but the more troublesome robots are the larger variants that cause massive damage to Strider and take a lot of his skills to put down.

Strider2K14Gorilla
Yeah, a mechanical gorilla. Perfectly normal.

You’ll also come up against a decent variety of bosses in this game; you’ll battle Ouroboros, a large mechanical dragon, a couple of times (the first sees Strider running across the machine’s back amidst high winds, electrical blasts, and a slew of enemies, while the second sees Strider confined to some city ruins and contending with the Ouroboros’ ice attacks), Mecha Pon (a gigantic mechanical gorilla) in one of the game’s penultimate battles, and take part in series of faster-paced battles against the Wind Sisters. Just as you’ll be tested against gauntlets of enemies later in the game, so to will you eventually have to engage all of the Wind Sisters at once but, by that point, your abilities should be more than up to the challenge.

Strider2K14FinalBoss
The final boss is an eldritch nightmare…and in space…

At the end of the game, Strider faces off with Grandmaster Meio in a two-stage final boss battle. The first is a relatively run of the mill affair against the Grandmaster as he teleports around the arena firing energy bolts and lighting at you but, once he is defeated, you’ll be transported into the upper atmosphere to battler Meio’s true final form, Meio Prime, a gigantic Biblical monstrosity that would make Sephiroth blush in its pretentiousness. Yet, for all its bluster, Meio Prime is easily dispatched provided you can avoid its flailing tentacles and dodge its electrical bolts, which are easily its more annoying and hard-hitting attacks.

Power-Ups and Bonuses:
As mentioned, Strider can upgrade his Cypher Blade after defeating certain bosses. He begins the game with the standard red plasma, which allows him to hack-and-slash his enemies, but this is eventually upgraded to deal a downward blow, reflect blaster bolts, set enemies on fire, encase them in ice, or toss out homing blades, each time giving the plasma a new hue (blue, yellow, and purple). Strider can also charged his kunai with these different plasma types of the Cypher blade to also set enemies ablaze or freeze them on the spot. The “Options” Strider gains not only allow him to reach new areas of the game but also allow him to perform more powerful techniques in battle; performing these drains Strider’s power meter but, as this automatically replenishes with time and when you defeat enemies, it’s not often you have to worry about running out of energy (and this bar can be increased when you find hidden upgrades). The most useful of these techniques is easily Option C, which sees a robotic hawk deal massive damage to enemies and was super useful for whittling down the health bar of troublesome bosses. As you explore your environment, you’ll find further upgrade pods to increase Strider’s health and energy bars, throw more kunai, unlock additional costumes for Strider, and unlock concept art and levels for the game’s “Challenge” mode. These aren’t too difficult to stumble across but the game’s map will let you know if there are any in the immediate vicinity; the one downside, however, is that if you fail to find them all before you enter Meio’s citadel, you will have to start a new save file from the beginning to find them as you’re unable to replay a completed save file.

Additional Features:
Strider has three difficulty levels to choose from and, if you want to unlock all of the game’s Achievements, you’ll have to take on and best the game’s highest difficulty. Speaking of Achievements, there are a handful of relatively easy ones to unlock here; mostly, these are unmissable but there are a few that require a bit more effort from you (such as defeating twenty consecutive enemies without being hit, or twenty enemies with Strider’s Panther ability). In addition, the game features two “Challenge” modes: “Beacon Run”, which sees Strider racing to checkpoints as quickly as possible, and “Survival”, in which Strider must survive against wave-upon-wave of enemies. As you pick up secret items in the game, you’ll unlock these modes and additional maps for each mode and, upon successful completion, you can upload your score and time to the online leaderboards.

Strider2K14Conclusion

The Summary:
Strider is simple, fast-paced fun; Strider controls like a dream and the game’s hack-and-slash combat is smooth as silk. The environments and common enemies may be bland but the game is still, visually, very appealing; Strider’s world feels very lived in and layered rather than just being a typical, desolate dystopian future and, while he’s not especially layered in terms of his personality, at least Strider looks and plays very well. Unfortunately, there’s not a lot here to come back to; the game feels long when you’re playing it, mainly due to the fact that you’re largely navigating a bustling, multi-layered city, but it’s hard to get a sense of progression when a lot of the areas look the same. Even with some of Strider’s later time-saving abilities, it definitely feels as though the developers chose to artificially extend the game’s playtime by having you run from one area to the next and always take the longest route to your next objective. Additionally, while some boss battles are grandiose, others are not; some are frustratingly annoying, while others are over in an instant. The lack of consistency drags the game down a bit and not being able to replay a completed save to find everything you missed was a real annoyance for me but, despite some of its flaws, it was a fun, entertaining sprint to play through and I could see myself revisiting Strider in the near future to find everything I missed the first time through.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you ever play this version of Strider? What did you think of the game’s unique aesthetic and attempt to reboot the Strider franchise? What is your favourite Strider videogame, or appearance of Strider Hiryu? Whatever you think about Strider, feel free to drop a comment below.

Mini Game Corner: SEGASonic the Hedgehog (Arcade)

SEGASonicLogo

Released: 1993
Developer: SEGA AM3

A Brief Background:
I may have mentioned this before but, back in the early-nineties, SEGA’s super-speedy blue hedgehog of a mascot was on something of a roll; Sonic the Hedgehog (Sonic Team, 1991) had finally swayed videogame fans away from the Nintendo Entertainment System then, after the unforgettable and highly marketed release of Sonic the Hedgehog 2 (SEGA Technical Institute, 1992), Sonic’s status as a cultural icon was cemented. It was amidst the wave of Sonic’s incredible popularity that SEGA decided to develop a Sonic title for the arcades, most likely as the arcade scene was still a popular way of enjoying videogames even with the Console War right on the horizon. Although it wasn’t the first time SEGA tried to get a Sonic arcade game off the ground, SEGASonic the Hedgehog is, perhaps, the most infamous. Featuring the debut of Mighty the Armadillo and Ray the Flying Squirrel (two characters that were long-forgotten by SEGA until very recently) and forgoing Sonic’s trademark speed, SEGASonic used a trackball to control its three playable characters and was pretty much exclusively released in Japan. I actually got to play the game at SEGA World in London years and years ago, back when that was a thing, but the game has never been officially released or ported to other consoles since quietly disappearing from the arcade scene.

First Impressions:
SEGASonic makes an immediate impression simply through its bright, colourful graphics; the game features a charming cartoon-like aesthetic, featuring some extremely expressive and amusing animations and facial expressions from Sonic and his two friends. Captured by Doctor Eggman and forced to escape from his hazardous island, players are tasked with battling the game’s awkward trackball controls and navigating seven isometric levels.

Sonic, Mighty, and Ray must escape Eggman’s island.

Generally, players are chased by some kind of hazard (a wall of fire or a drilling machine, for example), must dodge past some kind of blockage (a cage, crumbling paths, or spiked walls and the like), and clamber across monkey bars to escape danger. Sonic, Mighty, and Ray all pretty much control exactly the same; no one character is faster than the other, they all have a Spin Attack, and the only real difference between them is the way they animate when performing certain actions (Ray uses his prehensile tail to climb, for example). Each character has a health bar, in a change for the series, which can be refilled by collecting the familiar Golden Rings generously scattered across the game’s maps, all while being chased by Doctor Eggman.

My Progression:
Unfortunately, as SEGASonic hasn’t been re-released or ported to home consoles, the only way to play the game now is using a ROM and an emulator. Equally unfortunate is the fact that the ROM I have for this game is very finicky and prone to crashing; as a result, I didn’t manage to get too far in the game before the emulator crashed and kicked me out of the game. I’m pretty certain that I managed to clear at least one level when I played the game at SEGA World but, on this playthrough, my ROM conked out on me shortly after clearing Trap Tower. I probably will reload my save state and go back to the game at some point to try and get a bit more playtime out of it but, as much as I love the obscurity and visual presentation of the game, the controls make it quite difficult to play (or, at least, play well).

BiteSizeGamesContinue

I love SEGASonic the Hedgehog; I would be so happy is SEGA got off their asses and made a real effort to put together a real, HD-quality port of the title that integrates modern analogue controls in place of the trackball. It, like Knuckles’ Chaotix (SEGA, 1995), is criminally under-rated, under-looked, and under-valued for its appeal and, considering SEGA loves to port and re-release their classic titles, it literally boggles my mind that we haven’t seen anything from this game in decades. The only thing holding it back from a full-blown replay is the dodgy controls (well, that and that unreliability of the ROM I have…); even when using a trackball, the game is difficult to control but, with analogue controls better and more sensitive than ever, I could see this game being a nice distracting for an hour or so if SEGA were to spruce it up and re-release it.

What do you think of SEGASonic the Hedgehog? What was your favourite of Sonic’s short-lived arcade games? Did you ever go to SEGA World in London? Share your thoughts in the comments.

Game Corner: RoboCop Versus The Terminator (Mega Drive)

GameCorner
RCvTLogo

Released: May 1994
Developer: Virgin Games USA
Also Available For: Game Gear, Master System, Super Nintendo Entertainment System, and Game Boy

The Background:
One of the greatest things about comic books published in the nineties was that the sky was, seemingly, the limit for plots, crossovers, and all kinds of stories to be told. Thanks to Dark Horse Comics snapping up the rights to some of the biggest science-fiction/horror franchises of the time, we got to see not only the likes of Aliens vs. Predator but also the cybernetic clash you always wanted to see in a movie but never got, RoboCop Versus The Terminator (Miller, et al, 1992). Given that the comic was written some time before Frank Miller flushed his reputation down the toilet with The Dark Knight Strikes Back (2001 to 2002), the RoboCop Versus The Terminator was relatively well-written, action-packed fun. The general premise was that RoboCop’s artificial intelligence (A.I.) formed the basis of the world-killing Skynet, which sent Terminators back through time to protect him and ensure its survival. Cue a time-line hopping, reality-bending story that sees RoboCop reduced to his digital consciousness, construct a fully robotic body, and travel back in time to destroy Skynet once and for all. It’s a pretty mental comic but, like Aliens vs. Predator, a fantastic concept that, apparently, had enough legs to warrant a videogame released on a number of consoles. I had owned and played the Master System version for years but, once I set my literal come corner up in my cabin, I knew that I had to track down the superior Mega Drive version.

The Plot:
Unwittingly responsible for the creation of Skynet, RoboCop must battle from the streets of Detroit, to the offices of Cyberdyne, to a war-ravaged future eradicating the Terminator threat and freeing hostages as he goes to ensure a future free from Skynet’s influence.

Gameplay:
Like the majority of videogames based on the RoboCop (Various, 1987 to present) and Terminator (Various, 1984 to present) movies, RoboCop Versus The Terminator is a side-scrolling action shooter with light platforming elements. Unlike the Alien vs. Predator (Capcom, 1994) arcade game, this is a strictly one-player experience that sees the player control RoboCop, who must blast his way through about ten levels taking out the likes of regular street thugs and Terminator alike. As much as I love RoboCop, he’s always a terrible character to control and play as; even in the excellent RoboCop (Data East, 1987) arcade game he was a slow, plodding hunk of metal and it’s more of the same here. RoboCop lumbers his way through levels at a steady pace, hopping half-heartedly to platforms (and, amusingly, monkeying his way across lines and pipes) and struggling to dodge incoming fire. While this is obviously a realistic way to portray RoboCop (who, despite being a massive efficient combat shooter, has never been the most versatile of sci-fi cyborgs), it does mean you can’t just plough ahead guns blazing.

RCvTJump
RoboCop has a real weight to him.

Instead, it’s best to hang back and keep an eye on enemy projectiles, ducking and hopping out of the way as best you can considering RoboCop’s massive hit box. Thankfully, many of the game’s environments are destructible and will yield all kinds of goodies, from baby food that will restore Robo’s health to extra lives and weapons. There are also loads of secret rooms to be found that hold similar rewards, encouraging exploration. RoboCop is armed with his trademark Auto-9 handgun and can fire in multiple directions; this alone is more than enough to take out most of the enemies he’ll come up against but, if you get up close to enemies, you can also punch them, and you can acquire bigger, better weapons as you make your way through the game’s levels. You can switch between these with a button press but, once your health is drained and you lose a life, you’ll lose one of your weapons until you return to the default Auto-9. the good news is that RoboCop can take a fair amount of damage and will return to action right on the spot where he fell, but the bad news is that it doesn’t take much to drain Robo’s health and there are a few occasions where environmental hazards (like vats of toxic waste or flaming pits) will instantly kill RoboCop.

RCvTHostages
Rescue hostages to refill health and score points.

While RoboCop is generally given simple objectives (like cleaning up the streets or destroying the Terminator threat), some levels will see him having to rescue a number of hostages. Upon being rescued, a portion of Robo’s health will be restored, which is helpful; also helpful is that it doesn’t appear to be a requirement to clearing the level to rescue these hostages; when you see them, you can touch them to rescue them but I never reached the end of a level and was told I’d failed or was forced to go back and save any hostages I’d missed, so it’s more about gaining health and points than a level-clearing obligation. Yes, like pretty much every videogame ever made, there’s a nice little score tally at the bottom of the screen that’ll increase as you take out enemies, rescue hostages, and collect items. Earn enough points and you’ll gain an extra life, which you’ll need as the game ramps up in difficulty as you progress from the thug-infested streets of Detroit to the robot-infested headquarters of the killer A.I. known as Skynet. It’s around this point that you’ll struggle a bit with RoboCop’s controls, hit box, and clunkiness; Terminators of all shapes and sizes (from the traditional T-800s, to the robotic endoskeletons, to spider-like drones and wall-and-ceiling-mounted cannons) will unleash a hailstorm of projectiles your way and you’ll need all of your best weapons and skills to make it through the game’s bullet sponge of a final boss.

Graphics and Sound:
Coming off of the Master System version (which, honestly, isn’t too and compared to some Master System ports), RoboCop Versus The Terminator boasts some gorgeous in-game graphics. RoboCop and his various enemies are big, fantastically-detailed sprites; while this does mean they have large hit boxes, it makes for some impressive, arcade-quality graphics.

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Come for the cyborgs, stay for the gore!

One of the most enjoyable things about RoboCop Versus The Terminator is the copious amounts of gore it contains; when you blast away thugs, they explode in a bloody mess and it’s absolutely glorious. You’ll miss these effects once the Terminators begin to take precedence as the game’s primary enemies but, even then, you’ll see the T-800’s skin degenerate until only the endoskeleton is left, which is a nice addition. Alongside a few choice sound bites from the first RoboCop movie, the game features a techno-inspired soundtrack with a lot of beats and rocking bass; there’s some odd choices, like a sultry voice blurting out “Terminator!” every ten seconds or so but, while the game doesn’t feature either of the iconic themes from the two franchises, its techno-inspired beats seem heavily inspired by both.

Enemies and Bosses:
RoboCop will initially face little resistance from the street thugs of Detroit; they’ll shoot at him, sometimes from behind windows, and get in his way but they’re small fry and easily dispatched with a single shot.

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The T-800’s façade can be destroyed, revealing the robotic endoskeleton.

At the end of the second level, though, RoboCop comes face-to-face with a T-800 Terminator modelled closely on Arnold Schwarzenegger’s appearance from the end of the first film and the majority of the second. As a boss, this guy obviously takes more hits, degenerating from a fully clothed and skinned appearance to the iconic Terminator endoskeleton as the battle progresses. After this, similar Terminators will begin to appear as regular enemies; the Arnold models will take around three hits to put down (one to blast away the façade and two to destroy the endoskeleton) while the endoskeletons will take around two. Smaller Terminator drones also show up to spew projectiles at you as you journey deeper into the future and Skynet, but you’ll also encounter red Terminators, which are endoskeletons that take even more hits to put down.

You’ll also battle some classic RoboCop enemies, though Skynet is a giant floating skull…

You’ll also battle some iconic RoboCop bosses, such as ED-209 and (rather inexplicably) RoboCop 2 (or “RoboCain”), each of which are guarding the facilities and offices or RoboCop’s megalomaniacal creators, Omni Consumer Products (OCP). Once RoboCop travels to the war-torn future, he’ll battle bosses such as Terminator-controlled gatling guns, super-powered endoskeletons, and Skynet itself. Skynet is represented as a giant floating endoskeleton head that tosses small drones and projectiles at you while endoskeletons march in from either the left or the right side of the screen. This final battle is, honestly, a little underwhelming (though, honestly, most of the game’s bosses are after the first few and you’ve finished with RoboCain and Ed-209); you’ll have your work cut out for you to dodge all of the projectiles it throws at you and to unload enough bullets to finally do it in but I can’t help but feel the game missed out by not including a T-1000 battle or a final boss more reminiscent of the giant liquid metal T-1000000 spider from T2-3D: Battle Across Time (Cameron, Bruno, and Winston, 1996).

Power-Ups and Bonuses:
As mentioned, there are a variety of power-ups RoboCop can collect as he explores (and destroys) each level; baby food will replenish his health, little RoboCop heads will grant an extra life, and shields will grant RoboCop a generous period of invincibility. Most notably, though, RoboCop can acquire a variety of bigger, better guns which will dramatically increase his odds of survival; we’ve got everything from a traditional three-way spread to a grenade launcher, to homing missiles and a laser pistol. You can also grab one of ED-209’s arm cannons from a rapid fire burst, which is a pretty great little bonus; you can grab one of these during the boss battle with ED-209 but they do crop up in secret rooms and other areas of the game, too,

Additional Features:
There are three difficulty settings to pick from, each one carries a different set of lives, continues, and affects the amount of damage RoboCop can take. If you play on the hardest setting, enemies will be much more aggressive and the arrows that show you the way to go will also be missing. Aside from that, the only real incentive to replay again is to find all the secret rooms. As with all great old school games like this, there are a variety of cheats you can input that will grant you a whole bunch of lives and let you pick from all the available weapons. Unfortunately, though, you can only play as RoboCop; the narrative is geared in a way where Robo is the hero and the Terminators are the enemy but it might have been nice to see a mode where you play as a reprogrammed T-800.

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The Summary:
RoboCop Versus The Terminator is a blast to play; while RoboCop is a clunky and cumbersome videogame protagonist at the best of times, you really get the sense that you’re playing as RoboCop and his quick-firing weapon and variety of additional armaments more than makes up for his heavy, stilted control. It also helps that there’s not many cheap deaths here; projectiles can come at you quickly but each enemy has a specific pattern that you can learn and exploit and, given the generous amount of health and power-ups on offer, there are instances when it’s okay to plough ahead guns blazing. Some levels can be a bit of a maze but, other than that, it’s worth it for the gore and the joy of seeing RoboCop punch a Terminator right in the face.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think of RoboCop Versus The Terminator? What is your favourite RoboCop or Terminator videogame? What did you think of Frank Miller’s comic book? Do you think we missed out on seeing these two sci-fi icons clash on the big screen? Whatever you think, feel free to leave a comment below.

Game Corner: Bloodstained: Ritual of the Night (Xbox One)

GameCorner
BloodstainedLogo

Released: June 2019
Developer: ArtOkay
Also Available For: PlayStation 4, PC, and Nintendo Switch

The Background:
Developed by Koji Igarashi, famous for his role in producing the Castlevania (Konami/Various, 1986 to present), Bloodstained was funded by Igarashi through Kickstarter with the intention to make a spiritual successor to his popular gothic/horror series, specifically Castlevania: Symphony of the Night (Konami Computer Entertainment Tokyo, 1997). After raising over $5 million, Igarashi also developed an 8-bit style companion game, Bloodstained: Curse of the Moon (Inti Creates, 2018), which was more a spiritual successor to another popular Castlevania title, Castlevania III: Dracula’s Curse (Konami, 1989). While my experience and exposure to Castlevania is a bit limited, I had a good time with both Symphony of the Night and Curse of the Moon; both games required a lot of skill and patience to master their mechanics and, once Ritual of the Night was available on Xbox Game Pass, I decided to give it a whirl.

The Plot:
Back in the 18th century, the Alchemy Guild began summoning demons by forcibly infusing humans with demonic crystals to create Shardbinders. One such Shardbinder, Gebel, has begun summoning demons to destroy England and it’s up to another Shardbinder, Miriam, to confront him and put a stop to his efforts.

Gameplay:
Ritual of the Night plays pretty much exactly like Symphony of the Night in that it is a 2.5D action/adventure game in which the player guides Miriam through a number of gothic, Victorian locations making copious use of backtracking, exploration, and item management to uncover new areas, confront new enemies, and upgrade her weapons and equipment.

BloodstainedWeapons
Miriam can attack with a variety of weapons.

When you start the game, Miriam is capable of dodging enemy attacks with a backstep, jumping, attacking with a slide kick, and dispatching monsters with her sword. As you progress, you can expand upon these moves and also acquire and equip other weapons, like a pistol and, of course, the classic Castlevania whip. Miriam is also capable of using magic to move objects and attack enemies; her magic meter slowly replenishes over time but can be refilled faster by smashing candle sticks and similar background item as you explore the massive, maze-like castle and collecting magic orbs. When you destroy enemies, you may also absorb a magic Shard, which will allow you to assign a new ability to Miriam, allowing her to make use of Familiars, throw axes or spears, teleport short distances, or increase her stats.

BloodstainedUpgrades
Use magic books and boss Shards to obtain new abilities.

These Shards make up an essential component to Ritual of the Night’s gameplay as you will need to acquire certain abilities in order to progress further through the castle; they will enable you to backtrack to previous areas and access new locations, overcome certain environmental hazards, and increase your ability to dispatch enemies and bosses. However, you can only equip four different types of Shards at a time; luckily, you cans witch these on the fly by assigning shortcuts but you’ll still find yourself jumping back and forth between menus to equip the right Shard. Miriam will level up as she destroys enemies and gains experience points but, while she is tough, she will die if she takes too much damage. You won’t find any chicken or meat in the walls of this castle, unfortunately; instead, you replenish health by drinking Potions, eating certain foods, or using various Shards.

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Save or warp around the map using special rooms.

The game also uses exactly the same save and fast travel system as Symphony of the Night in that you’ll find save rooms (which will fully replenish your health and magic) and mirrors (which allow you to fast travel across the map) dotted throughout the game; but this system is maybe something I could have seen dropped as it creates a massive amount of undue tension when you’re in desperate need of a save room, with no Potions, and die at a critical part and have to replay a difficult section all over again. Also coming over from Symphony of the Night, and Castlevania in general, is the ability to smash through walls to reach new areas or pick up items that increase Miriam’s health or magic bar. You can also chat to non-playable characters in a nearby village; they will sell you goods and wears, ask you to perform tasks (generally just destroying certain monsters) for additional items, and, of course, give you access to the game’s crafting system. You can craft better items, increase the power and ability of your Shards, cook up new foods to increase your stats, or dismantle weapons for extra gear. On the whole, Ritual of the Night controls extremely well; Miriam can’t dash forwards or dodge through enemy attacks (or, at least, I was never able to get her to) but she can utilise special moves with each of her weapons to parry or counterattack enemies. There are a lot of options available for players to change Miriam’s look, upgrade her abilities, and equip gear and weapons and these are all reflected in Miriam’s appearance. In addition, while there are some platforming elements involved, Ritual of the Night is more about exploration but if you wander too far too fast you may jump right into an environment you aren’t ready for and be set upon by enemies you’re too weak to properly battle, which can result in some frustrating deaths. The only way to properly navigate through the game is to master Miriam’s abilities, equip the best gear, and learn the best ways of taking out monsters and crossing the game’s various environments.

Graphics and Sound:
Ritual of the Night closely apes the graphical presentation of Symphony of the Night but expands upon it greatly; the game has a number of environments, each one packed with details and impressive effects in the background. Miriam will scale a massive spiralling tower, wade through underground passageways, battle through both a hellish landscape and a frozen tomb, and trudge through a desert as well as explore a dilapidated ship, among other areas. Each section of the game has new enemies and obstacles to overcome, new secret areas to find, and can be connected to other areas through the warp mirrors or hidden passageways.

BloodstainedCutscenes
The game doesn’t completely avoid cliché dialogue.

Miriam and other characters and enemies are rendered using smooth 2.5D graphics; the game’s cutscenes use a mixture of static images and text with voice acting to fully-animated movies, though these are used sparingly. Voice acting is suitable enough; all the characters have an English accent or an exotic twang to their speech and do a serviceable job; there’s nothing quite as over the top as in Symphony of the Night, but Igarashi, thankfully, doesn’t completely shy away from the corny dialogue that made Symphony of the Night so enjoyable. As for music, there are a lot of tunes here that will be more than familiar with Castlevania/Symphony of the Night fans; there’s also some remixed and upgraded versions of tunes from Curse of the Moon, which was an inspired move considering how fitting and catchy those tracks were. Each one conveys the ominous presence of the area you’re in and brings yet more life to this gothic, nightmarish world.

Enemies and Bosses:
Miriam will battle a myriad of enemies more than familiar with any Castlevania fan: we’ve got everything from globby monsters, floating heads, possessed portraits, shrieking spirits, deadly toads, annoying bats, and fire-breathing dragons! Enemies increase in number and danger as you progress through the castle; go from beheading monsters with relative ease to dodging over bigger, armour-plated knights with spiked shields, drill-like swords, or familiar-looking shovels as well as giant werewolves, magic-spewing demons, and skeletal dragons.

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There’s some massive bosses here!

The game not only beautifully renders its environments but produces some impressive bosses; you’ll battle titanic beasts such as a two-headed dragon that covers the entire background, a spider-like creature comprised of stained glass, and a giant, demonic mermaid creature. These massive bosses will test your endurance but they’re nothing compared to the more spritely, human-like bosses you’ll encounter; you’ll duel with a blood-spewing vampire, go sword-to-sword with the rogue swordsman Zangetsu, and battle against sorcerers in encounters that will test you reaction times, skill, and patience as you dodge their attacks, learn their patterns, and unleash your most powerful attacks to attain victory.

BloodstainedFinalBoss
The two-stage final bosses was a pain in the ass.

The game’s final boss combines both of these elements, pitting you against a demented sorceress who leaps about he screen attacking with her whip-like hair and various elemental magic attacks. Once you finally overcome her, she’ll spawn in a screen-covered, three-headed demon and launch a variety of energy and elemental attacks at you while you leap and dodge around the screen desperately trying to attack her and whittle down her insane health bar.

Power-Ups and Bonuses:
While you’ll upgrade your stats when you level up, as you explore your environment, you may uncover goblets that will increase your health bar, potions that increase your magic bar, and special pistols that increase how many bullets your guns can carry and fire. You’ll also obtain items and weapons from downed enemies and bosses and from a variety of chests hidden throughout the castle; when you equip a weapon or gear, it will have positive and negative effects on Miriam’s stats. You might increase her attack power, for example, but lose your resistance to fire damage, so you will have to use trial and error and a combination of gear to keep her stats in optimal condition. You can also check out magic books from a shady librarian, which will increase your stats further but the game’s main source of empowering Miriam come from the Shards you will obtain from enemies and bosses. These will eventually allow Miriam to move obstacles out of the way, use a double jump, teleport through narrow gaps or walls, and to breathe and manoeuvre underwater in order to reach new areas.

Additional Features:
The game has three different endings, two of which are considered bad endings. To reach the game’s true ending, you’ll have to backtrack to old areas, visit new areas, and battle through the game’s toughest enemies to acquire the items and weapons necessary to confront the true final boss of the game. Whichever ending you get, you’ll gain access to a Boss Rush mode to test you skills against each of the game’s bosses in turn. If you pursue the game’s true, good ending, you’ll eventually find hidden keys to battle three optional bosses and visit an 8-bit area for some classic Castlevania action. Obtaining the game’s true, good ending open up a Sound Test and allows you to play through again on New Game+, where you keep all your weapons and upgrades. If you’re a sadist and in need of an additional challenge, you can try the game in “Nightmare” mode to face much tougher enemies; there’s also a few codes you can enter when naming your game file to access different accessories, weapons, and amusing gameplay modes (like big head mode). To keep you playing and give you an incentive to playthrough the game again, the developers have been planning some free downloadable content that will not only allow access to other game modes and Zangetsu as a playable character, but it doesn’t seem to be available just yet. As you might expect, there are also a fair amount of Achievements available here, ranging from defeating certain bosses and completing a number of side missions, to completing the game’s extensive map and finishing the game on higher difficulties.

BloodstainedConclusion

The Summary:
Bloodstained: Ritual of the Night is an absolutely gorgeous game; for a Kickstarter-funded project, the controls and graphics and features available are impressive, to say the least, and ambitious. This is, in every way, a spiritual successor to Castlevania: Symphony of the Night, offering as much of the same challenge and reward as that game while also birthing an entirely new franchise and offering an entirely new experience for Castlevania fans. I imagine die hard Castlevania fans will get even more enjoyment out of this title but I’d argue that you don’t have to have played those games to enjoy this one, though it would probably help to be somewhat familiar with the concept or else you’ll struggle with the game’s massive amounts of backtracking. There are some aspects that I found frustrating; the save system, for one, the sharp spike in difficulty in certain areas, and the two-stage final boss but, honestly, there is nothing here that cannot be overcome without investing the time to master Miriam’s abilities, find better weapons and gear to increase her stats, and just learning how to overcome the challenges ahead of you.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think of Bloodstained: Ritual of the Night? Have you played Castlevania: Symphony of the Night before? What is your favourite Castlevania, or Castlevania-inspired videogame? Leave a comment below and share your thoughts.

Back Issues: Spawn/Batman

BackIssues

I didn’t get to read a lot of comic books as a kid; growing up in the United Kingdom in the mid-nineties, it seemed my access to DC and Marvel Comics was far more restricted than it is these days, when comics are available in almost every corner shop or newsagent. Mostly, I read the odd graphic novel from the library or annual compilations picked up from car boot sales and the like. Nevertheless, I had a fondness for Bruce Wayne/Batman, Peter Parker/Spider-Man, and Clark Kent/Superman. These were the heroes I had the most exposure to growing up, which was lucky considering the movies and television shows these characters had around this time. As my exposure to more comics grew, however, I soon gravitated towards the likes of Eddie Brock/Venom, Frank Castle/The Punisher, and Doctor Bruce Banner/The Hulk, skewing my preference towards the more violent and aggressive comic heroes. In the nineties, there was no superhero that embodied violence, aggression, or edgy angst more than Todd McFarlane’s Spawn. Initially an assassin for a covert arm of the Central Intelligence Agency (CIA), Al Simmons was betrayed by his commander, Jason Wynn, and murdered as part of a pact between Wynn and the ruler of the Eighth Circle of Hell, Malebolgia.

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McFarlane included some cheeky cameos in early Spawn titles.

Simmons returned to the world of the living five years later, with few of his memories, decked out in a living, symbiotic costume and wielding tremendous (if finite) hell powers as Spawn. Constantly plagued by Malebolgia’s chief lieutenant, the Violator (who generally assumed the form of the disgusting Clown), Spawn was torn between wanting to reconnect to his previous life (specifically his wife), rejecting his apparent destiny as the general of Hell’s armies, and using his abilities to protect those in need. Few superheroes had the impact that Spawn had upon his debut; after breaking away from Marvel with a bunch of talented writers and artists, McFarlane founded Image Comics and spearheaded his new company with Spawn. Issue one sold over a million copies and Spawn’s place as a cultural icon has since been secured thanks to a fantastic animated series, an…okay live-action movie, a bunch of surprisingly decent videogames, and a whole host of fantastically-detailed toys and merchandise. While Spawn may not be as prominent a figure in the world of comics as he once was, his impact certainly changed the way the industry viewed independent publications. So great was Spawn’s popularity that he featured in a number crossovers; initially, this was restricted simply to Spawn appearing alongside other Image characters, or other independent characters popping up in Spawn comics, but, after some cheeky, barely legal cameos from some famous faces in issue ten, Spawn officially teamed up with Batman in 1994 for a couple of crossover specials.

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Spawn/Batman saw artist Todd McFarlane join forces with celebrated Batman writer Frank Miller. Being that this was 1994, Miller was still riding high off genre-changing titles like The Dark Knight Returns (Miller, et al, 1986) and Batman: Year One (ibid, 1987) and knee deep into his Sin City (ibid, 1991 to 2000) series. Yet, the signs of Miller’s degradation into self-parody and absurdity still managed to crop up in this one-shot title; while it’s nowhere near as bad as what we got in The Dark Knight Strikes Again (ibid, 2002) or All-Star Batman & Robin, The Boy Wonder (ibid, 2005 to 2008), Miller’s writing and characterisation of Batman is noticeably lacking and questionable, especially compared to what we saw in The Dark Knight Returns or Year One.

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In this story, Batman and Spawn co-exist on the same world.

But we’re jumping ahead a bit. Spawn/Batman is one of those crossovers that, rather than having the DC and Image characters exist in separate universes, acts as though they all co-exist in the same world at the same time. Honestly, I always prefer it when crossovers are handled this way as, while it can be difficult to believe that Superman, Spider-Man, X-Men, and the Teen Titans all co-exist but we never hear about it until they cross paths every once in a blue moon, it’s a lot less messy than dreaming up another reality-shattering Crisis or out of place dimension shift. The story opens with Batman (described as “Protector. Avenger. Detective. Champion”) busting up some thugs transporting high-tech weapons and getting into a throwdown with a massive robot. Slipping on a robotic gauntlet that fills him with superhuman strength, Batman is able to tear the robot apart…only to find that it is a cyborg that is powered by a still-living severed head.

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Alfred’s wit is as dry as ever.

Back at the Batcave, he examines the head while his loyal butler and father-figure, Alfred Pennyworth, tries in vain to patch up his injuries and recommend some tea, rest, and relaxation. After running the head’s dental records through the Batcomputer, Batman discovers it belonged to a homeless vagrant from New York City. Batman heads there immediately (and, as you might expect, is immediately reminded of the night his parents were murdered…) and, as he stalks the alleyways and dark corners of the city, overhears “legends” of a bum named Al with magic powers, which he dismisses as “nonsense”. I find this a little out of character for Batman, who rubs shoulders with Atlanteans, Amazons, and aliens on a regular basis and has a long-standing friendship with an actual magician but who am I to question the legendary Frank Miller?

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Batman drastically underestimates Spawn in their first encounter.

Anyway, this leads to a natural segue into Spawn’s introduction to the story. Spawn’s not happy (but then again when is he ever?) because a lot of his friends have suddenly gone missing; after returning from the dead, Spawn found a home amongst the bums of New York City and made it his mission to protect them. This mission (which was more of an obsession, in many ways) leads to him mercilessly burning alive a couple of thugs who want to set alight a sleeping bum. Although this is perfectly in keeping with Spawn’s brand of justice, it catches the attention of Batman who, none-too-pleased with what he sees as cold-blooded murder, leaps in to attack without a second’s hesitation. However, Batman’s confidence (more of an aggravating arrogance under Miller’s pen…) is misplaced against Spawn, who is tough enough to take everything Batman can dish out and repay it in kind without mercy.

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Spawn’s past returns to haunt him…again…

With Batman having made a strategic retreat, Spawn is free to continue his investigation and soon runs into another of the cyborgs that messed up Batman at the start of the story. Spawn is horrified to find that the cyborg was powered by the severed head of a bum he knows, Chuck, and is further disgusted to discover that the cyborgs are the product of Margaret Love, an old acquaintance of his from his days as an assassin. Love fuels Batman’s newfound obsessive vendetta against Spawn and, armed with the robotic gauntlet he picked up in the opening panels, Batman soon engages with Spawn once again. This time, the fight is a bit more even but it suffers from some really out of character “trash talking” from Batman, who criticises Spawn’s lack of discipline and sloppiness as a fighter.

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Batman is killed, forcing Spawn to save his life.

After beating each other senseless, the two are easy pickings for another of Love’s cyborgs, which mortally wounds Batman. Though tempted to leave him to die, Spawn ultimately opts to expend his limited Hell power to obliterate the cyborg and then save Batman’s life. Spawn also uses this opportunity to telepathically communicate with Batman in a bid to find some common ground. You know it’s bad when Spawn, of all people, is trying to be the bigger man and the voice of reason; his efforts are met with extreme resistance by Batman (who calls Spawn a “twit”) but, after being shown what Love is capable of, Bats begrudgingly agrees to postpone his vendetta against Spawn to put a stop of Love’s experiments. Luckily, Love is hosting a fancy fund-raiser on a luxury cruise liner to help raise funds and interests for her almost hypnotic campaign to “heal the world” with a nuclear arsenal capable of destroying the world ten times over.

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Batman takes any excuse to criticise Spawn.

Still in telepathic contact (much to Batman’s chagrin which, again, I find odd considering the Martian Manhunter often enables the Justice League to communicate in very much the same way…), Batman and Spawn crash the party and wreck Love’s cyborgs. The entire time, all Batman does is criticise Spawn for being a “blunt instrument” (even getting a very Miller-esque dig in at Superman while he’s at it) and lacking any finesse…which runs a little contrary to Spawn’s military training and seems to be present only to artificially extend the gulf between their methods when it was sufficient enough to focus on Batman as a practical, mortal man doing the best he can and Spawn as a violent, magic-infused undead man-monster.

SpawnBatDeath2
I’m pretty sure Batman would have an answer…

Speaking of which, Batman is unable to come up with a viable reason to spare Love’s life. Again, this is very out of character for Batman who surely would not hesitate to come up with a reason to spare a life; this is the same man who has spared the Joker time and time again but, when it comes to Love, he “has no answer” and does nothing to save her from being skewered. With her dying breath, though, Love launches a nuclear missile directly into the center of New York City, forcing Spawn to further expend his finite magic to teleport himself and Batman to the missile so they can disarm it. Miller gushes over Batman’s genius, his mind, his skilled hands, as he uses his unparalleled abilities to disarm the weapon without any assistance or input from Spawn. Instead, Batman ignores Spawn’s knowledge of the missile and is more concerned with the fact that Spawn dared to touch his cape!

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Batman sure made an impression on Spawn…

With the threat ended, Batman takes his final moments to berate everything about Spawn: his motives, his discipline, his moral compass. Literally everything. He vows to one day find the means and power to put an end to Spawn for good but Spawn, again acting massively out of character, instead pleas for Batman to recognise all the good they did together and asks that they bury the hatchet. Batman responds by lobbing a Batarang right into Spawn’s face, which would leave a wound that Spawn would, eventually, seal up with a shoe lace rather than waste his precious magic.

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McFarlane’s art is the highlight of the story.

If there’s one thing that Spawn/Batman has going for it, it’s Todd McFarlane’s absolutely gorgeous artwork. McFarlane is truly without peer in the comic’s world and he doesn’t get enough praise for his distinctive art style. Spawn is featured in his original, far more heroic and less complicated costume in this story as it takes place not long after his debut; while I prefer his later tattered look, McFarlane obviously makes his signature character look great whenever he puts pen to paper. Similarly, his Batman is a dark, gritty avenger constantly swamped in deep shadow, with pointed tips to his cape and often appearing more as a wraith-like silhouette than a man. The story is full of violent action as the two exchange blows on more than one occasion but what really lets this down is Miller’s writing. His narration is repetitive and almost embarrassing to read at times; it’s clear that Miller is only interested in praising Batman as the be-all and end-all of superheroes as the narrative boxes (and Batman’s “dialogue”) are all geared towards explicitly stated how amazing and well-disciplined and unbeatable Batman is even as he’s bleeding to death at Spawn’s feet.

SpawnBatWriting2
Are they meant to sound like squabbling kids? Is that the point?

Spawn, for the most part, reads quite well but his characterisation falls off a cliff during the rematch between the two, where both characters simply sound like children having a punch up. Maybe that is the point? Maybe Miller is making some kind of commentary on childish “tradition” of superheroes always fighting each other before teaming up and I could appreciate that…if it didn’t come at the detriment of both characters, who just come off as foolish. Batman should be smarter than that, for one thing; you would think that Miller, of all people, would know that too, especially given the lengths Batman went to battle Superman in Miller’s seminal work. Instead, Batman slips on a robotic gauntlet and thinks that’ll be enough to stop a guy who can literally reassemble himself with his magic. Batman then spends the remainder of the story chastising Spawn at every opportunity despite the fact that, without Spawn’s help and his powers, they would both have died.

SpawnBatWriting4
Batman’s characterisation is grating, to say the least.

I get that Miller’s Batman is this gritty, unrepentant hard-ass who doesn’t need help from anybody but this emphasis on him being some ultra-disciplined “soldier” who knows better than anyone else just comes across as supremely arrogant. Again, maybe that’s the point, but it’s an extreme, ill-fitting characterisation of Batman I don’t like at the best of times, to say nothing of when he’s teaming with an actual soldier! Given how protective Todd McFarlane is of Spawn as a brand and a character, it seems weird to me that Miller was given such free reign to, effectively, bury Spawn every chance he got in this story. Sure, it’s probably to make explicit the differences between the two but I think that could have been handled better with about forty percent less “stupid punk!” being sent Spawn’s way.

SpawnBatLegacy
This wouldn’t be the last time these two crossed paths.

Nevertheless, Spawn/Batman is a pretty decent read, mainly for the artwork and for the thrill of seeing Spawn side-by-side with Batman. This wouldn’t be the last time these two teamed up either, as DC and Image released Batman-Spawn: War Devil (Moench, et al, 1994) that same year; while that’s a slightly more cohesively-written tale, its artwork is nowhere near as good as in Spawn/Batman. These crossovers were even referenced in Mortal Kombat 11 (NetherRealm Studios, 2019), in which Spawn appears as a playable guest character, though, since Image Comics isn’t quite the trend-setting powerhouse it used to be, I wouldn’t expect to see these two teaming up again any time soon.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think of Spawn/Batman? Were you a big fan of Spawn’s or did you, perhaps, find him over-rated? What are your thoughts on Frank Miller, specifically his Batman? Which comic book crossover is your favourite, or which characters would you like to see cross paths and butt heads? Whatever you think, good or bad, drop a comment below.

10 FTW: Super-Suits

10FTW

With over eighty years of continuous publication behifnd him, it’s no surprise that, over the many years and through numerous alternate realities and reality-shattering Crises, Superman has gone through more than a few wardrobe changes. Initially debuting in what amounted to a traditional strongman costume, Superman soon adopted the iconic “S” shield to uphold his values of “truth, justice, and the American way” but has, over time, mixed up his colour scheme about as often as he’s developed strange new powers. Today, I’m going to go through ten of my favourite looks for Superman; a lot of these featured solely in out-of-continuity tales or were worn by Supermen from parallel Earths but some were, however briefly, an actual part of Superman’s canon.

10 The Black Recovery Suit

Superman’s black suit first appeared right at the conclusion of the “Reign of the Superman” (Jurgens, et al, 1993) storyline, the conclusion to the infamous “Death of Superman” (ibid, 1992 to 1993) storyline. After the Man of Steel was beaten to death by Doomsday, his body was placed into a Kryptonian regeneration chamber, which restored his cells to life and, when he emerged, he was forced to wear this suit while his powers recovered. Honestly, this was just an excuse to get Superman’s mullet on the list but I also dig the simplicity of this suit (and I always love a black variant); it’s just plain black with a silver symbol. It also lacks a cape, giving Superman a far more streamlined and serious look that, considering all of Superman’s replacements bore dramatically different suits of their own, cast more doubt on the identity of this new Superman. The suit made a brief return in Countdown to Final Crisis (Dini, et al, 2007 to 2008), when it was worn by Superman-Prime, and was donned by the pre-Flashpoint (Johns, et al, 2011) when he showed up (rocking a beard!) to replace the crappy New 52-Superman (whose suit will, spoilers, not be making this list), and was also set to appear in Justice League (Snyder/Whedon, 2017) before Warner Bros. re-edited the film.

SuperSuitsSpeedingBullets
9 Speeding Bullets

Bit of a cheat here as this suit was worn a violent and brutal version of Kal-El who was raised by Thomas and Martha Kent and, thus, is actually a composite of Superman and Batman who leans far more into Batman’s characterisation than Superman’s. Still, this is a great combination of the Bat- and Super-Suits, featuring a cowl that covers Kal’s entire head and a amalgamated version of both character’s iconic emblems. If you’re a bit annoyed by me basically using a Batman suit on a Superman list, there was a more traditional Super-Suit featured in this story right at the end, when Kal is convinced to turn away from the darkness and be a symbol of hope. But, as this is a dreadful looking costume that looks way too much like the awful Injustice suit (NetherRealm Studios, 2013; 2017).

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8 Lantern Superman

Let’s face it: any time Superman gets a power ring, we are treated to an awesome variation of his suit. Whether it’s in an alternate reality where Superman operates as Green Lantern (and sports a lovely white cape and an amalgamated “G”/Green Lantern symbol), or the original, super-powerful, pre-Crisis on Infinite Earths (Wolfman, et al, 1985 to 1986) Superman, Kal-L being reanimated as a zombified Black Lantern in Blackest Night (Johns, et al, 2009 to 2010), or Superman-Prime joining the Sinestro Corps, there’s something about mixing Superman’s suit with the Lantern’s attire that always results in gold. Superman’s also been decked out as a dazzling beacon of triumph as a White Lantern and we’ve even seen a glimpse of what his suit could look like spewing blood from his mouth during Supergirl’s brief stint as a Red Lantern. Hands down, my favourite is the Black Lantern Superman though; there’s just something about a zombified Superman in a black suit with a tattered cape that is really striking to me, like all of his values and morals have been cast aside in favour of ripping hearts from chests.

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7 Overman / Red Son

I’m lumping these two together as I honestly cannot pick between the two; both suits were worn by alternative versions of Superman who were raised and indoctrinated with anti-American principles, making for a complete reversal of Superman’s traditionally patriotic views. Overman, a Nazi version of Superman, appeared during the God-awful Final Crisis (Morrison, et al, 2008 to 2009) event, while the communist version most famously appeared in Superman: Red Son (Millar, et al, 2003). Both wear a fascist symbol in place of the traditional “S” and favoured big buckles on their belts and a darker, subdued colour scheme, with Overman’s costume fittingly being reminiscent of the Schutzstaffel  uniform.

6 The Dark Side

Continuing the theme of alternative versions of Superman raised by tyrannical dictators, Superman: The Dark Side (Moore, et al, 1998) presented a version of Superman raised by Darkseid to be a ruthless soldier in the New Gods’ war against the peaceful New Genesis. Once again sporting a corrupted version of the “S” symbol (which was almost exactly the same as the Schutzstaffel symbol, something that, ironically, even Overman was missing…), Dark Side’s Superman had a haircut you could set your watch to, and a fittingly grim and stoic personality that was more akin to Darkseid’s actual son, Orion. He was also decked out in sweet jet-black armour forged from the fire pits of Apokolips, carried a sword and had no compunction about slaughtering his enemies without mercy in the name of his dark overlord.

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5 Superman Prime (DC One Million)

The Superman Prime (not to be confused with his genocidal counterpart of the same name) that appears in DC One Million (Morrison, et al, 1998) has lived for so long thanks to his Kryptonian physiology that he’s seen all his friends and family die. Despondent, he left Earth in the care of his heir, travelled the universe for a few centauries, and eventually went into self-imposed exile in the centre of the sun. Unlike the previous Super-Suits, this Superman is a glowing, golden beacon of hope and serenity; his powers amplified to almost God-like levels, this Superman is decked out entirely in gold to match his new divine stature.

4 Brutaal (Earth-2)

This version of Superman is a Bizarro-like clone engineered by Darkseid to mirror his Earth-2 counterpart, Val-Zod (another contender for this list) in very way…except for being absolutely ruthless and lacking in mercy. Very much like by his Dark Side incarnation, Brutaal stands out by wearing a suit that closely resembles versions of the Eradicator or Cyborg-Superman, favouring a largely black-and-red colour scheme (that just works for alternative, evil takes on Superman) and some wicked chains to hold his cape in place.

3 Electric Superman

Probably the most controversial choice for this list, in the late-nineties, DC Comics apparently decided that Superman needed a complete shake-up (despite the fact that he’d already returned from the dead!) and had him transform into a purely energy-based lifeform. He could now travel at the speed of light, emit energy blasts, and become incorporeal but also (for some inexplicable reason) would become completely human when he transformed back into Clark Kent! As if this wasn’t mental enough, he was then split into two beings, a red variant and a blue one, each with different personalities! None of this changes the fact, though, that the suit he wore during this time was awesome! Lacking a cape and featuring a streamlined design comprised of blue (…or red) and white and a new, more radical logo. Honestly, I feel like the suit’s design and Superman’s new powers were pretty great…just maybe not suitable for Superman. This suit actually cropped up again in the early-2000s when it was worn by Strange Visitor (Sharon Vance) but I would love to see it recycled for the likes of the Eradicator, who’s always been more energy-based in his powers anyway.

2 Rebirth / Man of Steel

After subjecting us to a God-awful characterisation of Superman throughout the five years or so of the “New 52” reboot, DC Comics finally saw sense and killed off that jerk and ditched his dreadful quasi-armoured costume in favour of not only the definitive version of Superman (pre-Flashpoint, of course) but also a far more traditional version of the Super-Suit. This suit, largely reminiscent of the equally-fantastic costume worn by Henry Cavill in the DC Extended Universe movies (Various, 2013 to present) took all the dramatic changes made by the New 52 suit and merged them with Superman’s more traditional styling. This meant that Kal again ditched the red trunks and yellow belt but also dropped the overly busy and unnecessarily detailed nature of the New 52 suit. Eventually, the trunks and the red boots would make a return but, either way, for a modern take on the classic Super-Suit, they don’t get much better than this.

1 Kingdom Come

For me, the definitive alternative version of the Super-Suit is the one designed by Alex Ross in the gorgeous and seminal Kingdom Come (Waid, et al, 1996). Taking place on Earth-22, where Superman has largely separated himself from humanity, which has begun to favour more aggressive superheroes, this Superman sports not only a streak of white hair but also a sleek, traditional Super-Suit with one noticeable different: a diagonal line against a black background in place of the traditional red-and-yellow “S” shield. It’s a small change but one that speaks volumes of this Superman’s current mindset; he’s lost faith in humanity and is in mourning. This costume has endured over the years, inspiring numerous revisions of Superman’s costume (generally whenever depicting an elderly or despondent version of Kal) but, most notably, the Earth-22 Superman later paid a visit to the mainstream DC universe to team with the Justice Society, Superman adopted a very similar version of this shield after the “Our Worlds at War” (Loeb, et al, 2001) storyline, and even prominently featured in the Crisis on Infinite Earths (Various, 2019 to 2020) crossover event that saw Brandon Routh reprise his role from Superman Returns (Singer, 2006) wearing an incredibly faithful rendition of this iconic outfit for his portrayal of a similarly-beleaguered version of Superman.

SuperSuitsAlter

Which Super-Suit is your favourite? Did it make the list or was there one I missed? What do you look for in a Super-Suit? Drop a comment below and share your thoughts on what makes the quintessential Super-Suit.

Game Corner: Final Fantasy VII (Xbox One)

GameCorner
FF7Logo

Released: March 2019
Originally Released: January 1997
Developer: Square Enix
Original Developer: Square
Also Available For: Mobile, Nintendo Switch, PC, PlayStation, PlayStation 3, and PlayStation 4

The Background:
It’s hard to talk about Sony’s PlayStation without talking about Final Fantasy VII. Traditionally released on Nintendo’s 8-bit and 16-bit titles prior to Square’s move to the PlayStation, Final Fantasy VII was released at a time when every recognisable videogame franchise worth a damn was making the jump from 2D to 3D. For many, Final Fantasy VII was not only their first Final Fantasy videogame but also their first experience of a role-playing game (RPG). Lauded upon release, the game went on to not only win numerous awards but also to sell over ten million copies on the PlayStation alone. So influential was Final Fantasy VII that it inspired a whole host of additional spin-off media from Square Enix, including the fantastic computer-generated movie Final Fantasy VII: Advent Children (Nomura, 2005) and the under-rated RPG/action shooter Dirge of Cerberus: Final Fantasy VII (Square Enix/Monolith Soft, 2006). Ironically, my experiences of Final Fantasy VII were quite limited at the time; I was knee-deep in my Nintendo 64 phase and still playing Mega Drive titles when it released, so I’m pretty sure it passed me by completely at the time. I had dabbled in a few previous Final Fantasy titles, however, thanks to emulators but I didn’t really become aware of the series until Final Fantasy VIII (Square, 1999) and even watched Final Fantasy VII: Advent Children before I first played Final Fantasy VII on PlayStation 3. However, with Xbox One owners like myself unable to play the recently-released Final Fantasy VII Remake (Square Enix, 2020) thanks to Sony’s current stranglehold on that title, I was fortunate enough to be gifted the Xbox One port of the PlayStation original which, thanks to the coronavirus lockdown, I was able to play through quite recently.

The Plot:
The Shinra Electric Power Company harvests Mako energy, draining the Lifestream of the Planet, and making life miserable for the lower classes. Cloud Strife, a former member of Shinra’s military branch, SOLDIER, reluctantly joins forces with the eco-terrorist group AVALANCHE to oppose Shinra, only to end up defending the world when legendary SOLDIER Sephiroth enacts  a mad plot to absorb the Lifestream and become a God.

Gameplay:
Final Fantasy VII is a traditional, turn-based RPG that emphasises exploration, strategic combat, item and party management, and has a heavy prominence placed on its complex and dense narrative. Players primarily take control of Cloud and form a party of up to three members (each of whom you can re-name, if you want) to engage in random battles across the game’s extensive overworld and many dungeons and locales, encountering a variety of non-playable characters (NPCs), enemies, obstacles, and mini games along the way. Players navigate numerous fantastically varied, pre-rendered environments in their quest; as you explore, you’ll find chests to open, items to pick up, buildings to enter, and innumerable numbers of NPCs to talk to. It’s through conversations with NPCs and your party members that you’ll learn more about Final Fantasy VII’s world, its dense lore, and the different cultures and societies that dwell within it. As a Final Fantasy title, you’ll easily sink over eighty hours of playtime into Final Fantasy VII, most of it watching cutscenes and engaging with the complex narrative. The rest of the time, you’ll most likely be battling and levelling up. As you explore the overworld, you’ll walk over fields, through forests, explore caves, dungeons, high-tech facilities, and even journey to the centre of the Planet itself. When not in a town, every step you take puts you at risk of entering into a random battle against a number of enemies; when a random battle occurs, you can try to run if you wish but, if you turn and fight, you’ll be presented with a number of options. Each character has strengths and weaknesses; some have higher hit points (HP) or magic points (MP); some can take more damage, or deal out more attack power, or are faster or slower. Having a diverse party is the first step towards winning battles, which take place using the game’s Active Time Battle (ATB) system. When a battle begins, the enemy and the player’s party exchange moves until the battle is ended in a constant cycle; take too long selecting your next move and you’ll leave yourself open to an attack.

FF7LimitBreak
Unleash your Limit Break to deal massive damage.

You can, however, alter this system in the game’s “Config” menu, which allows you to both increase the speed of in-game battles and reduce them to a more manageable, turn-based structure. Either way, when battling, you can choose to defend yourself to reduce incoming damage, select which enemy to target, or use an item to heal a character or otherwise turn the tide in your favourite. When battling, once the “Time” meter is full, you can choose how to engage the enemy. If you choose to attack, your character will rush forwards and deliver an attack to deal damage. When hit with an opposing attack, your party’s “Limit” meter will fill; once full, you can perform a powerful Limit Break, which will deal greater damage to your opponents and sometimes provide beneficial aids to your party. When using magic, keep in mind that some enemies will have their HP restored if you use elemental magic against them. Characters use magic when you assign them Materia, which is a kind of crystallised form of Mako energy; Materia allows characters to heal or revive each other, erect protective barriers, cast elemental spells (Fire, Thunder, etc), poison foes, turn them to frogs, and a whole slew of other benefits.

FF7Summons
Summon powerful beasts to aid you in battle.

The most powerful and useful Materia you can acquire allows you to call upon the powers of a Summon to aid you in battle; these bestial creatures can deliver heavy damage to bosses and groups of enemies and even resurrect your fallen comrades, but Summons drain a lot of your MP to use and some of them can only be used once per battle unless you link their Materia to another Materia to allow consecutive use or added effects upon their summoning. If all of your party is defeated in battle, the game is over and you must reload from your last save point; if you win, though, you’ll earn experience points (EXP). When you earn enough EXP, your characters will level up, increasing their stats and learning new, more powerful Limit Breaks. You also earn Ability Points (AP), which allow your Materia to level up as well and allow access to more powerful spells (Cure 2, Quake 3, etc); sometimes you’ll get items from victories as well and, of course, you’ll earn Gil.

FF7MiniGames
There are numerous mini games to distract you.

Gil is the currency of Final Fantasy VII; with this, you can purchase items and weapons and pay to restore your HP and MP at the various inns located in the game’s many towns and cities. Each character can be equipped a weapon, an arm band, and an accessory; these have slots that allow them to use Materia, protect them from certain attacks (or types of attack), and raise their stats. To obtain the most powerful weapons and Materia, you’ll have to not only battle some of the game’s toughest enemies and bosses but you’ll also have to complete a number of mini games and side quests. As you explore Final Fantasy VII, you’ll come across numerous side quests, mini games, and distractions from your main quest; there’s a side quest where Cloud most pose as a girl, for example, or a section where you must chase weird creatures through an ancient, maze-like city, defend a mountain from invading forces, snowboard down a mountain, and explore the depths of the ocean in a submarine. Visit the Gold Saucer and you’ll be provided with a wealth of mini games for you to waste your time on while the Planet looms moments from destruction. You can visit the arcade and throw basketballs into hoops, replay the somewhat-clunky motorcycle pursuit (wherein Cloud makes a dramatic escape, swiping at pursuers with his hefty Buster Sword), take on progressively difficult enemies one after another in the Battle Square in hopes of purchasing rare items and upgrades, or take a member of your party on a date.

FF7Chocobos
Capture, race, and breed Chocobos.

Additionally, if you choose to acquire the game’s two extra characters, you’ll get sucked into their side stories and side quests, one of which sees you first forced to do battle without your Materia and, later, battle progressively-difficult enemies in a pagoda, while the other involves a tough boss battle and a lot of dialogue. After Sephiroth summons Meteor and the Planet edges closer and closer to destruction, you’ll travel the world without Cloud to acquire the Huge Materia; getting this involves a lot of mini games, like button mashing in perfect harmony to speed up and slow down a train, chasing down and destroying an enemy submarine, or strategically placing troops to defend a giant condor egg. One of the game’s biggest side quests involves the capturing, breeding, and racing of Chocobos. These ostrich-like creatures can be found on the overworld when you have a Chocobo Lure Materia equipped and walk over their tracks but, unless your powerful enough to one-shot the enemies they are often accompanied by, you’ll need to shell out for some “greens” to distract them. Once you’ve caught a Chocobo, you can ride them around the overworld but, eventually, you’ll get the chance to buy up to six stables to keep your Chocobos in. You can then feed them to raise their stats and attributes and race them at the Gold Saucer; even when you allow the computer to race for you, though, this can be a time-consuming task as, to breed better, different-coloured Chocobos, you’ll need to win a lot of races and take part in a few battle sin the interim, all to breed the ultimate Chocobo, a Gold Chocobo, which can run over land, sea, and mountains to reach the game’s most powerful Materia. None of this is especially difficult but it is very time-consuming and I can’t say I was happy to have to do it all over again after doing it on the PlayStation 3 but, now that I’ve gotten a Gold Chocobo, I can rest easy in the knowledge that I won’t have to do that again.

FF7Distractions
You’re asked to perform a lot of different actions to advance the game’s plot.

Final Fantasy VII loves to throw a curveball at the player; just as you think you’ve mastered the game’s ATB system, you’ll be asked to press buttons at the right moment to perform a march or provide CPR. These little distractions and varieties in the gameplay can be fun when they’re optional but many of them are required to advance the plot, as well as netting you more EXP, more Gil, better items and Materia, and even a couple of extra party members. At times, they can feel like unnecessary padding as it seems like every time the team visits a town, you spend an hour or so running around doing some kind of arbitrary task that seems contradictory to the game’s otherwise ominous plot. Later in the game, such button-mashing sections are crucial to the game’s plot and failing them can cost you an Achievement or two or cause you to either miss certain rewards and Materia or have to earn them some other way through another side quest or at a high Gil cost. Similarly, just when it seems like you’ve gotten a grip on the game’s quirky nature, the entire complexion changes when Sephiroth murders Aerith, forever removing her from your party and as a playable character, summons Meteor to destroy the Planet, and the kaiju-like WEAPON emerge from the ground and go on a rampage. After this point, Cloud leaves the party for a time and you’re forced to fly around in the Airship with different party members collecting the Huge Materia all while a massive glowing sphere hover sin the sky. Even the overworld theme changes at this point, becoming more ominous; different WEAPON wander around the map and must be battled and Cloud is forced to confront the truth about himself and his path before rallying the team to confront Sephiroth.

FF7Characters
Each character has a story arc, a backstory, and nuance to them.

Characterisation is a large part of Final Fantasy VII’s narrative; each party member has a unique backstory and their own personality quirks and, as you progress, you’ll learn more about them and what makes them tick. Characters are surprisingly layered as well; Cloud has a reputation for being an edgy loner but he has some amusing moments, like when he’s forced to act in a play with Aerith (or Aeris, whatever you prefer) Gainsborough, or the way he shrugs dumbfounded whenever talking to Yuffie Kisaragi or Cait Sith. Barret Wallace, too, has a lot of layers to his character; he’s a passionate eco-warrior with a quick temper but also a doting father and carries a dark secret that the game forces him to confront, and this is true of each of the characters, in a way. Final Fantasy VII’s ability to flesh out each of its characters really increases your emotional investment in the game’s plot; even Sephiroth, who kills without a thought and is more than happy to crack the Planet open on a whim, is a tragic figure affected by the machinations of Shinra. Which characters you engage the most with will undoubtedly affect how you arrange and organise your party, though the narrative is structured in such a way that you are forced to have each member of the team in your party at least once (with the obvious exception of the optional characters).

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The game’s map isn’t very clear, making navigation tricky at times.

With all that said, Final Fantasy VII can be a stressful experience; like all Final Fantasy titles at that point, Final Fantasy VII is quite a slow, measured experience. Cutscenes can’t be skipped, meaning if you die after a lengthy section of dialogue you have to sit through it all over again; random battles can take place every couple of steps, which can be frustrating when you’re low on HP and/or MP (you can turn them off by pushing in the analogue sticks but then you won’t gain EXP or AP), and there’s no fast travel system. This last is especially annoying thanks to the game’s map; while it’s useful, it’s not very clear. Towns and areas of interest are marked by small dots rather than names and, if you want to travel there, you’ll have to do so manually; I have to say that, once the Highwind upgrades to rocket boosters, it would have been nice to implement a fast travel mechanic. Similarly, as was the tradition at the time, you can only save the game at designated save spots or on the overworld, meaning that if you haven’t saved for a while and make a massive mistake, you’re in for a lot of backtracking. As a result, it’s wise to save often and consult one of the many comprehensive guides to be sure that you haven’t missed anything and are fully prepared for what’s ahead. I favour over-levelling my party so that I don’t have to worry too much about healing during a battle but, even then, you’ll encounter bosses and enemies that decimate your party in just a few hits.

Graphics and Sound:
As the franchise’s first foray into 3D, and being an early PlayStation title, Final Fantasy VII favours pre-rendered backgrounds, sprite work, and polygonal graphics, resulting in a game that, it could be argued, has a contradictory tone. On the one hand, you have these dank, desolate, steampunk-like industrial backgrounds or an apocalyptic calamity hanging overhead but, on the other, you have these super cute, chibi-style character models.

FF7Graphics
No matter the environment, you can always spot your character.

While Square went on to perfect the graphical presentation of the series in subsequent sequels, I actually really like the blocky, polygonal character models. Not only are they full of charm, appeal, and character, they are more than capable of conveying the character’s emotions (whether that is anger, stress, sadness, or confusion). Plus, it helps them to stand out against the game’s myriad of different environments; whether you’re stuck in a sandstorm, infiltrating a Mako Reactor, or exploring an ominous cave, you’ll always be able to spot Cloud and his cohorts.

FF7Cutscenes
The cutscenes often mix the in-game models with higher quality CG elements.

Add to that the fact that the game has some impressive CG cutscenes and, quite often, segues seamlessly from the standard in-game environment to a CG cutscene, incorporating the block characters alongside these striking cinematics. You’ll also be treated to quite a few higher quality CG cutscenes that render the characters in a more visually appealing manner; from the game’s breathtaking introduction, to the awakening of WEAPON, to the tour around the Gold Saucer, Final Fantasy VII is always a visual treat thanks to its distinct visual style. Without question, Final Fantasy VII features some of the best work from long-time series composer Nobuo Uematsu; this game features probably my favourite rendition of the traditional Final Fantasy theme and victory fanfare as well as the super catchy song that plays at the Gold Saucer (I could seriously listen to that all day, every day, and never get sick of it) and what has to be not only the best boss battle theme but also the greatest Final Fantasy theme of all time, “One-Winged Angel”. Even without that, though, that game’s orchestral soundtrack is extremely catchy and diverse, being epic and sombre when required and infusing each area with even more life and character.

Enemies and Bosses:
Final Fantasy VII’s world is filled with all manner of strange creatures; we’ve got weird little cacti, giant snakes, dragons, frogs, sentient masks, ghosts, bugs, horrible little lantern-carrying, hooded amphibians who are more than happy to shiv you to death, biomechanical monstrosities, toxic flytraps, laser-shooting fungi, and even sentient houses! Every new area has new enemies to contend with and I swear they get as incomprehensible as the game’s plot at times. All of these weird, obscure creatures exist side-by-side with more human-looking foes; you’ll battle a slew of Shinra flunkies, mechanical creations, and their covert arm, the Turks. Each battle requires slightly different strategies; even though I prefer to simply plough ahead, dealing as much damage as possible, even I will concede that it’s sometimes better to battle smart and use an enemy’s weakness against them. When you fight Reno and Rude of the Turks, for example, Rude won’t attack Tifa Lockheart because, as a smart man, he is infatuated with her; therefore, it can make battles against them much easier to have her in your party. Other times, it may be best to equip items and accessories that nullify status ailments or absorb elemental attacks, keeping your party safe and healed when they’re being attacked.

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Mechs and robots are plentiful in Final Fantasy VII.

You’ll also come up against some powerful mechs, often piloted or commanded by high-ranking Shinra officials. These mechanical monstrosities often have multiple parts to them, some which exclusively deal certain types of damage or cast certain spells. By the time you confront Shinra’s toughest mechs, you’ll most likely be well versed in casting Big Guard, Regen, and the likes of Comet and Ultima, which can vastly improve your odds in these battles as Final Fantasy VII’s biggest and baddest bosses often end up being a test of your endurance thanks to their high HP.

FF7WEAPONBosses
Battle the monstrous WEAPON to save lives and earn rewards.

You’ll also battle some truly monstrous bosses as you progress through the game’s story; some of these are simply creatures that you have disturbed in your travels or unleashed upon you by Shinra but you’ll also have to do battle the Planet’s defenders, the gigantic WEAPON. The story directs you to oppose Diamond WEAPON as it marches against Midgar but, to battle Ultimate WEAPON, you need to chase it down on the world map and survive a number of encounters with it, causing it to flee until you’re finally able to keep it in one place. The effort is worth it to acquire Cloud’s most powerful weapon, though.

FF7JenovaBosses
Whatever form it takes, Jenova means bad news for your party.

And then there’s the extraterrestrial calamity known as Jenova, whose cells are responsible for Sephiroth’s uncanny power and resulting madness. You’ll battle this creature in various different forms over the course of the game; mostly, it’ll be this mass of alien tentacles and amorphous lumps but you’ll also battled a mutated form of Shinra scientist Professor Hojo after he infuses himself with Jenova’s cells. Whatever its form, Jenova is a formidable foe that often requires you to attack its different, regenerating parts in specific ways. This comes to a head when you make it through the Northern Cave and to the planet’s core, where you’ll battle Jenova∙SYNTHESIS; how you battle this boss, and which characters you have, will determine the strength of the subsequent boss, Bizarro-Sephiroth. This chrysalis-like shell can have HP in the 180-thousands and is often battled with two or three parties at once, making for an extremely challenging ordeal, especially as it heals itself quite regularly.

FF7SaferSephiroth
Safer∙Sephiroth’s ultimate attack destroys the solar system!

Once you best it, though, you’ll finally go one-on-one with Sephiroth, who by this point has used the Lifestream to transform into the God-like Safer∙Sephiroth, a multi-winged eyesore whose ultimate attack literally destroys the entire solar system! If you’ve over-levelled, acquired the ultimate weapons for your team, unlocked the most powerful Limit Breaks, and acquired the strongest Summons, this boss isn’t too much of a challenge though. When I battled Safer∙Sephiroth in this playthrough, I cast Regen and Wall so that my party’s health would constantly regenerate and incoming attack and magic damage would be reduced, cast DeBarrier on Safer∙Sephiroth to allow my attacks to hit at full force, and put him down with one use of Knights of the Round. In actuality, Safer∙Sephiroth’s health and difficulty increases depending on the average level of your party and how you fought the bosses immediately prior to him, so you may have more difficult against him depending on the choices you make, but, generally speaking, I had more trouble with Ultimecia’s final form in Final Fantasy VIII. As if to reward you for all your hard work and the trials you have endured, Final Fantasy VII presents you with one final confrontation with Sephiroth. Thankfully, though, this is a battle you absolutely cannot lose and is more of a scripted event. Here, Cloud and Sephiroth go face-to-face within the Lifestream itself and, with a simple press of a button, you unleash Cloud’s ultimate Limit Break, the always-cool Omnislash, finally defeating Sephiroth once and for all with both ease and grace,

Power-Ups and Bonuses:
The only way to truly master Final Fantasy VII is to grind, grind, and grind some more. Winning battles gains that all-important EXP and AP, both of which are required to strengthen your characters and their magic. Some characters won’t even learn their best Limit Breaks unless you defeat a certain amount of enemies with them, all-but-forcing you to use characters like Aerith and Cait Sith if you want to fully power them up and unlock all of the game’s Achievements. The same is true for Materia; levelling it up not only allows access to more powerful magic, it also duplicates the Materia for others to use and leads you towards acquiring the all-powerful Master Materia, items which are essential to taking on the game’s optional bosses. In nearly every town or city you visit, there will be a weapons shop; here, you can purchase new weapons, arm bands, and accessories for your characters. These can be pricey, though, necessitating a lot of grinding or exploration for extra Gil and it’s worth noting that, while you might get a significant buff by buying a new weapon, you can just as easily find a more powerful one in a chest shortly after spending your hard-earned Gil. To acquire a character’s ultimate weapon, you may be required to complete a side quest or specific task; to get Vincent’s, for example, you first need to acquire him by completing a side quest, then either get a hold of the submarine or breed a coloured Chocobo to access a hidden cave behind a waterfall, then read some dialogue, and then you need to win ten random battles before returning to the cave to acquire the Death Penalty…but, to get Cid Highwind’s, you simply talk to the right NPC three times in a row. Sure, this is quite late into the game and you have to first travel to and from space but it’s a lot simpler.

FF7Transport
The game’s map, and modes of transport, open progressively, getting bigger and better as you go.

As mentioned, your Gold Chocobo will allow you to travel anywhere and acquire the most powerful Summon, Knights of the Round, but they’re not the only way to traverse Final Fantasy VII’s extensive overworld. You’ll acquire in a buggy, a little sea-based aeroplane, a submarine, and, eventually, upgrade to the comfort of Cid’s Airship, the Highwind; given how much of your time is spent travelling on foot, you’ll really appreciate the convenience of the Highwind allowing you to heal for free and travel at high speeds. Furthermore, there are two optional characters you can acquire at various points throughout the game; the hyperactive ninja Yuffie will randomly ambush you in forests and only joins you after you defeat her and then pick specific dialogue options, while the stern and stoic Vincent is locked away in a Shinra mansion and can only be acquired by battling a particularly challenging mini boss. There are some benefits to taking the time to get these characters though; not only do you get an Achievement for each, but having Yuffie in your party later on allows you to acquire the Leviathan Materia and Vincent is one of the more useful characters thanks to his powerful Limit Breaks (he also looks awesome).

FF7SecretBosses
You’ll need to be at the top of your game to battle these two.

As if that wasn’t enough, there are also two optional superbosses: Emerald WEAPON at the bottom of the sea and Ruby WEAPON in a sandy region. To fight Emerald WEAPON, you need a special Materia to eliminate the time limit imposed by being underwater and, to fight Ruby WEAPON, you have to be out of your mind! Seriously, these two are no joke; Ruby WEAPON can blast one of your party out of the battle entirely and both deal massive damage while sporting tank-like HP. In all my attempts at battling them the only one I came close to dealing any real damage to was Emerald WEAPON and even then it wiped the floor with me. To best these two, you absolutely have to have top-tier party members, Materia, and Limit Breaks along with a lot of luck and a well-thought-out strategy. Defeat Emerald WEAPON, and you’ll not only earn a whole bunch of EXP, AP, and Gil, you’ll also get the Earth Harp, which you can take a seemingly-innocuous NPC in the town of Kalm to earn three Master Materia: Master Summon, Master Command, and Master Magic. Not only does this net you an Achievement, it means that you have full access to every Summon, spell, and command in the game, which can not only massively overpower your party but also free up your weapon and armour’s Materia slots to add further buffs. If you visit this NPC prior to fighting Emerald WEAPON, you can trade him another item to earn the Underwater Materia, which can make the battle against Emerald WEAPON a bit easier by eliminating the threat of your party drowning. Defeat Ruby WEAPON, and you’ll get the Desert Rose, which Kalm’s generous NPC will trade you a Gold Chocobo for (though, in my experience, it’s far easier to breed your own Gold Chocobo).

Additional Features:
As you might expect, Final Fantasy VII comes with a bunch of Achievements, most of which are tied to some of the game’s more difficult and time-consuming mechanics. There’s one for reaching Level 99, for example, one for acquiring the maximum amount of Gil, one for mastering every Limit Break, one for having Cloud’s drag disguise being more appealing than Aerith or the delectable Tifa, and one each for defeating Emerald and Ruby WEAPON. It’s worth noting that some of the game’s weapons, accessories, and Achievements are dependant on you doing certain actions at various points in the game; you won’t be able to get the “See the Light” Achievement if Aerith is dead, for example, and you’ll have manipulate events early on if you want to take Barret on a date at the Gold Saucer. Similarly, if you don’t properly explore Nibelheim during a flashback, you can’t get Tifa’s last Limit Break. Another thing to note that this game sometimes struggles to register your Achievements; I had to beat the game three times and remove and re-upload my Xbox profile just to get the “A Feat of Meteoric Proportions” and “Wheel of Fortune” Achievements to register and there was a significant delay in the “The Slash to End All Slashes” and “Roundtable Destruction” Achievements popping, too. Apparently, this is a common issue with this game so I’d recommend saving frequently and making sure you have a strong and stable connection to Xbox Live.

FF7Boosters
Activate these boosters to cheese the game in no time at all!

If you’re finding the game difficult and struggling against these superbosses, the Xbox One version of Final Fantasy VII includes a feature that absolute breaks the game in half. I only found out about this feature after defeating Safer∙Sephiroth but it would have really helped to speed up my play time if I’d known about it beforehand. So, if you press in the left and right analogue sticks, two icons appear on the left-hand side of the screen: a fist and a “X3”. The fist grants you super-regenerating HP and MP and fills your “Limit” meter so fast that your Limit Breaks are constantly available; while can still be defeated with this activated, it’s massively unlikely and allows you to absolutely tank any enemies you encounter. This is made even more advantageous when you pair it with the “X3” booster which, as you might guess, speeds the game up to three times its usual speed. It was only by having both of these activated that I finally bested Emerald and Ruby WEAPON but, had I known they were an option, I would have used them the entire time as they’re absolutely game-breaking and would have really sped up all that Chocobo breeding!

FF7Conclusion

The Summary:
Final Fantasy VII is, by no stretch of the imagination, a masterpiece. It is an exhaustive, massively engaging experience filled with action, humour, despair, and hope. While the plot can get side-tracked delving into each character’s backstory, every event is specifically designed to flesh out the lore and characters. It doesn’t take long before you’re hooked on the distinct and charming visual style and the deeply nuanced characters and world-ending plot. Despite a few of the more annoying trappings of the series, the game is pretty much perfect from start to finish; it does a decent job of easing you into its mechanics and eccentricities (unlike Final Fantasy VIII which, as much as I love it, loves to dump information, training, and exposition onto you within the first half an hour) to the point that, after a while, you don’t even realise you’ve gotten the hang of the game’s core gameplay. The mini games and button-mashing sequences don’t last long and you’re often not penalised if you fail them, however if you play smart and save often (making liberal use of the save slots available), you can always better prepare yourself for whatever lies ahead. If you’ve never played an RPG before though, and prefer much more action-orientated titles, than I obviously wouldn’t recommend Final Fantasy VII. When I first played the PlayStation 3 version, I had the official Brady Games guide with me. This time around, I went on memory and instinct for the first chunk and was surprised at how well I did without at guide and how accessible the game can be. Sure, there are moments where you’ll have no idea where to go or what to do but that’s because you probably weren’t paying attention to the dialogue in the cutscenes. However, once I realised I had missed Tifa’s Limit Break (and after Meteor was cast), I went back to a guide to make sure I didn’t miss anything that would improve my chances in the endgame; a guide is also pretty much mandatory to breed a Gold Chocobo, as well. However, if you’re playing the Xbox One version, you can absolute cheese it with the boosters activated, making it more than accessible for casual or first-time players. If you take the time to play at a more appropriate speed, you’ll be required to invest a lot of your time, effort, concentration, and commitment but it’s well worth it. Even characters I don’t really use, like Red XIII and Cait Sith, have layers and nuances to their characters and I found their input to be useful even when the game forces me to deviate from my part of Cloud, Barret, and Vincent. Once you allow yourself to become engrossed in this deep, detailed world with is rich lore of genocide and strife, you’ll find a story rife with themes of alienation, persecution, and betrayal; a story that teaches us to value the life we have now and work with the planet, rather than against it. At the same time, you’ll battle some kick-ass monsters and go toe-to-toe with a literal God…and that’s always cool

My Rating:

Rating: 5 out of 5.

Fantastic

Phew, so…Final Fantasy VII, eh? What did you think of this much-lauded title? Where does it rank in your list of Final Fantasy games, or RPGs? Who was in your party when you played the game? Did you have a favourite section, Summon, or character? Did you know that you could cheese this version of the game of do you prefer to play at the original pace? Is the knowledge of Aerith’s news to you and are you now enraged because I spoiled a game over twenty years old? Have you been playing the recent remake and, if so, how does it hold up compared to the original? Did you enjoy the other Final Fantasy VII games and media released over the years? Whatever you think, whatever your thoughts, feel free to talk about them in the comments below.