10 FTW: Spider-Man Costumes

With the reveal at San Diego Comic-Con that Tom Holland’s Spider-Man will be donning the Marvel Cinematic Universe equivalent of the Iron Spider costume in Avengers: Infinity War (Russo and Russo, 2018), there’s no better time for everyone and their mother to weigh in on their favourite Spider-Man costumes. So, with that in mind, here are my top ten Spider-Man costumes (I would have asked my mother for her choices too but I’m not sure she even knows Spider-Man had more than one costume).

10 Scarlet Spider (Web of Spider-Man #118)

Kicking things off with a bit of a cheat as Peter Parker isn’t really famous for sporting these simple duds. Instead, his clone, Ben Reilly, took up the webs after five years as a wandering hermit and fought crime as the Scarlet Spider, favouring a torn hooded top and skin-tight red spandex that has become the go-to look for whenever cinematic or animated incarnations of Spider-Man need a prototype or homemade version of the classic costume.

9 The Amazing Bag Man (The Amazing Spider-Man #258)

Next up is a short lived gag outfit that Peter was forced to adopt after the Fantastic Four revealed that his nifty black costume was actually a living alien symbiote. Slipping into one of Johnny “Human Torch” Storm’s old costumes and placing a simple paper bag over his head, this outfit was only supposed to get Peter from the Baxter Building and back home without giving away his secret identity and yet nearly garnered more public appreciation than his red-and-blue outfit ever did.

8 The Superior Spider-Man (The Superior Spider-Man #14)

We’re veering deep into comics territory here. Okay, so, Doctor Otto Octavius/Doctor Octopus managed to switch his mind with Peter’s and took over his life and identity, vowing to be a “superior” version of Spider-Man. Soon, he took on a ruthless attitude towards crime and switched to a far more aggressive and deadly version of Spidey’s classic duds. Ironically, Otto actually won over not only the city but also long-time Spider-Man hater J. Jonah Jameson during his tenure as a more ruthless incarnation of the web-slinger.

SpidermanUniverse
7 Captain Universe (Spectacular Spider-Man #158)

What’s better than a superior version of Spider-Man? A Spider-Man imbued with the cosmic powers of Captain Universe, of course! Gifted with the extra-dimensional Uni-Power, Spider-Man became a cosmic-level superhero, capable of emitting energy blasts and defending the entire universe….however, he lost all his abilities to destroy the Tri-Sentinel, which seems a bit of a waste to me (it’s not like he was facing Onslaught or anything!)

6 Spider-Man Noir (Spider-Man Noir #1)

Scaling things down for a second is the Spider-Man from the alternate reality known as Earth-90214, the “Noir-verse”. This Spider-Man, operating during the Great Depression of the 1920s and 1930s, takes on a classic noir detective appearance, sporting aviator goggles, a black trenchcoat, and wielding firearms.

5 Future Foundation (FF #1)

Following the death of Johnny Storm/The Human Torch (well, it turned out that he didn’t really die but he appeared to be dead at the time and for a while), the Fantastic Four re-organised themselves as the Future Foundation and, as per Johnny’s request, Spider-Man finally joined the team. Though he initially rocked up sporting the classic Fantastic Four costume, he was later outfitted with this nifty white-and-black number that, despite closely resembling the appearance of Anti-Venom, was made up of unstable molecules which allowed it to stay nice and clean and also switch between a number of other appearances, including a black-and-white “stealth mode”.

4 The Iron Spider (The Amazing Spider-Man #529)

In the build up to Civil War (Millar, McNiven, et al, 2006-2007), Tony Stark/Iron Man became something of a mentor to Peter. As part of that, Stark built Peter a customised version of his Iron Man armour; this red-and-gold exoskeleton greatly amplified and added to Spider-Man’s already-impressive abilities: three mechanical spider-like arms could instantly sprout from his back, he could glide with ease throughout the city, and his lenses offered numerous sight-enhanced options, amongst others.

3 The Sensational Spider-Man (The Sensational Spider-Man #0)

Dipping back into one of Spider-Man’s more controversial periods, the seemingly never-ending Clone Saga, this is the awesome costume that Ben Reilly wore during his tenure as Spider-Man. Bold and striking, this version separates itself from the original by sporting a large spider motif in the middle and Reilly’s bulkier, more powerful web-shooters around the wrists. In the alternate reality known as Earth-982, Peter’s daughter May “Mayday” Parker also wore this outfit to fight crime as Spider-Girl.

2 Spider-Man 2099 (The Amazing Spider-Man #365)

In the possible future reality known as Earth-928, geneticist Miguel O’Hara alters his own DNA to bestow himself with spider-like abilities. Garbing himself in a mask and bodysuit he wore for the Day of the Dead festival, Miguel becomes an all-new version of Spider-Man. Miguel’s costume is comprised of Unstable Molecule fabric, which allows him some resistance to energy-based weapons and attacks and renders it practically indestructible, and anti-gravity technology allows Miguel to fly at will (just like a real spider!)

1 Symbiote Spider-Man (The Amazing Spider #252)

Finally, the inevitable and obvious choice for number one. We started simple with the Scarlet Spider costume and it’s only fitting to end just as simply; the black suit was a visually and striking departure from Spider-Man’s usual costume, which had changed very little since its debut up to this point. Closely resembling the costume of Julia “Spider-Woman” Carpenter, this costume was all-black and sported a brilliant white spider logo and piercing white eyes. However, as would later be revealed, the costume was anything but simple as it turned out to be an alien symbiote looking to permanently bond with Peter. After he rid himself of it, he would later be tormented and haunted by the suit for years to come when it bonded with Eddie Brock to become and maniacal Venom, proving that some of the most iconic villains can have the most obscure and unassuming of origins.

Talking Movies: Spider-Man: Homecoming

Talking Movies
Spiderman

Following the unfortunate critical and commercial failure of the underrated Amazing Spider-Man 2 (Webb, 2014), Sony and Columbia Pictures decided to cancel their plans for a third film and numerous related spin-offs that would form their own shared cinematic universe. The plus side to this was that negotiations and talks opened up between Disney/Marvel Studios and Sony Pictures which saw Spider-Man be recast and incorporated into the massive, unstoppable media juggernaut that is the Marvel Cinematic Universe in Captain America: Civil War (Russo and Russo, 2016). To capitalise on the success of Civil War and the popular reaction of Tom Holland’s youthful, wise-cracking portrayal of the character, Marvel Studios rearranged their scheduled list of films to allow for a solo movie to truly integrate the character into their shared universe.

Spider-Man: Homecoming (Watts, 2017) opens moments after the conclusion of The Avengers/Avengers Assemble (Whedon, 2012) where salvage expert Adrian Toomes (Michael Keaton…I’ll say that again, Michael Keaton!) and his crew are screwed out of their contract to salvage the remains of the battle between the Avengers and the Chitauri by Tony Stark’s (Robert Downey Junior) newly-formed clean-up team, Damage Control. Out of pocket and against the wall, Toomes and his crew reverse-engineer Chitauri tech to construct an elaborate flying harness and wing rig and create weaponry they can sell on the black market. Eight years later, Peter Parker (Tom Holland) is taken to Berlin by Happy Hogan (Jon Favreau) after being recruited by Tony Stark; once there, he is given his spiffy new Spider-Man costume and participates in the new-iconic airport battle seen in Civil War. Being dropped off at home by Stark, Parker is promised that the team will be in touch with him soon with a new mission. However, eight months later, he has heard no word from Stark or Hogan, despite leaving them numerous messages, and is getting frustrated with being nothing more than a “friendly neighbourhood Spider-Man”.

A chance encounter with Toomes’ gang, who wield advanced, retrofitted Chitauri weaponry, brings Toomes’ activities to the attention of Spider-Man. Angered that his eight-year operation, which has remained under the radar of the Avengers and the police, Toomes kills Jackson Brice (Logan Marshall-Green) and passes his signature weapon, and self-appointed alias of “the Shocker”, on to Herman Schultz (Bokeem Woodbine) and vows to kill Spider-Man for interfering in his work. When Peter’s attempts to bring Toomes’ nefarious activities to Stark’s attention apparently fall on deaf ears, he and his incredibly enthusiastic friend friend, Ned (Jacob Batalon) unlock the full potential of Peter’s spider-suit and he takes matters into his own hands. However, when his over-eagerness causes catastrophe, Stark takes the suit back and reprimands his reckless actions. Humbled and disheartened, Peter attempts to focus on the school’s annual homecoming dance and his date, long-time love interest Liz Allen (Laura Harrier) only to once again forced into a deadly confrontation with Toomes in his Vulture persona.

Spider-Man: Homecoming, much like Ant-Man (Reed, 2015) is a welcome breath of fresh air in the Marvel Cinematic Universe primarily because of its dramatic shift in focus from worldwide, earth-shattering, universe-spanning events to simple, yet still dramatic, issues at a more grounded level. The film cleverly showcases that the actions of the Avengers have far-reaching consequences; every time they battle an advanced enemy, they leave behind chaos and remnants that, in this case, birth an entire gang of criminals in possession of advanced weapons. With the Avengers focused on bigger threats and fighting each other, it’s up to street-level superheroes like Spider-Man to stand up for the everyman in the street. Unlike other depictions of Spider-Man, Holland is young and fresh; he rarely takes the mask off, never shuts up once the suit is on, and embodies the youth and enthusiasm of the character’s Ultimate incarnation in spectacular fashion. Additionally, he is young enough to still be in high school and realistically dealing with the problems that come with this situation: constant berating from the loud-mouth Eugene “Flash” Thomson (Tony Revolori), trying to fit in with the more popular kids, and living up to his responsibilities to the academic decathlon team he is a part of. Add to this the fact that he is hiding his duel identity from his Aunt May (Marisa Tomei) and desperately trying to prove that he has what it takes to be an Avenger and you have a very nuanced performance full of heart and humour.

Spidey goes up against one of his traditionally lamer villains; the Vulture has always just been an old guy with wings who robs banks and does very little else. The same goes for the Shocker, who was turned into a walking recurring joke in the Ultimate Spider-Man comics. Here, though, teamed up, they present a formidable threat to the fledgling Spider-Man; within the first ten minutes of the film, Toomes is made relatable and his motivations are completely understandable. He may well be one of the most layered and ruthless villains not only that a live-action Spider-Man has faced but also in the Marvel Cinematic Universe. The best part is that the film not only features Phineas “The Tinkerer” Mason (Michael Chernus) but, more interestingly, introduces an associate of Toomes, Mac “The Scorpion” Gargan (Michael Mando), who alludes to a team-up of the villains in the future. This promises that Spider-Man will, hopefully, face new onscreen enemies in future films rather than rehashing the same villains we’ve seen before. The film does have some negative points, though; I get that Marvel don’t want to go through Peter’s whole origin again as it’s been done to death by now but I would’ve liked to have seen a quick recap of it over the opening titles just so we can see how this version of Peter dealt with that time of his life. An unfortunate by-product of this is that there’s only subtle allusions of Uncle Ben and the great mentor figure in Peter’s life is Tony Stark (however, Stark and Iron Man feature sparingly throughout the film and in no way take the spotlight away from Spider-Man).

Also, I’m not sure why they chose to have Toomes figure out Spider-Man’s secret identity as it didn’t really factor into the film in a meaningful way. Finally, Spidey’s super high-tech suit stretches believability quite a bit as his suit is skin-tight and form-fitting, so it’s hard to believe that it’s packed full of Iron Man-esque tech (I would’ve liked to have seen the Iron Spider-Man suit used as an alternative to this). However, these are extremely small, minor nitpicks; the film is incredibly funny, packed full of action, and never falls into unnecessary drama. As a coming-of-age story that teaches Peter his place in the wider scope of the Marvel Cinematic Universe, Spider-Man: Homecoming succeeded spectacularly and I fully expect any minor issues to addressed in his future appearances.

My Rating:

Rating: 5 out of 5.

Fantastic

Recommended: Highly, it’s Spider-Man in the Marvel Cinematic Universe!
Best moment: A fantastic recreation of a sequence from The Amazing Spider-Man issue thirty-three, in which Peter is trapped beneath some wreckage and must will his way out through sheer brute strength.
Worst moment: The lack of exposition into the origins and motivations of this new interpretation of Spider-Man.

Game Corner: Happy Birthday, Sonic the Hedgehog!

GameCorner

Sonic the Hedgehog turned 26 this week so I figured it was only appropriate for a very special edition of Game Corner to celebrate the legacy of everyone’s favourite supersonic blue hedgehog. I know that Sonic isn’t exactly as relevant or anywhere near as popular as he used to be but, there was a time back in the nineties, when Sonic the Hedgehog was the videogame icon and the character, and his franchise, have significantly impacted my life over the years. Growing up, I went through many phases where I had franchises and characters I gravitated towards; first it was Thomas the Tank Engine, then Teenage Mutant Ninja Turtles, and so on, alongside superheroes from DC Comics (mainly Batman, Superman, and Green Lantern) and Marvel Comics (primarily Spider-Man, the Incredible Hulk, and the Fantastic Four). However, my first real memories of truly latching on to a franchise and taking it as my own were with my first experiences with Sonic the Hedgehog.

Sonic_Games

The first Sonic videogame I ever played, and owned, was Sonic the Hedgehog (SEGA/Ancient, 1991) for the SEGA Master System. I remember playing the game for the first time and being struck by the colourful imagery, the addictive tunes, and the simplicity of the gameplay. I used to play that game all the time; one time, my friend came over and struggled to get past the first boss, so I offered to beat it for him and ended up getting further than I ever had before at that point, all the way to the final boss of the game. Sonic on the Master System had many features that were markedly different from its more graphically-impressive counterpart on the Mega Drive; Chaos Emeralds were cleverly hidden throughout the Zones, for example, and the game also featured three Zones not seen in the Mega Drive version and, with the exception of the first boss, it also had completely different boss battles as well. I didn’t have quite the same experience, or have quite the same love, for Sonic the Hedgehog 2 (SEGA/Aspect, 1992) on the Master System. Sonic 2 was much harder than its predecessor, with Chaos Emeralds hidden in stupidly-difficult places and a gameplay mechanic whereby you had to collect all five before facing the robotic Silver Sonic or else you’d never get to see the good ending. Unlike the first game, though, Sonic 2 had a rather complex cheat code involved the second player’s controller, which I’m not ashamed to say I would utilise to overcome this issue.

Sonic_Fleetway

It was around about this time that I acquired a sample of Fleetway’s Sonic the Comic series, which had one-page teasers of the full issue’s stories. The first issue I got was issue two, which I still have, and I got issues here and there throughout the first year of its run before subscribing to it on a fortnightly basis. A few years ago I was able to fill in the gaps in my collection and have managed to collect every single issue bar the last two, which is good for me as the comic was unfortunately cancelled after a long series of reprints. However, the series is being continued at Sonic the Comic – Online. I don’t remember the exact year (it must have been 1992 or 1993) but, after some cajoling, I was able to convince my parents to upgrade me to the SEGA Mega Drive purely based on pictures and reviews of Sonic the Hedgehog 2 (Sonic Team/SEGA Technical Institute, 1992). I got the game, and the console, as a Christmas present and it tided me over for quite some time; I remember getting into trouble because I’d finally defeated Doctor Robotnik’s Death Egg Robot and wanted to watch the final cutscene and credits of the game rather than go eat dinner.

Sonic_Games2

After picking up Sonic the Hedgehog (Sonic Team, 1991) I was set; from that moment on, I bought every Sonic game I could for the consoles I had. I never got a Mega-CD, so I didn’t play Sonic the Hedgehog CD (Sonic Team, 1993) until many years later on PC and, now, PlayStation 3 so, for many years, my absolutely favourite Sonic game was Sonic the Hedgehog 3 & Knuckles (Sonic Team, 1994). We all know the story; Sonic 3 was too big, too complex to be one game so, to save time and make more money, SEGA split it into two, releasing Sonic & Knuckles six months later. The Sonic & Knuckles cartridge would “lock-on” to Sonic 3 (and Sonic 2, or any other Mega Drive cartridge) to unlock the full, complete version of the game. For me, Sonic 3 & Knuckles was a game-changer; it introduced me to my favourite character of the franchise, Knuckles the Echidna, and topped everything its predecessors had done. You could play as Sonic, Miles “Tails” Prower, Knuckles, or Sonic and Tails simultaneously. Each had different paths to take, fought bosses differently, and had a unique ending. The game was bigger, brighter, faster, and more action-packed than its predecessors and had way more options, enemies, power-ups, and replay value. I was absolutely hooked! Then dark times came for SEGA; the failure of the Mega-CD, 32X, and Saturn spelled the beginning of the end of the company. As videogame developers began entering the 32-bit era, I switched to the Nintendo 64 rather than the Dreamcast or Sony’s PlayStation. This was still at a time when parents couldn’t afford to get you every console going; just like back when I used to have to go around to my friend’s house to play the Super Nintendo (SNES) and he would have to come to mine to play the Mega Drive, so to did I opt for the N64 over the Dreamcast or PlayStation. The PlayStation was nothing to me then. It had no iconic characters, no games I was familiar with, and no-one I knew had a Dreamcast so I went with the popular option.

Sonic_Games4

This meant that I didn’t play Sonic Adventure (Sonic Team, 1999) or Sonic Adventure 2 (Sonic Team USA, 2001) until they were re-released on the Nintendo GameCube. Sonic Adventure 2: Battle (ibid) became my new favourite Sonic title, with its crisp 3D graphics, over-lapping narrative, and exciting, fast gameplay variety. Sonic Adventure 2 allowed me to play as Eggman for the first time (by this time I had begrudgingly accepted SEGA’s global acknowledgement or Robotnik’s original Japanese name) and introduced the angst-ridden Shadow the Hedgehog who also became a favourite of mine (he’s like Sonic….but dark!) Sonic Adventure DX: Director’s Cut (Sonic Team, 2003) actually proved even better (it feels like a bigger, more exciting game despite being a bit less pretty to look at and a bit buggier than its sequel) and came with unlockable ports of the Game Gear Sonic titles, allowing me to fill some gaps in my collection. From there, I’d have to say that I actually preferred Shadow the Hedgehog (SEGA Studio USA, 2003) over Sonic Heroes (Sonic Team USA, 2003) simply because it’s a better, more polished videogame. Shadow gets a lot of hatred because Shadow uses guns and vehicles when, to be fair, he doesn’t really need to and the title was, arguably, dark for the sake of being dark. However, I really enjoyed the shooting mechanics; the weapons were varied and ran out of ammo pretty fast (and were also entirely optional) so you can just used the patented Homing Attack instead. The storyline, while a bit convoluted (aliens? Really?) was fun to play through and to see all the many (and many) different endings to the game. The soundtrack and final boss were fantastic, as well, and the game just controls a lot better than Sonic Heroes, which always feels like you’re running on ice!

Sonic_Games3

Of course I also played the various Sonic titles on the Nintendo Gameboy Advance. A personal favourite of mine was Sonic Battle (Sonic Team/THQ, 2004), which featured a really long and decent story with multiple characters and options and a simple, yet addictive, fighting, level-up, and gear system. However, things took a sharp turn for the worst with Sonic the Hedgehog (Sonic Team, 2006). By this point, I had switched over to the PlayStation 3 after everyone raved about how great the PlayStation 2 was (ironically, everyone was now raving about how great the Xbox 360 was…). I bought Sonic ’06 knowing it had gotten bad reviews, having heard all the negative press, but steadfast in my commitment to the franchise. Despite some stumbles along the way (Sonic 3D: Flickie’s Island (Traveller’s Tales/Sonic Team, 1996), for example), Sonic had never steered me wrong and I’d always found something to enjoy in every Sonic title I played.

Sonic_Games6

Unfortunately, Sonic ’06 was a pretty dire title; while I don’t hate it as much as some segments of the fandom, the loading times were stupidly long, the sudden, jarring shift to a real-world aesthetic was a strange choice and the camera and controls could hinder you at some really awkward and frustrating moments but there were some good things about the game. It looked amazing, for starters, had a great soundtrack, lots of variety in characters and gameplay, and told a unique and surprisingly deep story for a Sonic title. Probably the worst thing for me were the Mach Speed sections, where Sonic would speed off at a stupidly fast pace and become impossible to control; these were the sections that gave me the most grief and sucked away my lives. The rest was…okay, I guess. I really hate seeing people online bash this game with images and videos of Sonic casually just walking around a loop; when you actually play the game, you’re moving too fast to do stuff like that so you have to be intentionally looking for it. A similar thing irks me when people criticise Sonic the Hedgehog 4: Episode I (Dimps/Sonic Team, 2010); when I played the game, I did so at a fast pace and threw myself into the action. I didn’t just stop and walk to test and bitch about the physics; normal gamers don’t do that (or, at least, they shouldn’t because videogames are made to be played, not bug-tested!)

Sonic_Tattoo

Anyway, unfortunately for me, Sonic ’06 made such a negative impact that SEGA decided to strip everything back. While this resulted in some incredible titles, like Sonic Unleashed (Sonic Team, 2008), Sonic Colours (ibid, 2010), and Sonic Generations (ibid, 2011) it came at a price. Sonic videogames were now about Sonic and Sonic alone; you couldn’t play as Tails, Knuckles, Amy Rose, or any of his other cast of characters. We went from Sonic alone, to adding Tails, then adding Knuckles in the first three/four titles, to six playable characters, right back to just one. Even in polished, sleek, incredibly fun titles like Sonic Unleashed and Sonic Generations, you’re limited to playing as Sonic or another version of Sonic (the Werehog, who could’ve just as easily been Knuckles, or Classic Sonic, respectively). Another by-product of this was that abilities and gameplay mechanics afforded to Sonic’s friends now became a part of his move-set. Although this had been happening since Sonic Adventure 2, Sonic Colours (and, later, Sonic: Lost World (ibid, 2015)) made it abundantly clear that you don’t need to play as Tails to fly or swim or as Knuckles to glide, climb, or bash through walls because Sonic now has either default moves or power-ups that let him do all of those things.

Sonic_Games5

The plus side to this is that it seemed like SEGA were finally getting their act together. After being forced to pull out of console manufacturing and focus on software, and the massive screw up that was Sonic ’06, SEGA, and Sonic Team seemed to have rediscovered the formula that made Sonic such a popular and exciting franchise. Then they shot themselves in the foot with Sonic Boom, which was initially presented itself as a complete rebranding of the Sonic franchise, with all-new character designs and a streamlined, refreshed continuity. Then, SEGA backpedalled and said it wasn’t a reboot but a spin-off series. So instead of having one worldwide brand, they now had Modern Sonic (the taller, older-looking one who used Boost gameplay), Classic Sonic (the chubbier, 2.5D version of the character), and Boom Sonic (with sports tape!) all co-existing at the same time. This was also alongside the Archie Comic series which, until recently, had been publishing consistently for over twenty-five years. Although it began as a strange amalgamation of the Adventures of Sonic the Hedgehog and Sonic the Hedgehog (SatAM) cartoons made by DiC in the nineties, Archie’s Sonic comics had since incorporated aspects of the videogames and become a huge, unwieldy lore all unto their own. Recent lawsuits and shenanigans had seen the comics undergo a dramatic reboot which simplified the continuity and brought the comics closer to the videogames, only for SEGA to suddenly undergo an identity crisis with Sonic Boom.

Sonic_Archie

After Sonic Boom: Rise of Lyric (Big Red Button, 2014) was a critical and commercial flop, rivalling only Sonic ’06 for its bugs and issues, the Boom franchise seems too be dead in the water except for the criminally underrated and highly amusing all-CGI cartoon series that accompanied the videogames. throughout the nineties, I used to watch Adventures of Sonic the Hedgehog on Channel 4 on Sunday mornings religiously. It was bright and colourful and fun, even if it was hardly anything like the videogames. Then, one day, I tuned in and it was suddenly all different; the cartoon was darker, populated by all-new characters, and nothing like what I’d been watching before. Initially I was upset and confused, but I quickly grew to love SatAM even more than Adventures. It was darker and more serious, had a truly horrific Doctor Robotnik, and was also smarter and sleeker. Then it ended on a massive cliffhanger and shifted tone once again to Sonic Underground in 1999. By this time, I was a bit older and wasn’t watching cartoon as much and, although I liked the action and animation, Sonic Underground was just way too different for me. So, growing up, I was used to all these different interpretations of Sonic; these days, though, it seems a lot of kids can’t seem to grasp the concept of multiple versions of popular characters. Yet, Sonic Adventure did a great job consolidating Sonic’s conflicting interpretations into one unified brand image only to somehow drop the ball with it.

Sonic_DVDs

To me, Sonic Boom should have been a complete rebranding of the character. People moaned about the redesigns but they actually aren’t that bad; I didn’t mind Knuckles’s redesign at all (though I’d rather he was smarter) and all the characters are exactly the same despite looking different. Plus, the Sonic Boom cartoon is amazing; it’s smart and actually laugh-out-loud funny with its self-referential humour. Plus, the episodes are really short s it’s easy to watch over and over. As for the future, it appears as though SEGA and Sonic Team are getting back on track. While Sonic Boom continues to air, future videogames in the franchise appear to be dead; this has actually negatively affected the upcoming Sonic Forces (Sonic Team, 2017), at least for me. Forces is apparently set in a time when Eggman has finally conquered the world, causing Modern and Classic Sonic to team up once again to stop him. There’s also the option to create your own character which, while exciting, seems to have pushed Boom Sonic out of the title (the custom avatar uses an energy beam similar to the one seen in Sonic Boom, lending credibility to custom character feature having replaced Boom Sonic). However, we’re also finally getting a brand new 2D Sonic title that will hopefully be the true Sonic 4 I’ve been wanting since Sonic 3 & Knuckles. As I said, I enjoyed Sonic 4 (Episode II was the much better experience of the two parts, though) but, for me, a true Sonic sequel should offer more than one playable character. The upcoming Sonic Mania (Headcannon, PagodaWest Games, 2017) finally returns Tails and Knuckles as playable characters and appears to be a lovingly-crafted piece of nostalgia for fans of Sonic 3 & Knuckles with its massive, tiered Zones, huge bosses, and gameplay variety. At the same time, there’s apparently going to be a live-action/CGI hybrid Sonic movie coming out in 2019; I’m a big fan of Sonic the Hedgehog: The Movie (Ikegami, 1996) and feel its past time for a new Sonic film (although I’d rather it was all CGI).

Sonic_Summer
Summer of Sonic, 2010

Sonic the Hedgehog has been a part of my life since I was about six years old; that’s nearly twenty-five years now. I went to SEGA World in London when I was a kid and got to play Sonic the Fighters (SEGA AM2, 1996) and SEGASonic the Hedgehog (SEGA AM3, 1993), which ended up being really special as those titles became extremely rare. I went to Summer of Sonic in London in 2010, where I got to play Sonic 4, see Crush 40 perform live, and mingle with many other Sonic fans. Not only did I put together my own series of sprite comics, not only do I even have Sonic tattoos I also wrote over 20,000 words about the development, rise, and fall of both SEGA and Sonic and all about how the cartoons have changed and shaped the videogame canon as part of my PhD. For me, there is no greater videogame icon than Sonic the Hedgehog. He was faster, more expressive, more action-packed than his counterparts; his videogames had more variety and depth, a larger cast of characters, and far more appeal and replay value. He inspired not only a slew of 2D platformers starring attitude-ladened anthropomorphic protagonists, not only one of the fiercest and most competitive marketing wars in the videogame industry, but also me to be more creative and to write and draw about the things I love. So bust out the Mega Drive, blow the dust out of your cartridges, and stick Sonic 3 into Sonic & Knuckles and celebrate the legacy and impact of what I consider to be the greatest videogame icon of all time.

Game Corner: Conker’s Bad Fur Day (Xbox One)

GameCorner
ConkerTitle

Similar to Banjo-Tooie (Rare, 2000), Conker’s Bad Fur Day (Rare, 2001) is an action-platformer originally released near the end of the Nintendo 64’s lifespan that I had planned on picking up back when it first came out but, due to a combination of having no money and other priorities at the time, I was never able to. I remember borrowing a copy and briefly playing it but nothing concrete; since then, I had trawled Amazon and eBay to try and find a copy, only to find it reaching extortionate prices as one of the rarest and most expensive Nintendo 64 titles even in an unboxed state. In 2005, Microsoft released a prettied-up remake for the Xbox 360 which I planned to get once I bought the Xbox One. Luckily for me, however, the title was including in the Rare Replay (Microsoft Studios/Rare, 2015) collection and, after sixteen years of waiting and anticipation, I was finally able to play this elusive title with high hopes of an experience comparable to that of its predecessors, Banjo-Kazooie (Rare, 1998) and Banjo-Tooie.

Boy, was I disappointed.

In Conker’s Bad Fur Day, you assume control of an anthropomorphic, beer-drinking red squirrel named Conker who, after a particularly bad night of drinking and debauchery, attempts to stumble home to his girlfriend, Berri. However, the Panther King’s side table is missing a leg and his lackey, Professor Von Kriplesac, suggests using a red squirrel as a substitute; thus, Conker is not only beset by the Panther King’s minions but also a series of increasingly daft missions and side quests, and the search for wads of cash that are dotted about the land. Although the overworld and scope of the game feels smaller than Banjo-Tooie, the concept is similar; Conker traverses a large overworld, which provides access to a number of sub-worlds, in which he must complete a number of side quests and missions to be awarded with cash. Once Conker has accumulated enough cash, he can access other worlds and the game expands further. Each world allows Conker to perform new actions and afford him different abilities, but he cannot carry these over into another world (for instance, in one world, Conker wields a shotgun to dispatch zombies, but he cannot use this weapon in the overworld or in other areas). There are also numerous times throughout the game when Conker can utilise a context-sensitive pad to open up new areas or reach the ever-elusive cash.

Conker’s Bad Fur Day utilises a life system, which is a bit of a step back from Banjo-Tooie, which gave the player unlimited lives. Conker has to grab squirrel tails in order to gain extra tries at beating the game but, once they run out, it’s game over and you have to start again from the last save point. Conker’s health is measured in segments of chocolate, which can be found dotted around every level of the game. However, this is where the game’s most glaring issue lies; Conker is probably the weakest videogame protagonist ever. Conker takes damage when he falls from anything higher than a couple of steps (meaning that a fall from a great height will result in instant death more often than not), chocolate segments are few and far between, and there’s no way to expand or enhance his life bar. There are numerous times when Conker either takes double damage or dies instantly from one shot, making the game feel very cheap and frustrating as it’s not so much a question of player skill and more the fact that Conker is so incredibly weak, especially compared to Banjo and Kazooie.

Conker’s basic controls are fluid and smooth; Conker runs, jumps, swims, and can hover in the air by spinning his tail like a helicopter all with the same grace and poise you expect from a Rare title. Conker’s main enemies whenever he is performing these basic platforming actions are the camera, which swings around wildly and is oddly intrusive, and the fact that Conker can easily slip from paths and walkways; without the ability to grab ledges, it’s far too easy to fall to your doom. However, it’s when you gain access to his additional abilities where the game’s flaws begin to really rear their head. When Conker receives the aforementioned shotgun, you have a choice between using it from a third-person perspective (which makes it difficult to aim) or from a first-person viewpoint (where the controls are reversed, slow, and clunky). Similar to the forced first-person shooting segments from Banjo-Tooie, any time Conker has to use guns really brings the game down and makes for some of the most frustrating parts of the game; Conker reloads too slowly, has terrible aim, and the shooting is annoyingly bad from a company that perfected first-person shooting in GoldenEye 007 (Rare, 1997) and utilised a far better third-person shooting mechanic in Jet Force Gemini (Rare, 1999). Honestly, I expected much better from Rare after they proved they can do first- and third-person shooting and action platforming a lot better in their previous titles. The fact that all these elements are so poorly implemented in this game really makes it difficult to play through and to enjoy.

However, Conker’s Bad Fur Day has many elements that are enjoyable; the game looks and sounds amazing, with some of the wackiest and strangest anthropomorphic characters you’ll ever encounter (Conker encounters a talking pot of paint, an opera-singing giant turd, mafia weasels, and battles a Xenomorph, amongst other things). Heading into this game, I was fully aware of its mature content; blood bursts from enemies as they are blown apart, characters swear every other word, and the game definitely isn’t taking itself seriously at all. To my surprise, Conker isn’t actually the foul-mouthed character I expected heading into the game. He’s a drunkard (the opening moments have you controlling him as he stumbles about and pees everywhere) and a greedy little git (he attacks wads of cash with a frying pain and stuffs them down his shorts with reckless abandon) but it’s actually the other characters he meets that swear and provide most of the mature content.

Conker’s Bad Fur Day is also, to its detriment, an oxymoron; the game has a lot of variety but also way too much repetition. So, one minute you might be gunning down wasps, rolling balls of poo into a giant turd mountain, or retrieving objects to fulfil your missions but you can guarantee that if you have to do these things once you’ll have to do them again, anywhere from three to five times. It gets extremely frustrating to have to repeat these actions so many times, especially while fighting the controls; for example, in the first level, Conker has to find some cheese for a mouse. You have to find three pieces of cheese and each one has to be collected separately and also find five bees to pollinate a sunflower (which you later have to use to bounce to a wad of cash but good luck getting the timing of the bouncing right and, when you do get the timing right, the controls fight you so you miss the ledge and fall from a height high enough to cause you significant damage!)

1.png
Seriously, this damn sunflower took me the better part of forty minutes to get past!

Similarly, there’s a part where you have to scare some cows into pooping to access a new area. To do this, you have to trick a bull into hitting a target, jump on the bull, and scare the cow. Once it’s pooped, you kill the cow and another waddles out, and you have to repeat this again twice more. There’s an even worse task in the Rock Solid disco. Conker has to get drunk, stagger around, and pee on a rock monster so it turns into a ball, then roll it into an opening. You then have to roll it along a narrow path, hope you don’t fall off, and onto a switch to rescue Berri. You then have to do this twice more and, if you don’t get enough pee on the rock monsters, they pop up and attack you. Things like this are so incredibly tedious and laborious tasks that get old and frustrating very quickly. Later on, Conker gets transformed into a vampire bat and must poop on some villages to stun them and then carry them to a meat grinder. The controls make all this extremely difficult and annoying to pull off, especially considering how often you have to repeat the task. Things only get worse in the It’s War! Chapter; in a parody of Saving Private Ryan (Spielberg, 1998), Conker joins the war against the Nazi-like Tediz. While this makes for some of the game’s most amusing and controversial moments, it is also host to easily the absolute worst part of not only this game, but maybe any game I’ve ever played.

After defeating the boss, Conker has a limited time to navigate through tight corridors full of laser trip wires; if you touch the wires, explosives go off and cost Conker at least two pieces of health. At various points, Tediz will also attack Conker with bayonets, forcing you to switch to the awkward first- or third-person shooting perspectives to attack them. Once you make it through these obstacles, though, you get locked in a room full of Tediz who start shooting at you; you get about two seconds to whip out a bazooka before you’re blown to pieces. The only way to succeed is to try and try and try again and again to master the trip wires and the Tediz in the corridor so you get through flawlessly and have all of your health for this final shoot-out to give you a gnat’s wing of a chance to positioning yourself properly to shoot all the Tediz. There’s no health in this areas, no chance for error, oh, and, also, if you shoot your bazooka too haphazardly then you’ll blow yourself up!

2.png
Good luck getting through this crap without the fifty-lives code!

However, for every bad part of the game, there are positives; the boss battles are amusing and interesting, the worlds are full of life an activity (although there’s far less to collect than in the Banjo games), and the storyline is very funny and tongue-in-cheek. Ironically, though, the final area and final boss is perhaps the easiest part of the game. In a shocking twist, Berri is killed before Conker’s eyes and a Xenomorph bursts out of the Panther King. Conker has to (clunkily) beat the Xenomorph down and then throw it into an airlock (three times, naturally…). As the Xenomorphs moves in for the kill, the game locks up; Conker breaks the forth wall to get the programmers to help him out and wins the day, but forgets to get Berri brought back to life. Conker ends up being crowned the new king and sits, disenchanted and annoyed, surrounded by the characters he has helped out throughout his little quest (all of whom he hates). Conker’s Bad Fur Day is a beautiful and challenging game…but it’s so damn frustrating and annoying! I don’t mind a challenge but this game takes it to another level! There is absolutely no hand-holding and no quarter given; this would be fine if the controls and camera didn’t work against you all the time and if Conker wasn’t so weak. I wouldn’t mind repeating some of the tasks you have to do if they were actually fun by the third time; once, maybe, but having to repeat some many laborious tasks really gets annoying very quickly. The boss battles are all multi-layered and challenging, though a lot easier than the platforming and puzzle-solving aspects of the game. The humour is crude, rude, and hilarious at certain points; it’s obvious that Rare were having a lot of fun just pushing the envelope and doing whatever they wanted in this title.

However, it also feels like they’re openly mocking the player and purposely implanting terrible gameplay mechanics; that must be the case as I know they can do better action platformers, better first person shooters, and better third person shooters. The game also has a tacked on multi-player component which involves these shooting aspects, however I’ve not played it and have no urge to given how bad the controls are for these parts of the game. And that’s the summary of it all, really. I have no urge or desire to ever play this game again, and that’s really disappointing to me. I loved the Banjo games and everything they did; I love a good, bright, fun action platformer and I’m all for variety and trying now things…but this game just has far too many negative points for me to ever hold it in as high regard as I do Banjo-Kazooie or even Banjo-Tooie, which is a massive personal disappointment for me.

My Rating:

Rating: 2 out of 5.

Could Be Better

10 FTW: Horror Movies Where Evil Triumphs in the End

These days, it’s probably one of the most clichéd elements of the horror movie genre to have the antagonistic force terrorising the protagonists rise again by the end of the last act. Yet, this staple of the genre can have a dramatic impact on the viewer, sometimes altering entire events that preceded it, salvaging a mediocre film at the last second, or (more often than not) setting up a sequel or even an entire franchise.

With that in mind, here are ten of the most memorable moments in horror movies where evil ultimately proved triumphant:

10.png
10 Final Destination (Wong, 2000)

The definition of a mediocre horror picture, Final Destination follows a group of teens who evacuate a plane moments before it explodes in mid-flight, only to find themselves falling victim as death stalks them to rebalance the scales. Hardly a classic in terms of horror, the sequels eventually descended into near-slapstick parody in their efforts to set up increasing complex and contrived ways of killing the unfortunate protagonists. After deciphering “death’s plan” and escaping to Paris, Alex Browning (Devon Sawa) is saved from a gruesome fate by former bully-turned-friend Carter Horton (Kerr Smith). Just as the audience breathes a sigh of relief at seeing the protagonist pushed to safety, a massive neon sign comes hurtling towards Carter before the film changes to black and the credits run. While this ending became a hallmark of the franchise, in the first movie, the predictability that would befall the series had yet to be established and the ending was new, fresh, and somewhat unpredictable.

9
9 The Last Exorcism: Part II (Gass-Donnelly, 2013)

Unlike its predecessor, which adopted the “found footage” approach, this sequel utilised more straight-forward techniques. Though these failed to make it any better than the film that preceded it, The Last Exorcism: Part II turned the events of the first film on its head by having its antagonistic demon be in love with the main character, Nell Sweetzer (Ashley Bell). In a surprising turn of events, at the brink of death, Nell opts to take the hand of the malevolent force that has been stalking her and allow it to possess her. She then kills a bunch of people, burns a house down, and drives off into the night as trees and vehicles combust around her, signalling the beginning of the apocalypse on Earth.

8
8 Saw: The Final Chapter (Greutert, 2010)

Saw is a horror/thriller franchise where evil triumphant at the end of every movie since the first instalment; John “Jigsaw” Kramer’s (Tobin Bell) meticulous planning and attention to detail dictated that, even when his victims escaped alive from his death traps, they often did so only as part of his grander plan or fell victim to his successors. By the end of the seventh movie, Jigsaw’s goal to teach people to value their lives has been perverted and his successor, Detective Mark Hoffman (Costas Mandylor) as devolved into a serial killer looking to tie up the last of his loose ends and flee before he can be exposed. However, just as it looks as though he is about to get away with his murder spree, he is attacked and locked up in the disused bathroom from the first movie by none other than Doctor Lawrence Gordon (Cary Elwes). Flashbacks reveal that, after severing his foot and crawling to safety, Gordon also became one of Jigsaw’s helpers and that Jigsaw tasked him with protecting his estranged wife. With her dead at Hoffman’s hands, Gordon enacts Jigsaw’s final revenge and ensures that his legacy lives on.

7 Friday the 13th (Cunningham, 1980)

Although the first film, and many of its sequels, has not exactly aged too well, the original Friday the 13th inspired countless slasher knock-offs looking to capitalise on its success. In the first movie, Camp Crystal Lake is terrorised by an unknown killer who systematically kills off the counsellors looking to re-open the camp; it’s the uncanny practical effects and atmosphere that steal the show here more so than anything else, and its effective use of the unknown killer became a common motif in horror for years to come. After the killer, revealed to be Pamela Voorhees (Betsy Palmer) seeking revenge after her son drowned due to the negligence of the former counsellors, is finally dispatched by lone survivor Alice (Adrienne King), all seems calm and well. Alice collapses into a raft and drifts out onto Crystal Lake, only to suddenly be attacked by a rotting, disfigured boy (Ari Lehman) who emerges from the water and drags her under. Although the subsequent sequels made better use of Jason as an unstoppable, unkillable supernatural killer, without the original shot of Jason’s mangled form leaping from the lake we may never have had the opportunity to classify this as a cliché much less have had the multitude of sequels that followed.

6
6 Drag Me to Hell (Raimi, 2009)

Sam Raimi returned to horror with a bang in 2009 with this surprisingly fun and gruesome tale of Christine Brown (Alison Lohman), a young, aspiring bank worker who finds herself placed under a gypsy curse whereby the demon Lamia will torment her for three days before taking her to Hell. What follows is a montage of terrifying imagery and events as Christine races against time and Raimi’s trademark semi-slapstick horror to salvage what’s left of her soul. After surviving these trials, Christine learns that she can pass her curse on to another and successfully passes it back onto the gypsy who placed it upon her. However, just as she is ready to celebrate her newfound life with her boyfriend, Professor Clayton Dalton (Justin Long), she realises that she made a mistake and that she is still carrying the curse upon her. Dalton can do nothing but watch in horror as Christine is set upon by demonic hands, which grasp at her from beneath the ground and pull her down into the hellish fiery pits.

Still, an eternity in Hell has got to be preferable than spending the rest of your life with Justin Long!

5
5 The Grudge (Shimizu, 2004)

Now I’m sure this won’t win me any fans but I haven’t actually seen the original Japanese version of this film. Considering that the Americanised version is set in Japan, directed by the man behind the original Ju-on series, and includes numerous elements that are shot exactly as in their Japanese counterparts, though, I don’t really regret that. Plus, it’s a damn creepy, horrifying film in its own right. Although featuring a non-linear narrative, The Grudge primarily follows exchange student Karen Davis (Sarah Michelle Gellar), who finds herself haunted and tormented by a vengeful spirit that seeks to kill anyone who enters a cursed house. After her boyfriend goes to the house to look for her, Karen goes to rescue him, only to find him dead. Witnessing the violent events that led to the houses carrying its curse, Karen sets the houses ablaze but is prevented from escaping by Kayako Saeki (Takako Fuji), who contorts herself towards her, looking to claim her life too. However, Karen is rescued from the house and taken to a hospital where it appears as though she has miraculously survived the never-ending curse. There she learns not only that the fire was subdued and that the house is still intact but also that Kayako is right behind her, bringing the film to a dramatic close and proving that Japanese spirits just don’t know when to quit.

4 The Cabin in the Woods (Goddard, 2012)

I’m not going to lie: I consider this movie to be an absolute masterpiece. Not only does it subvert all expectations for a horror film, it’s also an extremely clever, incredibly enjoyable movie that pokes fun at the tropes of the genre and tells an incredibly original story. After a zombie family terrorises their friends and leaves them the sole survivors, Dana Polk (Kristen Connolly) and Marty Mikalski (Fran Kranz) stumble into a large underground facility where they discover that a covert organisation ritualistically sacrifices victims such as themselves to appease the malevolent Lovecraftian Ancient Ones. After defying the Director’s (Sigourney Weaver) urging that they complete the ritual through self-sacrifice and save humanity, they share one last joint as the facility is ripped apart by the awakening Ancient Ones as they emerge from beneath the Earth to doom humanity forever.

3 A Nightmare on Elm Street (Craven, 1984)

Wes Craven’s seminal horror film ensured that no ne was ever going to go to bed easily ever again as a group of teenagers are stalking in their dreams by a hideously burned killer sporting a glove adorned with razor blades. The idea that a vengeful spirit could cause you harm or even kill you simply through your dreams was a poignant, original, and terrifying idea and Craven created one of horrors most enduring, popular, and horrifying horror icons in Freddy Krueger (Robert Englund). As her friends are killed one by one, sole survivor Nancy Thompson (Heather Langenkamp) learns that she can pull things out of her dreams. Fortifying her house with booby traps, she manages to bring Freddy into the real world in an attempt to kill him. However, after Freddy kills her mother, Nancy realises that she is still asleep and, understanding that her fear has been making Freddy more powerful, she denounces him and her fear of him, apparently dissipating his spirit. Nancy awakens to a new day that is overly bright and cheerful where all of her friends are alive and her mother is no longer a chronic alcoholic. However, just as she begins to drive away into a literal happy ending, Nancy realises that the car sports Freddy’s trademark red-and-green colours and that she is trapped inside. She then watches on as Freddy bursts through the little window in her front door, grabs her mother, and violently pulls her through the opening. Although a somewhat confusing and odd ending, this shocker set up the idea that Freddy’s threat can never truly end no matter what tactics his victims use, something that the later sequels would drive into the ground.

2 John Carpenter’s Halloween (Carpenter, 1978)

Before Friday the 13th there was Halloween, without a doubt the grandfather of the slasher genre. John Carpenter’s atmospheric, tension-filled masterpiece brings horror to the suburban homestead as the cold-hearted Michael Myers (Nick Castle and Tony Moran) returns fifteen years after killing his sister to stalk and kill a group of babysitters. Having worked his way through the neighbourhood, Myers closes in on the last girl standing, Laurie Strode (Jamie Lee Curtis) with his psychiatrist, Doctor Sam Loomis (Donald Pleasence) in hot pursuit. After shrugging off a coat-hanger to the eye and a knife attack, Myers looks ready to claim his final victim only to be shot by Loomis. Stumbling backwards, he falls from the balcony to the ground below, lifeless and prone. However, when Loomis looks again, Michael has vanished into the night and he stares into the darkness with a look of horror on his face as he knows not only that Michael is still out there but also that a number of mediocre sequels and remakes are still to come.

1
1 The Omen (Donner, 1976)

Could it really have been any other film? Richard Donner’s horror classic takes the top spot simple because it depicted the birth and rise of the ultimate evil and then concluded with the threat that a little boy would grow up to bring humanity to its end. After his son dies during childbirth, US diplomat Robert Thorn (Gregory Peck) agrees to adopt another without telling his wife, only for the child – Damien (Harvey Spencer Stephens) – to actually be the son of the devil. Having uncovered the truth behind Damien’s blasphemous conception and his true destiny as the destructor of humanity, Thorn witnesses enough death and evidence to spirit Damien away to a church. Just as Thorn is about to drive seven sacred daggers into Damien before the alter of Christ, he is gunned down by policemen. At his father’s funeral, Damien smiles to the camera as he holds the hand of his newly adopted father – the President of the United States – leaving the audience with the knowledge that the Anti-Christ is perfectly positioned to usher in the end of humanity.

Talking Movies: Batman v. Superman: Dawn of Justice

Talking Movies
BatmanVSuperman.png

In 2013, director Zack Snyder released his gritty, modern interpretation of Clark Kent/Superman after a long hiatus and after Superman Returns (Singer, 2006) almost killed the franchise with ridiculous plotlines and nonsensical decisions. Man of Steel (Snyder, 2013) caused quite a deal of controversy for its darker, more grounded approach and the massive amounts of destruction caused by the battles between Clark Kent/Superman (Henry Cavill) and General Zod (Michael Shannon). Personally, I enjoyed the movie for making Superman awesome again and showcasing the impact of super-powered beings doing battle in highly-populated areas. Batman v Superman: Dawn of Justice follows-up on Man of Steel’s themes and narrative by introducing the first-ever live-action meeting between the two iconic superheroes. It should be noted that this post is going to be full of spoilers and talk about the film’s narrative, so if you haven’t seen the film then it’s probably best not to read on further. With the conclusion of Christopher Nolan’s Dark Knight trilogy (2004 to 2012), the role of Bruce Wayne/Batman was taken up by Ben Affleck in a casting decision that also caused a stir of controversy, mainly due to Affleck’s previous work on Daredevil (Johnson, 2003). Personally, this decision riled me the wrong way. While I actually enjoyed Daredevil (especially The Director’s Cut), I cannot say that I am much of a Ben Affleck fan; also, I felt that his casting took the role away from other actors who could have shined in that sort of role. Basically, this casting felt like the producers were trying to leech of Affleck’s star power.

1
The loss of Robin has affected Bruce’s attitude, just as it did in the comics.

However, Affleck’s portrayal of Wayne/Batman is a true gem of a surprise; Affleck plays an older, grizzled, veteran Batman who is constantly haunted by nightmares, fatigue, and inner turmoil. In the film, Wayne has been Batman for about twenty years; Gotham has gone to hell despite his presence (Wayne Manor is dilapidated, for reasons unknown, and the Gotham Police Department is similarly run-down and seemingly abandoned) and his approach towards his vigilantism has become cruel and violent. This is not just due to his age but also to the dramatic shift in Wayne’s entire persona and attitude after the loss of his partner, Robin, at some point in the past. As a result, Batman (refreshingly commonly referred to as “The Bat” on numerous occasions) tortures and brands criminals in his night-by-night activities and, at a number of points in the film, brandishes firearms and racks up quite the body count. If people were pissed that Michael Keaton’s Batman killed people back in the day, then I wouldn’t be surprised to see Affleck’s Batman attract some debate given that he clearly guns down, blows up, and drives through quite a few goons. Personally, again, I have no problem with that because of the movie’s context. Batman is older, admittedly slower; he’s worn down by age, weariness, and his new mission in life: mainly, the destruction of Superman. It transpires that Wayne was present during the events of Man of Steel and witnessed Superman and Zod’s fight devastating Metropolis, causing the deaths of numerous Wayne employees.

2
Affected by the events of Man of Steel, Batman makes it his mission to end Superman.

As a result, despite the protestations of his ever-loyal butler Alfred (Jeremy Irons), Batman has decided to view Superman as a potential threat that doesn’t need stopping…he needs killing. It doesn’t help Wayne’s mindset that he is constantly haunted by nightmares of not only the deaths of his parents (as standard) but also visions of a dystopian future where Superman rules as a tyrant. These visions are given further credence not only by a surprise visit by Barry Allen/The Flash (Ezra Miller) in a scene straight out of Crisis on Infinite Earths (Wolfman, et al, 1986) where he warns Wayne of this apocalyptic future and urges him to “find us”, but also through the machinations of Lex Luthor (Jesse Eisenberg). Given the controversy caused by Man of Steel, the world is suitably divided by Superman’s presence. A big side plot in the film is the world’s views on Superman; while many view him as a hero, saviour, and messianic figure, others are also fearful of his presence and uncomfortable with his status as an all-powerful alien who answers to no one. While Batman comes to represent the extremes of the latter, Superman’s extended family – the ever-pretty Amy Adams and Lois Lane and his mother, Martha (Diane Lane) – represent the former, urging Clark to be a symbol of hope and/or remove himself from the equation entirely and leave the world to its own issues. Luthor capitalises on the divide that Superman causes and works it to his advantages; through his devious machinations, Luthor gains access to the remains of Zod’s Kryptonian ship, the body of Zod himself, and frames Superman as a destructive force through a series of terrorist actions. This is aided by the general consensus that, because Superman acts as an independent force, his actions have consequences for the rest of the world that led to a number of deaths, a fact that weighs heavily on Superman’s conscience and his belief in himself and what he’s doing.

4
Separated at birth?

For me, the casting of Eisenberg is the exact opposite of Affleck’s: while I generally believed that he could bring something unusual to the role, he is less of a gem and more of a scenery-chewing, ham-fisted version of the character. In his defence, I was glad to see that he wasn’t the corporate, suit-wearing version; Eisenberg brings a manic, hyperactive energy to the role that masks his true, devious intentions; however, while it kind of portrays the character as a quirky, eccentric tycoon, it lends itself more to Jim Carrey’s over-the-top acting from Batman Forever (Schumacher, 1995) people continue to lament to this day. Luthor, implied to be from observing how often Superman saves Lois Lane from danger, pieces together Superman’s secret identity and kidnaps his mother and places Lois in peril in order to bend Superman to his will. He has also been fuelling Wayne’s thirst for blood by manipulating him over time, effectively setting the two against each other in order to publically discredit and shame Superman. However, Luthor’s ultimate plot involves not only the discovery of Kryptonite (which Wayne manages to intercept and use to his own advantage) but also the genetic tampering of Zod’s remains. Accessing forbidden Kryptonian technology, Luthor creates a hulking genetic monstrosity whose sole purpose is to kill Superman: he creates Doomsday.

5
Doomsday serves as the penultimate threat of the film.

Doomsday, whom many online have criticised as being shoe-horned in to unite the central characters, also surprised me. When I first saw the footage of Doomsday from an earlier trailer, I lamenting his presence as it causes so many issues. People have been asking me over the last few years how Batman and Superman can fight and I have explained, over and over, that the two have not only fought numerous times in the comics but also that Batman has often come out on top more than once. Superman, for all his powers, is fallible and has numerous weaknesses; Doomsday, however, traditionally has no such weaknesses and, in a fight against him, the most useless ally you would want would be Batman. However, the film’s version of Doomsday is markedly different; it’s somewhat weaker, physically, and vulnerable to Kryptonite but remains as immensely powerful as ever, if not more so. Doomsday emits concussive blasts of heat energy, seems to float or straight-up fly a few times, and expels shockwaves of energy every time it evolves to repair from damage and attacks. In Superman’s favour, he learns from Man of Steel and attempts to take Doomsday into space and away from the planet; however, this plan is foiled by the governmental decision to nuke them once their out in orbit, which brings Doomsday back more powerful than ever. Joining Superman and Batman to oppose Doomsday is Diana Prince/Wonder Woman (Gal Gadot), who appears at numerous points in a sub-plot concerning her attempts to retrieve vital data of metahumans from Luthor.

6
Miller’s influence on Snyder is painfully obvious.

It turns out that Luthor has kept tabs on Barry Allen/the Flash, sightings of Aquaman (Jason Momoa), and the augmentation of Victor Stone into Cyborg (Ray Fisher) and is eager to keep Luthor from eliminating these metahumans. In service of this, she runs into Wayne at numerous points, who discovers that Diana has been around for about a hundred years and is more than she seems. Diana opts to interject herself into the conclusion and assist Batman and Superman, relishing the battle against Doomsday. For the first-ever live-action portrayal of Wonder Woman, Gadot bring both beauty and strength; while her casting also attracted controversy, she was actually portrayed very well and as integral to not only this film but also the formation of the upcoming Justice League. However, the primary title of this movie involves the fight between Batman and Superman. These two clash immediately due to their ideals and approaches and because of Wayne’s vendetta against Superman, but don’t actually come to blows until the third act. For this battle, Snyder draws implicitly from The Dark Knight Returns (Miller, 1986); Batman dons a cybernetic suit exactly as in the comic, blasts Superman with Kryptonite gas as in the comic, and beats him into submission just like in the comic. I guess, in execution, the fight between the two comes across as very similar to the showdown in Freddy vs. Jason (Yu, 2003) in that the entirely film builds the tension towards the confrontation, and builds it some more, and, when the tension finally snaps, it is a very satisfying event.

Superman famously died in battle against Doomsday in 1992.

Batman, as mentioned before, is violent and aggressive in his fighting style; his combat prowess is ripped straight from the Arkham series of videogames (Rocksteady Studios/Warner Bros. Interactive Entertainment, 2009 to 2015) and there is no question that, once Superman is suitably weakened, Batman is the superior fighter. Superman, in a change of pace, shakes off the effects of Kryptonite over time and it merely weakens him, rather than kills him. However, that’s alright because Batman is more than willing to stab a Kryptonite spear through Superman’s head! Batman bests Superman, beating him into submission, and is poised for the kill before Superman begs him to save his mother after the fact and Lois rushes in to help clear the air. It is at this moment that Batman comes to his senses and realises that Superman is a selfless man trying to do good; however, this revelation comes off quite rushed. Indeed, once the revelation that Wayne and Clark’s mothers share the same first name (a point I had never actually considered or thought of before) is brought up, Wayne does a complete turn around. Not only is he now willing to assist Superman’s causes, he also pledges to unite the other metahumans in honour of Superman’s penultimate sacrifice.

Oh, didn’t I mention that Superman dies?

Well, honestly, I was pleasantly surprised that Snyder saw this through as totally as he did. As I said on numerous occasions before the movie came out, you cannot involve Doomsday and not do The Death of Superman (Jurgens, et al, 1992) from the comics. Doomsday’s entire purpose is to kill Superman; leaving that out would be like using bane and not having him break Batman’s back. In fact, one of the major issues I had with Smallville (2001 to 2011) using a version of Doomsday was that it obviously wouldn’t be killing Clark (Tom Welling) and would be portrayed as another “villain-of-the-season”. Here, Doomsday and Superman kill each other through mutual impalement; this heroic act brings Batman entirely over to Superman’s cause. It also (through the effective use of a military/state funeral, the more emotional funeral in Smallville, and the montage of reaction shots to the news of Superman’s death) turns Superman into a matriarchal symbol of hope and heroism, effectively ending the divisive conflict he caused in life.

8
Smallville‘s Doomsday was an abomination.

Of course, a two-part Justice League movie is scheduled to begin filming soon and Superman is already confirmed as being part of the line-up. As a result, the film’s final shot is of Superman’s grave trembling slightly, signalling his inevitable return (and without the four bogus clones as in the original story, one would assume). However, the fact that Snyder actually had the balls to do The Death of Superman, in my mind, completely justifies and exonerates the inclusion of Doomsday. It wasn’t just some half-assed inclusion there to be brought down by the trinity of superheroes; it was there to unite them, the Justice League, and the world by killing Superman, so kudos for that. Visually, the film is actually quite magnificent; say what you will about Snyder as a storyteller, the man knows how to be cinematic. Batman shines the most throughout because of this, being shot in pitch black and having his action scenes be energetic and clear to see. Snyder’s visual symbolism extends to Superman as well; while the God and Christ metaphors have been done to death with Superman, here they actually have relevance in the plot so they don’t come off as cheap or superficial. The visual dichotomy of the film is wonderfully done; the contrast between Metropolis and Gotham City is apparent, the costumes all pop out and appear functional, and Batman’s weapons and gadgets are showcased to the fullest.

It really feels as though the film-makers held nothing back (except for the half-hour of cut footage rumoured to be on the home release) and that has, in the eyes of many, caused more controversy. I have heard of critics attacking the film for being “choppy” at the start, shoe-horning in the Justice League elements and Doomsday, and having nonsensical decisions woven into the dialogue, script, and plot. To them, I say, these are valid points in some cases. However, I never experienced any issues with the pacing or the editing; sure, it’s a long film, but films are these days and, when you’re enjoying a movie, that’s not a bad film. I found myself engaged with the plot; I wanted to know more about Wayne Manor, Gotham, and Batman (which is a perfect way to re-introduce this version of the character and will be expanded upon in future DC films), I followed along easily enough with Luthor’s plot and the side-plots involving the Justice League, and never felt that anything else done an injustice or there for the sake of it. The fact is that DC and Warner Bros. are very late to the shared universe party; Marvel Studios have gained the upper hand after building their individual heroes separately and now having them cross over regularly. While DC’s television efforts are popular and are beginning to cross over, their television shows will not be a part of this forthcoming DC film universe and the studio, which has largely been happy to produce mainly Batman and Superman movies after the lacklustre reception of Green Lantern (Campbell, 2011), doesn’t have the time or the release schedule to introduce the Flash, Aquaman, Wonder Woman, Cyborg or the other Justice Leaguers. Instead, what will set DC movies apart from Marvel’s from now on is their cross-connectivity and their immediate focus of having their films and character converge right off the bat, which could make for some exciting future releases.

Overall, yes, this film has some flaws but nowhere near as many as I was expecting and it certainly doesn’t deserve the critical backlash it is currently facing. It re-introduces Batman, presenting a grizzled, more violent version of the character who seems just as mental as the villains he faces, and brings more humanity and empathy to Superman. The visual presentation is top-notch, more than making up for any narrative deficiencies, and the thematic portrayal of both characters is largely in keeping with their portrayals in several prominent comic books, even the vaunted Dark Knight Returns. Snyder had the balls to do new thins with this movie: he incorporates Robin (no one knows which one but, most likely it was Jason Todd, meaning Nightwing could be active in this universe), a character no one has used in film for nearly ten years (and that’s just criminal); he utilised Doomsday to its fullest extent; he addressed and upped the scale of destruction from Man of Steel; and the apocalyptic future witnessed by Wayne, which is implied to be the result of Superman’s actions (somehow), and Luthor’s manic rant at the end (I half-expected him to announce that “a Crisis is coming”) lend credence to the rumours that the Justice League will come together to battle Darkseid. Make no mistake, the DC movies are a violent one where actions have consequences and the heroes amongst us may cause more trouble than the villains but it is one soon to be united by heroes and villains alike and, for the first true attempt and making headway towards a Justice League movie, I would say that Snyder has delivered on all fronts.

My Rating:

Rating: 3 out of 5.

Pretty Good

Recommended: Sure, why not? The film is beautifully shot, exciting, and engaging. It’s maybe not the best-paced film and has it’s issues, but it’s Batman…versus Superman!
Best moment: Easily the entire final act of the film from the titular clash between the two heroes, into Batman’s vicious rescue mission, through to the Trinity joining forces against Doomsday.
Worst moment: Jesse Eisenberg’s performance as Lex Luthor totally ruins what should have been a far more cerebral, menacing characterisation.

Movie Night: Alien: Covenant

AlienCovenant

In 2012, Ridley Scott attempted to present to audiences with a prequel to his seminal 1979 science-fiction/horror masterpiece, Alien. When I first saw Prometheus, I was actually very supportive of it; the film reeked of 1970’s science-fiction trademarks (such as a slowly building narrative, wide expansive shots, and deeper philosophical questions regarding humanity against the backdrop of science-fiction). However, upon repeated viewings, Prometheus is more of a massive missed opportunity for the larger Alien franchise. Rather than being a straight-up (perhaps predictable) prequel to Alien that explained what the Space Jockey was, how the alien spacecraft got to LV-426, and where the Xenomorphs came from, Scott appeared to have gotten too caught up and too preoccupied with establishing a disconnected film that was part of an entirely new science-fiction/horror franchise. The result was a convoluted, mixed-up film that wasn’t quite sure what it was or what it was trying to accomplish.

CovenantDavidWeyland.png
Weyland doesn’t exactly live up to David’s expectations.

Now, quite some time later, Scott presents the sequel to Prometheus and what is rumoured to be the first in three more prequel films set before Alien. Alien: Covenant opens not directly after the events of Prometheus but some time before that movie as we witness the activation of David (Michael Fassbender), the calculating android from Prometheus, and his initial conversations with his creator, Peter Weyland (Guy Pearce). This conversation establishes that David is just as inquisitive as his human creator and has little desire to live his life purely as a servant to those who believe themselves to be better than him simply because they created him. The film then jumps ahead to ten years after Prometheus. Walter (…also Fassbender, though with a pretty convincing American accent) is maintaining systems onboard the titular Covenant, which is carrying a whole bunch of colonists on a seven year journey to a new planet to colonise. A random neutrino bursts damages the ship and Walter is forced to awaken the crew, though captain Jacob Branson (James Franco) is roasted alive in his cryo-tube, leaving Christopher Oram (Billy Crudup) in charge. As a man of faith rather than science, and given the tough decisions he has to make in the wake of this tragedy, Oram struggles with his newly-appointed position and to get the ship repaired so they continue on their way. However, during the repairs, the ship picks up a recognisable melody coming from a nearby hospitable world that they somehow missed during their research. With the drew reluctant to return to cryo-sleep after the fate that befall their captain, Oram elects to pop down to this new world despite the objections of Branson’s widow, Daniels (Katherine Wilson).

CovenantNeomorph
These viscous little buggers kick the film into action.

Upon landing, they discover the world is fully vegetated but devoid of animal life. They stumble across a crashed Engineer craft and, along the way, disturbed some dark vegetation that infects two of them. The infected crew members quickly succumb to the alien parasite and, in spectacular fashion, become hosts to the Neomorphs. During the violent birthing, the crew’s craft is destroyed and many of the survivors are besieged by the Neomorphs until they are rescued by David. David takes them to a safety in a lifeless city whose grounds are littered with the twisted bodies of vaguely-humanoid creatures. While some of the crew attempt to radio the Covenant for a rescue, David relates to Walter, Orum, and Daniels the fate of Dr Elizabeth Shaw (Noomi Repace) and what happened following Prometheus: Shaw put David back together and he piloted them to the Engineer homeworld, falling in love with her along the way. Although she died during the journey, he bombarded the planet with the black alien goo from Prometheus, which destroyed the entire Engineer civilisation. Since then, David has been taking the Engineer’s technology and modifying it for his own ends.

CovenantEgg
Yeah, this doesn’t end too well…

Confronted by Orum, David reveals that he killed Shaw and that he has gestated a number of large, familiar-looking eggs. A facehugger latches onto Orum and (very soon afer), a chestburster emerges. David then protects the young Xenomorph by fighting with Walter so that his ultimate plan to obliterate the human species can be realised. With Tennesse (Danny McBride) fighting through the planet’s hostile atmosphere to rescue the survivors, Walter manages to get Daniels and Lope (Demián Bichir) onto the rescue craft, where they are attacked by a fully-matured Xenomorph. Although they kill the Xenomorph and make it back to the Covenant, another emerges from Lope and kills the rest of the crew before Tennesse, Daniels, and Walter suck it out into space. Injured but alive, Daniels returns to cryo-sleep…only to learn far too late that it was David, not Walter, who survived the earlier battle. David puts her to cryo-sleep and prepares a fresh batch of facehugger embryos with which he can infect the entirety of the Covenant’s colonists and crew to continue his experiments.

CovenantGenocide.png
So much for that plot thread…

Alien: Covenant still has its fair share of issues, mainly relating to continuity: like Prometheus, the film renders the AVP: Alien vs. Predator franchise (Various, 2004; 2007) no longer canon, but it also has some issues with the continuity it established in Prometheus. Mainly, we saw cravings and imagery of the Xenomorphs on Prometheus, suggesting that the Engineers had already created them (although it could be argued that David merely perfected the art of Xenomorph creation with his experiments). Secondly, it feels as though a big chunk of the film is missing as we only get one brief flashback to David’s annihilation of the Engineers and only get told about what happened to Shaw and between the films. Finally, the gestation period between facehugger and chestburster continues to be agonisingly fast; I understand why (to move events on and pick the pace up) but it’s still a bit jarring. However, Alien: Covenant more than makes up for the mediocrity that was Prometheus; the film looks and sounds fantastic and is much closer to the aesthetic of Alien. Much of the cluttered, convoluted plot elements from Prometheus are abandoned in favour of more recognisable elements, which may be a little disappointing as it makes the previous film feel like even more of a massive waste of time and I can’t help but think that we’ve had to endure two movies to tell a story that could’ve been accomplished in one movie.

My Rating:

Rating: 2 out of 5.

Could Be Better

I’ve heard a lot of mixed reviews and some harsh negative comments about this film, but I have to disagree. If this is to be the beginning of a new series of films set before Alien, I’d say that we’re in for something much more entertaining and enjoyable than more films that emulate the style of Prometheus. If Scott can continue to address and make up for the flaws of the film and extenuate the strengths of his world and the creatures that inhabit it, we could be one step closer to getting a film just as flawless as Alien before long.

Recommended: Absolutely, if only to wash the taste of Prometheus out of your mouth.
Best moment: The vicious birth of the first Neomorph; the little bastard spews out of the back of its host in fantastically gory fashion.
Worst moment: The sudden decimation of the Engineers and the abandonment of what was once the most intriguing, unanswered question of Alien.

Screen Time: Superheroes on Television

Okay, I’ll admit: I’ve never been a big fan of superhero properties on television. Growing up, I never watched The Incredible Hulk (1977 to 1982) as it was never on television when I was a kid – the closest I got were the three made-for-television movies that came out of it (which, incidentally, I liked as a kid). Similarly, the only exposure I had to the old Amazing Spider-Man television show (1977 to 1979) was from the three “movies” that came out of it. In fact, probably the only superhero television show I was regularly exposed to as a kid was, of course, the 1960’s Batman show and even that was primarily through the movie. No, as a kid, I grew up watching superheroes in animation: Batman: The Animated Series (1992 to 1995), the ‘90’s Spider-Man cartoon, ad basically all of the Marvel properties at the time. That was where it was at; animation was much, much closer to the comic books than anything in live action at the time, even compared to the live action movies that were coming out as I grew up. When Smallville (2001 to 2011) first started airing, I pretty much gave it the pass by. I watched a few of the early episodes, but not much more. This really came out at a time when I was in my mid-teens, I believe, when loads of teen-centric shows were on E4 and the like (One Tree Hill (2003 to 2012), Dawson’s Creek (1998 to 2003), all that stuff) and I didn’t have time for any of it. Smallville easily fit into those categories, which was enough for me to ignore it, but when I did flick on to it over the years I became increasingly turned off by the deviations from the source material and the creative licensing taking place on the show.

SuperTVJSA.png
Smallville got way more interesting once it included more comic book elements.

Ironically, I believe that Smallville actually did improve over time, especially by referencing and including more comic book-related stuff, but when I realised it had hit the ninth series and Clark Kent (Tom Welling) was no longer living in Smallville, was working at the Daily Planet, basically married to Lois Lane (Erica Durance), and saving lives daily in multiple variations of his eventual Superman costume, and yet despite all this he was not Superman, I was irked, to be frank. I never quite understood the logic of making a show that is about a young Clark Kent, that charts his journey from an unsure teen to the eventual saviour of humanity, and yet never actually evolved into a Superman show for the last season even though it practically was given that Clark was battling Davis Bloome/Doomsday (Samuel Witwer), of all people, and chumming around with Oliver Queen/Green Arrow (Justin Hartley). The final episode finally capitalised on this and had Clark assume his birthright to defeat Darkseid, but many were disappointed that we never got a decent shot of him as Superman. I guess they were trying to avoid degenerating into Lois & Clark: The New Adventures of Superman (1993 to 1997) but, surprisingly, I enjoyed that show as a kid – it struck a very similar balance between drama and superheroics and didn’t have half of the comic book inclusions as Smallville and, if I’m not mistaken, was pretty popular and successful at the time.

SuperTVArrow
I didn’t start watching Arrow right away.

Anyway, after Smallville ended, I watched a few re-runs and my 50/50 split of the show only increased. Simultaneously, there were persistent rumours that Warner Bros. were trying to fill the gap with a potential Batman prequel show, following a young Bruce Wayne (apparently this was even the initial pitch for Smallville but Batman was toxic at the time due to Joel Schumacher), one that charted a pre-Robin Dick Grayson, an attempt at an Arthur Curry/Aquaman and Bart Allen/The Flash spin-off, and even a Green Arrow series! Ultimately, only one came to fruition but, rather than a spin-off featuring Hartley’s Green Arrow, we got an entirely new, unconnected series depicting the origin and evolution of the Emerald Archer. Again, I don’t recall actually watching much of Arrow when it first aired as it conflicted with work and my life and such, but I did watch the first episode at least, an a few episodes here and there. My resistance to Arrow stems from the fact that Warner Bros. seem to desperately want to make a Batman television show but were unable to due to Christopher Nolan’s Dark Knight films (2005 to 2012), so they used Green Arrow as a substitute. This rubbed me the wrong way, as Green Arrow – or “The Hood”, or “The Arrow”, or “The Archer”, or “Steve” – (Stephen Amell) would frequently clash not with classic Green Arrow villains but with Batman villains – Deathstroke (Manu Bennett) was a prominent villain in the fist season, just as he had been in Smallville and Teen Titans. Now, in the comics, Green Arrow initially did start out as a rip off of Batman – he had an Arrow-Cave, an Arrow-Mobile, a kid sidekick, and even an Arrow-Signal. However, for far longer, Green Arrow has been portrayed as a street-level vigilante who targets the corrupt and those untouchable by law, frequently killing them, and protecting the “little people”. This has existed alongside the more adventurous version that was a member of the Justice League; Green Arrow’s right-wing sensibilities and strong moral beliefs often clashed with other, more conservative superheroes, and his everyday life as Oliver Queen, multi-millionaire, often facilitated his vigilante actions through urban renewals and the like. Arrow follows some of this tangent, with Queen returning to “Starling City” after being marooned on an island (and, later, in Hong Kong) and surviving against nature and a clandestine organisation using the impractical weaponry of a simple bow and arrow. Queen’s mission is to take down the corrupt of the city and avenge his father’s death, which means he kills a great deal of people in the name of the greater good, which I agree with and like – Green Arrow has often been portrayed as a slightly more morally-unhinged version of Batman and, for all their similarities, they have often clashed because of this.

SuperTVTeamArrow.png
Arrow became much more of a team-based affair.

As Arrow went on, I largely ignored it because I didn’t agree with the seeming lack of faith Warner Bros. had in the character or the series. Like Smallville before it, the show avoids naming its titular hero even though he was popularly known as Green Arrow in Smallville. I’m sure there’s the case for this, that the show is meant to show Queen’s progression from a simple vigilante to the city’s hero (things like him upgrading his tech, adopting an actual mask, and renouncing killing support this) but why not just call him Green Arrow?  Ironically, I actually dislike the Green Arrow moniker as it’s kind of redundant – he wears green and shoots arrows, no shit!  Much like Green Lantern, I have an aversion to superheroes who preface their name with a colour and much prefer the show’s moniker of “The Hood” as it’s far more fitting. I got more into Arrow as the second season drew to a close due to the inclusion of Roy Harper/Arsenal (Colton Haynes) and the series-changing events initiated by Slade Wilson/Deathstroke (Manu Bennett). With Deathstroke having practically levelled the city and Queen basically poor, the show had raised its stakes for season three. Additionally, Queen had built a tight-knit group of allies, with Roy actually adopting the suit and outfit of Arsenal to become his sidekick! After years of Batman movies dodging, avoiding, criticising, and suppressing Robin, we finally had a depiction of a young teen sidekick that fit and actually made sense. My hope is that Arsenal’s inclusion and increased exposure will relax the embargo surrounding Robin and Nightwing at Warner Bros. and allow for their inclusion in their stupidly-unconnected series of DC films.

SuperTVSHIELD
Agents of S.H.I.E.L.D. is still tenuously related to the larger MCU.

Now, a big part of the reason I avoided Arrow was also because of the growing Marvel Cinematic Universe, which eventually spread into television with Agents of S.H.I.E.L.D. (2013 to 2020). After the events of The Avengers/Avengers Assemble (Whedon, 2012) Agent Phil Coulson (Clark Gregg) is revealed to be alive and builds a team of agents to investigate supernatural, paranormal, extraterrestrial, and superhuman incidents across the globe. The main thrust of the first series was the team coming together, leaning to trust each other, and the quest for answers regarding Coulson’s resurrection. However, this soon overlapped with the emergence of Hydra agents within the Strategic Homeland Intervention, Enforcement, and Logistics Division (S.H.I.E.LD.), which crossed over with the events of Captain America: The Winter Soldier (Russo and Russo, 2014), which saw the destruction of S.H.I.E.LD. Many supporting characters, and main character Grant Ward (Brett Dalton), were revealed to have been Hydra agents, and the unlimited resources available to Coulson were stripped away by the end of season one. Simultaneously, it is revealed that Director Nick Fury (Samuel L. Jackson) used an experimental serum and procedure, derived from an as-yet-unnamed alien source (it was recently revealed to be of Kree origin), to facilitate Coulson’s resurrection – this same serum drove HYDRA double agent Dan Garrett (Bill Paxton) mad and gave him superhuman abilities. Season one also included a side plot detailing the origin of a version of Mike Peterson/Deathlok (J. August Richards), a cyborg created to assist Garrett who eventually overcame his programming. Season two features a smaller team, with new characters, who are attempting to rebuild S.H.I.E.L.D. and uncover further truths behind their pasts, and future, as Coulson continually suffers from episodes induced by the alien serum that lead him, like Garrett, to scrawl strange alien symbols.

SuperTVFlash.png
The Flash became my favourite of the DC TV projects.

Truthfully, Marvel’s Agents of S.H.I.E.L.D. is far from perfect, or great. The best things about the show are the dialogue, which is witty and clever and full of Whedon-isms, the references and inclusion of lesser-known comic books characters (again, Deathlok…Deathlok, of all people!), and the fact that it ties directly in to the largely Marvel Cinematic Universe. Events from the films are often referenced directly in the show, supporting characters often appear, and it really feels as though the show is helping to build and expand upon the Marvel Cinematic Universe even though it is highly unlikely that any of the characters featured on the show will appear in the films. As a result, the show doesn’t feel “pointless”, unlike Warner Bros.’ efforts. After guest starring in Arrow, Grant Gustin returned as Barry Allen in his own spin-off, The Flash, which I initially decided to watch over Arrow as I was pretty sure there was no way they could shoe-horn in unfitting Batman elements into the show. The Flash is, in many ways, a carbon copy of Arrow; very quickly (hah!), like Queen’s base at Verdant, Barry based his team in Scientific and Technological Advanced Research Laboratories (S.T.A.R. Labs) nd has a team of specialists and supporting characters helping him that are analogous to Team Arrow and Oliver’s associates. The principal difference is The Flash’s inclusion and portrayal of metahumans. Barry gained superhuman speed after being struck by lightning during an explosion at S.T.A.R. Labs, which resulted in a wave of radiation emanating out from Dr. Harrison Wells’ (Tom Cavanagh) particle accelerator. The wave affected many members of Central City, bestowing them with superhuman abilities, and it is up to Barry and his team to subdue or assist all of them. This is in contrast to Arrow, which largely avoids metahumans for corrupt officials, ninjas, and grounded, street-level threats. Exceptions are usually the case of serums and scientific experiments, or clandestine organisations like the League of Assassins (another Batman-orientated organisation!). The Flash aired alongside Arrow’s third season, and the two frequently overlap and interact – characters often appear on both shows, which has increased my stake in both and, alongside the fact that they both air on days I can watch them, means I can now follow both.

SuperTVGotham
I wasn’t a fan of Gotham…

Alongside The Flash, Warner Bros. finally got their Batman-prequel series underway with Gotham, which follows a young James Gordon (Ben McKenzie) in a pre-Batman Gotham City. This series is completely unrelated to The Flash and Arrow, however, and the three do not occupy the same continuity. Like The Flash, however, Gotham (2014 to 2019) had numerous problems with pace, particularly in the first episode. Both debut episodes threw so much at the viewer, introduced so many characters, plot lines, and comic book references that even I, an avid comic book fan, felt overwhelmed and actually a little insulted. Arrow took its time establishing Queen, his city, and his crusade – despite how much it annoys me that he isn’t known by the right name and constantly feels like a Batman substitute, I can’t fault Arrow for pace. Like Smallville before it, the show has been around a while now and has established a tone, pace, and atmosphere and can now afford to become more “comic book” and introduce more comic book elements – Ray Palmer (Brandon Routh) debuted in season three, hinting at the possibility of The Atom appearing at some point. The Flash, however, opened by throwing everything at us all at once: Barry’s mother was killed by a mysterious man-in-lightning when he was a boy, his father (John Wesley Shipp, from the old Flash TV series!) was arrested for it, Barry was raised by Detective Joe West (Jesse L. Martin) alongside his daughter, Iris (Candice Patton), whom Barry has been in love with for years. Barry grew up to become a forensic scientist, he was struck by the lightning, went into a coma, and when he woke up, Iris was dating Joe’s partner, Eddie Thawne (Rick Cosnett), and Barry secretly began working with Dr. Wells and his team to subdue metahumans…oh and, also, there’s all the mystery surrounding Wells’ true motivations.

SuperTVPenguin.png
Gotham‘s Penguin doesn’t really do it for me.

Think that’s a lot to take in in one episode? Try Gotham, which debuted with the murder of Bruce Wayne’s (David Mazouz) parents, Gordon’s initial partnership with the corrupt detective Harvey Bullock (Donal Logue), the tension between Gordon and his girlfriend regarding both his police work and her past as a lesbian, the suspicious of the Major Crimes Unit about Gordon, the length and breadth of Gotham’s corruption, the introduction of Selina Kyle (Camren Bicondova) as a cat-like street urchin, Edward Nygma (Cory Michael Smith) as a riddle-spouting forensic scientist, Oswald Cobblepott (Robin Lord Taylor) as a limping “Penguin” who angers his mob bosses, and Wayne’s stern-yet-protective butler Alfred Pennyworth (Sean Pertwee). Gordon, moved by Bruce’s plight, pledges to find his killer and is set up to kill a patsy, the father of a girl who greatly resembles Pamela Isley/Poison Ivy, by the mob. The mob consists of Carmine Falcone (John Doman) and Salvatore Maroni (David Zayas), who have both the police department and the mayor on the payroll, but is principally represented by “Penguin’s” boss, Fish Mooney (Jada Pinkett Smith), who is scheming to usurp Falcone’s power. “Penguin” learns of this and Gordon is forced to kill him to prove his loyalty. Gordon fakes the act, leaving “Penguin” to embark on a revenge plot and casting doubt on Gordon’s stature as a police officer. Meanwhile, young Bruce has decided to turn detective and investigate his parent’s killing, believing it to be a conspiracy, and also begin to train himself not to feel fear.

Damn, that is a lot to take in in one episode!

Thankfully, The Flash calmed it down after an episode or two and established a comfortable routine: Barry acts awkward with Iris and has come kind of self-doubt, a metahuman emerges, fight, Wells acts suspicious, the end. This “monster-of-the-week” formula dominates the show even to this day, but the show mixes it up with side-plots concerning the mysterious death of Barry’s mother, Iris’s obsession with “The Streak” (the show took quite a while to brand Barry as the Flash yet…despite all of his metahuman villains have carried their names) and their later romance, Wells’ suspicious nature, the presence of mysterious evil speedsters, exploring the multiverse, etc. Gotham, on the other hand, was far more violent and apparently attempting to channel police-procedural shows like CSI: Crime Scene Investigation (2000 to 2015), only with multiple references to Batman and Batman villains thrown at us in the most unsubtle way possible every episode. My continuation with the show was based on Sean Pertwee, whose presence as Alfred made the show somewhat bearable but I can’t say that I was too upset when it was finally concluded.

SuperTVLegends
Man, screw this show!

Warner Bros. also produced Supergirl (2015 to 2021) and DC’s Legends of Tomorrow (2016 to present). Easily the weakest offerings of their television line-up, DC’s Legends of Tomorrow is a direct spin-off of Arrow and The Flash, featuring characters introduced shows. However, the show is largely loud, overly complex, and suffers from even more pacing issues. Not only was the first episode a convoluted mess that rushed through its character introductions to set up the on-going narrative, every episode is a rush of plot conveniences, hammy dialogue, and poor scripting. In the first season, for instance, the team travel through various points of time and space in an effort to save the future from Vandal Savage (Casper Crump) but…if they have a time machine, why bother wasting time going back to various points to prevent him accumulating his power when they could travel back to just before his takeover and kill him then? Indeed, in the case of DC’s Legends of Tomorrow, the only stand-out characters for me were Leonard Snart/Captain Cold (Wentworth Miller) and Mick Rory/Heat Wave (Dominic Purcell), whose gruff, anti-hero ways and pre-existing partnership set them apart from the rest of the stilted, awkward group. Both actors chewed the scenery and stole the show at every opportunity, and Mick gained a decent character arc where the heroic sacrifice of his partner made him more accepting of his otherwise more naturally heroic partners.

SuperTVSupergirl.png
Supergirl was fun but a little too annoying for me.

Supergirl, however, is a horrific mess. I have times where I can be pretty pro-feminist but this show really grinds my gears. It seems as though Supergirl is incapable of conveying strong, independent female characters without making them soft, overly effeminate, or lesbians. Seriously, this show is rife with explicit lesbianism; even heterosexual female characters carry a lesbian vibe from them. This boggles my mind; Arrow, a show largely aimed more at the male demographic, doesn’t feature a load of gay males or in-your-face sexual tension between the males so why does a female-driven show feel the need to do so? Also, throughout the first season, Kara Zor-El (the titular Supergirl, portrayed by the sweet, cute, and incredibly likeable Melissa Benoist) is constantly playing second fiddle to her more famous cousin (later portrayed by Tyler Hoechlin); Supergirl is constantly having to prove herself and to live up to Superman’s legacy and constantly compared to him, and judged by how much more impressive he is. I find this quite disturbing, to be honest. Today’s society is much more female-dominated and driven than ever before; woman are in positions of power and have far more equality than ever before, yet Supergirl prefers to send the message to young girls that they will constantly be held down by those around them until they prove that they are just as good, if not better, than males. Plus…she constantly keeps fiddling with her glasses! Even when she is around people who are aware of her duel identity!

SuperTVArrowverse
One big happy family.

Additionally, although set on an alternative Earth, Supergirl has crossed over with The Flash (and, by extension, its other shows) by utilising the multiverse aspects introduced in season two of The Flash , unlike Marvel, whose shows all take place within the larger cinematic universe, none of Warner’s DC properties tie in, or relate in any way, to their own cinematic universe that tentatively began with Man of Steel (Snyder, 2013) and continued with Batman v. Superman: Dawn of Justice (ibid, 2016). In fact, Warner Bros. included the Flash in their upcoming cinematic line-up and, as they often have concerning Green Arrow’s inclusion, have consistently gone on record as stating that the character’s will be entirely separate from those on television. Similarly, Gotham does not serve as a prequel to Ben Affleck’s Batman; as a result, we have a situation similar to when Superman Returns (Singer, 2006) came out whilst Smallville was still on the air in that conflicting versions of the same character will co-exist at the same time onscreen. For us comic book fans, this is not a problem: comic book aficionados are well versed in handling multiple, conflicting portrayals of the same characters, but the general audience…not so much. Indeed, Warner Bros. often reference the DC multiverse when justifying this decision, which is crazy beyond belief as the DC multiverse is a concept so confusing that they’ve had to destroy and rebuild it about three times in the last five years! Surely Arrow’s popularity alone, which arguably has helped to facilitate a DC Cinematic Universe, justifies its place in the oncoming cinematic canon?

SuperTVSHIELD2.png
A bit more continuity between TV and film would be nice.

This ties back in to my early remark about Marvel’s Agents of S.H.I.E.L.D. not feeling “pointless”. Sure, the show has flaws. Sure, the characters may not reintegrate with the Marvel Cinematic Universe for some time, if at all. But events matter. What happens in a Marvel Studios movie will impact another character, and those events may often be referenced in Marvel’s Agents of S.H.I.E.L.D. When the Arrowverse collides in their crossovers, it has little impact on the big-screen offerings, which also never really factor into their television counterparts in a meaningful way. This is what separates my enjoyment of current superhero television shows: continuity. It’s important for consistency, it’s important to maintain audience (especially the generally, non-comic book audience), and it’s important for integrity. It’s why I can forgive Marvel’s Agents of S.H.I.E.L.D.’s flaws, because the show is expanding upon and a direct part of Marvel’s larger cinematic universe, and it’s why I can forgive Arrow constantly portraying “The Arrow” as a bastardised version of Batman, because it’s integrating with The Flash is the closest thing we have to continuity between DC properties at the moment. Whether or not the films will offer an equal alternative remains to be seen.

Game Corner: Banjo-Tooie (Xbox One)

GameCorner
BanjoTooie

To reach Gruntilda, Banjo and Kazooie had to traverse a variety of worlds and collect a multitude of items, the most important of which were Jiggies – which were required to access new worlds and climb higher up Gruntilda’s castle. The game was a huge success for Rare, heralding a number of successes for the company on the Nintendo 64, and has been a personal favourite of mine for nearly a decade now for its charming aesthetics, catching music, amusing characters, and vibrant worlds.

One of gaming’s most unique duos.

Back in 1998, Rare developed an incredibly intricate and amusing platform videogame called Banjo-Kazooie. The game starred a slightly slow, but very helpful, honey bear named Banjo, who first featured in Diddy Kong Racing in 1997. Banjo, humorously garbed in bright yellow short-shorts, carried around his friend and counterpart – a Breegull named Kazooie – in a blue back-pack. Together, the two were tasked with rescuing Banjo’s kid sister, Tooty, from the evil witch Gruntilda, aided along the way by Bottles, a short-sighted mole who teaches the two their attacks and abilities, and Mumbo-Jumbo, a shaman who transforms the duo into other forms to aid their quest. In 2000, Rare finally produced a sequel, Banjo-Tooie, which was released near the end of the Nintendo 64’s lifespan and has consequently become one of the rarest and most expensive videogames around, even when bought unboxed. As a result, obtaining a copy has been a goal of mine for years, ever since I briefly played it in 2001, and in 2013 I was finally able to procure a copy and play the game through to completion. Of course, since then, the title (alongside the original and many of Rare’s top titles from the area, before, and beyond) was given a high-definition remaster that I later picked up as part of Rare Replay for Xbox One.

BanjoTooieGrunty
Grunty is back and out for revenge!

Banjo-Tooie picks up two years after Gruntilda’s defeat. Trapped underneath a giant boulder, she summons her sisters, Mingella and Blobbbelda, to free her so she can avenge her defeat. Now little more than a skeleton, she destroys Banjo’s house, killing Bottles, and prepares a special ray gun that will suck the life out of the planet and restore her physical form. Eager for another adventure and desiring revenge for he death of Bottles, Banjo and Kazooie head out to travel new worlds and put the witch to rest once and more all. The first thing to note about Banjo-Tooie is how much bigger it is than its predecessor. Not only can players run around Spiral Mountain (the tutorial area from the first game) and re-enter the mouth of Gruntilda’s Castle, the player can explore and travel through an all-new overworld that is intricately connected to the playable levels in the game. For instance, rather than opening up worlds to enter in a central hub as in the previous game, the players go from one hub to the next following the path of Gruntilda’s digging machine through a huge overworld. Whilst exploring each level, the player can open up shortcuts to other levels, the most obvious being Chuffy the Train, but other sluiceways, tunnels, and paths also exist which connect one world to the next and allow players to traverse what now feels like an entire world rather than an enclosed space.

BanjoTooieJamjars.png
Jamjars has some new moves to teach Banjo and Kazooie.

The main aim of the game is still to collect loads of items, but the actual task is much less tedious. Previously, the player was awarded for collecting each world’s 100 musical notes, but the number you collected reset every time you left a world and re-entered it. Now, the number carries over, and they are a lot easier to find and collect. Jiggies, however, are found in a multitude of ways, as before, with each world now being home to a formidable boss battle which will test Banjo and Kazooie’s new skills. Speaking of which, Bottles’ brother, Jamjars, is on hand to teach the duo additional moves. While Banjo and Kazooie are capable of every move from the last game bar one (Banjo’s bear swipes are absent), Jamjars loads the player up with a variety of new eggs to shoot at enemies (which becomes a focal point in the game during its many first-person-shooter sequences), the ever-handy Grip Grab that allows Banjo to hang on to ledges, and the ability to have Banjo and Kazooie separate from each other to tackle switch-based puzzles. Mumbo now becomes a secondary character, as players use his magic to access unreachable areas and acquire Jiggies, while Humba Wumba’s spells are used to turn the duo into new forms, which are new required for a multitude of Jiggy-based tasks and even to conquer certain bosses.

BanjoTooieStopNSwop
Banjo-Tooie has many secrets and collectables.

One of the greatest things about Banjo-Kazooie was its many secrets, most of which were meant to be accessed in Banjo-Tooie through a unique “Stop and Swap” feature that, theoretically, would have seen players swap one cart for another to unlock new content. Though this feature was eventually dropped, the ever-mysterious Ice Key and Secret Eggs return in this game, now used to unlock new moves and the awesome Dragon Kazooie, though the full extent of this feature would not be made accessible until the Xbox 360 HD remixes. Banjo-Tooie also features a multiplayer mode, allowing for up to four players to take part in Goldeneye 007-like deathmatches and other modes that, honestly, I haven’t played but I imagine are similar to the same multiplayer modes seen in Conker’s Bad Fur Day. Like The Legend of Zelda: Majora’s Mask, Banjo-Tooie features many recycled characters and character models, as characters encountered in the previous game return to aid or hinder the duo at various points.

BanjoTooieCutscenes
It’s all about the story…except when it’s not…

In the end, playing Banjo-Tooie was an awesome experience, but a couple of things let it down for me. Firstly, why remove Banjo’s bear swipes? This seems like a nit-pick, but I expected Banjo to have the attack when he goes solo and he never acquires it, meaning that he is limited to his Pack Whack move. Second, when you acquire a Jiggy, Banjo and Kazooie no longer go into a cute little celebration animation. The Jiggy is simply collected and you move on. While I don’t necessarily mind this, as the lack of the celebration means you don’t get any wasted momentum, it kind of makes acquiring Jiggies mean a lot less as the characters no longer seem to care. Next, the game takes a long time to get started – the opening cutscene is quite long and, at various points at the game’s beginning, the action cuts to a cutscene that shows Gruntilda’s plan in motion. Then you never hear anything of her plot until the final boss, which is pretty jarring – Gruntilda uses her restoration ray once and you never hear anything of it again, so the threat seems diminished and an afterthought by the conclusion. You also never confront her two sisters, which seemed a given, though the addition of a boss for each level kind of made up for that.

BanjoTooieTRex.png
There’s a bunch of new transformations to play around with.

Certain other aspects are a bit tedious as well; before, when you tried to exit a level as a transformed Banjo and Kazooie, Mumbo’s magic would automatically wear off. Here though, you must return to Wumba to transform back into the duo to exit – similarly, Mumbo and either character alone cannot exit levels and must switch back to do so, which can get a bit tedious. There’s a ton of backtracking in this game, which can be frustrating but it’s great to see how characters and events in one level can affect and influence the other, so I didn’t mind this too much and it didn’t really feel like it was padding the game out, more that the world was big and interconnected, so backtracking is more like a given. Also, in comparison to the first game, the ending felt a little limp and the overall game time seemed less – I finished the entire game in just under 25 hours, whereas I remember working on Banjo-Kazooie for a long time, but that may have just been rooting around for more secrets and such.

My Rating:

Rating: 4 out of 5.

Great Stuff

In the end, the game is a masterful example of how to make a great action/platform title – colourful worlds, great music, amusing characters, loads (and loads) to do, see, and collect, great controls (flying and swimming can be a bit testy, as before, however), and a pretty simple premise. Games like this aren’t really made much anymore – once you beat videogames these days, there’s not much incentive to pick up and play again, but in the Banjo titles there’s always more to do. As the Nintendo 64 copy is quite expensive, I recommended Xbox owners download both titles (or purchase Rare Replay) and play them to death and think themselves lucky to be able to experience the full games.