Game Corner: Mario & Sonic at the Olympic Games Tokyo 2020 (Nintendo Switch)

Released: 1 September 2019
Developer: 
SEGA
Also Available For: Arcade and Mobile

The Background:
Super Mario and Sonic the Hedgehog engaged in a fierce “Console War” during the nineties as Nintendo and SEGA battled to be the top dog of the videogame industry. In the end, thanks largely to wasting money on expensive peripherals and the pressures of an ever-changing marketplace, SEGA withdrew from the home console market. On the plus side, their supersonic mascot appeared on his rival’s consoles, prompting discussions of a long-awaited crossover began between their respective creators, Shigeru Miyamoto and Yuji Naka. Surprisingly, the two came together in the spirit of friendly competition once SEGA obtained the 2008 Beijing Olympic licence. Essentially a collection of Olympic-themed mini games, Mario & Sonic at the Olympic Games (SEGA Sports R&D, 2007) saw Mario and Sonic characters co-existing for the first time and its commercial success led to subsequent titles releasing annually to promote different Olympic events across the world. This year, to coincide with the Special Olympics World Winter Games, I’m looking at the 2020 iteration (and currently last) of the series. Released following a significant gap between entries and the first to appear on the Nintendo Switch, the game including story elements and events that incorporated sprites from both franchise’s classic 2D games. Retaining its branding despite the delay to the Olympic games, Mario & Sonic at the Olympic Games Tokyo 2020 attracted mixed reviews that praised the nostalgic feel of the 2D mini games but criticised the tedious story mode and limited options.

The Plot:
When Bowser, King of the Koopas, and Doctor Eggman are trapped inside an 8-bit videogame console alongside Super Mario and Sonic the Hedgehog, Luigi, Miles “Tails” Prower, and all their extended supporting characters must compete in the Tokyo 2020 Olympic games to free them.

Gameplay and Power-Ups:
If you’re familiar with the Mario & Sonic series of Olympic game tie-ins, you probably won’t be surprised to learn that Mario & Sonic at the Olympic Games Tokyo 2020 is a collection of Olympic-themed minigames starring the biggest names from both franchises. As ever, Mario and Sonic’s worlds are mashed together with our own, allowing these anthropomorphic and comical characters to wander around real-world locations (courtesy of not one but two overworld maps) and learn interesting facts about both franchises, the Olympic games, and Tokyo. You start the game by selecting your region, being bombarded by pop-up notifications that tell you basic stuff like what the sound settings do, and customising your player profile, assigning icons and such. From there, you have a few gameplay choices: you can jump into a quick game solo or against other players, picking from every event as they’re all unlocked from the start and setting the difficulty of each, or tackle the game’s story mode. Regardless of which option you pick, your gameplay experience will change depending on which character you play as. While the Story Mode forces you to play as certain characters, you can pick almost any character for any event in Quick Match, but you’ll need to consider their capabilities. These are pretty simple: some characters are faster, some are all-rounders, some do better with Super Moves. It doesn’t get more complicated than that and I’m not sure how much of a factor they are as basically every game comes down to how fast you can tap buttons or work the various controls. There are thirty-two characters to choose from, though twelve are only selectable in certain events (like Jet for Football and Ludwig for Fencing) and, when playing the 2D-styled “Dream Events”, your choices are limited to just eight characters.

Up to four players can tackle the game’s 3D, nostalgic 2D, and chaotic “Dream” events.

There are twenty-one Olympic events to play, ten 2D Events set during the 1964 Olympic games, and three special challenge “Dream Events”. You’ll get a chance to review the controls and success criteria prior to each event, though it’s worth pressing X during one of the many introductory scenes or after pausing to review any additional controls. Players can choose from three different ways to play, including flailing around with the motion controls or using the buttons like a normal person, though some events (like the Discus Throw and Javelin Throw) force you to use motion controls to angle your shot, making them some of the more aggravating events. Generally, you can hold the Right trigger or A at the start of an event to build power and must tap A to run or move. B is usually reserved for jumping while R or A execute a Super Move (such as a burst of speed or dancing flourish). The simplest events, like the 100m Race and 110m Hurdles, have you tapping A to run to the finish line, with players hitting B at the right time to clear hurdles and gain a boost in the latter. Most events have a foul line that will disqualify you if you cross it, some of the trickier ones have an optional practice mode beforehand, and your objective is to win every event to set a best time (or break a World Record) and earn gold medals or the top spot on the podium. If you fail an event three times in the Story Mode, you can choose to skip the event, progressing the story with no consequences, something I eventually did quite often when the events became too laborious or finnicky. I was fine with the challenge offered by, say, the Long Jump where you tap A to run, hold B to adjust your jump angle, and complete a series of button presses akin to a quick-time event (QTE), even if it took some practice. Similarly, Sport Climbing was tricky but not too taxing. You press the Left trigger and R at the start to latch on, aim your jump with the left and right control sticks, and hop to hand-holds against a time limit, avoiding spiked balls and replenishing your stamina with hearts. I also had a fair bit of fun in Boxing and Fencing, where you must time button presses and build combos, guarding against incoming attacks and frantically tapping A (in the latter) to avoid being counted out.

Skill and character choices can help with the game’s harder events, which include team-based sports.

Things took a turn whenever the events became a bit more complicated, however. It’s not too difficult timing your button presses in the Triple Jump event or pulling off gnarly tricks in the Surfing – Shortboard and Skateboarding – Park events, but you need to be on point to win those gold medals as a poor score will cost you and you often have to complete a few rounds to win, making it even more annoying. Archery was a similar issue; here, you have to think about the wind direction, the distance of the targets, and the angle of your shot. It’s a far cry from Shooting – Trap, where you just pick a square and hit a button to shoot clay discs. The Judo event also caused me a lot of headaches; you have to mess about trying to keep your balance to toss the opponent, which I just couldn’t figure out. I didn’t mind completing increasing difficult QTEs in the 10m Platform and Vault events, but tilting the left stick to match your partner’s strokes in Canoe Double (C-2) 1000m and frantically rotating the control stick to chase to the goal in Kayak (K-1) 1000m was a pain in the ass. You even play team games, like Volleyball, Football, and Rugby Sevens. I couldn’t figure out the Volleyball event; no matter how well I timed my presses of A and B and how often I hit the ball over the net, I couldn’t score a point. Rugby Sevens was a touch more enjoyable; here, you press A to pass and score a try, B to evade, and race around a pitch tackling other players and scoring a conversion by timing a press of X as a meter goes back and forth. And then there’s the aforementioned Discus Throw and Javelin, where I could just about figure out the motion controls in practice and then kept screwing up my throws when it came time to compete. If the option had been there to just use the left stick to direct my shot, it would’ve been far more enjoyable!

The minigames are some of the best parts of the game, often outshining the main Olympic events!

When playing Story Mode, you’ll alternate between moving Luigi around the 3D world of the 2020 Olympic games and Mario around the 2D world of the 1964 Olympic games, with Tails and Sonic following each. You’ll chat with other characters and non-playable characters (NPCs) like Toads and Omachao to obtain passes to other areas and compete in additional events and find glowing tickets to learn fun facts. For such small overworld maps, there’s a hell of a lot of backtracking and dialogue to skip through, and it quickly gets a bit tedious slogging through the twenty-chapter story to reunite the two groups. Occasionally, characters will ask you to complete one of ten minigames to advance the plot; these are then unlocked for free play in the Game Room. These minigames are some of the best parts of Mario & Sonic at the Olympic Games Tokyo 2020 and see you flying through the Tokyo skies in a sidescrolling shooter like in Sky Chase Zone, chasing down a bullet train, painstakingly searching Shibuya’s Hachiko Square for specific characters in a game of Where’s Wally?, and chasing down (and attacking) Dr. Eggman’s taxi in what’s somewhat similar to Rad Racer (Square, 1987). You’ll be bouncing on Cheep-Cheeps as you chase after Bowser’s river boat, sneaking through a museum, avoiding Koopas and other Mario enemies as you collect keys, and desperately trying not to fall as you scale Tokyo Tower. Other times, you’ll be beating up waves of Shy Guys or shooting Egg Pawns before they throw spiked balls at you, both options that are far more enjoyable than the game’s odd depiction of Badminton that’s essentially just a rhythm game, just press the button when prompted, using the left stick to aim your shot, and your character moves by themselves (though I found the doubles partner screwed up more than I did). You’ll also dash around an obstacle course in Equestrian – Jumping, building speed to jump fences and puddles, knock a ball back and forth in table tennis until you can hit your Super Shot, and throw hands and feet in Karate – Kumite, toppling your opponent to earn extra points. Most of the events are pretty fun but some of them are way too short and others outstay their welcome very quickly. It’s also pointless trying to master the difficult ones as you can just skip them in Story Mode, unless you’re aiming for 100% completion.

Presentation:
In keeping with the tradition of this spin-off series, Mario & Sonic at the Olympic Games Tokyo 2020 is a bit of a mixed bag in this area. None of the familiar tunes from either franchise appear, leaving the game to plod along on the strength of a weak-ass, generic soundtrack that barely eases the pain of a failure. Things start off strong with a beautiful pre-rendered cutscene that showcases many of the new and returning events and shows these two franchises co-existing side y side, a visual that never gets old even if I’ll never forgive either company for not doing a more suitable crossover. It’s a bit downhill from there, though, as prerendered cutscenes are eschewed in favour of partially animated 2.5D models, endless dialogue boxes, and a parade of pop-ups. The 2D sprites and environments ease this pain a bit, but the developers limited themselves by using the sprites from Mario’s debut title, meaning he and his fellow characters have very few frames of animation. Sonic and his cohorts fare slightly better in this regard but the aesthetic is all over the place since Knuckles the Echidna’s sprites are obviously more detailed than Sonics, leading to some weird moments when the sprites are awkwardly depicted holding items. It even looks weird when they celebrate their victories or react to their failures since the developers didn’t create any new animations, so you’re left with Sonic looking annoyed and Mario flipping on his ass. Overall, I did enjoy the 2D environments and events, though; they reminded me of the many 8-bit sports games on the Nintendo Entertainment System (NES). I would’ve liked to see some 16-bit ones thrown in, even if just as additional “Dream Events”, but these retro-styled sections were the best parts of the game, despite my complaints.

The limited 3D visuals are decent but it’s the retro-styled aesthetic that really impresses.

The 3D sections hold up well, for the most part, but aren’t that dissimilar from what we’ve seen in the previous Mario & Sonic titles. You can hold B to run and characters are far more animated in 3D, spouting gibberish and sound bites and even wearing different outfits for every event. Strangely, every area felt very bland and empty, despite often being populated by at least a handful of NPCs. Eventually, larger crowds of Sonic’s Animal Friends, Chao, Shy Guys, and Toads fill certain areas and populate the stands, but they don’t help to make the areas feel very lively. Still, you’ll see NPCs like Charmy Bee and Lakitu serving as referees and other side characters operating cameras; these NPCs even get in on the action in the atrocious Marathon event. The 2D sections sported an announcer I either missed or ignored in the 3D parts and characters all gain a suitably dramatic glow and flourish when executing Super Moves. However, while event locations and interiors are far more interesting to look at, the game’s let down by its painfully bland overworlds. You can visit many real-world locations in 1964 and 2020, seeing planes fly overhead and learning their history, but it’s all stuck on a rather uninspired overworld map. This is especially disappointing considering how interactive and varied previous overworlds in the series have been, and the fact that you visit these areas time and again to find passes or charge this magical battery created by Doctor Eggman Nega. Many of the minigames again steal the show in terms of visuals, incorporating additional sprites to serve their needs and being visually akin to lost titles from Nintendo’s 8-bit heyday, which only adds to their replay factor. The game also performs really well; I noticed no slowdown or texture warping or anything like that. However, there are a lot of menus to navigate, lots of instructional text to read, and replaying events after a loss can be tedious as you have to skip a bunch of introductory scenes.

Enemies and Bosses:
As you might imagine, every character in Mario & Sonic at the Olympic Games Tokyo 2020 is your enemy at some point though, luckily for you, there’s very little to distinguish them. Computer-controlled opponents have the same abilities as you, charging power, getting a starting boost, and attacking and defending just as you would. Their individual classes do become a factor, however (you may struggle to win a race against Shadow the Hedgehog when playing as Wario, for example), though you can certainly overcome these if you mash buttons faster enough or don’t screw up when playing the event. I did notice some characters seemed to be unfairly good at some events; Vector the Crocodile never struggled to toss his discus, for example, and I could never hope to match Bowser Jr. in the Javelin Throw. Admittedly, the fact that I struggled with these events probably has a lot to do with that. however, I did notice my opponents would charge their Power Gauge much faster than me, or would sprint past me at the last minute even if I had a commanding lead. The general advice here is to simply do better the next time around, something that’s easier said than done when you have to restart a Table Tennis match after playing to deuce and match point for God-knows how many rounds! Unlike in some of the previous Mario & Sonic titles, there are few examples of what could loosely be called “boss battles” here. It’s generally seen as a big deal when you challenge Dr. Eggman or Bowser, but then a lot of those events aren’t that difficult to win…to start with… Bosses (and Badniks) do appear in the Tokyo Sky Flight minigame, however, including Mecha Sonic and a variation on the classic Egg Wrecker fight, which were fun inclusions.

A handful of quasi-boss battles and harder events test your skills…and patience…

There are some exceptions, however. The Metropolitan Goal Kick minigame, for example, has you tackling Egg Pawns to grab a rugby ball and then timing a button press to kick it up the length of the Metropolitan Government Building and deal damage to Metal Sonic. As far as I could see, Eggrobos only appear in the Volleyball event, while you must tackle Boom Booms in Rugby Sevens and score penalties against Egg Pawns in Football. The twelve guest characters can only be challenged or controlled in specific events, as well, and you must best them (or skip the event) in Story Mode to unlock them. This means you’ll only see Zavok and Zazz of the Deadly Six in Boxing and Table Tennis, respectively, Diddy Kong only appears in Rugby Sevens, while Eggman Nega and Rosalina must be challenged in games of Karate – Kumite and Surfing, respectively. Depending on your level of skill, these can be difficult events; it took me a couple of tries to clear the Sport Climbing event and unlock Rouge the Bat, for example. When playing Story Mode, other playable characters challenge you to events before helping you or joining your team, meaning you must best Knuckles and Shadow in a game of Badminton (Doubles) and win a canoe race against Wario and Waluigi to gain their help. You must also defeat Bowser’s Koopalings to charge up that stupid battery and deal with Bowser, Dr. Eggman, and their minions stealing your gold medals in 1964. Both baddies challenge you to various events, with Dr. Eggman easily being overtaking in a straight-up race or in the Vault event. Once you reach the final chapter, you must pick to play as either Mario or Sonic and race Bowser in the dread Marathon. In this event, you must tap A to run, which depletes your stamina. Hitting other runners, the walls, swarms of bees, or puddles also depletes your stamina and will eventually knock you over, costing you valuable time. You can grab water with B and ride slipstreams to regain stamina, charging up for a boost or using boost pads, but this is a hell of a final ask that I ended up skipping as I never had enough stamina to beat Bowser to the finish.

Additional Features:
There are 122 pieces of trivia to find in Mario & Sonic at the Olympic Games Tokyo 2020, spread out across both 1964 and 2020. You’ll get trivia by inspecting glowing tickets and talking to other characters, who’ll either ask a question or offer titbits about the characters, the Olympic games, and Tokyo. These are all saved in the Trivia section so you can re-read them if you wish or see which ones you’re missing. There are also eighty hidden “Challenges” to complete, with the obscured list available from the main menu. These are mainly tied to setting new World Records, finishing events on the hardest difficulty, scoring a set number of points, and clearing Story Mode. Finishing the Story Mode, you’re returned to the overworld upon loading your file, now able to replay all previous events and take on additional challenges in the “Dream Events”. Though there are only three of these, they’re pretty enjoyable and interesting, featuring additional power-ups and gameplay mechanics that make them perfect for multiplayer games. Dream Racing sees you racing through a mainly half-pipe-like course, performing tricks and hopping rails not unlike in the Sonic Riders series (Sonic Team/Now Production, 2006 to 2010) and attacking with items similar to the Mario Kart series (Various, 1992 to present). Dream Shooting sees you running around, awkwardly aiming your weapon with motion controls, and blasting targets, grabbing multi-shots and shooting down gliders in an arena shooter that reminds me of the Splatoon games (Various, 2015 to 2022). Finally, in Dream Karate, you attack with combos, kicks, and throws to toss your foes around and colour the floor panels, grabbing springs and Super Stars for temporary buffs. Beyond that, you can challenge the computer on harder difficulties, aim to get gold medals and break World Records, and play alongside up to four players…if you can find anyone to play with.

The Summary:
As a lifelong Sonic fan (and a pretty big fan of the Super Mario games), I’m basically obligated to pick up the Mario & Sonic games whenever they release. I believe I’ve played all of them, but only on portable devices, which I think made the already aggravating gameplay all the more vexing. Free from the restrictions of the small size of Nintendo DS and 3DS screens, Mario & Sonic at the Olympic Games Tokyo 2020 is easily the most visually impressive of all the Mario & Sonic games I’ve played, offering relatively attractive 3D models and worlds that show a decent amount of personality. I can never shake the feeling like these games are just soulless cash grabs, however, and that’s reflected in how empty a lot of the arenas seem, despite the NPC crowds. Mario & Sonic at the Olympic Games Tokyo 2020 impresses with its nostalgic 2D sections, which harken back to the NES days and capture a lot of the magic of Nintendo’s 8-bit glory days. While the sprites are fun to see, they’re extremely limited and a bit difficult on the eyes because of the mishmash of 8- and 16-bit sprites. I was glad to see the game allowed for traditional controls, though the forced motion controls for some events were more jarring as a result; however, it’s a bit disappointing that so many of the events play the same. Thankfully, the various minigames offered a great distraction from the main events, which were either too short or too annoying. I honestly could’ve done with a few more of these minigames, and the “Dream Events”, as there wasn’t enough of these to offset the more annoying Olympic events. With a half-assed approach to cutscenes and some of the dullest unlockables in all of videogaming, Mario & Sonic at the Olympic Games Tokyo 2020 does little to shake the franchise’s stigma of being a collection of nonsense minigames, even with its few good points. It’s easily the best of the series I’ve played, but that’s not a very high bar and I remain bitter that we never got a more traditional crossover between the two nineties icons.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Mario & Sonic at the Olympic Games Tokyo 2020? Did you also play without the motion controls? What did you think to the 2D sections and events? Were the minigames also the best part for you, or did you prefer a different Olympic event? Would you like to see more games in the series, or a proper crossover between Mario and Sonic? Which country are you rooting for in the Special Olympics World Winter Games this year? Whatever your thoughts, leave a comment below, support me on Ko-Fi, and go check out my other content for both franchises!

Wrestling Recap: Hogan/Mr. T vs. Piper/Orndorff (WrestleMania)

The Date: 31 March 1985
The Venue: Madison Square Garden; New York City
The Commentary: Gorilla Monsoon and Jesse “The Body” Ventura
The Referee: Muhammad Ali and Pat Patterson
The Stakes: Tag team grudge match

The Build-Up:
The origins of the World Wrestling Federation (WWF), now known worldwide as World Wrestling Entertainment (WWE), can be traced back to the 1950s. Despite some uncertainty about which McMahon founded the company, Vince McMahon Sr. is the one most closely associated with its early success. Initially working alongside the National Wrestling Alliance (NWA), then then-World Wide Wrestling Federation (WWWF) established itself as as one of many wrestling territories. While McMahon Sr. resisted involving his son, the more well-known and controversial Vince McMahon, the younger McMahon forced himself into the business, eventually buying out his father and putting local territories out of business with an aggressive expansion plan. McMahon brought in Hulk Hogan and established a strong working relationship with hip, relevant celebrity stars to put the WWF in the public eye, but risked total ruin by planning the biggest pay-per-view event in wrestling history, WrestleMania. McMahon pulled out all the stops for the event, roping in celebrity appearances from the likes of Cyndi Lauper and A-Team (1983 to 1987) superstar Mr. T, who became embroiled in Hogan’s issues with “Rowdy” Roddy Piper after Hogan and Mr. T appeared in Rocky III (Stallone, 1982). After Piper grew increasingly aggressive and outspoken about the “Rock ‘n’ Wrestling” era, he inevitably crossed paths with Hogan, easily the biggest wrestling star in the world at that time, leading to Hogan teaming with Mr. T to face Piper and his bodyguard, “Cowboy” Bob Orton, in the main event of the first-ever WrestleMania. Seen by over one million viewers, WrestleMania was the largest wrestling event on closed-circuit television in the United States and changed the face of the industry, ultimately becoming the biggest event not just for the WWE, but the entire wrestling world.

The Match:
Vince McMahon certainly brought in all the stars of the day for the first-ever WrestleMania. It wasn’t enough to have Mr. T fighting by “The Immortal” Hulk Hogan’s side or to have boxing legend Muhammad Ali as one of the two special guest referees, but baseball legend Billy Martin acted as the special guest ring announcer, Liberace as the special guest time keeper (after having a boogie with the Rockettes), and Jimmy “Superfly” Snuka and Bob Orton (cast and all) walked to the ring alongside Hogan and Mr. T and the “Hot Rod” Roddy Piper and “Mr, Wonderful” Paul Orndorff, respectively. While all this pomp and circumstance and these celebrity appearances may seem egregious today, the crowd went absolutely nuts for Liberace and Muhammad Ali, to say nothing of the ovation Hulk Hogan and Mr. T got. Piper and Orndorff came to the ring with a marching band almost drowned out by a sea of boos, while Hogan and Mr. T soaked in the adulation of the braying crowd during the lengthy introductions. Undeterred by Orndorff’s antics with a Singapore cane, Hogan goaded Orndorff to face him but then encouraged him to tag in Piper at the start of the match. However, when Mr. T begged and pleaded to get in the ring and kick things off, Hogan happily obliged. Disgusted by Mr. T’s presence and the chanting from the crowd, Piper went nose to nose with the tough guy actor and finally got things started with a slap fest. When Mr. T kicked Piper in the gut, the Hot Rod took him to the mat with some fundamentals but was left frustrated and humiliated when Mr. T slipped out of the situation. Determined to humble Mr. T, Piper tried for a headlock, only to be hoisted into a fireman’s carry and pumped to the mat like “yesterday’s newspaper”!

Despite a good showing from Mr. T, this was a mediocre affair focused more on its guest stars.

This caused an all-out brawl as all the competitors and their ring men threw hands, with only Muhammad Ali able to maintain order, forcing the heel team to take a powder at the crowded ringside. After teasing a walk out, Piper and Orndorff returned to the ring to continue the brawl, with Hogan and Mr. T forcing their opponents to butt heads and Hogan single-handedly taking down both his foes. Despite an eye rake, Hogan tagged in Mr. T and the two continued to dominate Piper, who took a couple of nice slams from the actor before Hogan re-entered the ring. A big boot from Hogan sent Piper flying to the outside so Orndorff retaliated by sending Hogan out after him with a clothesline, allowing Piper to slam a steel chair across the Hulkster’s spine! With Patterson and Ali struggling to keep things under control, Piper maintained the advantage by choking Hogan on the ropes and allowing Orndorff to put the boots to the icon. Frustrated and eager to end the assault, Mr. T rushed the ring, ultimately causing more harm than good as Hogan took a double atomic drop, some spiteful boots from Piper, and a suplex. Orndorff continued the assault with some theatrical punches, though Hogan easily kicked out at “two-and-a-quarter” so Orndorff steadied him for a top-rope elbow from Piper. Although Orndorff scored with a backbreaker, Hogan avoided a top rope dive and brought in Mr. T, who targeted his foes’ eyes before receiving a beatdown. After an awkward exchange between Mr. T and Orndorff, Piper returned to the ring to keep Mr. T grounded with a front facelock. Still, Mr. T powered his way to the corner and brought in Hogan, then saved Hogan from a shot from Piper. Although Orndorff locked Hogan in a full nelson, the Hulkster swung his opponent into the path of Orton’s diving cast shot, which was enough to score him the three count.

The Aftermath:
Despite this abrupt end and the short length of the match, the crowd seemed very happy with what they watched. They were on their feet and making noise from the moment the celebrities arrived, to say nothing of seeing their hero, Hulk Hogan. Piper fled in disgrace, leaving the disorientated Orndorff to be ejected from the ring so Hogan could pose with his allies, to the delight of the crowd. Despite their energy, however, and a decent showing from Mr. T (who showcased some impressive power and ring skills, despite his limitations), this was a really weak match. More time was spent on the elaborate introductions and stalling than actually wrestling, potentially to account for Mr. T’s weaknesses, and the ending fell really flat for me. still. One million buys can’t be wrong, though, and the event did what it was supposed to do: it put the WWF on the map and kick-start an annual tradition that is now the biggest and most extravagant wrestling production of all time! Although Orndorff turned to the side of good following this match and Piper’s ill treatment of him, even teaming with Hogan a few times, Piper’s issues with the Hulkster and Mr. T resurfaced after the Hot Rod started training Orton as a boxer. This culminated in a match between Orton and Mr. T at Saturday Night’s Main Event V and, ultimately a poorly received boxing match between Mr. T and Piper at WrestleMania 2 that saw Piper get disqualified. The animosity between Hogan and Piper would last for decades, with the two meeting in contests in both the WWF and World Championship Wrestling (WCW) and Piper even making a surprise return at WrestleMania XIX to unsuccessfully try and screw over Hogan one more time. This wouldn’t be the last time we saw Mr. T in a wrestling ring, either. Not only did he compete and the next WrestleMania, as mentioned, but he also acted as a special guest referee/enforcer and guest competitor in the WWF and WCW, before being infamously inducted into the WWE Hall of Fame in 2014.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to the main event of the first-ever WrestleMania? Did you enjoy seeing the celebrities involved in the event? What did you think to Mr. T’s showing in the ring? Were you also disappointed that the match was more of a celebrity showcase than an engaging confrontation between the teams? Which of Hogan and Piper’s many matches was your favourite? How are you celebrating WrestleMania’s anniversary this year and what’s your favourite WrestleMania moment? Drop your thoughts below to let me know what you think about WrestleMania, support me on Ko-Fi, and be sure to check out my other wrestling content across the site.

Mini Game Corner [Mario Month]: Super Mario Kart (Nintendo Switch)


So, for no better reason than “Mar.10” resembling Mario’s name, March 10th is widely regarded as being “Mario Day”, a day to celebrate Nintendo’s portly plumber, an overalls-wearing mascot who literally changed the videogame industry forever and shaped the home console market of the nineties.


Released: 2 April 2010
Originally Released: 27 August 1992
Developer: Nintendo EAD
Also Available For: Nintendo 3DS, Nintendo Wii, Nintendo Wii (Virtual Console, original version only), Super Nintendo Entertainment System (SNES), SNES Classic Edition

A Brief Background:
After the videogame industry crumbled under the weight of overpriced consoles and mediocre titles, Nintendo stepped in and revitalised the industry with the runaway success of Super Mario Bros. (Nintendo EAD, 1985). In spite of its bizarre development, Super Mario Bros. 2 (Nintendo R&D4, 1986) was also a highly praised best-seller, and Mario’s popularity and success was assured following the unique marketing strategy of the third title. By 1992, right in the midst of the “Console Wars”, Mario had made an impressive leap into the 16-bit arena and branched out into numerous spin-offs, including cameos, puzzle games, and even educational titles, but Mario Kart is perhaps Mario’s greatest spin-off series. Now known for birthing the mascot racer subgenre and comprised of multiple titles, Super Mario Kart was developed with the simple goal of simultaneously displaying two players at the same time, a mechanical feature that separated it from other racers and would be present even in single-player mode. It wasn’t until the game was a few months into development that the idea of adding Mario characters was hit upon, and the game impressed at the time by taking advantage of the SNES’ “Mode 7” capabilities. Indeed, Super Mario Kart was a critical and commercial hit lauded for its innovative gameplay, its challenging (yet fun) difficulty, and it was highly ranked as one of the greatest SNES titles.

The Review:
I was a SEGA kid growing up. My only experiences of the Super Mario franchise came from his Game Boy titles and the times I would visit a friend and play SNES with him. I don’t believe he ever owned Super Mario Kart, so my experiences with the game came much later, when I was older and more jaded. Indeed, I’m not a big fan of racing games; I enjoyed Sonic the Hedgehog’s attempts to ape Super Mario Kart’s success, but I’ve never been a fan of racers. Super Mario Kart has always had an appeal to me, though. I may have had more experience with its Nintendo 64 follow-up as a kid, but its cartoony graphics and brand appeal have always called to me. This is the first time I’ve really spent any time with the game, though. Sure, I’ve raced a bit here and there, but I’d never sat down and played through it before. It turns out that, for all its visual appeal and its undoubtable gaming legacy, Super Mario Kart is quite short on features, meaning a shorter review feels more appropriate. Following the fun title screen where the racers mess with each other on a 2D plane, players are given a few options. You can play a one- or two-player game, tackle the grand prix (GP) or time trial modes, and pick a “class” to play on. For my playthrough, I chose the “50cc” class but the harder “100cc” class is also available, with the even more challenging “150cc” class and nightmare-inducing Rainbow Road course being unlocked if you best these latter courses (or choose to play the “SP” version on Nintendo Switch, which has every course unlocked). From there, you select your racer; I imagine each character has different states, with Toad being faster and weaker and the likes of Bowser and Donkey Kong Jr. being slower and tougher. I played as Mario, Luigi, Bowser, and Toad and found they all handled about the same, but I’m pretty sure some are faster than others (bigger characters certainly make for larger targets, if nothing else).

Race across colourful courses as some of gaming’s most recognisable characters.

You can then pick a cup to race for. You’ll race on five courses for each cup and must finish in the top three to qualify, earning points for where you place and gaining 1-ups and a spot on the coveted podium if you race well. B sees you accelerate, A brakes, allows you to drift, and uses an item, X changes the view on the lower screen to either the course map or a rear view, and L and R let you hop over hazards. Since many courses include tight bends and turns, it’s probably beneficial to master the drift function. Unfortunately, I found it a bit finnicky and often span out more often than not, so it was easier for me to simply plough ahead and release B to make those tight turns. Players collect Coins scattered around every course that increase their acceleration, losing them whenever they bump into other racers, and can drive over ? blocks to acquire a random item. Players can place banana peels to cause other racers to spin out, get a much-needed boost from a Mushroom (though I found few courses had straight paths to take full advantage of this), blast other racers with either a Green Shell (which fires straight ahead or can be left on the track like the banana peel) or a Red Shell (which targets the nearest racer), gain a few extra Coins, hop over obstacles with the Feather’s spinning jump, shrink the other racers with a lightning bolt, or gain temporary invincibility with a Starman. In the game’s two-player “Battle Mode”, you can also acquire a Boo, which turns you invisible, invulnerable, and steals an item from an opponent. Additionally, the computer-controlled racers have access to extra items that you never get: Yoshi, for example, tosses eggs onto the track, Bowser spits fireballs, and Princess “Peach” Toadstool and Toad lay Poison Mushrooms that shrink anyone that drives over them. As you progress through the courses, the racetracks not only become more challenging but include ramps and speed boost arrows that can give you an advantage.

Take on the battle mode, or harder classes, to access the game’s most challenging tracks.

Courses are themed after recognisable locations from the Mario series, including Chocolate Island, Boo’s Mansion, and Bowser’s Castle. While things start off pretty easy on Mario Circuit 1, even this course has warp pipes you must avoid and some tricky bends. Hazards become more apparent very quickly, with Donut Plains 1 including a lake you can fall into and muddy water that’ll mess up your controls, and Ghost Valley 1 introduces ramps and gaps in the course you can fall down. If you take a plunge into water or off the course, you’ll lose valuable time (and probably your position) as Lakitu sets you back down, though Super Mario Kart oddly forces players to complete five laps to win, so you’ll probably catch up if you’re lucky. Courses are relatively short, to be fair, which probably explains why you complete five laps instead of the traditional three. Bowser’s Castle usually represents the toughest challenge of any cup, featuring lava pits and Thwomps that squash you or push you back. Other hazards include oil slicks, cracked ice, and Monty Moles that pop up from holes and cling onto your racer. The Star Cup and unlockable Special Cup contained the most visually interesting tracks for me, with Koopa Beach being a fun dash over shallow water and between sandy land masses and Vanilla Lake offering a unique challenge with its ice blocks and snow drifts. Graphically, the game is very impressive; racers all react and showcase a lot of personality both on the course, on the map, and on the podium. Courses are bright and colourful, for the most part, and have a lot of variety, from wooden tracks to stone paths, with the tougher tracks either having destructible blocks or not barriers at all to cause a fall, bumpy surfaces to jiggle you about, or even alternate routes or bridges.

The Summary:
I can totally see why people enjoyed Super Mario Kart so much back in the day. I’m sure it was a blast playing against friends and battling for pole position, as well as racing to complete each cup. I completed the “50cc” class, getting first place in every race (thanks, largely, to the Nintendo Switch’s rewind function, I admit) and enjoying each character’s podium celebration. The game definitely ramps up in the “100cc” class, though, with the CPU racers blasting off and gaining on you with a surprising aggression. It was only by booting up the “SP” version that I got a taste of the “150cc” class, which is even tougher, and had a quick race on Rainbow Road, a psychedelic track of twists and turns designed to send you plummeting into the void. Still, I enjoyed the time I put into the game. Each character is full of personality and it’s fun to see them idling around the course on the bottom screen or reacting to a win (or loss). However, I did have some issues with Super Mario Kart. Five courses for each cup with five laps each got a bit tiresome for me, some of the turns and hazard placements were aggravating, and I never seemed to get any good items when I was racing, often being lumbered with Coins or banana peels. While the game does look great, it’s a bit hard on the eyes at times; courses and the backgrounds get very pixelated and distracting, which caused me to make mistakes. Vanilla Lake and Coco Island, for all their unique appeal, were the worst offenders in this regard. Still, it’s pretty fun to tackle the easier courses and cups and just blast around a colourful track with some of gaming’s most recognisable characters. The music is jaunty and memorable, the gameplay is pretty solid (as long as you make good use of your brake and items), and I can’t deny the game’s impact on the genre. However, it’s possible that I would enjoy Super Mario Kart more if I played with a friend, and I do think I’d be more inclined to play one of the modern iterations of the game rather than this classic, but obviously dated, title.

My Rating:

Rating: 3 out of 5.

Pretty Good

Was Super Mario Kart part of your SNES library back in the day? Which racer was your favourite? Did you ever best the “150cc” class? Which item did you find the most enjoyable to use? Do you think the game still holds up today? Which Mario Kart title is your favourite? How are you celebrating Super Mario this month? Whatever you think, comment below and let me know and don’t forget to check out my other Mario content.

Game Corner [Zelda Month]: The Legend of Zelda: Tears of the Kingdom (Nintendo Switch)


On 21 February 1986, The Legend of Zelda (Nintendo EAD, 1986) was first released in Japan. The creation of legendary game designer Shigeru Miyamoto and Takashi Tezuka, The Legend of Zelda launched one of Nintendo’s most popular franchises. This year, I’ve been dedicating every Friday to Nintendo’s most famous silent protagonist, Link and his vast and enduring fantasy world of sword and sorcery.


Released: 12 May 2023
Developer: Nintendo EPD

The Background:
Selling over 6.5 million copiesThe Legend of Zelda was a big hit for the Nintendo Entertainment System (NES) and kickstarted one of Nintendo’s most lucrative and popular franchises of all time. After a successful jump to 3D with The Legend of Zelda: Ocarina of Time (ibid, 1998), Zelda titles have only gotten more ambitious with each successive entry, though none were more ambitious than the critical and commercial success of The Legend of Zelda: Breath of the Wild (Nintendo EPD, 2017). While producing the downloadable content for Breath of the Wild, the developers had so many ideas that they were inspired to create a follow-up title and sought to expand upon the existing world and game engine with new areas. The Dungeons were revised to be more visually unique compared to the last game and the developers added a building mechanic to allow players to craft new vehicles and expand their exploration potential, with Link’s new abilities presenting new challenges for the developers to overcome. Like its predecessor, The Legend of Zelda: Tears of the Kingdom was met with universal acclaim; reviews praised the expanded map, the implementation of Link’s new abilities, and the expansive story. While the Dungeon design and performance was criticised, the game still sold 21.04 million copies worldwide and won numerous awards.

The Plot:
Years after Breath of the Wild, Link and Zelda discover the rancid “Gloom” seeping from the depths beneath Hyrule, heralding Ganondorf’s return. When Zelda disappears and the Master Sword is shattered, Link turns to an ancient race to combat the Dark King once more.

Gameplay and Power-Ups:
Like its predecessor, The Legend of Zelda: Tears of the Kingdom is an open-world action/adventure game in which players control Link (in one of the rare instances of him not only having that name but being the same incarnation) and explore the vast wilds of Hyrule, a diverse and treacherous land of sword and sorcery. Fundamentally, the controls and basic gameplay mechanics remain unchanged from Breath of the Wild, for better or worse. You press A to talk to Hyrule’s many and varied non-playable characters (NPCs), interact with the environment or pick up objects (stones, weapons, etc), and open treasure chests. To run, simply hold B but keep an eye on your stamina wheel as Link will quickly get exhausted unless you expand it by conquering the returning mini Dungeons (again dubbed “Shrines”). Y swings your currently equipped weapon in a simple combo; hold it to charge up a spin but, again, watch your stamina as you don’t want to end up dizzy and vulnerable. X jumps, with Link deftly hopping over most low objects or executing a jumping attack; you’ll also use this to clamber up walls and surfaces (again, stamina willing). When in combat, press ZR to target the nearest enemy and raise your currently equipped shield to fend off attacks. Successfully tap A while raising your shield to perform a “Perfect Guard” that reflects certain attacks and leaves enemies stunned (though I still can’t get the timing right). Similarly, pressing X at just the right time to dodge an attack allows you to hit a powerful “Flurry Rush” to whittle down their health. Pressing in the left stick sees Link crouch and stealthily sneak around, allowing for one-hit strikes, and you can hold down R when at full health to unleash a Sword Beam.

Link’s returning abilities are bolstered by bizarre building and fusing mechanics.

As before, Link can utilise almost anything as a weapon; sticks, skeletal arms, various swords, clubs, and axes are all acquired by defeating enemies or exploring your surroundings. Each has a different power rating that determines not just how much damage it does, but also how durable it is. The lower the rating, the more likely your weapon will shatter after a few hits. Wooden weapons also catch fire and metal weapons attract lightning, so you must swap them out or drop them to avoid taking damage or being caught short. Similarly, items like pot lids, wooden circles, and iron shields can defend against incoming attacks and have the same elemental issues to consider. Link also acquires various bows, with some firing more shots at the cost of their durability and others hitting harder; similar effects are also applied to weapons and shields. Link can also throw items and attach them to his arrows for additional effects, such as blowing up rock walls and enemy hoards with Bomb Flowers, freezing them with Ice Fruit, or setting vines and baddies alight with Fire Fruit. In Tears of the Kingdom, this comes courtesy of Link’s new Purah Pad, and upgrade to the previous game’s Sheikah Slate, which quickly allows him to “Fuse” objects to his arsenal. This is a versatile ability, allowing you to Fuse items to your swords (and even combine weapons) for added effects and damage. Fuse makes shields more durable or rocket you into the air with…well, an attached rocket…and is also essential for solving puzzles since you must cobble together wooden boards to create bridges, rafts, or more complex vehicles. You can manipulate almost anything with the “Ultrahand” ability, which telekinetically picks up objects to be awkwardly rotated to solve puzzles or piece together your creations. Eventually, you learn the “Autobuild” ability that makes this much easier but at the cost of “Zonaite”, a new mineral that powers your creations and allows your gliders to fly, your fans to blow, and your carts to roll along. Perhaps Link’s most useful new ability is “Ascend”, which sees him clip upwards through the environment when able, eliminating the need to expend stamina climbing rugged mountains and sheer walls. Link can also rewind time, to a limited degree, with “Recall”, allowing him to dart into the sky by reversing the direction of falling debris and bypass raging lava flows on makeshift rafts.

Cook meals and earn Light of Blessings to increase your maximum health and stamina.

As before, Link’s weapon inventory is painfully limited. It can be expanded by finding Korok seeds, but only one slot at a time and the cost increases as you progress. Link’s defensive options are also tied to his outfits, which are found in chests, tied to tricky side quests, or bought from various shops for ridiculous prices. Instead of relying on gathering Rupees, you’re better off selling the precious gems you find by smashing rocks with rock-Fused weapons. You’ll need to do this as Link won’t last long in extreme heat or cold without the right outfits, and some offer additional perks such as speeding up your swimming rate, rocketing you up waterfalls, resisting elements, and upping your attack and defence. Rather than collecting hearts from defeated enemies, Link can either spend Rupees at an inn, collect a “Light of Blessing” from Shrines, or cook meals. This time, any meals you cook are recorded for easy reference; meals can also have added effects, such as temporarily increasing your maximum hearts and stamina wheel. To permanently extend these, you must trade four Light of Blessings at prayer statues dotted around Hyrule to gain either a new heart container or an extra slither to your stamina wheel, a process that remains as tedious as before. Similarly, you can still sneak up on and tame wild horses, adding them to stables and calling them with a whistle. If you have a Breath of the Wild save file, your horses will even be carried over, which is nice. There is a generous fast track mechanic, as before, but you must again activate towers (revealing more of the map in the process) or beat Shrines to utilise this. Finally, you can jump from high places and glide using your Paraglider and, though you can’t drop bombs like before, you can whip out your bow and use the slowdown effect to pick enemies off and, eventually, speed up your gliding with a gust of wind.

The Sages fight alongside you, though it takes all your strength to retrieve the Master Sword.

Like in Breath of the Wild, Link is aided in his journey by reincarnations of the ancient Sages. Following the main story quest (something easily done from the extensive “Adventure Log”) sees you conquer five ancient “Temples” and encounter these allies, who then join your quest, in spirit. Tulin blasts a gust of wind that speeds up your gliding and blows over enemies; Yunobo cannonballs ahead, setting fire to grass and smashing rocks; Sidon protects you with a water shield and blasts foes with a burst of water; Riju adds a lightning bolt to your arrows; and you can pilot Mineru’s mech, attaching various accessories to essentially make a Rock ’Em Sock ’Em Robot. Each ability has a cooldown element (with Mineru’s abilities tied to Zonite) and each Saga follows you on the overworld unless dismissed, battling enemies and bosses alongside you to take some of the heat off you. Mineru is especially usefully when explore the “Depths”, a vast, pitch-black, incredible dangerous environment found beneath Hyrule and accessed via chasms. Down here, you’ll activate Lightroots and toss Brightbulbs to brighten up the area and encounter vast deposits of “Gloom”, a Malice-like substance that permanently saps your maximum health unless you recharge at Lightroots or cook special food. Mineru walks through Gloom and lava without fear, but you must watch for Gloom-infected enemies and the horrific Gloom Spawn, which essentially act as this game’s second counterpart to the Guardians (the first being the various Zonai Constructs). While it’s not necessary to explore the entirety of the Depths, you will visit there many times throughout the story, and it can be beneficial to venture down there to collect powerful weapons or Poes to obtain new clothing. Additionally, you can blast up to the skies to explore various disparate floating ruins not a million miles away from the floating islands of Skyloft. Up here, you’ll find mine carts, caves, and the remnants of the Zonai people, alongside additional Shrines and rewards. The skies are also great for scoping out points of interest on the surface, such as Shrines, towns, or the various geoglyphs that dot Hyrule’s landscape. If you’re really lucky, you’ll spot one of four elemental dragons who can be farmed for precious minerals, with one in particular (the Light Dragon) awarding the legendary Master Sword if you have enough stamina to retrieve it.

Puzzles and traversal are made more challenging with the building mechanics and spiteful Gloom.

Hyrule’s surface remains relatively unchanged from Breath of the Wild; many of the same towns, locations, and landmarks can still be found, though with some alterations. Lurelin Village has been infested with ruffians who need to be fought off, for example; the Rito Village has been beset by a blizzard; and the Gorons have become obsessed with Marbled Rock Roast. The Korok Forest and eerie Lost Woods are shrouded by an impassable mist, Hyrule Castle floats above a chasm of Gloom thanks to the “Upheaval” caused by Ganondorf’s awakening, and Zora’s Domain is polluted by sludge. You must clear out these issues with both your items and by completing Temples, which are thankfully far more visually distinct this time around. Rather than every Temple relying on a clunky rotating gimmick and a repetitive Sheikah aesthetic, they’re much more traditional in their depiction and use of elemental themes. You’ll solve a primary puzzle in each, from activating propellers to unlock giant locks, hitting gongs to release padlocks, powering up water wheels and ancient batteries, and collecting Mineru’s parts. While you do collect keys, this element is downplayed, though you still activate levers and switches (albeit with Ultrahand). Typically, you’re more likely to be moving or combining items, rolling giant balls into targets, and either using Ascend or fans to progress upwards. The Water Temple has a unique gravity gimmick that sees you float around in bubbles, you’ll get a prelude to the Lightning Temple’s boss battle before entering, and the Fire Temple is full of mine carts that require you to switch tracks by firing Yunobo at targets. Just getting to the Temples is a feat in itself, with you forced to venture higher and higher into the skies and cross flying ships to reach the Wind Temple and explore the murky Depths to find the Spirit Temple. Hyrule Castle again acts as a Temple, one guarded by powerful enemies and covering Gloom, and you must venture deep into the hazardous, Gloom-filled chasm beneath it to confront the Demon King. Shrines are far more challenging and diverse this time around, ranging from combat challenges to logic puzzles that’ll have you using Link’s Purah Pad abilities in unexpected ways or battling enemies with makeshift items.

You’ll search high and low and build all sorts to help out Hyrule’s inhabitants.

Like Breath of the Wild, Tears of the Kingdom is an unforgiving experience. Link begins with three hearts and acquiring more is a chore since you’re forced to seek out Shrines (something made much easier by completing a side quest to add the Sensor to your Purah Pad). Even then, having more health can be detrimental since it means consuming more food to replenish your health and Link is frustratingly weak at times. Even simple encounters can end in a game over, meaning it’s often better to just sprint past enemies to preserve your weapons, health, and sanity. To make matters worse, all enemies and treasure respawn when the “Blood Moon” rises, meaning the environment never gets any less dangerous. This remains a frustrating experience for me as I enjoy the combat in the Zelda games but the risk/reward of battling even simple enemies often isn’t worth it. Add to that the frustrating weather effects, which see you slip down mountains, tumble about like a ragdoll from a lightning strike, and collapse from heat exhaustion and you have a game that can be a chore to play. While the Gloom and the Depths can largely be avoided, you’ll endure both eventually and they’re a major headache as it’s not fun to stumble about in the darkness, have your hearts sapped away, and then be surprised by a Gloom-infected rematch with a boss! It seems like every NPC has a story to tell and a mission for you, be it reuniting lost Koroks, exploring wells, seeking out evidence of Zelda sightings, or bringing musicians to the Great Fairies so you can upgrade your clothing (for a small free…) Sometimes, you’re forced to battle waves of enemies or NPCs will turn out to be the aggravating Yiga Clan in disguise. Other times, you’re performing glorified fetch quests for minimal rewards or cobbling together constructs to help Addison campaign for President Hudson. Some Shrines only reveal themselves after you retrieve their crystal, either by battling a mini boss or solving some tedious nearby puzzle; others offer no challenge at all, making for a nice change of pace. Link’s building abilities can result in some remarkable craft, from boats to full-blown planes, but it can be annoying rotating pieces into position, and you’ll expend a lot of your resources to get all the pieces you need and power everything.

Presentation:
Link’s model, like all the character models, appears essentially unchanged from Breath of the Wild save for some different attire and his new monster arm. When in sweltering heat, he pants and sweats; when in blistering cold, he shivers; and when standing too close to an explosion, he catches fire. Although he doesn’t speak save for some grunts, there are dialogue options here and there that show is does communicate with those around him. Other NPCs communicate through traditional text boxes or voice acting, which is generally saved for the more dramatic cutscenes and the various memories. Link’s companions have a fair bit of personality, with Yunobo being a standout for me since he’s brainwashed into turning against his people and then determined to make up for it with an enthusiastic gusto! Tears of the Kingdom takes the expansive overworld from Breath of the Wild and expands upon it considerably. The surface is largely the same from what I remember, featuring towns, swamps, mountains, a massive volcano, and rushing waters. Settlements like Kakariko Village and Hateno Village remain, with Link now having a home and encountering many of the same NPCs (some of whom recognise him and others who strangely don’t). The landscape is altered by the presence of chasms leading to the Depths but still contains hidden caves, stables, the ruins of the old world, and recognisable landmarks like the Temple of Time. Hyrule is gigantic and full of different cultures, from the distrustful Gerudo in the arid desert to the proud Zora in their waterfall kingdom. Each area has different weather effects to worry about, from stifling heat to bitter cold, something exacerbated by random thunderstorms and the titanic elemental Gleeoks. There’s also a day/night cycle present, some mist and fog effects here and there, and a real sense of the world having changed both between games and from the fallout of the Upheaval, which sees debris rain from the skies and uncovers long-forgotten ruins that you must explore and decipher.

Hyrule is bigger and more varied (and dangerous) than ever.

By their very nature, the Depths aren’t as immediately impressive simply because they’re seeped in darkness. It’s an oppressive, bleak, and dangerous environment with no inhabitants save for Ganondrof’s minions, the remains of a Zonai outpost, and Robbie’s tentative efforts to explore the Gloom-infested environment. Still, there is a lot to see here once you illuminate your surroundings; Zonai depots, lava flows, and Gloom-versions of the game’s bosses all dwell alongside Bargainer statues where you trade your Poes and rusted weapons you can take. The skies aren’t much better, being a fragmented series of ruins, tracks, and Zonai deposits that you must often glide between. The Shrines have been redesigned (for the worst, in my opinion) and returning areas like Hyrule’s labyrinths and even the elegant castle have an added danger thanks to being infested by Gloom. Shrine interiors are very similar to what we saw in Breath of the Wild, favouring substance over style and restricting your abilities so you can’t just glide to the exit. They retain the ancient mixture of science and magic from Breath of the Wild, but I remain unimpressed by how tedious it gets searching for Shrines just to get enough Light of Blessings to gain one extra heart that’s immediately shattered by Gloom. Still, as mentioned, the Temples are much improved this time around. They not only have a better visual identity but contain more interesting puzzles and a greater enemy variety. The standout for me was the Lightning Temple, which sits within a vast pyramid in the storm-swept Gerudo Desert and is home to the mummified Gibdos. I felt like a proper tomb raider shifting blocks and riding wind currents in here, though the Fire Temple also impressed by being an abandoned mine within a volcano. The Spirit Temple was the most disappointing since it simply hosts a boss battle, but the journey to it through the Construct Factory in the murky Depths was challenge enough.

The world and story have been expanded and changed by the recent, cataclysmic events.

Tears of the Kingdom makes great use of ambient sound for the most part. There’s no sweeping Zelda theme when galloping across the overworld here; just the sounds of enemies approaching or light piano tunes. This changes once you get into battles, ramping up the anxiety when you’re suddenly attacked by a spear-wielding Moblin and battling the finnicky controls as you tumble down a mountainside. Music really only plays a role in the game’s cutscenes, however, which can be replayed from the Adventure Log. Like its predecessor, Tears of the Kingdom invites you to challenge yourself; if you’re brave (or stupid), you can head right to the final confrontation (and win!) and you’re free to explore every area out of sequence, for the most part. The map and Adventure Log can quickly become cluttered with waypoints and primary and optional quests, making it difficult to remember where you’re going and what’s happening next. However, I never experienced any performance issues save for one terrifying moment where the game crashed during the Yunobo fight. The environment renders well; wild animals and NPCs roam freely with no slowdown or noticeable pop-up, though the weather effects do help mask this at times, I feel. Traversing the surface is far less hazardous thanks to the absence of Guardians but the Gloom Hands definitely get your blood pumping when they slither to life and relentlessly chase you across walls and ceilings. Long-time Zelda fans should also enjoy the various nods to previous games in the names of certain locations and NPCs, as in the last game, and Tears of the Kingdom definitely feels like a celebration of the franchise’s rich history as much as anything else. Probably the best callback for me was exploring Hyrule Castle again; though much more restricted thanks to the Gloom and the damage, it was fun revisiting the library and royal rooms. Unfortunately, the plot lost me a bit; I still don’t understand why no one makes a connection between Ganondorf and Calamity Ganon and I must have been distracted when the game explained why Zelda’s been sighted across Hyrule when she’s actually flying through the skies as the Light Dragon.

Enemies and Bosses:
As far as I could tell and remember, every enemy encountered in Breath of the Wild reappears here, sporting the same strengths and weaknesses and dropping the same items upon defeat. Hyrule is full of sentient trees, jelly-like Chuchus, odd Pebblits, bat-like Keese, and rock-spitting Octoroks. These common enemies aren’t much to shout about, popping up as you explore and generally being more a nuisance than a threat, but the land is also patrolled by Ganondorf’s more organised and formidable forces. The most commonly encountered are the squawking Bokoblins, often found around campfires, guarding towers, or riding Battle Talus’s. They’re often subordinate to their more challenging silver-clad commanders, trailing behind bulbous Boss Bokoblins, or taking orders from large, goblin-like Moblin. Skeletal variants of these are also encountered, some ride horses on the overworld, and Gloom-infested variants swarm the Depths, but they’re also echoed in the cave-dwelling, ape-like Horriblins. Exploring deserts, swamps, and water-rich areas sees you surprised by the lizard-like Lizalfos, who spit water and turn invisible, and you’ll often face a double threat as Aerocudas patrol the skies. Bokoblins, Moblins, and Lizalfos wield various weapons, from swords to lances and bows, and will call for backup upon spotting you, making even a handful of them a significant threat. Various Wizzrobes are also encountered, often skipping and teleporting about and firing different elemental magic, and the Yiga Clan will jump you when you least expect it, disappearing in a puff of smoke and charging you with their blades. You’ll also contend with mummified Gibdos both on the ground and in the air, though fire- and lightning-based attacks make short work of them. Various armed Zonai Constructs test your combat prowess, acting as smaller but no less threatening counterparts to Breath of the Wild’s Guardians.  

Formidable and horrific mini bosses roam Hyrule and launch surprise attacks!

Hyrule is also populated by various mini bosses. Boss Bokoblins are larger versions of regular Bokoblins that wield big clubs and can take quite a beating, caves house different elemental Like-Likes, and giant stone Talus’ assemble from the environment to catch you by surprise, with their only real weak point being the Ore Deposit on their heads. If you’re really unlucky, a massive cyclopean Hinox will wake up and chase you (though targeting the eye turns the tide in your favour), mutated crocodile-like Molduga burrow through the Gerudo Desert and in the sands of the Depths, and a combination of the two, the Frox, also appears down there, sporting the same weaknesses as both. Flux Constructs are usually found in the skies; these sentient Zonai cubes are controlled by a central cube that must be targeted before they pummel you into the stone. Master Kohga also returns, having dropped to the Depths and mastered the Autobuild ability to fashion giant trucks, flying machines, and even a mech to rival Mineru. Though he’s more troublesome this time around, he’s quite susceptible to arrows in each encounter. Before he joins your cause, you must fight the brainwashed Yunobo, dodging his cannonball-like roll in a prelude to one of Ganondorf’s devastating charge attacks. Though far less prominent (at least in my playthrough), powerful, centaur-like Lynels still exist in Hyrule, with a silver variant encountered in the Gloom-filled Depths prior to battling Ganondorf. They’re joined by the various elemental Gleeoks, massive, three-headed dragons that breathe fire, frost, and lightning and are lorded over by an even tougher king. I’m gonna be honest and say I never fought these; I saw them flying around or standing atop mountains and felt their power in the intense weather effects they emit, but didn’t dare test myself against them (or the Lynels, for that matter). Similarly, I simply fled from every Gloom Swarm so I wouldn’t be decimated by Phantom Ganon, though you’re forced to fight this terrifying foe at least twice, once when exploring Hyrule Castle and again to free the Great Deku Tree. Phantom Ganon acts as an appetiser for Ganondrof’s battle, charging with a sword, striking with a lance, causing massive shockwaves with a club, duplicating himself, and spreading Gloom everywhere in easily some of the toughest battles in the game.

The five Scourges are visually distinct and range from simple to frustratingly challenging.

Each Temple houses at least one boss, a “Scourge”, that is, thankfully, not simply a variant of Ganon this time around. You can tackle these in any order but I first battled Colgera, Scourge of the Wind Temple, a gigantic insectoid creature that flies up from within the Wind Temple and forces you to battle it in mid-air (not unlike the game’s final challenge). Colgera emerges from portals and fires ice shards from its body, unwittingly exposing its weak spot, which you must target with Fire Arrows (using Keese eyeballs to help aid your aim). Tornados keep you in the air and Tulin gives you a speed boost, but this wasn’t an especially taxing boss, even when its weak spot switches to its underbelly in the second phase. Next, I battled the Water Temple’s Mucktorok (after getting to grips with Sidon’s abilities in battle with the Sludge Like), a cackling little imp who rides a Molduga-like sludge shark. You must blast this with Sidon’s water wave, clearing a path through the sludge, avoiding its spit attack and shockwaves and chasing the slippery devil down to give it a good thrashing. To enter the Fire Temple, you first dispatch the volcanic dragon, Moragia, that’s attached to Death Mountain by flying around on a nearby Zonai flyer and firing Yunobo at it. Inside, you’ll face the Marbled Gohma, a spider-like rock beast that tries to stomp you and fires explosive chunks of rock. You must fire Yunobo at its legs, crippling it so you can pummel its eye, then send Yunobo rolling up to smack it when it retreats to the ceiling. The difficulty noticeably spikes when you face Queen Gibdo in the Lightning Temple, mainly because you’re so reliant upon Riju’s lightning attacks and lightning-adjacent attachments to your bow. The battle’s further complicated by the Gibdos she spawns in, distracting you and making things very frustrating and difficult near the end. In comparison, the Seized Construct is much easier. Fought in an electrified boxing ring with you controlling Mineru, this thing’s a breeze with the right attachments as you stun it with your arm cannon and smash it into the electrified ropes using a wrecking ball.

Ganondorf throws his forces at you, decimates your health, and then becomes a titanic dragon!

These bosses return in the Depths, if you fancy testing your skills further, and are fought as part of the final battle, much like in the last game. If you best them prior to confronting Ganondorf, however, you obviously won’t need to worry about them. The King of Evil is no joke, however, and is fought in an aggravating multi-stage battle. First, you and the Sages face four waves of Gloom-infested enemies, collecting their loot and hoping you have enough Gloom-resistant armour or food to survive the next stage. Here, you face Ganondorf one-on-one in a fight functionally identical to those against Phantom Ganon. Ganondorf switches between a sword, spear, club, and bow, inflicting Gloom damage with each hit and both parrying and perfect-dodging your attacks. With the right timing, you can whittle him down with the Master Sword; attack-boosting gear and food is a must here, as is Gloom food, but you can also fire Bomb Flowers, Rubies, and Gibdo Bones to take chunks off his health. Victory sees Ganondrof duplicate himself, gaining a ridiculously long health bar in the process. Though the Sages help you, they mostly end up cluttering the screen so it’s advisable to take to the air however you can (Fusing a rocket or Autobuilding something) to litter the battlefield with Rubies and Bomb Flowers. After many deaths, I finally got lucky and got Ganondorf back to half health, which returns the fight to a one-on-one contest. Unfortunately, the Demon King is faster and stronger than ever, sending waves of Gloom and Gloom projectiles, causing Gloom shockwaves, and charging at you, leaving a trail of Gloom in his wake. Luckily, you can strike his projectiles to stun him and, with the right food and a little luck, he’ll eventually be bested. In his rage, Ganondorf consumes his Secret Stone and transforms into a gigantic dragon! Zelda, as the Light Dragon, swoops in to save you, keeping you from falling to your doom, and giving you a boost to reach the Demon Dragon’s back. This stage is mostly a formality, however; just avoid the Gloom scales and target the Gloom pustules on the Demon Dragon’s back. When you get the chance to target the Sacred Stone on his forehead, hold Y to deliver the killing blow and then dive through the sky to rescue Zelda in freefall!

Additional Features:
There are 152 Shrines to find across the skies and surface of Hyrule. Each one houses a chest that contains a weapon or some kind of treasure and also awards a Light of Blessing. With four of them, you can trade for an extra heart or an extra sliver of your stamina wheel, which can make combat and exploration much less of a headache. There are also 120 Lightroots in the Depths which, like the Skyview Towers, simply exist as fast travel points (though Lightroots also restore your Gloom-shattered hearts). There are now a whopping 1000 Koroks to find; some are under rocks, some require transporting to their friends, and some task you with solving puzzles. Finding them all expands your inventory and again awards you with a useless (but golden) piece of poop. You’ll also find loads of treasure chests in every area of Hyrule; some house Rupees or rare materials, some gift weapons, and some have clothing. Collecting all three pieces of an armour set can award additional buffs both by default and courtesy of a Great Fairy, and you can dress Link up as his dark counterpart, an enraged God, and even to resemble various enemies. Some materials can be dyed to further customise them and you can further bolster your stats by cooking food, with recipes being saved for further use. Your horses can also be upgraded and customised; by discovering stables and boarding your horse, you’ll earn “Pony Points” to trade in for harnesses and accessories to complete side quests.

Hundreds of treasures, collectibles, and side quests await in this sprawling adventure.

Speaking of, there are loads of optional missions in Tears of the Kingdom. Some are pretty simple, like liberating villages from enemy hordes or retrieving Shrine stones. Others see you gathering materials, photographing enemies and objects, investigating Zelda sightings, and recovering lost or stolen items. Completing side quests earns you Rupees and other rewards, such as food, additional shops, and even armour. Helping Robbie with his research not only upgrades the Purah Pad to detect Shrines and other targets, it also adds the “Hero’s Path” mode to the tablet so you can see where you’ve travelled and gifts you “Travel Medallions” that are essential when fighting your way to Ganondorf. Misko will mark the locations of rare treasure on your map, allowing you to find new armour sets, dogs can be befriended to dig up treasure chests, shop prices can be reduced, and the truth about Zelda’s draconification can be discovered if you explore high and low. Completing the game adds a star to your save file but returns you to your last manual save before battling Ganondorf, meaning you never get to see peace returned to the land on your save file. You can go back and finish any tasks remaining, however, exploring Hyrule Castle docks for the powerful Hylian Shield and collecting Poes to collect new gear. Tears of the Kingdom is also compatible with Amiibos, allowing you to scan in entire armour sets quickly and easily. Sadly, the Master Cycle from Breath of the Wild’s downloadable content isn’t available (though you can build a close approximation) and there is currently no additional content available for the game, but it’s not as if there aren’t hours of content to return to once you’ve completed the main story.

The Summary:
Since I struggled with The Legend of Zelda: Breath of the Wild, I was hesitant to get into the sequel, and these fears were entirely justified. The weapon durability mechanic is as tedious as ever, forcing me to run from most encounters when I’d rather be fighting like in the Nintendo 64 games. Link is frustratingly fragile, easily being killed by even the weakest of enemies, and the entire game is an uphill battle to learn and improve. Link’s new abilities do mitigate these issues somewhat; you can effectively double your weapon inventory by Fusing swords and shields together, though often at the cost of holding a shield. I was also very pleased by how much easier the five main bosses were compared to Breath of the Wild’s and how much more visually unique the Temples were. Getting to them was a chore at times but it was much closer to a traditional Zelda experience once I was inside. The Shrine mechanic is as annoying as before, though, and I wish there was a “Novice” option to give you at least one set of weapons that don’t break and that allocated hearts to one set of Shrines and stamina to the other. I didn’t really like the focus on building; it was finnicky to rotate and Fuse things together to solve puzzles and the vehicles weren’t very fun to control. The mechanic didn’t work for Banjo-Kazooie so I don’t see why Nintendo thought it’d work for Zelda, and it just got in the way most of the time. I liked seeing how Hyrule had changed, with familiar areas altered from the passage of time, and how much bigger the world was, but I hated the Gloom mechanic, the sky islands were dull, and battling Ganondorf was like chewing nails. The story was convoluted and somewhat lost amidst all the hundreds of other sub-plots and side quests, though I enjoyed seeing bigger, more ferocious optional bosses patrolling the overworld. Despite all the changes, though, The Legend of Zelda: Tears of the Kingdom still feels like a glorified expansion pack of its predecessor. I had the same issues as before, if not more thanks to the new inclusions, but remain impressed by the scope and sheer scale of the world, so I think it’s fair to give it the same rating as Breath of the Wild and stay in the minority of people who just don’t click with this approach to the Zelda franchise.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to The Legend of Zelda: Tears of the Kingdom? How do you think it holds up against its predecessor and were you excited to revisit this world? What did you think to Link’s new abilities, specifically the building and Fusing mechanics? Were you also frustrated by the Depths and the dangerous Gloom? Did you also find the main bosses easier than Breath of the Wild’s only to struggle against Ganondorf? Did you ever complete all the side quests and find all the Koroks? Which Zelda game is your favourite and how did you celebrate the franchise this month? Whatever your thoughts on Tears of the Kingdom, drop a comment down below and go check out my other Zelda reviews.

Movie Night [PokéMonth]: Pokémon Heroes: Latios and Latias


Upon the release of Pokémon: Blue Version and Pokémon: Red Version (Game Freak, 1996), a new craze swept through playgrounds. An entire generation grew up with Pokémon, as clever marketing saw it become a massively lucrative and popular multimedia powerhouse. Accordingly, February 27th is recognised as “National Pokémon Day”, which I expanded to an entire month of Pokémon this February.


Released: 13 July 2002
Director: Kunihiko Yuyama
Distributor: Toho
Budget: Unknown
Stars: Veronica Taylor, Megan Hollingshead, Lisa Ortiz, Megumi Hayashibara, and Tara Sands

The Plot:
Ash Ketchum (Taylor) and his friends visit the beautiful Alto Mare and befriend its protectors, Latias and Latios (Hayashibara), just as the city is targeted by two formidable thieves, Annie (Hollingshead) and Oakley (Ortiz).

The Background:
Pokémon (Nintendo/Creatures/Game Freak, 1995 to present) became an instant phenomenon once it came over from Japan. It dominated playgrounds as kids played the videogames, collected the trading cards, and tuned in to the still-ongoing anime series (1997 to present). So successful was this multimedia marketing strategy that it led to the aptly-titled Pokémon: The First Movie: Mewtwo Strikes Back (Yuyama, 1998), a box office success that kicked off a slew of feature films. Despite earning less than the first film, Pokémon the Movie 2000: The Power of One (ibid, 1999) still made over $130 million against a $30 million budget; however, while Pokémon 3: The Movie: Spell of the Unown (ibid, 2000) had a far smaller budget, its $68.5 million box office made it the least successful Pokémon movie. When Miramax took over international distribution, the fourth movie, Pokémon 4Ever (Yuyama, 2001), went straight to video and garnered largely negative reviews. Still, its limited theatrical brought in around $40.8 million and a fifth movie followed in select theatres the following year. For Pokémon Heroes, Kunihiko Yuyama was inspired by Venice, Italy though the film was also met by negative reviews. Largely dismissed and slated for its unimaginative plot, Pokémon Heroes has surprisingly developed a small following over the years and was even referenced later in the anime’s life, and feature-length Pokémon films continued to be produced regardless.

The Review:
By the time of Pokémon Heroes, the Pokémon movies had well and truly established a formula and were sticking with it. After a brief introduction to “The World of Pokémon”, we find Ash and his friends – his trusted companion, Pikachu (Ikue Ōtani), and former Gym Leaders Misty (Rachael Lillis) and Brock (Eric Stuart) – visiting the distinctly Venice-inspired Alto Mare. Ash is primarily there to take part in the annual water race, where he’s rocketed through the narrow canals by Totodile (Kayzie Rogers) and competes against Misty (oddly wearing a lifejacket despite her status as a Water Pokémon expert) and other locals while Brock cheers on from the sidelines. It’s all fun and games and gives us a sweeping overview of the city, bolstered by some questionable CGI sequences, until Ash catches the eye of a mysterious, invisible Pokémon later revealed to by the smitten Latias. Though she tries to aid him in the race, Ash ends up being dragged away from the course and the race is ultimately won (by a gnat’s wing) by Misty. While taking a gondola tour of Alto Mare courtesy of former race winner Ross (Michael Sinterniklaas), Ash and the others learn that Latias and Latios are revered as the city’s enigmatic protectors and their image adorns statues and medals across the town, which is kept peaceful thanks to their presence. While Misty and Brock get ice cream, Pikachu is sidetracked by a nearby fountain and encounters a local girl who acts strangely around Ash. Although he shrugs off the encounter, Ash jumps to her defence when he later finds her being accosted by Annie and Oakley and their Espeon (Kayzie Rogers) and Ariados (Unknown). Ash also later races after her through the laneways and into a secluded spot hidden deep within the city. It’s here that Ash and Pikachu meet Bianca (Sands), a girl who looks exactly like the girl he’s been chasing, and her grandfather, Lorenzo (Wayne Grayson), and, crucially, the city’s legendary protectors. After being set upon by the overprotective Latias, cooler heads soon prevail and Ash is stunned to learn that the Eon duo can not only turn invisible but also assume human form. Since Latias and Bianca are best friends, the Pokémon likes to take her form and delights in playing with Ash, with the two soaring through the skies of their secret garden before long.

Ash is stunned when a strange girl turns out to be a Legendary Pokémon in disguise!

Ash learns the history of Alto Mare from Lorenzo, who relates how the city was once terrorized by an Aerodactyl (Unknown) and a Kabutops (Eric Stuart) before a Latios came to town and drowned the two beneath a torrent of water, giving his life to protect the inhabitants. Latias left behind its two babies, Latias and Latios, whom Lorenzo practically raised, and the “Soul Dew”, a glowing orb said to contain Latios’s spirit. The Soul Dew also powers an ancient machine, the Defense Mechanism of Alto Mare (DMA), a powerful amalgamation of ancient and modern technology that can both protect and destroy the city. Lorenzo and Bianca have dedicated themselves to keeping the Soul Dew, the Eon duo, and Alto Mare’s secret from falling into the wrong hands, a secret that Ash promises to guard to keep his newfound friends from harm. Ash also experiences the Eon duo’s other unique ability, “sight sharing”; using his psychic powers, Latios can share what he sees with his sister, who then projects it to those they trust, allowing for a unique and awesome view of the world. With the night drawing in, Ash leaves a sad Latias and her brother to their hidey-hole and heads back to his friends alongside Bianca, who’s stunned to learn that Latias was being pursued by Annie and Oakley. The duo, celebrated agents of the nefarious Team Rocket, are in town specifically to investigate its local legends but even they are stunned to learn of the DMA and the Soul Dew. Unlike the bungling Jessie (Rachael Lillis), James (Eric Stuart), and Meowth (Maddie Blaustein) – who pratfall their way through the feature as background players – Annie and Oakley are capable and formidable antagonists. Equipped with hi-tech gear like drones, zip wires, and even binoculars that let them see through Latias’s disguise, they run rings around the Rocket Trio and even manage to capture Latios. While the two weren’t affiliated with Team Rocket in the original version of the film, the dub positions them as two more far more competent members of the organisation. Their depiction as sisters delighting in mischief and mayhem directly parallels the Eon duo, where Latios takes a more protective and mature stance compared to his more curious and child-like sister.   

Annie and Oakley are far more capable and formidable agents of Team Rocket.

Alto Mare provides one of the more visually interesting locations for the Pokémon features thus far. Made up of stone buildings, bridges, and canals, the city certainly stands out, though it does little to make itself unique from its real-world inspiration beyond the Pokémon aesthetic. The city mixes traditional architecture with near-magical modern technology, one with a decidedly steampunk styling and represented by the DMA, a machine apparently capable of controlling water and enforcing a lockdown by sprouting impassable barriers and gates around the city. There’s a lot of history in Alto Mare, which was terrorised by prehistoric Pokémon and maintains its serenity thanks to Latias and Latios, a peace thrown into chaos when Annie and Oakley steal the Soul Dew, capture Latios, and activate the DMA. Oakley eagerly takes the controls of the ancient machine and immediately becomes obsessed by the near-limitless power it offers, believing she could conquer the entire world with its ridiculously vague abilities. The DMA allows Oakley to bring Aerodactyl and Kabutops back to life and order them to seek out Latias, cage the inhabitants behind magical barriers, and conjure tidal waves and even hurricanes. With her brother imprisoned and the city under siege, Latias races to Ash for help and he reveals his new friend to Misty and Brock, who end up trapped behind Oakley’s barriers, leaving the city’s fate in Ash’s hands. Ash is particularly aggrieved by Aerodactyl and forced to once again race through the city’s canals courtesy of Latias and a water chariot. Quite how Ash survives such an ordeal is beyond me, but Latias is a great help with her supersonic speed and psychic powers. While she’s younger and far weaker than her brother, Latias is capable of powerful feats when stressed or her friends are in danger, though using these abilities exhausts her. Her abilities are also volatile and potentially dangerous; when she shields Ash from harm, Latias accidentally deals critical damage to the DMA and causes it to go haywire. While Oakley’s brought to her senses, the entire city is threatened by the machine’s wild nature, forcing Latias and Latios to follow in their father’s footsteps and defend the town and its inhabitants.

The Nitty-Gritty:
The stakes are decidedly low in Pokémon Heroes, somewhat akin to the stakes in Pokémon 3. Annie, Oakley, and the DMA threaten Alto Mare first and foremost and, though Oakley boasts that the machine could allow her to control the entire world, there’s little evidence to suggest this is true. Like all good Team Rocket agents, Annie and Oakley’s main aim is pleasing their master, Giovanni (Ed Paul), and profiting from the city’s secrets. Unlike the bungling Rocket Trio, Annie and Oakley largely succeed in their goals; while Annie simply covets the beautiful Soul Dew, the two capture Latios and torment him with their electrified ring cage. Oakley then takes the pilot’s seat in the DMA and threatens to flood the town, even almost drowning Ash and Pikachu at one point before Latias intervenes. Pokémon Heroes is one of the few feature-length Pokémon productions to present Legendary Pokémon who cannot communicate, either verbally or through their psychic powers. Latias and Latios are powerful Psychic-Type Pokémon and Latias can assume human form, but neither communicate through words and instead use squeals, squeaks, and body language. It works really well and is a nice change of pace from the usually loquacious Legendary Pokémon and the dynamic between the two is unique, with Latios being the overprotective older brother and Latias being a shy, smitten child trying to make new friends. This does, however, lead to a strange relationship between her and Ash where she visibly blushes in his presence and seems to have a crush on him. Largely, this is presented as her need to make friends and play rather than hiding away, but it seemingly goes a step further in the finale when Latias appears to take Bianca’s form once more and gingerly peck Ash on the cheek (much to Brock’s dismay).

When the DMA goes out of control, Latios sacrifices himself to save the city and his new friends.

With Aerodactyl and Kabutops running wild and the city on lockdown, Ash desperately races to the museum alongside Latias to end the threat to the city. There, he and Latias push themselves to injury trying to free Latios, only for Latias to finally break her brother’s cage, at great strain to herself, and damage to DMA in the process. While Oakley was seemingly ready to lay waste to the entire city anyway, the DMA rages out of control without even her tentative influence, threatening to swamp the city with a destructive tidal wave after the Soul Dew is shattered. The waters recede and rear up in a massive tsunami and the Eon duo are left with no choice but to face it head-on, just as their father did years prior. As before, the threat is dispelled and the city is saved, but at great cost. Already injured from Annie and Oakley’s torture, the strain of dispersing the tsunami costs Latios his life and he bids an emotional farewell to his sister before turning into a beam of light. As the waters rush in and the city’s inhabitants are freed, Ash and the others take a gondola out to sea to look for the Eon duo and find only an exhausted and heartbroken Latias. However, they all receive one final gift as Latios’s disembodied spirit shares his sight with them one last time, allowing them to view the world from afar; his soul also crystallises into a new Soul Dew. A sombre and thankful Lorenzo and Biana place the new Soul Dew back in the secret garden and Ash and his friends say their final goodbyes as they leave to continue their journey across Johto. As they leave, they’re surprised by a strangely quiet Biana, who gifts Ash with a sketch of him and Pikachu and a kiss on the cheek, with it left ambiguous whether it was Bianca or Latias that flagged them down. The three then spot Latias proudly flying through the sky alongside the spirit of her brother and father, while the finale further reveals that Lorenzo is hard at work repairing the DMA and Annie and Oakley have been apprehended and imprisoned for their crimes.

The Summary:
Pokémon Heroes is a strange entry in the long-running franchise, one between generations and seemingly afraid to commit to focusing entirely on Hoenn as the anime wasn’t quite there yet. It’s a bit of a shame as we don’t get any new Pokémon featured here other than the titular Latias and Latios; even Annie and Oakley simply use Johto Pokémon rather than teasing use with more from the third-generation games. Latias and Latios are the highlights of the film, deviating from many of the other featured by being incapable of communicating beyond noises, but I feel their potential was squandered somewhat. I think more could’ve been made from Latias’s ability to change forms; like, why not have both assume human form and perhaps be unruly, cheeky teenagers who must learn to live up to their father’s legacy? Or perhaps more could’ve been made of Latias assuming Bianca’s visage, like her getting into trouble in town or the two being raised as sisters. Instead, it’s just an excuse for a lot of forced whimsy; Ash and friends must giggle and exclaim “Cool!” at things that really aren’t that impressive. Sure, Alto Mare is beautiful and visually unique but it’s grating seeing Ash and the others so enthusiastic about local traditions and such. I’m not saying they should disrespect them or anything; just act a bit more normal and leave the awe for things that deserve it, like the high-octane canal race. I quite liked Annie and Oakley, and their juxtaposition with Jessie and James and the Eon duo, but they weren’t really all that different from Domino/Agent 009 (Kerry Williams) and the Iron Masked Marauder (Dan Green) in that they were more capable and threatening agents of Team Rocket. In fact, one has to wonder why the film didn’t just re-use Butch (Eric Stuart) and Cassidy (Megan Hollingshead), though the answer is simply that them being associated with Team Rocket was a dub addition. Still, I liked Oakley’s descent into madness once she piloted the DMA, but it’s weird that this machine can do so much without any real explanation. It would’ve been nice to see the evil Pokémon it resurrects being something a bit more formidable, like Armaldo and Salamence, or to at least factor into the finale to up the ante a bit. The emotional gut punch of Latios’s sacrifice lands well, but it’s not enough to save the film, which meanders through a very predictable formula and offers very little not seen in the last two movies.

My Rating:

Rating: 3 out of 5.

Pretty Good

Are you a fan of Pokémon Heroes? What did you think to Alto Mare and its Venetian aesthetic? Did you like the relationship between Latias and Latios? Do you think the film squandered the potential of the form change gimmick? What did you think to Annie and Oakley? Were you disappointed by the lack of third-generation Pokémon? Which Pokémon game, generation, and creature is your favourite and why? How did you celebrate National Pokémon Day this year? Whatever your thoughts, drop them in the comments below and go check out my other Pokémon content.

Movie Night: Captain America: Brave New World

Released: 14 February 2025
Director: Julius Onah
Distributor: Walt Disney Studios Motion Pictures
Budget: $180 million
Stars: Anthony Mackie, Harrison Ford, Danny Ramirez, Shira Haas, Giancarlo Esposito, and Tim Blake Nelson

The Plot:
Now shouldering the mantle of Captain America, Sam Wilson (Mackie) navigates a political minefield after an assassination attempt against President Thaddeus “Thunderbolt” Ross (Ford) threatens to spark world war!

The Background:
After some initial resistance, the United States finally joined the War against the “Axis powers” of Germany, Japan, and Italy in 1939. With patriotism running high in America, Joe Simon and the legendary Jack Kirby created Captain Steve Rogers/Captain America and his kid sidekick, James Buchanan Barnes/Bucky to encourage readers to support the war effort. Cap saw a resurgence when he joined the Avengers and has long found a home outside the comics, featuring in cartoons, serials, a botched big-screen debut, and three critically lauded entries in the Marvel Cinematic Universe (MCU). After Steve Rogers (and actor Chris Evans) retired from the role, MCU head honcho Kevin Feige sought to expand the MCU with Disney+ shows, with one pitch being a “buddy comedy” series focused on the dysfunctional friendship between Sam Wilson and James Buchanan “Bucky” Barnes/The Winter Soldier (Sebastian Stan). Echoing the comic books, where Sam took up the Cap mantle, The Falcon and the Winter Soldier (Skogland, 2021) was universally praised for its depiction of racism and the dynamic between the two leads. This success directly led to the production of a fourth Captain America movie, initially titled New World Order, that sought to be a more grounded political thriller. This was soon offset by the casting of Harrison Ford, who replaced the late William Hurt and was thrust into the spotlight when the film’s marketing heavily relied upon his transformation into the Red Hulk as much as commenting on real-world politics. Reshoots saw the plot shuffled round and some characters be excised, with Giancarlo Esposito given additional screentime as a trade off and placing more emphasis on the conspiracy sub-plot. Captain America: Brave New World grossed over $370 million worldwide, but was met with somewhat negative reviews that criticised the political narrative, especially in the face of real-world events. The narrative and characterisations were also called into question, with critics being divided over the visual effects, though Mackie remained hopeful for future solo ventures for the character.

The Review:
Captain America: Brave New World depicts the United States as a country in turmoil. Following the many strange, destructive, and harrowing events of the previous MCU films, the nation is more divided and afraid than ever. Thus, former “Hulk Hunter” and decorated military General Thaddeus Ross completes his evolution from Senator to President of the United States after running a successful campaign based on one, unlikely word: together. Though Ross captures the majority vote with his promises to unite Americans and repair the relationship between the American government and the country’s various costumed defenders, some still question Ross’s newfound appreciation for the Avengers and his push for unity considering his historically short fuse and previous aggression in upholding the Sokovia Accords. None are more aware of Ross’s shortcomings than Sam Wilson, the former Falcon who now operates independent of the government (yet still in a military capacity) as Captain America. Sam’s wariness of Ross’s promises is echoed by aged veteran Isaiah Bradley (Carl Lumbly), the prototype super soldier who spent thirty years locked away and being experimented on and who is reluctant for Sam to work with the government. However, Ross is eager to build bridges not just with Sam, but the entire world, especially as scientists from across the globe have discovered a rare and particularly versatile mineral (dubbed “Adamantium”) on “Celestial Island”, the remains of a titanic Celestial that tried to emerge from the Earth. The staggering potential of Adamantium is enough to have Ross set aside personal grudges and encourage the world’s governments to co-ordinate their mining efforts. He makes significant headway with this after Captain America and his enthusiastic, hacker partner, First Lieutenant Joaquin Torres/The Falcon (Ramirez), recover a stolen sample of Adamantium from Seth Voelker/Sidewinder (Esposito), an expert marksman and enigmatic leader of the Serpent Society, a group of mercenaries working for the mysterious “Buyer” to upset the political climate.

Amidst a political minefield, Sam discovers a plot to discredit the President and spark worldwide conflict.

Celebrated for their heroics, Sam and Joaquin are invited to attend Ross’s special presentation on Adamantium at the White House and, eager to coax the distrustful Isaiah out of his shell, Sam invites him along. However, during Ross’s speech, Isaiah and a handful of other attendees suddenly open fire on the President, with Isaiah appearing little more than a confused old man after Sam talks him into custody. Angered by these events, Ross rescinds his offer for Sam to rebuild the Avengers and orders him not to investigate, instead handing the task to his personal security advisor, former Black Widow Ruth Bat-Seraph (Haas). Naturally, Sam disobeys this order and works with Joaquin to review security footage of the attack, learning that Isaiah and the others were compelled through a form of mind control. Sam’s investigation sees him cross paths with and apprehend Sidewinder, whose phone leads him and Joaquin to a military black site, where they find Gamma-mutated biologist Doctor Samuel Sterns (Nelson) has been held captive for over a decade. Gifted an upgraded suit by the Wakandan people, Sam is more than capable as Captain America thanks to his Vibranium wings protecting him, absorbing the impact of any attack and redirecting it as kinetic blasts. Sam has the same skills he showcased as the Falcon (skills he’s extremely protective of as he hesitates to share them with Joaquin) but has vastly improved his skill with a shield. Unlike Steve Rogers, however, Sam doesn’t have the benefit of the super soldier serum, though his suit helps dull any injuries he does receive and a pep talk from Bucky allays Sam’s doubts about his abilities after Joaquin is injured defusing a conflict between American and Japanese forces. In a nice change of pace, Sam is seemingly universally accepted in his new role; the military respect and admire him, jeopardising their careers to aid him after Ross demands he and Joaquin be apprehended. Sam’s also as charismatic and confident as Steve, easily befriending those around him and championing world peace and cooler heads over violence. Far from a naïve optimist, Sam plays his cards close to his chest and gives Ross the benefit of the doubt, but becomes determined to investigate the complex deception at work after Isaiah is imprisoned and faces the death penalty.

Sterns manipulates events to brainwash assassins and push Ross to breaking point!

Obviously, it’s a shame that William Hurt never got to complete his story as Thunderbolt Ross but, if you’re going to recast an actor, who better than Harrison Ford to pick up the slack? Shaving his trademark moustache and campaigning on a platform of unity, Ross is desperate to convince the world that he’s a changed man. However, while he’s convinced the majority of Americans, Sam and the others remain skeptical and his estranged daughter, Doctor Betty Ross (Liv Tyler) refuses to take his calls. Eager to void conflict, Ross is adamant about pushing forward a treaty to share the Adamantium, but soon finds his temper tested after he’s shot at and accused of shady dealings by the equally sceptical Japanese prime minister, Ozaki (Takehiro Hira). Although Ross genuinely wants Sam onboard and the rebuild the Avengers to atone for his previous aggressive ways, he burns bridges with Sam over Isaiah and quickly mobilises the Navy to secure Celestial Island, his stress only compounded by Sterns’ influence and his reliance on mysterious pills. It turns out the Sam’s right to be suspicious of Ross as he worsened Sterns’ condition and used his superhuman intellect to manipulate his way to the White House, then incurred the hyper-intelligent doctor’s wrath by refusing to free him. This sees Sterns concoct an elaborate plan to discredit Ross using mind control triggers, which easily turns the President’s secret service into his unwitting soldiers and sees him escape custody. Sterns’ scheme also extends to hiring Sidewinder and kick-starting the plot, which tips the world to the brink of war and sees Sam and Joaquin desperately rushing to calm tenses between the world’s superpowers once they uncover this plot. Determined to keep his dealings with Sterns from leaking, Ross surreptitiously tries to tie up loose ends, unwittingly turning the petite Ruth’s loyalties towards Sam after she discovers evidence that Isaiah and the others weren’t in control of their actions. Though Ross was saved from certain death from a heart condition thanks to Sterns’ research, he’s been unknowingly digesting Gamma-laced pills for years, which make him quick to anger and susceptible to Sterns’ mind control, resulting in Ross transforming into a crimson-hued Hulk before a terrified press conference and forcing Sam to test his mettle in the most dangerous way possible.

The Nitty-Gritty:
Captain America: Brave New World certainly gives itself a lot of balls to juggle. It finally addresses what happened to that gigantic Celestial and lays an interesting foundation for the MCU’s version of the X-Men, finally ties up the loose end of Samuel Sterns, presenting him as an embittered puppet master looking to publicly disgrace President Ross, teases Bucky’s new life as a Congressman, and continues Sam’s evolution as Captain America. Thanks to Sam having worked through many of his doubts and insecurities in The Falcon and the Winter Soldier, Sam has fully embraced his new role here, only questioning his ability after Joaquin gets hurt. Even then, Bucky offers him some advice that gets him back on track and, while I think it’d be totally believable that a man as good as Sam could handle the super soldier serum, Sam’s perfectly capable without it thanks to his skill as the Falcon. In fact, Sam may be a little too good as he shrugs off wounds and performs nigh-superhuman feats during fights, though the film makes an effort to show him visibly exhausted from the effort. His status as a “normal” man doing the right thing contributes to the respect he earns from his peers; even Ross has a begrudging respect for Sam, even if it’s strained as the film progresses. I’m glad that Brave New World didn’t waste time questioning Sam’s ability or showing undue negativity towards him. Instead, he kicks ass as Captain America and showcases his stubborn determination as he works to clear his friend’s name, even if it goes against what the President thinks or wants. It was a shame, however, that Giancarlo Esposito was essentially wasted here. He gets a couple of action scenes and steals the show with his usual silky-smooth cool, and is presumably being set up for more later down the line, but his role got a lot of hype prior to the film so I couldn’t help but be disappointed by how small his role was in the end.

Despite some predictable elements, the film was an action-packed political thriller.

Instead, most of the film’s marketing was focused on the Red Hulk and his fight against Captain America. On the one hand, I understand this as you want to capture people’s attention and get people in the cinema to see how Sam can stand against such a creature, but it was a touch misleading since the Red Hulk doesn’t appear until the finale. Instead, most of the film is an action thriller following Sam and Joaquin as they work to uncover who’s behind Isaiah’s mind control. There’s nothing wrong with this and it makes for a decent adventure, but it’s pretty obvious that Isaiah and the others were triggered by lights and music, something we’ve seen in the MCU before (and which Sam even notes), so it’s weird that Ross was so quick to condemn Isaiah. Of course, a significant sub-plot regarding the President is his trustworthiness and it’s clear he’s hiding a lot, leading to an emotional showdown between him and Sam where Ross reveals how close he came to death and how poorly he treated Sterns. Once Sam confronts Sterns and he escapes, it’s pretty clear what’s gone down, but the key parties (Sam and Ross) remain clueless. There’s even a moment where Sterns callously murders Sam’s ally, Dennis Dunphy (William Mark McCullough), to keep him from revealing the truth of Ross’s pills to Sam…only for Sterns to relate that information to Sam shortly afterwards. While some have picked about Brave New World’s CGI and reshoots, I had a great time with the action sequences. Sam looks amazing in his new suit, which is a vast improvement over his last one, and is a whirling dervish as Captain America, cutting through the air, blasting along with his jetpack, slicing up foes with his wings, and tossing his shield in ways that would make his predecessor proud. Sam’s Wakandan enhancements make up for his lack of superhuman strength, though Sam remains vulnerable, sporting wounds and exhaustion, and yet being strong enough to turn to his allies for help and to take the high road during conflicts. Joaquin made for a fun counterpart to Sam; he’s equally talented as the Falcon and a tech whiz, but overly enthusiastic and too eager to prove himself to his hero at times. They work well together on equal terms and I enjoyed their high-speed action sequences, with Sam even proving his worth without the suit and emphasising disarming and subduing his foes rather than blindly blundering in.

Cap ultimately overcomes the odds and brings a measure of peace to the misguided President.

With Ruth on-side and Sam and Joaquin having discovered Sterns is mind controlling targets with light and sound triggers, Cap and Falcon barely quell a conflict between the US and Japan. Though Joaquin is severely wounded when defending Celestial Island, Sterns’ plot is ultimately scuppered and Ross’s treaty regains traction, leading Sterns with no choice but to surrender himself, arrogantly believing that Ross’s true nature cannot be suppressed. Indeed, when addressing the press outside the White House, Sterns’ pills and the stress of the whole situation (and the Sterns’ testimony to the media) see Ross lose control of his emotions. Thus, he painfully and forcibly transforms into the Red Hulk, a mindless and enraged giant who immediately goes on a rampage. Despite being hopelessly outmatched, Captain America flies into battle with the Red Hulk, barely protected by his Vibranium wings and destroying most of the White House. Remembering Ross’s wish to take his daughter to the city’s cherry blossom trees, Captain America has Ruth get the crowd to safety and leads the Red Hulk to the garden, only for the creature’s rage to boil out of control. Badly hurt and with his suit damaged, Captain America charges his remaining wing with the Red Hulk’s unbridled strength and delivers a concussive blast that momentarily puts the beast down. When the Red Hulk returns for more, Sam takes a major gamble and appeals to Ross’s humanity, finally calming the troubled President down and ending the threat. Realising the extent of his actions, Ross relinquishes his post and allows himself to be incarcerated at the Raft, where he finally reconciles with Betty. Ross and Sam part with a mutual respect and Sam’s delighted to see Joaquin on the road to recovery, especially as he’s decided to rebuild the Avengers after all, though Sam’s left rattled when the imprisoned Sterns mocks him and delivers a vague, suitably ominous warning about future threats from other worlds…

The Summary:
Captain America: Brave New World faced an uphill battle, for many reasons. Despite Sam being Captain America in the comics for years, the idea of someone else taking up the mantle is always going to irk some, especially a very vocal and toxic minority of bigots. However, Anthony Mackie takes to the role admirably, exuding a cool confidence that sees him command the screen and throw the shield with admirable gusto. I loved how Sam was presented as a friend to all, talking to people in their native language, saluting the military, and sticking to his guns, even if it means going against the President of the United States. He’s a natural leader and an efficient fighter, even without the super soldier serum, and attacks the conspiracy at work with a stubborn determinism that showcases the strength of will and loyalty that make him the right choice to be Captain America. Harrison Ford was equally captivating in the film. It’s awful that William Hurt died before he could see this arc through, but Ford really threw himself into the whole MCU circus and brought his all to this role, being gruff, commanding, and pained as the script dictated. I definitely felt like Ross was genuinely trying to make amends for his past, but he had too many skeletons in the closet, had made too many enemies, and ultimately was faced with forces beyond his control, leading to his Hulk-out. The Red Hulk looked fantastic, exuding rage and danger and delivering by far the best and most impressive CGI rendition of a Hulk yet. While it was misleading to base so much of the marketing around the character, I can see why they did it and the sequence absolutely delivered, more than making up for the wasting of Giancarlo Esposito. I was also thrilled to see Tim Blake Nelson return and deliver a suitably hammy, menacing version of the Leader, finally paying off one of the MCU’s most notorious plot threads. While the plot felt a little predictable and bare bones at times, the action and performances and nice balance of drama and comedy made up for it and resulted in a solid first solo effort for the new Captain America, who I hope to see have a prominent role as an aspirational leader in the MCU for years to come.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy Captain America: Brave New World? What did you think Anthony Mackie’s first big-screen solo outing as the character and Sam’s status as a more human version of the Avenger? Did you enjoy Harrison Ford’s performance and Ross’s attempts to turn over a new leaf? Were you satisfied with the way the film tied up loose ends regarding Sterns and the Celestial? Do you think it was misleading to put so much focus on the Red Hulk or did you enjoy his eventual appearance? Where do you want to see Captain America go next in the MCU? Whatever you think about Captain America: Brave New World, or Captain America in general, drop a comment down below, support me on Ko-Fi, and go check out my other Captain America content.

Screen Time & Knuckles: Knuckles


With the release of Sonic the Hedgehog 3 (SEGA Technical Institute, 1994) in February 1994, gamers were introduced to Knuckles the Echidna. This mischievous, dreadlocked antagonist was created by Takashi Yuda and is my favourite of Sonic’s supporting cast so I dedicated every Sunday to Rad Red!


Air Date: 26 April 2024
Network: Paramount+
Stars: Idris Elba, Adam Pally, Rory McCann, Scott Mescudi, Ellie Taylor, and Cary Elwes

The Background:
As one of the main players in the aggressive Console War between Nintendo and SEGA, Sonic has seen his fair share of adaptations over the years, starring in multiple comic books and cartoons, but various legal and creative issues kept Sonic from the big screen (beyond an awesome original video animation (OVA)). However, once Paramount Pictures acquired the franchise rights, it produced a surprising critical and commercial hit. Sonic the Hedgehogs (Fowler, 2020) success was followed by an equally successful sequel, one that not only incorporated more elements from the videogames but also cast Idris Elba as Knuckles the Echidna. Having also featured prominently in comic books and some cartoons, Knuckles was pegged for a spin-off live-action/CGI hybrid series during Sonic 2’s development. Elba reprised his role and the producers approached the series with the same care and attention as they would a big screen venture. Set between Sonic 2 and Sonic the Hedgehog 3 (Fowler, 2024), the series was pitched as a buddy comedy in the same vein as the first movie. The various visual effects studios thus strived to recreate the same quality of CGI effects seen in the movies (though a hilarious Knuckles puppet was incorporated on-set to give the actors room to improvise). All six episodes dropped the same day on Paramount+ and Knuckles became both the most watched Paramount+ original series and kids/family title ever at the time. Knuckles was met with largely positive reviews as critics enjoyed the fun atmosphere and thrilling action, though it was noted to be derivative of the first movie and lacking in creativity. While a second series hasn’t officially been discussed, Idris Elba and Sonic 3 co-star Keanu Reeves did express interest in doing a team-up series in the future.

The Plot:
Having relocated to Earth, Knuckles embarks on a journey of self-discovery after agreeing to train dim-witted Deputy Sheriff Wade Whipple (Pally) to be an echidna warrior, only to run afoul of an aggressive mercenary (McCann) seeking to steal his power.

The Review:
After being duped by the megalomaniacal Doctor Ivo Robotnik (Jim Carrey), Knuckles, the last of the warrior-like echidna race, joined forces with Sonic the Hedgehog (Ben Schwartz) and Miles “Tails” Prower (Colleen O’Shaughnessey) to defeat the mad scientist and safeguard the all-powerful Master Emerald. In the aftermath, Knuckles chose to stay on Earth and formed a bond with the two akin to a brotherhood, with all three staying at the Wachowski residence in Green Hills, Montana. However, while Sonic and Tails enjoy simply relaxing and enjoying the beauty and comforts afforded by Earth, Knuckles is restless and constantly in search of his next glorious battle. Already somewhat naïve and proud, Knuckles struggles with Earth customs and takes almost everything at face value; when workmen come to renovate the Wachowski home, Knuckles attacks, thinking they’re intruders. Similarly, when Sonic advises him to “make himself at home”, Knuckles constructs an iron throne and sets up a combat arena to test the family dog, Ozzie (Unknown), against his mortal enemy, the mailman (Brian Yansen). This proves a step too far for family matriarch Maddie (Tika Sumpter), who grounds Knuckles and leaves him questioning his place in this new world. While enduring his exile in the attic, Knuckles pleads with the ancient echidna spirits to show him the way and is visited by the spirit of Chief Pachacamac (Christopher Lloyd), here portrayed not as a wise echidna leader rather than an arrogant and destructive warmonger. Pachacamac directs Knuckles to train a protégé in the ways of their warrior tribe so that the echidna race can live on, if only in spirit, and points him towards Wade Whipple, the bumbling Deputy Sherrif who recently lost his place on his local bowling team and is struggling with his sense of self-worth. What follows is, honestly, very much a retread of the first Sonic movie (a buddy comedy/road trip where the two main characters learn the value of friendship and their self-worth while battling a madman with a penchant for mechs), but presented with such whimsical, light-hearted fun that I couldn’t help but chuckle throughout.

Knuckles embarks on a quest to train Wade as an echidna warrior and pass on his life skills.

Thanks to its six-episode format, Knuckles delves much deeper into the titular echidna’s character and past. Stated to be the last of his kind and having lived much of his life alone, bouncing between worlds with his cache of Golden Rings, Knuckles isn’t used to having his feet on the ground and constantly tests his incredible strength and warrior skills in both obstacle courses and self-imposed missions. Although he’s initially sceptical, Knuckles takes training Wade very seriously and constantly gives him pointers on how to improve his confidence and be a better warrior, even if Wade’s ultimate goal is to capture a bowling championship in Reno, Nevada. Knuckles even feeds Wade lines when Wade confronts his superstar father, “Pistol” Pete Whipple (Elwes). However, while Knuckles boasts super strength, the ability to glide and dig, and can easily fight his way out of most situations, Wade is far less capable, relying more on dim-witted luck and slapstick buffoonery in combat situations. Thus, he’s easily apprehended by dramatic bounty hunter (and captain of Wade’s bowling team) Jack Sinclair (Julian Barratt). However, while held captive in Sinclair’s electrified cage in “The Flames of Disaster” (Taccone, 2024), Wade endures an incredibly amusing “low-budget rock opera”, courtesy of Pachacamac and some elaborate pantomime costumes, which delves into Knuckles’ tragic backstory. When Giant Owls eradicated the echidna tribe and left young Knuckles alone after killing his father (Andy Heath), Knuckles embarked on a perilous quest to confront what appears to be Iblis and harness the “Flames of Disaster”, a fighting spirit that engulfs his massive fists in flames. Despite rejecting Sonic’s notion that he’s found a home and a family, Knuckles is fiercely loyal to his friends and goes out of his way to help Wade whenever he gets into a bind. This devotion goes both ways, however, as, when Knuckles is captured by renegade Guardian Units of Nations (G.U.N.) agents Mason (Mescudi) and Willoughby (Taylor), Wade resolves to rescue his friend despite being hopelessly outmatched by their superior weaponry. As is his way, Wade envisions a fantasy where he concocts an elaborate rescue attempt only to fumble with his fireworks and to work the duo’s quill-empowered mech glove, barely surviving when Mason attacks him and only succeeding by pure luck. However, in keeping with his optimistic nature, Wade sees even a flawed victory as a win, a philosophy that wins over the proud echidna.

Bumbling Wade must overcome his insecurities and family troubles to seize personal glory.

There are a couple of unavoidable downsides to Knuckles and the first one is that the show is primarily more focused on Wade’s growth into a more confident character. Troubled by abandonment issues and constantly clashing with his loud-mouthed sister, Federal Bureau of Investigations (FBI) agent Wanda (Patterson), Wade struggles with his self-worth since he constantly seems to be making a mess of things. Fully aware that his estranged father will be bowling in Reno, Wade hopes to not only prove his worth as a bowler but to reconcile with his father, who’s initially warm and reciprocal to these feelings but soon proves be every bit the arrogant and self-centred “schmuck” that Wade’s mother, Wendy (Stockard Channing) describes him as. Wade’s much closer to his mother, who welcomes Knuckles into her home in “The Shabbat Dinner” (Trost, 2024) and connects with his troubles due to her Jewish heritage. It’s through spending time with “Mother Whipple” and connecting with Wade’s childhood memories that Knuckles becomes more invested in their shared quest and Wade’s desire to be accepted by his father, a goal he’s doomed to fail since Pete willing sells not only Wade but his wife and daughter out to Mason and Willoughby simply to capture his twenty-eighth bowling championship. While Wade may not be much of a warrior, physically, he makes up for it with an enthusiastic gusto and an overactive imagination. Fully aware of his flaws, Wade vows that he’d never abandon his loved ones like his father and proves true to his word in “What Happens in Reno, Stays in Reno” (Banker, 2024) as he tricks Mason and Willoughby into thinking he’s betrayed Knuckles but is, in fact, in constant communication with his friend. Pachacamac’s vision quest also gives Wade the fortitude to overcome Sinclair, humbling his former best friend and relieving him of his coat, bike, and an all-too-familiar cowboy hat that Wade gifts to Knuckles for helping him realise his true worth.

These three are poor substitutes for Dr. Robotnik but they do their part, such as it is.

Another area where Knuckles somewhat disappoints is the villains. Since Dr. Robotnik is presumed dead, we’re mainly left following Mason and Willoughby, two disgruntled G.U.N. agents who have been secretly selling the alien’s quills and G.U.N.’s technology to another former G.U.N. castoff, “The Buyer”. A former underground fighter with a deep love for his mother, Mason relishes the chance to go toe-to-toe with Knuckles and mostly treats Wade as an afterthought, a miscalculation that costs him each time and ultimately ends with him and Willougby being banished to places unknown through the Golden Rings. Frequently exasperated by her partner’s theatrical nature, Willoughby is more concerned with delivering on their promises to the Buyer since she has no desire to be punished by G.U.N. or killed by the mercenary for their failures. The two go to any lengths, including easily threatening Pete and holding Wendy and Wanda hostage to coerce Wade into delivering Knuckles but, despite their formidable weapons and mech harnesses, the two are about as effective as Team Rocket. As for the Buyer, he’s said to have been a former engineer who built weapons and technology for G.U.N. before they started working with Dr. Robotnik. After Dr. Robotnik went bananas, G.U.N. scrubbed any ties to the madman, including the Buyer, who was left scratching and clawing a living on the black market. Thanks to Mason and Willoughby providing him with quills from the aliens, the Buyer has pieced together some formidable tech, resulting in weapons that give even a regular human a fighting chance against Knuckles. Thus, the Buyer’s deep desire is to match his finest creation against the proud echidna warrior. He realises this dream in the series finale, attacking Knuckles with a bizarre, tentacled mech just as Wade out-bowls and humiliates his father. Similar to the finale of the first Sonic movie, Knuckles is initially overwhelmed by the Buyer’s mech and drained of his power, leaving Wade to step up with the madman’s own technology and deliver an impassioned speech about friendship and fighting spirit. This reignites Knuckles, allowing him to wield the Flames of Disaster once more, and sees him and Wade defeat the Buyer and claim the bowling trophy as a team.

Knuckles and Wade’s journey sees them find their purpose against tragedy and heartbreak.

I say these are two “issues” with Knuckles only because Mason, Willoughby, and the Buyer are poor substitutes for Dr. Robotnik and Agent Stone (Lee Majdoub). It might’ve been better to have Agent Stone take the spotlight and sell the quills and the doctor’s tech to Mason and Willoughby. They then could’ve piloted a refurbished mech from the first movie in the finale and taken centre stage as the primary threat, with the rest of the Buyer’s screen time and limited characterisation being absorbed by the far more interesting and enjoyable Sinclair. These are minor issues, to be fair, since the main purpose of Knuckles is to tell an enjoyable side adventure for the titular echidna. The villains are secondary and are treated as such, being external obstacles for both to overcome just as they overcome their insecurities or reluctance to settle down. Knuckles retains the same high-quality of digital effects for its alien characters and fight scenes, with Sonic and Tails popping up in cameo roles and a beautifully designed version of Pachacamac adding additional comedy and wisdom to the show. For the most part, the narrative is heavily borrowed from the first movie but incorporates a father/son dynamic to the main plot that allows it to stand out. Wade’s relationship with his family is complicated; while he may get on well with his mother, Wendy still despairs of his lack of enthusiasm for Jewish traditions and his constant bickering with Wanda. Wendy is deeply concerned when she sees Wade and Pete building bridges, warning that his theatrical father cares only for the spotlight and is a natural deceiver. Wade disregards this since he’s desperate to reconnect with his father, which only strengthens Wade’s loyalty to Knuckles when Pete betrays him. While Knuckles is loyal to his friends, it’s more out of obligation since he swore an oath; he doesn’t feel at home in Green Hills and isn’t used to being in one place. He’s glad for the chance to pass on some of his warrior knowledge and to learn more about Earth, constantly baffled by our customs but curious about subjects like the Jewish faith. The journey ultimately sees Knuckles learn that he has a new home and a stable family (two, in fact, since he’s equally adopted by the Whipples), things he cares for so deeply that he taps into the Flames of Disaster, a power boost too strong for even the Buyer’s heavily armed mech.

The Summary:
I’d heard conflicting reports about Knuckles that mostly criticised it for being too focused on Wade and too derivative of the first movie. It’s true that Knuckles starts strong with the first episode, “The Warrior” (Fowler, 2024), in which we get a cool training sequence in Knuckles’ obstacle course and appearances by Sonic and Tails, but I think it carried this momentum through really well in subsequent episodes. It helps that I’m a big fan of the character and Idris Elba’s portrayal, and that Knuckles is only six episodes long, so it breezes by. I think harkening back to the first movie for some of the narrative and thematic beats was a good idea. Sonic the Hedgehog had some flaws, for sure, but it did a surprisingly good job of reinventing the character for his big-screen debut and who doesn’t love a buddy comedy/road trip? Knuckles is bolstered by some fun needle drops and an adorable opening paper craft animation, and some fun references for franchise fans. When re-enacting Knuckles’ childhood in a comically ill-fitting costume, Wade races through hills and loops, collecting Golden Rings and even bashing Badniks, to say nothing of Knuckles recontextualising one of the series’ most atrocious videogames and bestowing the Flames of Disaster to Knuckles to make him even more unique. Of course, the most obvious Easter Egg is Knuckles’ hat, styled exactly like his OVA counterpart’s, alongside deep cut, obscure references such as Knuckles being partial to grapes. Sure, it would’ve been nice to see Rouge the Bat, Agent Stone, or maybe even Fang the Hunter take the place of the three villains but I didn’t have much of an issue with Mason, Willoughby, and the Buyer since they fulfilled the functions requires of them by the script and added a decent amount of personality to their roles when they could. Sinclair’s overly dramatic delivery trumped them all, for sure, however, which is why I would’ve liked to see Julian Barratt get more screentime.

An enjoyable show with some fun Easter Eggs, action, and amusing performances.

While I’m not the biggest fan of Wade’s, he acquits himself well here. He’s a flamboyant and comically bungling character, often lost in fantasy or getting in over his head and suffering pratfalls as a consequence, but he’s got a hell of a heart and never backs down from a challenge even when he’s severely outmatched. I liked that him and Knuckles got along and never fell out; the twist that Wade and Knuckles had their earpieces in was a great way to avoid a cliché falling out and resolution after the conclusion of “Reno, Baby” (Banker, 2024). Knuckles seems genuinely invested in Wade right from the start and even more so after bonding with his mother, and Wade gives his all to try and make Knuckles proud, even if he sometimes misses the point or falls on his ass. None of the episodes felt like filler, which was a relief, though I naturally favoured any scenes with Knuckles in since he’s such an adorable little nitwit at times. Each episode had a decent balance of action, drama, comedy, and pathos, with the human characters mostly offering wry commentary when things go amiss (such as Mason being embarrassed when his mother calls mid-fight) and Knuckles struggling to understand simple concepts like CDs, fast food, and not smashing baddies through walls. Knuckles absolutely continues the momentum from the movies, giving the titular echidna a chance to mirror Sonic’s own journey to acclimatise to his new world and giving him a purpose to help him settle. Given his tragic backstory, it’d be easy for Knuckles to be a sullen, brooding loner but he’s more looking for action, glory, and to bring honour to his tribe, both his long-dead civilisation and his newfound family. While the series is obviously catered more towards a younger audience, I’m okay with that as the action was thrilling and the performances were strong throughout. Cary Elwes shined with his pompous, theatrical character and I thought the running commentary throughout the bowling tournament was terrific. In the end, I was pleasantly surprised by Knuckles as I was expecting a more uneven viewing experience but it was a blast to watch and kept me entertained throughout, so I’d highly recommend it if you’re a fan of the movies.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy Knuckles? What did you think to the Flames of Disaster being repurposed into an ability of his? Were you disappointed that it borrowed so heavily from the first Sonic movie or did you enjoy the buddy comedy format? What did you think the the antagonists, specifically the Buyer? Which of Sonic’s supporting cast would you like to see get a similar spin-off series? How did you celebrate Knuckles this month? Whatever you thought about Knuckles, comment below, drop me some love on Ko-Fi, and go check out my other Knuckles content!

Game Corner [Zelda Month]: Hyrule Warriors: Definitive Edition (Nintendo Switch)


On 21 February 1986, The Legend of Zelda (Nintendo EAD, 1986) was first released in Japan. The creation of legendary game designer Shigeru Miyamoto and Takashi Tezuka, The Legend of Zelda launched one of Nintendo’s most popular franchises. This year, I’ve been dedicating every Friday to Nintendo’s most famous silent protagonist, Link and his vast and enduring fantasy world of sword and sorcery.


Released: 18 May 2018
Originally Released: 14 August 2014
Developer: Omega Force / Team Ninja
Also Available For: Nintendo Wii U (Original Version), Nintendo 3DS (Legends Version)

The Background:
The Legend of Zelda has consistently been one of Nintendo’s most popular, celebrated, and successful franchises and one of the reasons for this is the consistent quality of its games. While Zelda titles have often included unique gimmicks to separate them from each other, the tried-and-true sword and sorcery formula has remained present throughout the series. Indeed, Nintendo’s few attempts at veering away from this formula have resulted in mediocrity, at best, and ridicule, at worst. It was therefore surprisingly (to me, at least) when Nintendo joined forces with Koei Tecmo to produce a spin-off game, one that incorporated the chaotic hack-and-slash action of Koei Tecmo’s popular Dynasty Warriors series (Omega Force, 1997 to 2018). Long-time Zelda producer, Eiji Aonuma jumped at the chance to do something new with the franchise and the game pulled inspirations from across the entire Zelda series and eventually achieved Koei Tecmo’s president Yoichi Erikawa’s dream of selling of a million copies. Initially released on the Wii U and bolstered by a slew of downloadable content (including a previously cut female version of Link), Hyrule Warriors garnered positive reviews, with critics praising the merging of the two franchises while criticising the repetitive gameplay. In 2016, the game was ported to the Nintendo 3DS as Hyrule Warriors Legends; it included all previous downloadable content, a new Fairy system, and new gear for existing characters as well as a code to upload these additions to the Wii U version. Although reviews still praised the port, the limitations of the 3DS hardware (even when playing on the more powerful New Nintendo 3DS) were highlighted as negatives. Regardless, a newer port later came to the Nintendo Switch; billed as the Definitive Edition, this version included everything from the previous games alongside some new costumes. It was also received much more favourably, perhaps contributing to the release of a sequel title in 2020.

The Plot:
In an alternative timeline, the sorceress Cia seeks to resurrect the King of Evil, Ganon, by waging war against the kingdom of Hyrule. To defend her kingdom, Princess Zelda recruits lowly knight Link, the bearer of the Triforce of Courage, to amass an army of familiar faces against Ganon’s dark forces.

Gameplay and Power-Ups:
This is the Definitive Edition of Hyrule Warriors, a third-person hack-and-slash action//adventure in which players take control of Link (and many other new and familiar faces from across the Legend of Zelda franchise) to plough their way through seemingly endless hordes of enemies, many of them also series staples. Although each character has their own strengths and weaknesses, they share similar attributes, abilities, and control methods, with a couple of exceptions. Players can fully customise their control scheme but, by default, you’ll throw a regular attack with Y, a combo attack with X, a special attack (when your Special Attack Gauge is full) with A, and dodge with B. You can string together presses of Y and end them with X to pull off combos and character-specific special attacks (such as Link’s trademark sword spin), with more being unlocked as you defeat enemies, earn Materials, and level-up. I preferred to mix these buttons up, assigning B to the regular attack, special to Y, combo to X, and dodge to A but it’s entirely up to you. L targets nearby enemies (an occasionally finnicky system that can keep you from targeting the right enemy if larger bosses are around), ZL guards, R unleashes a powerful “Focus Spirit” attack when the Magic Power meter is full, and ZR lets you use sub-items, such as bombs, arrows, or bottles to restore or buff your character. Later on, if you have a Fairy in a bottle, you can press in the right stick to activate Fairy Magic. You can also switch items by pressing left and right on the directional buttons, or switch characters by pressing up and down. Characters are largely differentiated by their stats; Darunia and Impa, for example, are slower but more powerful characters compared to Sheik and Ruto. Their weapons are also a factor, with Wizzro favouring blasts of dark energy, Midna riding and attacking with Link’s wolf form and her malleable hand, and Young Link having a unique Focus Spirit ability that allows him to potentially retain an empowered state indefinitely.

Cut through endless waves of enemies with special attacks and sub-weapons.

As you defeat the game’s near-infinite enemies, your Special Attack gauge will fill; you can also collect Force Fragments from enemies or pots to fill it faster, and increase its length by levelling-up. Similarly, the Magic Power meter fills by collecting Magic Jars, with these collectibles being as abundant as the hearts and Rupees that enemies, pots, and chests drop all over the map. When these meters are full, you can pull off more powerful special, character-specific attacks that change depending on which weapon you have equipped and any elemental effects associated with that weapon. For example, Lana can equip a spell book or a spear and Link can equip both a Magic Rod with fire properties and swords (including the legendary Master Sword), with each weapon unleashing different special attacks (often with cameos by other Zelda staples, such as Dark Link or the Great Deku Tree). Focus Spirit is a little different and more universal; activating it empowers you for a short time, negating any knockback and instantly exposing an enemy’s “Weak Point Gauge” if you perform a special attack. The Weak Point Gauge appears on tougher enemies and bosses; draining this lets you perform a bigger, more devastating attack to dramatically reduce or completely destroy your target. Other enemies, mini boss types like enemy commanders and such, are susceptible to specific sub-weapons. Bombs against shield Moblins, arrows against the Deku Babas, the hammer against the Blins; whatever the case, an onscreen indicator shows which sub-weapon is most effective against your target. Sub-weapons can also be temporarily powered up from random pick-ups and to activate switches, cross gaps, or stun giant bosses. When equipped with a bottle, your character can drink various potions for buffs and restorative effects, or utilise Fairy Magic in much the same way. Finally, activating Owl Statues across each map sets up warp points so you can quickly teleport to different areas using the ocarina.

The sheer amount of objectives and notifications means it’s probably best to play with a friend.

The game’s onscreen map shows the locations of allies, enemies, bosses, and other notable objectives and items. It’ll display which of your allies are talking, flash when Keeps are in danger, and show the many different objectives that pop up throughout each mission. Pressing + pauses the action and accesses a more comprehensive map. From here, you can check mission dialogue and objectives, review the controls, create a manual save point (though checkpoints occur during most missions), and issue orders to your allies. This is crucial as the game progresses and more objectives appear in each mission; ideally, you want four playable characters in each mission, each powerful enough to hold their own in battle, and to order them to different objectives. The AI attacks enemies and bosses, with allies reducing a boss’s health and defence, but they do tend to wander about or stay in place and I often found it difficult to select a specific target from the map. Ideally, you want to play Hyrule Warriors with a friend as the game can get very chaotic; tutorials, dialogue, objectives, and notifications swamp the already messy battlefield. While you can turn some of these and other onscreen effects off to clear things up, it can make it easy to fail missions if you miss an objective. Luckily, mission success is often malleable; you can lose a Keep or have captains and commanders flee and not fail the mission, and you can fail side missions (usually escorting an ally, defending a Mama Cucco, or defeating Messenger enemies) and still continue. However, if a primary ally (usually Princess Zelda) or your main Allied Base falls, you’ll restart from the last save, checkpoint, or the start of the mission.

Combat is fun and satisfying, if chaotic and often repetitive.

“Chaotic” is definitely the best word to describe Hyrule Warriors; enemies spawn (or pop) in constantly, swarming from Outposts and Keeps that must be captured to secure your position on each map. Mission objectives usually always boil down to capturing as many as four Keeps or strategic locations, such as the Fairy Fountain (which you activate with B to weaken bosses or otherwise aid your allies). Sometimes, you’ll intercept giant Bombchus to keep them from damaging or destroying Keeps. Other times, you’ll defend against enemy commanders, searching for allies or the correct enemy in a swarm of doubles, or taking out Transport troops and Keep Saboteurs. Generally, it’s not a massive issue if a Keep falls, but it is inconvenient. To secure a Keep, you must drain its energy bar by defeating the enemies housed there. This spawns the Keep Boss, who’s easily defeated, and secures the Keep for yourself, occasionally spawning a treasure chest containing Rupees, a weapon, a Heart Piece, or other item. If a Keep or Outpost is captured by the enemy, simply retake it in the same manner. Other times, allies will call for aid; you must rush to them and enter the glowing circle around them to rescue them and restore their health, and you must do this for certain allies (again, Zelda, but often Darunia or Impa and the like) for the mission to continue. Often, enemy Keeps are locked, forcing you to find alternative routes or, you guessed it, search for and destroy specific enemies to open the doors. Combat is satisfying and fun; you plough through hundreds and thousands of enemy troops with relative ease when playing on “Easy” mode, especially with a higher level character. However, it can become frustrating and repetitive; when there are four or five different objectives and you’re bombarded by notifications, it can be hard to know what you should prioritise. Things can get very frantic when playing alone as you’re constantly switching characters and warping across the map to put out fires, so to speak.

You’re encouraged to battle over and over to level-up and buff your weapons and skills.

Defeating enemies earns you experience points (EXP), which allow you to level-up and become stronger. It also earns you power-ups, Materials, and Rupees. Outside of battle, Materials and Rupees are used to further improve your character. They unlock “Badges” that gift additional combos, attacks, and increase their stats and meters in the attack skill tree. You can unlock additional bottles and improve their defence against elemental attacks, reduce knockback and stun, and other defensive buffs; or you can speed up how fast your meters fill or how quickly you take Keeps. You can also spend Rupees to quickly level-up any characters you haven’t used much (since AI-controlled characters don’t appear to level-up) or new characters you’ve unlocked, or spend them in the Smithy. Here, you sell or fuse weapons to reduce your inventory and add extra buffs to weapons. Weapons will either have no “slots” or as many as three, allowing them to be empowered to strengthen your regular or special attacks, earn extra EXP, spawn extra Rupees, deal elemental damage, and so forth. Initially, your inventory is quite limited, but it expands as you progress through the story, though I found it easier to stick with the most powerful weapon and sell the weaker ones and rarely saw a benefit of fusing weapons. There’s also an apothecary, where you mix new potions and elixirs, and you’ll gain new items and sub-weapons from treasure chests. After clearing each mission in “Legend Mode”, you can replay it either in this mode or with any character in “Free Mode”. You can play on a harder difficulty to earn more rewards, or search for the elusive and skittish Gold Skulltulas, which add to various portraits and unlocks additional maps and bonuses. On the whole, Hyrule Warriors is quite easy; if you stick to one or two characters as I did (usually Link), you can become very powerful very quickly. However, it’s easy to get caught off-guard when stronger enemies or multiple objectives pop-up. The game obviously gets tougher on harder difficulties as enemies are stronger and deal more damage, and some missions add additional hazards, such as lightning strikes, bombardments, and health-sapping auras.

Presentation:
I first played Hyrule Warriors on the 3DS, where the game was serviceable but the hardware struggled with all the enemies and action, causing some slowdown an pop-up. I specifically bought the Definitive Edition to mitigate these issues and, for the most part, the upgrade is immediate and welcome. The game still suffers from a bit of pop-up and occasional slowdown when there’s a lot happening onscreen or when you’ve completed a mission (meaning many battles abruptly end). There are also noticeable loading times between missions (though tips, fun 8-bit graphics, and story dialogue help to speed them up), but the game performs really well otherwise. Hyrule Warriors mostly pulls its locations and characters from Zelda’s 3D adventures, recreating and reimagining areas such as Hyrule Field and Hyrule Castle, the Twilight Realm, and Skyloft as restrictive sandbox battlefields populated by Keeps, pots, and occasional bridges, dips, and alternate paths. These locations are rather hit and miss; later, you’ll battle in cel-shaded arenas like Windfall Island, which are far more vibrant and fun than the dense, confusing forest or the apocalyptic wastelands ruled by Ganon or the relatively sparse Gerudo Desert. One enjoyable exception was Lake Hylia, which includes not just the lakeside area but the labyrinthine catacombs of the Water Temple. Indeed, with the game’s emphasis on fast-paced, chaotic combat, it’s no surprise that the locations are rather bland. Sometimes, bridges will crumble and you’ll hookshot over gaps, or lightning and other bombardments will fall, or there’ll be plumes of lava or some limited scenery to see (fortifications, usually, or ruins). However, the environments are there to contain you, not distract you, and are largely fun, if limited, nostalgia trips to Zelda’s 3D games.

The game redesigns classic Zelda characters and locations into a new style.

Character models far much better, despite constantly being in motion, attacking, or being bashed about. While I’m not a big fan of Link’s weird scarf, he’s well represented, pulling off all his signature attacks with the same gusto I’d expect from his first 3D adventure. This extends to other playable characters, who all exude their own personalities and fighting styles (helped by intro and outro cutscenes): Darunia is a mighty Goron warrior swinging a giant hammer, Fi gracefully flies and dances about, and Ruto conjures water geysers as she attacks. New characters like Agatha, Volga, and Cia also impress, spawning large magical allies, transforming into dragons, and conjuring dark minions, respectively. Each character has a few costumes to unlock and is fully voiced, with the exception of Link (who talks via a fairy appropriately named “Proxie”) and certain cutscenes, furthering the convoluted plot and alerting you to objectives. Outside of battle, the narrative is told through impressive, high-quality pre-rendered cutscenes that show these heroes coming from across all the Zelda timelines to combat Cia’s threat and Ganon’s return, and they were a joy to watch for how lovingly they recreated the 3D Zelda games. Similarly, the game’s soundtrack includes orchestral remixes of classic Zelda tunes, especially those associated with each of the environments, and collecting Materials and weapons plays a remix of the “Get Item” Zelda jingle. The character selection is impressive, with each having different weapons and attack animations, some more elaborate than others to include cameos and references from across the franchise, and I was really impressed by the stability and options offered, alongside the presentation. Things can get very cluttered and frantic, but Hyrule Warriors is a great homage to the entire Zelda franchise, even with its restrictive environments.

Enemies and Bosses:
There are seemingly infinite enemies in Hyrule Warriors, technically speaking, with maps being flooded by monstrous beings recognisable to long-time Zelda fans, most of them being simple cannon fodder to up your combo, EXP, Rupee, and KO count. You’ll cut through swarms of relatively harmless Bokoblins, Miniblins, and Stalchilds (and even Gorons and Hyrulian Soldiers when playing as bad guys or they’re turned against you), which offer only a token resistance. Amongst them, you’ll encounter more formidable commanders, captains, summoners (who quickly become a priority to keep enemy forces down), and the like who target your allies or Keeps and must be prioritised. From there, it only escalates: Dinolfos, Lizalfos, and elemental Poes appear spewing fire, welding stronger weapons, or teleporting and firing elemental or dark projectiles, respectively. Darknuts, Shield Moblins, and Big/Stone Blins put up a tougher fight thanks to their greater armour and more powerful attacks, Gibdos and ReDeads can freeze you in your tracks and spew a heart-sapping poisonous aura, and Aeralfos hover overhead, swopping down and spewing fire. Deku Babas also emit a poisonous aura and are only vulnerable to arrows; Beamos status will blast away unless you explode them with bombs; Cuccos will turn against you if their mother is defeated; Manhandla Stalks burst from the ground to take a bite out of you; and elemental Chuchus need a good whack with your hammer. You’ll also contend with traitorous or mind-controlled forces, restless spirits of dead soldiers, and dark doppelgängers of all the game’s playable characters, with Dark Link being especially notable as numerous versions of him spawn in across maps and must be taken down.

You’ll battle the same boss enemies again and again in a bid to control each map.

These dark doppelgängers often serve as the primary target of a mission, but you’ll also battle the real versions of these on more than one occasion, especially in “Legend Mode”. You’ll battle the likes of Volga, Wizzro, Ghirahim, and Zant more than once, with boss encounters against these often taking place multiple times across a mission. Often, you encounter the boss early on, causing them to flee to the fortified Keep. Defeating enemies or activating a Fairy Fountain draws them out or weakens them, kicking off a rematch, though sometimes you’ll battle two at once or at different times in a mission. One may appear as an ally and then turn against you, adding more enemies to your path, or they’ll summon a Giant Boss to distract you so they can increase their power and send more troops against you, your allies, and your Allied Base. Often, you’ll also battle traditionally heroic characters like Lana, Impa, and Darunia, either because they’ve been corrupted or you’re playing one of Cia’s missions. Either way, these battles aren’t much different than facing regular enemies or their commanders: simply lock on and pummel away, dodging and blocking as needed and unleashing your special attacks whenever possible. Sure, Ghirahim is pretty swift, Volga becomes a gigantic fire-breathing dragon, Wizzro can be a pain in the ass, and Zant can crush you with totem poles, but I never had any issues battling the playable characters when they appeared as bosses. Cia and Ganondorf put up a bit more of a fight, but this was mainly due to them being invulnerable, magically empowered, or hidden behind dark forcefields or fortified Keeps. In these instances, you must cut off the dark power protecting them by, you guessed it, capturing Keeps, defeating enemies, and activating Fairy Fountains. It’s advisable to order your allies to target these bosses to whittle them down and reduce their defences, but I actually had more trouble against Phantom Ganon than regular Ganondorf since the phantom conjured duplicates and did a bit more than aggressively swipe with his swords.

Your allies and sub-weapons are instrumental in besting the game’s Giant Bosses.

As mentioned, these bosses are often joined by Giant Bosses, with multiple sometimes spawning across the map and causing a real headache on the harder missions. These include series staples such as the massive, armoured spider queen Gohma, the fire-breathing dragon King Dodongo, and the monstrous plant-creature Manhandla. These can be some of the most annoying encounters due to having to whittle down their Weak Point Gauge, their high health pool, and the ways you must attack them. Gohma, for example, shields itself from all regular attacks and is only vulnerable when you shoot its laser-blasting eye with an arrow. Similarly, the rolling, rampaging King Dodongo can only be stunned by tossing bombs into its mouth, the Argorok can only be brought down by hookshotting its tail when it glows blue, and you’ll only get to go nuts on the Helmaroc King after whacking its head with your hammer. By far the worst of these for me was the Manhandla, which can only be stunned with the boomerang and, even then, there’s a small window where you can do this. The rest of the time, it spits seeds and bombs about the place completely impervious, making it the most aggravating of the Giant Bosses, especially when it teams up with the others! Another Giant Boss you face (and even control in one mode) is Ganondorf’s true form: the Dark Beast, Ganon. Accompanied by a perpetual lightning storm and attacking with claw and tail swipes, Ganon incorporates the attacks and the associated weaknesses of the other Giant Bosses, meaning you toss bombs when he’s charging a fireball, fire arrows when he charges a laser blast, hookshot his tail when it glows blue, and throw your boomerang after a seed bombardment. You must gather all your allies around Ganon to weaken him, but you’ll only defeat him once Zelda gifts you the Light Arrows in a cutscene. When playing as Ganon in “Ganon’s Fury”, you’ll battle the other Giant Bosses in kaiju fights. However, despite Ganon’s vast size and incredible power, he struggles against these (and, strangely, even regular enemies and commanders) in a straight up fight. Finally, you’ll also contend with the Imprisoned and its smaller minions; this aggravating walking slug can only be brought down by attacking its toes and can send you flying or stun you with paralyzing stomps and a big slam.

Additional Features:
There are 100 Gold Skulltulas to find in Hyrule Warriors, with one appearing for a short time in each mission. Collecting them uncovers a picture; there are thirteen of these to uncover, and completing them adds to the game’s options and maps. Completing each mission in “Legend Mode” unlocks it in “Free Play” mode, allowing you to tackle any mission with any character and grind up their level. Since this is the Definitive Edition of Hyrule Warriors, the DLC missions are available as you play through “Legend Mode”. These see you playing a side mission as Linkle, utilising her unique dual crossbows to prove her worth in recycled maps against recycled enemies and bosses, and secondary side missions as Cia and Ganondorf. These act as a prequel and midquel to the main story and see you cutting down Gorons and Hyrule’s finest and recruiting (or outright controlling) dark allies like Wizzro, Volga, and Ghirahim. Finally, there’s an epilogue to the main story where the cel-shaded world of The Legend of Zelda: The Wind Waker (Nintendo EAD, 2002) bleeds into that of Hyrule Warriors, resulting in you teaming up with Tetra and battling the Helmaroc King and Phantom Ganon to stave off the incursion. As mentioned, there are three difficulty settings (“Easy”, “Normal”, and “Hard”), with the even harder “Hero Mode” unlocked after beating “Legend Mode”. The game can be played with another player as well, which I think I would recommend given how chaotic battles can get, and you can test your mettle in the game’s “Challenge Mode”. Here, you’ll be tasked with defeating set numbers of enemies against a time limit, though this is easier said than done as not only are the enemies far stronger, but you also often have to content with multiple, far tougher Giant Bosses stomping about the place. You can also customise your fairy setup in “My Fairy” mode, but I couldn’t access this despite acquiring fairies in “Adventure Mode” (I think you may need an empty bottle on hand for this to activate).

Play Linkle’s story, rampage as Ganon, or test your mettle in the comprehensive “Adventure Mode”.

There’s also the aforementioned “Ganon’s Fury” mode, where you rampage as Ganon, wiping out hordes of enemies and battling other Giant Bosses, sometimes without the ability to restore your health or against a time limit. Sadly, I found this mode wasn’t as enjoyable as it could’ve been as Ganon is surprisingly weak. The major source of replayability in Hyrule Warriors, though is “Adventure Mode”. Unlocked after you clear “Legend Mode”, “Adventure Mode” is a series of additional maps and challenges all themed around different games from the Zelda series. There are two maps based on the first game, one for Link’s first Game Boy adventure, a Wind Waker map, and others themed around his other 3D adventures. Generally, these boil down to the same gameplay loop of taking Keeps and defeating enemies, but they carry a few more modifiers. Manual saves appear to be deactivated, for example, as the missions are much shorter. You’re more likely to be fighting against a time limit, for example, or encountering heart-sapping Keeps. Fun new additions include competing with other forces for KOs or Rupees or taking quizzes where you must defeat the right enemy. Map items acquired in this mode allow you to search for and uncover secrets using bombs, candles, and the like, unlocking new Heart Pieces, costumes, and even characters like the Skull Kid and Marin. These maps can get very difficult thanks to additional concerns: the “Master Quest” map includes stronger enemies, for example; the Wind Waker map includes wind elements, the Majora’s Mask (Nintendo EAD, 2000) map resets with a devastating moon strike after you’ve exhausted your turns; and you must watch out for Nightmare’s influence and portals to Lorule on the Link’s Awakening (ibid, 1993) and A Link Between Worlds (ibid, 2013) maps, respectively. As fun as these maps are, though, it’s the same repetitive gameplay loop over and over and you’ll need a decent guide to unlock all the extras, and even need to find all the Skulltulas to unlock all the maps!

The Summary:
I knew that Hyrule Warriors wasn’t optimised for the 3DS when I bought it, but I got it anyway as I’m a big fan of the Zelda series and the gameplay looked fast-paced and hectic. Given I didn’t own a Wii U, this was my only way of playing the game and I remember enjoying it at the time as a bit of mindless fun, so I jumped at the chance to upgrade to this Definitive Edition of the game. The upgrade is readily apparent; the game shines on the Nintendo Switch, performing leagues better and packing all the extra content into one convenient package but still leaving plenty of stuff for you to unlock and discover. The character roster is great, as are the references to the franchise in their appearances, moves, and interactions. While the locations aren’t as impressive, they do what they’re made to do, which is provide a limited, recognisable sandbox for you to plough through thousands of disposable pawns with ease, and the music is absolutely on point. Sadly, the gameplay loop can be very mind-numbing and, at times, aggravating. As the game progresses, the action becomes a chaotic assault on your senses as you desperately try to spread yourself across the map and solve every problem to reap the best regards. This means Hyrule Warriors is probably best played with a friend so you can share the anxiety of having multiple objectives at once, but it’s perfectly do-able alone as long as you know what missions can be prioritised over others. This also means that Hyrule Warriors is probably best enjoyed in short bursts rather than one long session. Missions can get repetitive and annoying as enemies disappear and reappear and the goal posts constantly move, but it’s endlessly satisfying cutting them down with your powered-up character, taking out those annoying Giant Bosses, and snagging new rewards. The sheer variety and content packed into the “Adventure Mode” is daunting, to say the least, and I don’t know if I’ll ever 100% even a single map, much less the entire game, but it’s good to know it’s always there to pick up and bash out a few missions when I need to wind down.

My Rating:

Rating: 4 out of 5.

Great Stuff

Have you ever played Hyrule Warriors? If so, what did you think to this definitive Edition of the game? Which character was your favourite? What did you think to the chaotic gameplay and playable roster? Have you ever played the Dynasty Warriors games and, if so, do you think the formula translated well into the Zelda series? Did you ever find all the Gold Skulltulas? Which of the “Adventure Mode” maps was your favourite? Would you like to see more Zelda spin-off titles? How are you celebrating the Zelda franchise today? Whatever your thoughts on Hyrule Warriors and the Zelda games, feel free to leave them below or on my social media, and be sure to check out my other Zelda content across the site!

Mini Game Corner [PokéMonth]: Pokémon Stadium 2 (Nintendo Switch)


Upon the release of Pokémon: Blue Version and Pokémon: Red Version (Game Freak, 1996), a new craze swept through playgrounds. An entire generation grew up either playing Pokémon, watching the anime, playing the trading card game, and watching the feature-length movies as clever marketing saw it become a massively lucrative and popular multimedia powerhouse. Accordingly, February 27th is now internationally recognised as “National Pokémon Day”, which I expanded to an entire month of Pokémon this February.


Released: 12 April 2023
Originally Released: 14 December 2000
Developer: Nintendo EAD
Also Available For: Nintendo 64

A Brief Background:
Pokémon’s status as a cultural phenomenon wasn’t just due to savvy marketing. It was thanks to a slew of merchandise and ancillary media, such as the popular trading card game, that the franchise dominated an entire generation on the Game Boy. Pokémon first made the jump to 3D two years after the original games released with the Japan-exclusive Pocket Monsters’ Stadium, a limited proof of concept initially created for the ill-fated Nintendo 64DD that was quickly followed by Pokémon Stadium (Nintendo EAD, 1999). Impressing with its lauded 3D rendition of the turn-based battles of the mainline games and ability to transfer Game Boy data via the underutilised “Transfer Pak”, Pokémon Stadium became a best-selling Nintendo 64 title. This success naturally led to a follow-up, first showcased at the 2000 Nintendo Space World festival and which expanded the concept to incorporate Pokémon from the second-generation games. Like its predecessor, Pokémon Stadium 2 reviewed well; the game was largely seen as superior to the original, despite including many of the same features and issues, though its sharp difficulty spike was criticised. Like the first game, Pokémon Stadium 2 was stuck on the Nintendo 64 for decades and extremely expensive to buy, until it was finally made available on the Nintendo Switch Online + Expansion Pak in 2023.

The Review:
Like its predecessor, Pokémon Stadium 2 is a collection of mini games, battles, and various options to gawk at your favourite Pokémon in 3D. In the original release of the game, players could again copy over Pokémon from the Game Boy games (all six versions) to take them into 3D battles against computer-controlled opponents or their friends in single or team-based contests. Of course, this option isn’t available in the Nintendo Switch Online version, but you can still use “rental” Pokémon (though, unlike the CPU’s Pokémon, these can’t be renamed and you can’t change their moves). Although all 251 Pokémon are represented in the game, you won’t get access to Legendary Pokémon Mewtwo, Mew, Lugia, or Ho-oh until you clear each of the game’s various battle modes. Rental Pokémon all come with four moves that have decent Type-coverage and try to accommodate different battle styles. For example, your Pokemon may sport a Physical and Special Attack move, a move to buff their stats (speed, defence, etc), and a move of a different Type (such as Ampharous, an Electric-Type, using Dynamicpunch, a Fighting-Type move). If you pick third-stage evolutions (Typhlosion, Lantern, Houndoom, etc) or Legendary Pokémon, your Pokémon will boast better stats (which you can now view when selecting a Pokémon) and more powerful moves, but these moves may have a greater chance of missing or will have less Power Points (PP). This time around, you can visit Earl’s Pokémon Academy and read through various tutorials (presented as “lectures”) to learn the controls and battle mechanics. You can also view stats and details about each Pokémon in the Library, learning about what each move does and viewing details on Type advantages, making it much easier to pick a diverse team and plan your attack strategies. Type advantages are key to scoring wins and, in Pokémon Stadium 2, you’ll need to factor in the new Dark- and Steel-Type moves and Pokémon. Dark-Types finally level the playing field against the all-powerful Psychic-Types, for example, and Steel-Type Pokémon can cut through Rock-Types.

New Types, items, and moves spruce up the battles but the core gameplay remains unchanged.

As ever, moves deal additional damage if you score a “critical hit”, but your Pokémon may also take recoil damage. You’ll need to be mindful of status effects such as being paralyzed or poisoned, though the game’s still rigged so no two Pokémon can be frozen or asleep per battle. As before, you’ll put together a team of six but only battle with three. You’ll see which Pokémon your opponent has but won’t know which ones they’ve picked, though I did find that Trainers and Gym Leaders tended to favour Pokémon of a certain Type this time (when challenging Falkner, for example, he and his underlings mostly used Flying-Type Pokémon). Still, you need to be mindful of enemy Pokémon surprising you with unforeseen moves and dragging battles out with moves like Protect, Disable, and Attract, which can cost you turns. The battle system has been tweaked here to incorporate items; when selecting you team, you can have them hold a single item that will passively take effect in battle. This will restore some health points (HP), or cure status effects like confusion, paralysis, or poisoning; however, you cannot manually use these items, and your opponent also holds the same items. Winning without receiving any damage earns you a continue should you be defeated (though abusing the save state feature greatly aids in this regard) and conquering the four “cups”, each with their own level restrictions and one of four PokéBall-themed trophies. The Gym Leader Castle returns, now pitting you against the Johto Gym Leaders and your Rival (who battles with Mewtwo, Ho-oh, and Lugia!) This time around, each Gym Leader has a different number of underlings you must battle beforehand, and Team Rocket even gatecrash the castle, forcing you to battle them. Besting all the Johto challengers unlocks the Kanto Gym Leader Castle, where you must face the Kanto Gym Leaders, Elite Four, and resident champion, Red, though you won’t have to battle past their understudies. Sadly, there is no big boss battle against a Legendary Pokémon this time around, though you’ll still unlock a much more challenging “Round 2” mode by winning all the cups and besting the Gym Leader Castle. There is a new cup on offer, Challenge Cup, where you’re forced to battle with a set team of Pokémon, and the “Event Battle!” mode is strictly for players with a game cartridge installed. Battles are as basic as before; since the items are limited, you can still get stuck if you’re hit with status ailments and it’s still way too easy to sweep your opponent’s team in a few hits.

Game modes are slightly expanded but it’s primarily a graphically improved copy of the last game.

There are more options to alter the game’s difficulty and you can even create your own rules for free battles and the expanded move and Type pool does mix things up. However, you’ll still be facing non-stop battles to get to Round 2, which can get tedious. The overly enthusiastic announcer returns, though can again be disabled, and Pokémon still don’t scream their names, which is much more true to the source material than the anime. While the returning 3D models aren’t much different, Pokémon Stadium 2 also brings the Johto Pokémon to life, allowing Lugia to dwarf the likes of Spinarak and even the battlefield. Though the new moves are also represented, the Pokémon still have limited attack animations, however the textures and details have been given a boost thanks to the Nintendo 64 Expansion Pak. Pokémon Trainers are still just profile pictures rather than 3D models but the battle display has been tweaked to include pre- and post-game comments from your foe and even mid-battle statements to better mirror the mainline games. Many of the Pokémon you face will again sport bizarre nicknames and even different palettes, but the arenas are just as empty as before. However, there are more of them and they have more detail and variety going on; even the PokéBall intros and outros have been made more grandiose and the menu screens are far more visually interesting. However, it’s still all very similar to what came before and just feels like a graphical glow-up rather than actually rendering arenas full of animated spectators. Remixes of all your favourite Pokémon themes try to keep battles fun and engaging and the introductory cutscene, title screen, and main map have been spruced up, but again it’s just presenting the same game in a slightly more appealing way instead of addressing the monotonous gameplay flaws. Once again, many game modes are locked off in this version. You can’t visit the Pokémon Lab to organise or bring in Pokémon from the Game Boy games, you can’t visit the “My Room” mode to see a 3D representation of your bedroom from the second-generation games, and you can’t utilise the “Mystery Gift” feature to earn items or decorations for your room.

In the absence of other modes, read up on gameplay mechanics and enjoy some new mini games.

Again, most annoyingly, you cannot access the GB Tower, so you can’t play the first- and second-generation Pokémon games or utilise the speed-up features you unlock through battle. The Hall of Fame and picture mode also seems to be missing, though you can view all 251 Pokémon from the academy, essentially giving you a 3D PokéDex, and take part in quizzes to earn Medals (presumably for bragging rights). A whole new batch of mini games are also on offer here; each has three difficulty levels, with a fourth unlocked by playing on “Hard” mode. There’s another quiz here, too, and you can challenge the “Mini-Game Champion” mode where you play through each mini game, rolling dice beforehand to determine how many “Tokens” are needed to win and competing for the top score. Some mini games are similar to those from before; Pichu’s Power Plant, for example, has you tapping A or B in conjunction with a direction to charge electrodes like Thundering Dynamo and Tumbling Togepi sees you rolling across a treadmill avoiding obstacles, like Run, Rattata, Run. Otherwise, you’ll be tapping A to fly about as Golbats, bashing other players and collecting hearts, tackling rival Hitmontop out of a sumo ring, pressing A at just the right time to slice through falling logs, and dashing various PokéBalls into goals for points. There’s a four-way version of Pong (Atari, 1972) in which you ricochet balls using Mr. Mime’s Barrier, you’ll be running laps around a dirty track with Donphan, counting Pokémon as they march past, and gathering up presents to fill Delibird’s sack. You’ll also be catching falling eggs and avoiding Voltorb with Chansey and playing a version of musical chairs in Eager Eevee, tackling Aipom and avoiding an exploding Pineco when they appear in the middle of the arena. Since I didn’t play Pokémon Stadium 2 as a kid, I have less nostalgia for these mini games but they’re a decent enough distraction. Technically, though, they’re better and more challenging than the last game. As before, you’ll be awarded with special prize Pokémon for beating the game’s battle modes; you’ll even unlock a “Move Relearner” mode, though you obviously can’t take full advantage of any of this since you can’t plug in a Game Boy game.

The Summary:
As I said, I never got to play Pokémon Stadium 2 as a kid. I enjoyed the novelty of the first game, and was still playing the Game Boy games, but I think the game was just too difficult to come by or I was spending my money on more fulfilling Nintendo 64 experiences at the time. However, the second-generation games are my favourites so I was excited to see some of my favourite Pokémon, like Typhlosion and Lugia, come to life in 3D. In this regard, Pokémon Stadium 2 doesn’t disappoint; the new Pokémon all look great and the graphical bump provided by the Expansion Pak spruces up the visuals and makes battles a bit more engaging. Sadly, the arenas are still very bland and the game is basically a carbon copy of the last, flaws and all. Once again, it’s just a constant stream of non-stop battling with little to break the monotony. Incorporating items and allowing players to view details of the Pokémon, moves, and Types was great but it’s again all very limited. You’re limited by moves, by levels, and by your customisation options and these issues are only exacerbated in this version since you can’t access the Game Boy titles. To make matters worse, there isn’t even a big battle against, like, Lugia and/or Ho-oh. Sure, the Rival has these Pokémon but that’s not as epic as facing off against Mewtwo. The new mini games are a step up, for sure, and I liked how the overall presentation was much improved over its barebones predecessor. However, it’s still the same game at its core; you battle over and over for cups and trophies, then do it all over again in Round 2. The Rocket takeover was a fun inclusion; I would’ve liked to see that expanded on, maybe even looped in as a rudimentary story mode. Ultimately, I’d say this is the version of Pokémon Stadium you should focus your time and energy on because of the improvements it brings to the table, but it still falls way off the mark of giving a true 3D Pokémon experience and can’t help but disappoint as a result.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you ever own Pokémon Stadium 2 back in the day? What did you think to the graphical boost and the inclusion of items? Did you enjoy the new mini games? Were you disappointed that the core gameplay remained unchanged? Did you ever best all the cups and Gym Leaders? Would you like to see another title in the series? How are you celebrating National Pokémon Day this year? Whatever your thoughts on Pokémon Stadium 2, drop them below and check out my other Pokémon content.

Back Issues: Captain America 22-25

Story Title: “The Tomorrow Soldier” (Part 1 to Conclusion)
Published: 2 July 2014 (cover-dated: September 2014) to 1 October 2014 (cover-dated: December 2014)
Writer: Rick Remender
Artists: Carlos Pacheco and Stuart Immonen

The Background:
By 1941, Nazi Germany had decimated Denmark and Norway and World War Two was fully underway and, after some initial resistance, the United States joined the War against the “Axis powers” of Germany, Japan, and Italy. Patriotism and national pride was high, especially in America, during those dark days, making it the perfect time for Joe Simon and the legendary Jack Kirby to debut Captain Steve Rogers/Captain America and his kid sidekick, James Buchanan Barnes/Bucky, to encourage support of the war effort. Once the War was over, superheroes saw a decline and Captain America’s solo publication was cancelled in 1954. However, Cap got a second chance when he joined the Avengers as a “man out of time”, battling iconic villains like Johann Shmidt/The Red Skull and even opposing his fellow superheroes during a “Civil War”. After surrendering to the authorities, Cap was seemingly killed and his troubled sidekick, better known as the Winter Soldier, took up the mantle until Steve’s inevitable resurrection. However, in 2014, cybernetic supervillain Arnim Zola’s machinations saw Cap drained of the super soldier serum and rapidly aged into an old man! Thus the battle was on the see who would become the new Star-Spangled Avenger, a battle eventually won by Cap’s long-time ally, Sam Wilson/The Falcon, to much undue controversy, Created by Stan Lee and Gene Colon in 1969, the Falcon was the first Black American superhero in mainstream comic books and was specifically created to challenge social perceptions. After a lengthy career as a bit-player in Marvel Comics, Sam made headlines with his promotion, a story arc that achieved mainstream recognition due to Anthony Mackie’s celebrated portrayal of the character in the Marvel Cinematic Universe.

The Review:
Sam Wilson’s assumption of the Captain America mantle didn’t come easy, nor without drama. In the leadup to this story, Cap was kidnapped by Arnim Zola and spirited away to Dimension Z, where the mad scientist plotted to drain his super soldier serum to create a race of genetic super-beings! Cap broke free but was trapped in Dimension Z for ten years, during which time he raised Zola’s son, Ian, as his own. Though Cap eventually escaped with Jet Zola/Jet Black, Zola’s daughter, both Ian and Cap’s lover, Agent 13/Sharon Carter, were lost. Cap then spent some time working with Sam to mould Jet Black into a hero but, in a battle with former Strategic Homeland Intervention, Enforcement, and Logistics Division (S.H.I.E.L.D.) agent-turned-madman, Ran Shen/Iron Nail, Cap’s super soldier serum was neutralised and he quickly aged into frail, infirm old man! Our story picks up with Steve sequestered at Avengers Mansion, stewing over sensationalist news reports demanding accountability for Captain America and S.H.I.E.L.D.’s dangerous and destructive antics. Steve’s offered council by S.H.I.E.L.D. director maria Hill and the decidedly Samuel L. Jackson-esque Nick Fury Jr., who assure him that he saved countless lives taking down Iron Nail. Unfortunately, his shield has been left too radioactive to be returned to him and Steve’s aghast when he’s told S.H.I.E.L.D. won’t be destroying Gungnir, the weaponised, Transformer-like Helicarrier Iron Nail hijacked and threatened the United States with. Steve is so angered that he starts to wonder if the reports of corruption within the government and S.H.I.E.L.D. aren’t valid, though Fury simply explains that contingencies such as Gungnir are vital to protect innocent civilians and keep the public from being overly reliant on costumed heroes, especial as the Avengers’ roster has dwindled lately.

When Armin Zola’s mutates invade, the Avengers gain an unlikely ally in Steve’s adopted son!

Over on the upper west side, Sam Wilson wakes up to a hell of a hangover and to find he spent the night with Jet Black! Though he’s not exactly thrilled at having crossed that line, he seems won over by her affections, but their tender moment (and the awkwardness) is interrupted when Jet spots a commotion outside. It turns out that her father, Armin Zola, is so eager for revenge that he rips open a hole in the fabric of reality and his monstrous, “hyperevolved mutates” come pouring into Central Park, followed closely by a mysterious man garbed in a spiked battle suit. Zola quickly contacts the Red Skull to co-ordinate their newest efforts in overthrowing the decadent West, asserting himself as a menacing force in his own right and seemingly earning the Red Skull’s respect with his army of mutates. While Anthony “Tony” Stark/Iron Man and Doctor Robert Bruce Banner/The Incredible Hulk work to find some way of restoring Steve’s superhuman condition, they (along with Thor Odinson and Steve himself) are alerted to the crisis via the mansion’s monitors. Steve immediately recognises the threat as Zola; Stark is incredulous but quickly convinced of the danger when the armoured mutate comes crashing through the wall. Luckily, the Hulk is around to face the stranger (with Banner having more control over the Hulk at this point). Naturally, Iron Man adopts a snarky “shoot first, ask questions later” philosophy, leading to an explosive confrontation as he and Thor try to keep the masked intruder from reaching Steve. However, the masked man easily avoids their attacks and even gets the better of Thor, running rings around them, only to be astonished by Steve’s frail condition. This distraction allows the Hulk needs to strike; ironically, though the stranger deftly evades the Green Goliath, Steve easily subdues the masked man. However, Steve is stunned when the intruder unmasks to reveal himself as Ian Ziola, now Ian Rogers, Steve’s adopted son, who was regenerated from death by one of Zola’s “bio-mass [tanks]”.

Zola manipulates events to coerce his daughter, whom the Falcon rushes to defend.

Overjoyed to see Ian alive and that he’s come to help, Steve proudly introduces him to his fellow Avengers but distraught to learn that Ian’s been fighting Zola alone for the last ten years. Steve then gets a call from the Falcon, who relays the extent of Zola’s attack: thanks to the city’s birds, Sam has seen the monsters rapidly spread throughout New York City. Jet Black then reveals she knows a way into her father’s fortified tower that may help them to stop the invasion and calls upon the Avengers to go along with her father’s plan, which is to face him head-on, to provide a suitable distraction. The Avengers readily accept, taking the fight to the ravenous, near-mindless hoards alongside their new ally, and are initially unimpressed by Zola’s forces. However, they’re soon confronted by Zola’s “hyper-mutates”, warped, monstrous copies of the Avengers that call themselves the “Unvengers”! Meanwhile, Jet Black and the Falcon easily infiltrate Zola’s tower, affirming that her allegiances lie anywhere but with her crazed father and insisting on using her position as the madman’s daughter to throw off his mutate guards. The plan works and they advance through the tower, only to find Sharon held hostage in a pitiful cell! After learning about Sharon’s predicament from Sam, Steve immediately asks Ian to leave the fight to the Avengers and go rescue her; though Sharon warns that such an act was all foreseen by Zola. When Jet confronts her father in his control room, he all-but guarantees the Red Skull that he can win her over to their side, claiming everything she’s done – even her betrayal – was also all part of his manipulative will. The Falcon breaks up the tense family reunion, tackling Zola out the window and sending him crashing to the streets below. Zola recovers near-instantly, however, his patience with his “perfect child” wearing thin, but the Falcon immediately intercepts him in mid-air.

Though the Avengers turn on Jet, Sam survives to take up the Captain America mantle.

Raging at Zola for his ill treatment of Jet, the Falcon fights valiantly even as Zola smashes a bus onto the mis-matched hero. When Jet rushes to his aid and Zola sees how much she cares for the Falcon, Zola vows to murder him to rid her of such weaknesses all while hypocritically declaring his undying love for her! Thanks to Sharon, Steve warns the Falcon that Zola plans to blow up Avengers Tower, though Sam inadvertently kickstarts the detonation when he has Redwing remove Zola’s “telepathic broadcast doohickey”! When the Unvengers keep Iron Man from helping and Ian and Sharon are unable to disarm it, the Falcon bravely and selflessly grabs the bomb and flies high into the sky, bidding an emotional farewell to Steve and urging him and Sharon to enjoy their retirement with Ian before the bomb explodes in his arms. A horrified Steve thinks back to when he and Sam first met, the adversity he fought through, and how hard he worked to be a hero without any superpowers, fancy gadgets, or special serum as Iron Man sombrely retrieves the Falcon’s surprisingly intact body. Though Zola pleads with Jet Black to return to Dimension Z where she can be safe from the Red Skull’s looming threat, she angrily rebukes him. Sharon, Steve, and the Avengers gather in quiet mourning, only to be astonished when he comes to and reveals that Stark made him some Adamantium wings, which absorbed most of the blast! Though everyone’s overjoyed by this, Sharon blames Jet for Zola’s attack and accuses her of being a double agent. To Jet’s dismay, even Sam has his doubts and, when the Avengers try to restrain her to investigate, she angrily rushes to Zola’s tower, believing her father was right that her new allies couldn’t be trusted. One week later, seemingly every superhero around gathers at Avengers Mansion, where Steve announces his retirement from superheroics due to his condition (though he and Sharon plan to aid the Avengers with tactical support). He also reveals that Sam is the new Captain America and proudly hands him his shield, entrusting one of his oldest friends with his legacy, which Sam humbly accepts with a cry of “Avengers Assemble!

The Summary:
This was a difficult story to just jump into without context. A lot of modern comics are like that, with one series of mini arcs leading to the next, all of it part of a bigger picture. I get it and I accept it and I know there’s some onus on the reader to maybe get some background before diving in feet-first. However, since I’m mostly going on some background reading and what the “Previously…” recap is telling me, there were a few characters and events that I wasn’t very familiar with. Jet Black and Ian Rogers were two main examples; I knew Steve aged into an old man around this time, but I didn’t realise he took a son and a protégé as well. Consequently, Ian’s big reveal didn’t impact me as much as other, more invested readers but I think Rick Remender did a great job of conveying Steve’s shock and joy at seeing his son alive and well. I loved that Steve proudly introduced him to his surrogate family, the Avengers, and that Ian wasn’t some bitter, twisted soul looking to kill his adopted father. Instead, we got a young man who’s actually happy to see and fight alongside his father for a change, something very rare in comics. Ian meshes well with the Avengers, sporting a smart mouth and a capable agility despite his years of fighting against his maniacal father and living in a nightmarish alternate dimension. Similarly, I didn’t have much of a connection with Jet Black but I think the story did a good job of showing her as a character just trying to find her way. I liked her blossoming relationship with Sam (even if his reaction at waking up with her was a little odd) and that she willingly and selflessly opposes her father once he arrives. She does nothing except lash out against Zola, rebuking his offers and voicing her hatred of him even as he tries to win her over with his silver tongue. And, for all her efforts and hard work and personal turmoil, Jet is met with suspicion and accusations from even her own brother. Thus, she’s driven from her newfound allies and retreats back to Zola, devastated to learn that he was right and that she would never be accepted as one of them all because Sharon blew her lid and Sam barely even vouched for Jet’s trustworthiness.

For a story meant to be Sam’s crowning moment, he was strangely portrayed throughout.

Indeed, I hope subsequent issues delved into Sam’s feelings regarding this. He barely says anything when Sharon accuses Jet and gets only one panel where he seems conflicted or upset by what he sees as a betrayal. It’s a weird way to end the conflict, especially considering everyone was just mourning Sam’s loss and celebrating his survival. Sam’s selfless actions and his commitment to justice despite lacking any superpowers are the qualities that make him suitable to take up the Captain America mantle, yet this feels somewhat tarnished since he didn’t showcase any loyalty to Jet or any conviction in defending her. He stood there, stunned, and let everyone run their mouths, which doesn’t scream “Captain America” to me. In fact, this is a bit of an odd story to introduce Sam as Cap in general, really. For most of the issues, he’s not really doing anything except flying around and reporting intel to the Avengers. Sure, this is useful from a tactical standpoint but the mutates were swarming everywhere; I’m pretty sure the Avengers would’ve spotted them without him. The Falcon does take the fight directly to Zola, infiltrating his tower with Jet Black, and he does valiantly fight the cybernetic madman despite clearly being outmatched. During this fight, the Falcon also sticks up for Jet in a way he fails to do once the conflict is resolved and his fighting spirit is certainly commendable, but I feel like any hero would’ve fought just as hard in his stead. The Falcon making the sacrifice play is a great shorthand for the mentality needed to be Captain America but, again, it feels a touch hollow. Like, Iron Man was just about to take care of the bomb before he got interrupted and Sam probably wouldn’t have had to make that call if he hadn’t yanked out Zola’s broadcast device. It just felt a bit rushed and out of nowhere to me and I can’t help but wonder if maybe it would’ve been better to play things a little closer to the ground. Like, have Zola threaten to kill a group of civilians and have Sam shield them with his wings and seemingly be beaten to death, or something like that. Just something a little less random and a bit more in-line with his status as a more grounded, “human” superhero.

I liked that Steve passed on the mantle but the story felt oddly rushed at times.

On the plus side, Carlos Pacheco and Stuart Immonen do good artwork. I liked Iron Man’s darker armour and Ian’s totally nineties emo armour (I mistook him for Robbie Baldwin/Penance at first), though Jet Black felt a bit overdesigned. Similarly, while Sam’s Falcon outfit is a vast improvement over his debut costume, I can’t say I’m a big fan of his Falcon/Captain America hybrid suit. He reckons it’s “sexy” but it looks a bit of a mess to me, with miss-matching colours and a far too “busy” design. Maybe if his chest emblem was just the star, which was an extension of his weird-looking cowl, I’d like it more. I dunno, it just looks uncomfortable to wear and a pain in the ass to draw. I quite enjoyed the passing of the torch, though, in concept. I like seeing Steve rendering incapable of continuing as Captain America and retiring to a more sedentary life, though I do think Bucky is a better choice to take up the mantle. I get the idea that Captain America is a symbol of what a normal man can strive to be, but Steve was at least partially superhuman thanks to the super soldier serum. Then again, considering the Falcon survived having a bus dropped on his head, it’s safe to assume he’s more durably than Joe Public. I really like seeing all the other heroes immediately accept and endorse Sam; there was no question or objection, and he slipped into the role effortlessly. However, I feel he didn’t play a big enough role in this conflict. He fought Zola, sure, but to a standstill and didn’t defeat him; he just stopped his plan, and he lost his girl in the process. It’s a weirdly, tonally confused story for me and a strange way to usher in a new Captain America, though I was left curious to explore how Sam adapted to the role and the fallout from this adventure.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to Sam’s promotion to Captain America? Do you agree that this was a strange story to make that change or did you like the way it went down? What did you think to Sam’s suit, and do you like seeing him in the role? Were you disappointed that the Unvengers didn’t do more, and that Sam didn’t try harder to defend Jet Black? What are some of your favourite moments from Sam’s time as Captain America? Use the comment section below to share your thoughts and go read my other Marvel and Captain America content on the site.