Movie Night: The Running Man (1987)

Released: 13 November 1987
Director: Paul Michael Glaser
Distributor: Tri-Star Pictures
Budget: $27 million
Stars: Arnold Schwarzenegger, María Conchita Alonso, Yaphet Kotto, Marvin J. McIntyre, Erland Van Lidth, Jesse Ventura, and Richard Dawson

The Plot:
Following worldwide economic collapse, the United States has become a totalitarian police state whose populace is pacified by Damon Killian’s (Dawson) The Running Man, a game show where criminals fight for their lives from sadistic maniacs. After escaping prison following a frame-up, Ben Richards (Schwarzenegger) is forced to compete in the game and, in the process, assist a resistance movement in revealing the horrible truth behind The Running Man.

The Background:
By 1982, Stephen King has established himself as the undisputed king of the horror novel; Carrie (King, 1974) became be a runaway success, especially after the accompanying adaptation, The Shining (ibid, 1977) became his first hardback bestseller, and The Stand (ibid, 1978), as epic as it was, proved to merely be a precursor to King’s sprawling Dark Tower series (ibid, 1982 to 2012). King also wrote a under the pseudonym Richard Bachman, both to publish more books per year and to test whether his success had been a fluke or not, and The Running Man began life as a Bachman book. The story, a dystopian thriller in a world where the economy has collapsed, was first published in 1982 and King claimed to have written it in just a week! Producer George Linder became obsessed with the book and its premise and was easily able to acquire the film rights since it wasn’t yet public knowledge that Bachman was King’s alias. After the success of The Terminator (Cameron, 1984), Arnold Schwarzenegger shot to superstardom as the premier action star in Hollywood, and screenwriter Steven DeSouza tweaked the script to accommodate the Austrian Oak, who in reality had very little in common with is literary counterpart. He also greatly expanded upon the game show aspects of the novel, but the film’s production was troubled by directors constantly dropping from the project and Schwarzenegger disapproved of Paul Michael Glaser’s filming style. With a $38.1 million box office, The Running Man was a modest financial success; reviews were somewhat mixed, with Dawson’s performance, the film’s satire, and Arnold’s range and physicality drawing praise despite the mindlessness of the action. A life-long favourite of mine, The Running Man recently gained additional exposure thanks to its accurate predictions of the future and the 2025 remake but, since today is Arnold’s birthday, this is the perfect time to revisit this fantastic, action-packed sci-fi classic.

The Review:
It’s hard for me to say, since I don’t really remember all that well, but The Running Man may very well have been my first exposure to Stephen King; at the very least, it was one of my first, and it came at exactly the right time in my life since I was already a big fan of Schwarzenegger’s work from the late eighties to early nineties. The film takes places in the far-off future of around 2018 where the world has become a dystopian police state following a massive economic collapse. Censorship runs rampant and the people are controlled by the media and their governments; generally, they’re satiated by an influx of violent media, such as the life-or-death game show The Running Man, but riots and pockets of resistance continue to spring up, so the government employs more “direct methods” to quell the uprising. Ben Richards begins the film as the part of the system; he starts off as a helicopter pilot for the police force sent in alongside a group of armed officers to investigate a food riot in Bakersfield, California. Richards is aghast when his superior officers order him to open fire on the unarmed crowd and refuses to comply; for his moral stance against gunning down woman and children, he is not only overpowered and knocked out by his comrades but also framed for the ensuring slaughter, earning him infamy as “The Butcher of Bakersfield” and a stint in the Wilshire Detention Zone.

After being framed for a massacre, Richards is forced into fighting for his life on The Running Man.

After eighteen months in a harsh labour camp, his life in the hands of the government that betrayed him thanks to the explosive collar clipped around his neck, Richards has grown into a jaded man who has no time for politics or the steadily declining shithole that the world is becoming. All he cares about now is getting out and reuniting with his brother so he can flee the country, and he joins forces with William Laughlin (Kotto) and Harold Weiss (McIntyre) to stage a brawl and overthrow the armed guards long enough to deactivate the controlling mechanism for their collars and allow a mass escape. Richards remains aligned with the two, who are associates of the Resistance, long enough to have his collar removed but has no interest in getting caught up in resistance leader Mic’s (Mick Fleetwood) efforts to highjack the ICS network satellite and broadcast the true extent of the government’s deception to the unsuspecting masses. Richards is a man of action who has been burned once too often by those who only talk of changing the world; believing that no-one is willing to act on their words, he’s ready to walk away from the world but finds himself targeted by Killian, the charismatic host of The Running Man, who is so inspired by Richards’ physicality and notoriety that he employs every means at his disposal to intercept Richards as he’s trying to flee to Hawaii with the feisty Amber Mendez (Alonso), a composer for the network who Richards was forced to take hostage to keep such an arrest from happening. Initially defiant, Richards is coerced into taking part on the show when Kilian threatens to have Weiss and Laughlin take his place, only to be double-crossed when his friends are dumped into the wreckage of Los Angeles, which comprises the game zone, but his defiance is only fuelled by his desire to fight his way out of the situation and make Killian pay for his part in defaming and endangering him and his buddies.

The feisty Amber ends up competing as well when she learns that the media has been lying to the masses.

After his escape, Richards heads to the city to meet up with his brother, only to find that Edward’s apartment is now owned by Amber after he was taken away for “re-education”. Like Richards, Amber begins the film as an employee of the system; she has had some success composing songs for the ICS network, but is also hiding a few secrets of her own as she has music from the censor list and black-market clothing in her apartment. Richards uses this knowledge to effectively blackmail her into accompanying him to Hawaii, but he also requires her to go with him since, without his brother to help him, he needs her money and travel pass in order to get out of the country. Despite Richards’ massive stature and the ease at which he overpowers her, Amber is a spirited and bold young woman in her own right; she goes along with Richards’ plan, throwing insults and taunts his way wherever possible, and takes the first chance she gets to hit him in the dick and alert airport security to his presence. Like the rest of the ignorant masses, Amber fully believes that Richards is a dangerous and psychotic killer, but her opinion of him (and ICS) changes when she sees that the specifics of his arrest at the airport have been greatly exaggerated to include him having assaulted and killed airport personnel. Her suspicions raised, Amber snoops around the ICS offices and finds that the original unedited video record of the Bakersfield Massacre, but is caught in the act and thrown into the game zone after Killian besmirches her on air with scathing accusations. Although she’s absolutely in over her head, and little more than a screaming, complaining wreck when in the game zone, Amber remains an entertaining character; she constantly winds Richards up with her babbling and naïvety and actually ends up proving quite useful when Weiss has her memorise the uplink code so that Mic can hack into the network satellite. Furthermore, she’s instrumental in Richards’ name being cleared in the finale, and even learns to take care of herself, rather than constantly being saved by Richards, by the time the bulbous Dynamo (Van Lidth) tries to sexually assault her during the film’s climatic firefight.

Much to his chagrin, Richards’ allies are fixated on exposing the government.

While Richards has little interest in politics or fighting against the system, the same can’t be said of Weiss and Laughlin; Laughlin, a former schoolteacher, despairs for the state of the country’s youth as ICS run their propaganda twenty-four hours a day and brainwash them into signing up to serve as part of the violent polices state that oppresses free speech and art. Laughlin’s anger at ICS, and this situation, makes him quite a volatile character; he and Richards start a fight to distract the guards in the labour camp at the start of the film and he explodes with rage when Eddie Vatowski/Buzzsaw (Gus Rethwisch) attacks Richards out in the game zone. This despite the fact that Laughlin was somewhat suspicious of Richards; while Weiss is adamant that their musclebound ally has been framed by the government, Laughlin isn’t so sure since Richards was once a part of the same system he’s fighting against and isn’t “one of [them]” (as in, he’s not a member of the Resistance). Still, Laughlin is fiercely loyal to both his cause and his friend, which ultimately proves to be his undoing as he puts himself in harm’s way to keep Richards from being skewered by Buzzsaw’s chainsaw and ends up dead as a result. Deeply touched by his friend’s sacrifice, this is the turning point for Richards, who vows to bring the uplink code to Mic, despite his scepticism, to honour his friend. Sadly, Weiss doesn’t fare all that well either; the less physically capable of the three, he’s easily manhandled by Professor Subzero (Professor Toru Tanaka) and constantly at risk since he’s unable to simply fight his way through with brute force. Weiss remains fixated on finding the network uplink out in the game zone which, coupled with his weaker physical stature, leads to him being electrocuted to death by Dynamo. Luckily for him, he’s able to teach Amber to memorise the uplink code before he dies, which she then gives to Mic so that the Resistance can finally hack into the ICS network. Although he’s critical of Mic’s Resistance, not just because of the extent of ICS’s influence but also Mic’s use of kids like Stevie (Dweezil Zappa) in his makeshift army, Richards relishes the chance to arm up and lead them in storming The Running Man studio to broadcast the truth of ICS’s malevolent nature and end Killian’s disruptive influence over the audience.

Killian is a charismatic game show host who casually manipulates lives and the media for his ratings.

Speaking of Killian, this guy is one slimy, charismatic, and underhanded individual. Played with absolute relish by career game show host Richard Dawson, Killian is a cold-hearted showman who delights in the adulation of his rowdy audience and is focused only on increasing The Running Man’s ratings by any means necessary. Since The Running Man is “the number one show in the whole, wide world” and the most direct means by which the government can influence and control the masses, Killian wields an incredible amount of power and regularly flouts his influence by manipulating the justice department (or going directly to the President of the United States’ agent) to find viable candidates for his show and thus increase his ratings. Unimpressed with the physical stature and uncharismatic screen appeal of the potential candidates on offer, Killian uses all of his resources and influence to get approval to put Richards on the show, and then goes the extra mile by threatening his friends to force him to undergo the horrific and invasive medical treatments necessary before dumping them all into the game zone. While the protagonists desperately fight for survival out in the desolate wasteland, Killian shines as the captivating host of the show; he engages with his audience (especially his “number one fan”, Agnes McArdle (Dona Hardy)) with a flirtatious and magnetic banter, encouraging them to pick their favourite Stalker to chase after the contestants and awarding them their prizes for participating. However, Killian becomes increasingly frustrated not just by Richards’ continued victories over the Stalkers but also by his increasing popularity, which sees the masses cheering and betting on him rather than favouring the Stalkers. Luckily for Killian, he has a crack media team on hand to not only doctor video footage to incriminate his contestants but also to stage Amber and Richards’ deaths using a very early representation of CGI facial mapping after Richards vehemently turns down Killian’s offer to become a Stalker himself.

The violent and sadistic Stalkers are worshipped by the masses and famed for their brutal kills.

The Stalkers make up the primary physical threat faced by our main characters; essentially a gaggle of bloodthirsty wrestlers kept under ICS’s payroll with the specific purpose killing contestants in the most gruesome ways to pop a higher rating. Cheered and idolised by the masses, the Stalkers are more than celebrities; they’re heroes, each of which have their own dedicated fanbase and odds of winning based on their experiences on the game show, and the audience is stunned into silence to see them being offed one at a time by Richards, especially as a Stalker has never been killed before. Although Captain Freedom (Ventura) is technically the first Stalker introduced, he’s basically been reduced to being a mascot for the network, and is insulted when Killian denies him the “code of the gladiators” for his eventual fight against Richards. Consequently, Captain Freedom is denied actually participating in the show as much as he is his time to host his workout show or share his insights during the broadcast, which leaves him resentful of his employers. The first Stalker to actually enter the fray is Professor Subzero, a huge Japanese sumo wrestler who attacks our heroes with a razor-sharp hockey stick and meets his ends when Richards garrottes him with a piece of barbed wire. Buzzsaw and Dynamo enter the game as a tag team of sorts, with the chainsaw wielding Buzzsaw having the most impact of all of the antagonists thanks not just to the sadistic pleasure he derives from slicing his prey with his chainsaws but also because he kills Laughlin and is subsequently executed by Richards by having his beloved chainsaw cut through his groin. Not that Dynamo is any slouch either; he murders Weiss and makes an immediate impression with his ludicrous light-up outfit, operatic singing, and little armoured car that he tries to run down Richards with. Initially, Richards spares Dynamo’s life after he’s left helpless beneath the wreckage of his vehicle, but he is later electrocuted to death by Amber after he tries to assault her, bringing his perverse designs to an end. Finally, Killian sends in Fireball (Jim Brown) to immolate Richards and Amber but, despite the benefits afforded to him by his jetpack, his fireproof suit, and his trusty flamethrower, Fireball is easily dispatched by Richards using a road flare after a brief, tense game of cat and mouse.

The Nitty-Gritty:
I’d just like to take a moment to praise the stellar work by composer Harold Faltermeyer; The Running Man’s gloriously over the top action, satirical cynicism, and dystopian world are only bolstered by a thumping synthetic beat that hits perfectly during every punch, kill, or contemplative scene. Even now, the bombastic main melody will often pop into my head and it’s just a really fun, energetic score that gets the blood pumping every time it kicks in. Considering it was made in the late-eighties, The Running Man is a startlingly accurate portrayal of modern society; not only do we have voice-activated conveniences at home that control our lights and appliances, but we have absolutely become blinded to the conflicts and politics of the wider world in favour of consuming media, and governments make no bones about using said media to control us in both subtle and explicit ways. Obviously, The Running Man favours the more explicit path for the purposes of entertainment; the prison Richards finds himself in is an absolute hellhole where the inmates are worked to death, watched over by armed, masked stormtroopers, and unable to leave lest their heads be blown off by explosive collars! Furthermore, the government is more than willing to employ lethal force to quell food riots and spin the situation in their favour by pinning such incidents on patsies like Richards. The United States government has a controlling interest in The Running Man television show, using it as a backdoor solution to eliminate political insurgents, and even those who manage to beat the game are executed offscreen but presented as heroic victors to help boost the ratings.

Schwarzenegger is never short of a cutting quip to taunt his dismembered opponents in this film.

The Running Man is filled with examples of black humour, from Killian’s laughably bad adverts for Cadre Cola (“It Hits the Spot!”) to lethal game shows like Climbing for Dollars and the price of a Coca-Cola having shot to $6, The Running Man is indicative of a biting satire regarding consumerism and media consumption that was so crucial to sci-fi classics at the time. Of course, a great deal of the film’s humour also comes from Schwarzenegger; while the Austrian Oak falters somewhat here and there with his line delivery in this one, The Running Man is chock full of some of his most amusing one-liners and character moments, from stabbing his court appointed attorney (Kenneth Lerner) in the back with a pen after he rattles off all kinds of nonsense legal mumbo-jumbo, his vow that “[he’ll] be back” to Killian (whose reply, “Only in a rerun”, isn’t to be sniffed at either) and his many quips while interacting with and after dispatching each of the Stalkers (“Hey, Christmas Tree!”, “He had to split”, and “What a hot-head!” spring instantly to mind). For me, though, the standout moment comes when Richards, enraged at the loss of his friends, turns down Killian’s request to sign up as a Stalker and promises to “ram [his fist] into [Killian’s] stomach and break [his] Goddamn spine!” Alongside Schwarzenegger’s trademark wit, we have a decent variety of action and fight scenes on offer thanks to the different Stalkers; Professor Subzero attacks the group in an enclosed ice rink, Buzzsaw and Dynamo strike out in the wasteland, and Fireball chases Richards and Amber through an abandoned building. More often that not, Richards can’t simply rely on throwing punches at his opponents as they’re pretty huge guys in their own right, heavily armed, and some wear protective armour or ride motorcycles, meaning he has to think up some creative ways to subdue them and finish them off, such as ripping out Fireball’s fuel line and tossing a flare at him and overpowering Buzzsaw to drive his chainsaw up into his crotch!

Richards storms the studio, gives Killian some karma, and becomes the unlikely face of a revolution.

Interestingly, one of the film’s more brutal fight sequences doesn’t technically involve Richards; thanks to Killian’s aide, Tony (Kurt Fuller), using digital trickery, Captain Freedom fights and kills two stand-ins to stage Amber and Richards’ deaths in order to quell the support the latter is gaining from the viewing public. Thankfully, Mic intercepts the two before Killian can have them hunted down and killed off-camera and Richards volunteers to lead the Resistance in storming The Running Man broadcast, ensuring that the film culminates in a massive firefight between the Resistance and the ICS armed guards. Thanks to being caught off-guard, the guards are picked off by Richards and the others, who help get the majority of the panicked audience to safety, and Richards is left alone with Killian after his mistreated head of security, Sven (Sven Thorsen), leaves him in the lurch. Clearly not a physical match for Richards, Killian falls back on his silver tongue and desperately pleads with the grim-faced former cop for mercy since Killian is simply trying to appease the masses with violent entertainment. However, his appeals fall on deaf ears and Richards seals him up in one of the rocket-powered pods that so violently deposits contestants into the game zone and sends the deceiving game show host careening to a fiery death. By this point, however, the truth of the Bakersfield Massacre has been revealed and Richards has won over the viewing audience for being a “bad motherfucker”, meaning that Killian’s death is celebrated across the city. With the head of the snake effectively removed, The Running Man (and the large television screen in the city centre) goes off air for, presumably, the first time ever and the film ends with a definite sense that the people have not only found a new hero to idolise in Richards but will no longer allow themselves to be so absolutely controlled by the media and the oppressive government.

The Summary:
I haven’t read The Running Man, so I really can’t comment on the film’s fidelity to Stephen King’s original text, but I do have to say that I’ve always wanted to give it a read based on my affection for this adaptation. I might be blinded by nostalgia and my love for Arnold Schwarzenegger films, but I absolutely love The Running Man. It’s not completely flawless thanks to some spotty line delivery and most of the action taking place in a pretty bland, dark location, but I think it holds up surprisingly well even after all this time. It helps that it’s not an overly elaborate sci-fi tale, so there are no flying cars or complicated special effects here; it’s simply a darker, somewhat realistic representation of a possible future society that has been oppressed by an overbearing government following near-total economic collapse. The film shines in its excess of machismo; Schwarzenegger is at his most quippy here, overpowering and outmatching his beefy opponents with pun after pun and filling out his skin-tight spandex outfit wonderfully. The Stalkers might be soulless, sadistic modern-day gladiators, but they stand out thanks to being visually distinct and each having their own unique, vicious ways of attacking the contestants. Of course, the real star of the show is Richard Dawson as Killian, the two-faced game show host who is jovial and engaging in front of the cameras and a cold-hearted tyrant backstage, which makes him an impeccable mastermind for Schwarzenegger to go up against. The Running Man continues to be culturally relevant as time goes on thanks to modern day technology not being a million miles away from what’s seen in the film, and our continued obsession with meaningless gameshows, media, and increasingly violent entertainment. For me, this makes The Running Man a clever satire amidst a top-notch sci-fit action film that means it only takes on more meaning, and gets more entertaining, as you get older and appreciate all the different layers at work in what many probably write off as just another mindless Schwarzenegger flick.

My Rating:

Rating: 5 out of 5.

Fantastic

What do you think to The Running Man? How do you think the film holds up to others in the same genre and what would you rank it against Arnold’s other films? Have you read the original book and, if so, how do you think the film holds up as an adaptation? What did you think to Schwarzenegger’s many quips? Which of the Stalkers was your favourite? Are you surprised at how accurate The Running Man was at predicting the progression of society? Were you a fan of Richard Dawson’s performance? How are you celebrating Schwarzenegger’s birthday today and what is your favourite Schwarzenegger film? Whatever you think, go ahead and leave your thoughts below.

Screen Time: Secret Invasion

Air Date: 21 June 2023 to 29 July 2023
Director: Ali Selim
Network: Disney+
Stars: Samuel L. Jackson, Ben Mendelsohn, Kingsley Ben-Adir, Don Cheadle, Emilia Clarke, Olivia Colman, and Cobie Smulders

The Background:
January 1962 saw legendary duo Stan Lee and Jack Kirby introduce the Skrulls to Marvel Comics readers. This race of warmongering shape-shifters have long hounded Marvel’s heroes but are perhaps best known not just for their long-standing conflict against the Kree but also the divisive Secret Invasion story arc (Bendis, et al, 2008 to 2009), an eight-issue story accompanied by multiple tie-ins and spin-offs that detailed a lengthy and aggressive infiltration of Earth’s mightiest heroes, Following their live-action debut in Captain Marvel (Boden, 2019), the Skrulls have appeared sporadically throughout the Marvel Cinematic Universe (MCU) but took centre stage in this series, which MCU head honcho Kevin Feige claimed would impact future MCU productions. The series was also produced as a means to explore the potential of Nick Fury (Jackson), a character mainly utilised in a supporting or administrative role, and evoke the atmosphere of classic Cold War/espionage thrillers (rather than load the narratives with superpowered imposters) by playing into the paranoia and distrust of the original storyline. Although Secret Invasion received heavy backlash for utilising AI for its opening title sequence, the series was praised for its darker, more mature direction; the tension and drama evoked through the narrative was equally praised, as was Jackson’s performance, though some found Secret Invasion to be a dull and tedious affair.

The Plot:
Nick Fury, former director of the Strategic Homeland Intervention, Enforcement, and Logistics Division (S.H.I.E.L.D.) returns to Earth to investigate and intercept a faction of shape-shifting Skrulls who have infiltrated all aspects of human life and society.

The Review:
Secret Invasion is a six-part miniseries that takes its title from the action-packed Marvel event of the same name. In many ways, the plot of this series is what I originally envisioned would permeate the MCU when Captain Marvel’s first trailer dropped. Before the movie recast the Skrulls as sympathetic refugees, I imagined we’d see an extended plot concerning their infiltration of human society throughout Marvel’s movies, however that didn’t actually happen. On the one hand, I was glad of this as plots like that annoy me for how cliché they are but, on the other hand, it’s resulted in this miniseries that takes that basic concept and significantly downplays its scope to deliver what’s actually more of a character inspection of Nick Fury than a significant shake-up of the MCU status quo. At first, though, it seems like this isn’t the case; the opening sequence of the series sees recurring MCU side character Everett Ross (Martin Freeman) pursued and killed by Talos (Mendelsohn), revealing him to have been a Skrull in disguise, and this same episode ends with frequent Avenger ally Maria Hill (Smulders) dead and Fury himself publicly blamed for her murder thanks to the actions of Skrull revolutionary Gravik (Ben-Adir). However, although Colonel James “Rhodey” Rhodes/War Machine (Cheadle) co-stars, now working as an advisor to the United States President Ritson (Dermot Mulroney), he’s the only Avenger-level inclusion in Secret Invasion, which reframes the paranoia and subterfuge of the source material into less of a colourful classic of bombastic superheroes and more of a political thriller in the same vein as Captain America: The Winter Solder (Russo and Russo, 2014) and The Falcon and the Winter Soldier (Skogland, 2021). In fact, this last comparison is startlingly apt as much of Gravik’s plot to wipe out humanity and the motivations of his Skrull loyalists is reminiscent of Karli Morgenthau (Erin Kellyman) and her Flag Smashers; the show even has a similar visual style and focus on grounded and practical explosions, again keeping things gritty and intriguing but perhaps at the cost of being a visually engaging, unique, or exciting narrative.

Nick Fury takes centre stage, showcasing a more nuance and vulnerable side to his character.

Fury returns to Earth after being absent for some time; he’s spent what’s said to be years out in deep space aboard the S.A.B.E.R. space station, working with Skrulls to establish an outer space defence network for the Earth. However, what he’s really been doing is hiding; ever since returning from the Blip, Fury is noted to have changed. His age is constantly brought up, and even he admits that the years he spent gone have caused him to lose more than a step or two; his appearance is dishevelled for most of the series, meaning it’s a thematic celebration when he visits one of his many gravesites and retrieves his iconic eye patch and coat, and much of the series focuses on exploring Fury in a way we’ve never seen before. Far from the influential spy of spies, Fury is recontextualised as a simple agent who got lucky; Talos tears into Fury, telling him that he owes his entire career to the information and assistance offered to him by the many Skrulls who agreed to act as his eyes and ears in return for a safe haven and we get to see a far more nuanced and vulnerable side to Fury. Specifically, flashbacks and de-aging effects show him in his younger days, forging an alliance with Talos and the Skrulls and even falling in love with the Skrull Varra (Charlayne Woodard), who takes the form and life of Priscilla and eventually marries him. Feeling a deep sense of obligation and respect towards the Skrulls, Fury promised to find them a new home in return for acting as his personal spy network, but was unable to deliver on this promise, infuriating Gravik and many of his followers, and therefore Fury has a personal stake in outing the Skrull infiltration since he’s largely responsible for their antagonism towards humans. Fury and Talos were united in their belief that the Skrulls would be accepted by humanity if they were willing to compromise; if they defended the Earth and kept their true selves hidden, they would be safe and able to thrive, but many came to resent having to hide themselves and joined Gravik in scheming to wipe out humankind. While Fury’s main concern is safeguarding the world, he maintains the belief that Skrulls and humans can co-exist throughout the series and constantly pleads with Gravik to end his vendetta despite how personal he makes their conflict. Ultimately, it’s a much deeper characterisation of Fury; we see him more relaxed, less authoritative, incredibly vulnerable, and relying on a handful of trusted allies to curb Gravik’s threat before it’s too late, while exploring how utterly broken he was following the Blip and his inability to prevent such a disaster.

Talos sacrifices everything to campaign for human/Skrull relations, which inspires G’iah.

One of the best aspects of Secret Invasion is the relationship between Talos and Fury; since their first adventure, the two became close friends and were united in their love of humanity and the belief that the Skrulls need to work together with humans to be accepted and safe. Unfortunately, there’s a bit of resentment between them in Fury’s absence; Talos is frustrated that Fury refuses to open up to him about his near-death experience and feels slighted that Fury would use his people to his own ends, but they maintain a begrudging mutual respect since they both know they need each other to oppose Gravik. Talos is grieving the loss of his wife, Soren (Sharon Blynn), at Gravik’s hands, his ousting from the Skrull council in favour of Gravik’s more fanatical ways, and the fracturing of his relationship with his daughter, G’iah (Clarke), who’s signed up to Gravik’s cause both to spite her father and because she resents having to hide away. Talos’s motivations in stopping Gravik are thus as multifaceted as Fury’s; his personal vendetta against Gravik sees him explode in a violent and uncharacteristic rage on more than one occasion and he’s left heartbroken and frustrated when G’iah continues to give him the cold shoulder even after she learns the truth about Gravik and his plan and decides to work against him from the inside. Talos is convinced that the Skrulls will be accepted by humanity if they prove themselves through heroic deeds, so much so that he teams up with Fury to defend President Ritson from Gravik’s attack and ends up fatally wounded as a result. Although the series initially makes it a bit unclear, this sees Talos killed before he can reconcile with G’iah and leaves Fury devastated; on the plus side, G’iah connects with Priscilla, who performs a traditional (if sadly intimate) funeral for her father and his death is enough to push G’iah into fully standing against Gravik, if only to get revenge. Spirited and forthright, G’iah is also young, brash, and quite bratty; she joins with Gravik mainly out of spite and continues to subscribe to the belief that the Skrulls deserve their own home rather than to hide amongst people who hate and fear them. However, the sheer magnitude of Gravik’s plot is enough to shake her faith in his deals, especially as he becomes more unstable; to that end, she’s forced to expose herself to Gravik’s “Super-Skrull” machine to grant herself additional superpowers to both survive his reprisals and confront him in the final.

Gravik feels slighted by Fury and, alongside his followers, is determined to destroy humanity.

Though also young and headstrong, Gravik is equally passionate and violent in his beliefs; recruited into Fury and Talos’s cause from a young age, Gravik initially carried out his orders without hesitation, killing in the name of Fury and his people in the firm belief that Fury would find them a home. However, as the years passed, the guilt and the blood on his hands mounted up, and Fury became increasingly absent, meaning bitterness and resentment took root in Gravik and turned him against all humans, but especially Fury, whom he sees as the embodiment of humankind and against whom much of his aggression is targeted. Gravik goes to great lengths to mess with Fury, having his followers impersonate people close to Fury and even assuming his form to frame him for Hill’s murder, all to show the world that this legendary figure is a fallible, untrustworthy, broken-down old man. As much as he desires power, granted to him by both the Skrull Council and Doctor Rosa Dalton’s (Katie Finneran) work in constructing his Super-Skrull machine, Gravik wishes to break Fury’s spirit, have him witness both his greatest failure and the death of his people, and then kill him for going back on his word. To facilitate this, Gravik has placed his followers in key roles within the world’s superpowers and is stoking the flames of conflict between the United States and Russia from a glorified refugee camp dubbed “New Skrullos” and sitting in a deeply irradiated area of Russia, where his people are safe from reprisals and live simple lives as farmers or take more active roles as soldiers. However, Gravik’s desire for revenge sees him place the settlement right in the line of fire and willing to sacrifice (or out-right execute) his own people to achieve victory, something many of his followers are unable to speak out against thanks to his ruthlessness and being imbued with various superpowers from his experiments. Undeniably, Gravik’s chief agent in encouraging President Ritson to strike back against Russia is Rhodey, who’s revealed to be a Skrull in disguise; an arrogant, pompous sellout, Rhodey continually dismisses Fury’s claims of a Skrull invasion and takes great pleasure in both firing him and labelling him a criminal and constantly gets in Ritson’s ear about the Russian/Skrull threat against the United States, bringing the world on the brink of annihilation simply through choice words and evidence supplied by Gravik himself. Naturally, this doesn’t end well for Rhodes; like many of the rebellious Skrulls loyal to Gravik’s cause, he’s ultimately killed to prevent this catastrophe, but Gravik’s followers are more than willing to give up their lives if it means dying as their true selves rather than pretending to be something they’re not.

The Summary:
Oddly, Secret Invasion’s episodes get shorter as the series progresses, starting at around an hour and going as short as just over half an hour, indicating to me that there wasn’t as much story as other Marvel shows. Episode two was the longest at nearly an hour, while most episodes (including the finale) were less than forty minutes. Indeed, I wonder if this could’ve been a two-hour streaming film or cut down to four episodes if some of the padding, like Priscilla, was omitted. Priscilla definitely adds new layers to Fury’s character; there was never a hint that he was married or had much of a personal life before, but here we get to see his secluded home, his loving and equal relationship with Priscilla, and see him as more of a man, all masks cast aside. Naturally, their relationship isn’t perfect; Priscilla also notes a change in Fury and has even been somewhat swayed to Gravik’s cause in her husband’s absence, ultimately causing their relationship to fall apart until they reconcile in the finale. Again, this allows for a looser, less uptight characterisation for Fury but it somewhat bogs down the series; I wonder if expanding on his relationship with Hill might’ve been a better option, or perhaps spending more time developing his past with MI6 agent Sonia Falsworth (Coleman), an unnervingly polite and yet surprisingly devious ally of his who is happy to blatantly torture and murder Skrulls to get information on Gravik’s plot. Even saying that makes me wonder what the point of Falsworth really was when the show could’ve easily slotted Valentina Allegra de Fontaine (Julia Louis-Dreyfus) into this role to explore her vaguely defined relationship with Fury and offer to help G’iah in the finale for her own unscrupulous ends.

Themes of trust, race, and political intrigue are rife in this gritty, if small-scale, thriller.

Still, I did enjoy Fury’s characterisation here; his interactions with Talos, in particular, Priscilla, G’iah, and even Gravik show a man who’s been worn down by secrets, conflict, and bigotry and is striving to find a way for humanity to co-exist with extraterrestrial beings in a mutually beneficial way, even if it means compromises on both sides. He openly plays the race card when talking with Rhodey in an attempt to convince him to believe him, reinstate him, and take the Skrull threat seriously only to be met with hostility, and likens the Skrull’s displacement to the same persecution his people went through in the past (and even today). This adds an extra layer onto his motivations for helping the Skrulls as he feels a kinship to them, but he couldn’t help but use their unique shape-shifting powers to his benefit to ensure global security. As Talos mentions, this makes Fury quite the hypocrite since he had no problem exploiting the Skrulls for a “good” reason, making him thematically similar to Gravik, who exploits them for a “bad” reason. Rather than have the Skrull campaign against the Earth be religiously motivated and their people impersonate key superhero figures, Gravik and his followers are entrenched within the world’s governments and want to destroy humanity to claim the Earth for themselves. With a million displaced Skrulls hiding on Earth, many have every right to fear for their lives and to resent having to hide themselves, which sees those loyal to Gravik branding Talos as weak and a traitor, sentiments largely echoed by G’iah until she reluctantly comes to see how extreme Gravik’s plot has become. While Secret Invasion is built around the fundamental question of trust, there are very few Skrull reveals that surprised me or made me care; I think everyone assumed Rhodey would be a Skrull, though I wasn’t expecting Ross to be one until he showed up in the first episode, and everyone else who’s shown to be a Skrull is a new character for the show to avoid messing up the status quo, which is predictably restored in the finale when the real Rhodey and Ross are rescued by G’iah since the Skrulls conveniently need to keep their hosts alive to better maintain their façade and leech off their memories, experiences, and personalities.

Ultimately, Gravik’s plan is foiled but the Skrull presence is perceived as a nationwide threat.

On the one hand, I do like that Secret Invasion opted for a more grounded, gritty thriller story; it would be unrealistic to expect some of the MCU’s biggest names to appear and be revealed as Skrulls and the intimate nature of the narrative helps to make things more personal and raw. Car chases, explosions, and fire fights feel more visceral and real as, mostly, the series has two feet firmly on the ground if you ignore the sparing use of shape-shifting aliens. When the Skrulls do utilise their powers, or more fantastical elements like Extremis or that holographic-mask technology are employed, it’s treated as a big deal since, for the most part, we’re just following two old blokes trying to coerce or beat information out of people. However, a lot of this is done away with in the last episode; by then, G’iah has already gained additional powers from Gravik’s machine and Gravik himself uses the “Harvest” to gain the powers of all the Avengers and multiple of superpowered and alien entities to become a Super-Skrull. This means the ending comes down to a big ol’ fist fight between G’iah and Gravik and Fury and Falsworth exposing Rhodey’s true nature to the baffled and horrified President Ritson. One is an overly elaborate CGI punch-up that ends in anti-climactic fashion and the other is tense showdown that ends with the Rhodey-Skull dead because of his own hubris and President Ritson so rattled by the Skrull invasion that he openly declares war against all Skrulls, leading to a brief montage of trigger-happy bigots gunning down suspected Skrulls whether they’re innocent or not. This leads Fury and Priscilla (who reassumes her Skrull name and form) to return to S.A.B.E.R. to negotiate a peace treaty with the Kree and Falsworth offering G’iah the resources to fight back against Ritson’s campaign, essentially ending the series where it started with Fury off-world, Skrulls in hiding, and tensions high within the world’s governments. Sadly though, as much as I liked the peek into Fury’s private life and seeing him take centre stage, Secret Invasion felt like a mixed bag to me. Although Gravik’s plot is to kickstart World War Three, the stakes never felt very high and it was difficult to care when characters died as they were either expendable, had outlived their usefulness (Hill), were revealed to still be alive (Ross and Rhodey), or their deaths were strangely rushed to the point where I’m sure they’ll be revealed to be fake later (Talos). The relationship and banter between Fury and Talos was great, I enjoyed Gravik’s impassioned speeches and maniacal bent, and it’ll be interesting to see where Super-Skrull G’iah factors into the MCU going forward but this felt like a series you could easily skip over without missing anything and I’ll be surprised if it actually has any lasting impact on the MCU since it goes to such lengths to restore the status quo by the end.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to Secret Invasion? How do you think it compares to the source material and Marvel’s other Disney+ shows? What did you think to the deeper dive into Nick Fury’s characterisation and personal life? Did you enjoy his relationship with Talos and kinship with the Skrulls? What did you think to Talos and G’iah’s resentment towards him? Were you impressed with Gravik and his plan or did you find it a bit too derivative? What did you think to what few Skrull reveals we got, and would you have preferred to see this narrative stretched out throughout the MCU rather than rushed in a miniseries? Whatever you think about Secret Invasion, feel free to drop a comment below or share your thoughts on my social media pages and don’t forget to check out my other MCU reviews across the site!

Game Corner: Streets of Rage 3 (Xbox 360)

Released: 30 May 2012
Originally Released: 17 March 1994
Developer: M2
Original Developers: Ancient and SEGA
Also Available For: GameCube, Mega Drive, Nintendo Wii, PC, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation 5, SEGA Mega Drive Mini 2, Steam, Xbox One, Xbox Series S/X

The Background:
Since sidescrolling beat-‘em-ups were popular in both arcades and home consoles back in the day thanks to the likes of Double Dragon (Technōs Japan, 1987) and Final Fight (Capcom, 1989), Noriyoshi Ohba and his small team of developers were smart to create the Bare Knuckle Streets of Rage series (SEGA, 1991 to 1994), which was initially exclusive to SEGA’s home consoles. Streets of Rage (ibid, 1991) was incredibly popular and highly praised, and the sequel was even more lauded for its many graphical and gameplay improvements. A bigger, even more improved third entry soon followed; originally, Streets of Rage 3 included motorcycle stages, which can still be played through hacking, and the game featured far more regional differences than its predecessors, including a reworked plot, recoloured sprites, less provocative enemy sprites, and the entire removal of a potentially offensive miniboss. Despite these alterations, Streets of Rage 3 was as highly praised as its predecessors; while the graphics and gameplay were seen as the best in the series so far, reviews did criticise the soundtrack, difficulty, and the stale nature of the franchise despite the new features. While we wouldn’t see another game for nearly thirty years, Streets of Rage 3 was re-released and ported to other consoles over the years before it, and its predecessors, were brought to the Xbox 360 as part of the SEGA Vintage Collection, with this version including modern quality of life perks like save files, a replay feature, and other bonus content.

The Plot:
Following his two previous defeats, Mr. X establishes the RoboCy Corporation and begins creating robots to replace important city officials and then has his criminal syndicate place bombs all over Wood Oak City! Eager to get revenge against Mr. X for turning him into a cyborg, Doctor Gilbert Zan contacts former police officers Axel Stone and Blaze Fielding and their young ally, Eddie “Skate” Hunter, and joins them in bringing down the syndicate once and for all!

Gameplay:
In keeping with the style of the series so far, Streets of Rage 3 is a sidescrolling 2D beat-‘em-up that lets players pick from one (or two, if you’re playing with a friend) of four playable characters and hit the mean streets of Wood Oak City one more time to take out a whole new batch of thugs across seven levels (referred to in-game as “Stages”). Just like last time, the game supports two-player co-op and a friend can jump in at any time, but there are now only three difficulty settings to pick from (“Easy”, “Normal”, and “Hard”). Not only that, but you won’t get to experience the full game if you play on “Easy” as the game will end at Stage 5 in this mode, meaning you need to play on at least “Normal” to have a shot at completing the whole game and even then this mode is notable harder than in the Japanese release. You can still manually set your stock of lives from the “Options” menu, however, and switch to another character after exhausting all of your lives and continues (of which you have three on “Normal”). Unlike the last two games, Streets of Rage 3 drops the time limit (with the exception of Stage 6 and the final boss), and the game is bigger and more fluid than ever. The control scheme, while fundamentally the same, has been expanded to include six-button control options, and is once again fully customisable in both the in-game menu and SEGA Vintage Collection settings. By default, A launches a combination of punches and kicks (and this can be set to rapid fire mode so you can simply hold down the button to pummel enemies), B lets you jump to hit one of three jumping attacks, and X unleashes one of two special moves to clear away groups of enemies at the cost of some health.

Characters are faster and more versatile than ever thanks to increased range of movement and combat options.

You can still perform a rear attack with A and B together (or assigning this to X, like I did) for better crowd control. You can also assign an “X Attack” (which appears to be a single, powerful attack from your combo) and you can still grab, pummel, toss, and slam enemies when you get close to them (and they can still do this to you, and can even perform co-op attacks and steal health items!) Streets of Rage 3 shakes up the roster once more; although Adam Hunter is still unplayable, he does make appearances in the game’s cutscenes, and lumbering oaf Max Thunder has been replaced by the cybernetic Zan. Axel, Blaze, Zan, and Skate continue to share the same basic attacks and controls and each again boast different skills according to five attributes (Power, Technique, Speed, Jump, and Reach). You can also see their height and weight listed in the character select screen, though I don’t think this really affects how the characters play; the other attributes certainly do, though, with Axel again being more of an all-rounder, Skate being the smallest, weakest, and fastest, and Zan having the best reach and able to zoom around on his rocket shoes but at the cost of having a shit jump and turning weapons into projectile attacks. As in the last game, each character is further separated by their different special attacks; Axel can still perform his flaming “Bare Knuckle” uppercut and spinning flaming fist, but Zan can electrocute enemies on contact and you can quickly pummel enemies with Blaze and Skate’s faster (but weaker) attacks. This time around, though, the game features a rechargeable meter; when full, your special attacks will be at their most powerful and won’t cost you any energy, and you’ll also gain a star under your life bar after accumulating high enough scores that will further power-up your special attacks. Every character can now not only dash ahead and perform a running attack (which also benefits from the star power-ups) but they can also vertically dodge out of the way with double taps of up or down, which is extremely handy when dealing with large groups of enemies.

Gameplay is given some much-needed, if frustrating, variety thanks to some timed sections.

If you’ve played either of the previous games (or any sidescrolling beat-‘em-up) then you’ll be acutely aware that your primary goal is to travel from the left side of the screen to the right dispatching enemies and smashing crates and such for objects and power-ups. Like the last game, each Stage is made up of multiple screens and areas, with transitions taking place to show characters smashing through doors or the time of day changing, and you’ll still be able to earn extra lives by adding to your score tally (with bonus points continuing to be awarded at the end of each Stage). Stages don’t seem as long as the last game, however, though each screen is longer, if that makes sense? You seem to spend more time in less screens, basically, and the game seems a little tougher this time around; I only found one 1-Up pick-up in my entire “Normal” mode playthrough and the sheer amount and variety of enemies onscreen can get a little frustrating. Enemies continue to be “shy” and linger offscreen, while also dropping down from the sky, emerging from the shadows, leaping from storage containers, hopping in from speedboats, and popping out from behind bushes to attack you, and it’s much easier to get surrounded by goons this time around. Not only that, but Streets of Rage 3 features the return of stage hazards; bottomless pits make a return in Stage 3 (though, thankfully, they’re not an instant-kill trap this time), barrels drop down from above, wind pushes you back, rising (and horizontal) platforms and elevator sections see you trapped with wave-upon-wave of enemies or tossing them to their doom, conveyor belts make movement and combat sluggish in Stage 7, and you’ll even have to dodge snare traps and laser turrets (though these can damage enemies, too). There’s actually a bit of gameplay variety thrown in here, too; not only do some Stages see you going to the left for a change, but you’ll need to smash through cinder blocks while fending off a digger machine in Stage 3, dodge hazards that fly at you along underground railroad tracks in Stage 4, and face a time limit in Stage 6. This is easily the most complex Stage in the game; you have fifty in-game seconds to clear out enemies, using an elevator to visit different floors, and destroy two control consoles before a lethal gas is emitted. If you take too long, the gas will not only whittle down your health, but cause the death of the captive police chief, Ivan Petrov, which will change the game’s ending accordingly.

Graphics and Sound:
I have to say that, while I enjoyed some of the tracks featured in Streets of Rage 3, the soundtrack is probably the weakest in the trilogy; Stages are punctuated by a thumping, techno beat that is just as likely to be catchy as it is a mess of garbled noise. The links to The Revenge of Shinobi (SEGA, 1989) continue to be found within the game, as well; while the cutscenes finally feature a unique font for the game, Revenge of Shinobi font, sound effects, and melodies are still found throughout (though, at this point, they’re probably more associated with this series of games so I can forgive it). The game’s presentation is better than ever; sprites are larger and more detailed (with Axel, Blaze, and Skate sporting new colour palettes) and enemies are more varied; while skin-heads, dominatrixes, and denim-clad goons still dog your progress, a whole bunch of new enemies are featured, each sporting a name and a health bar. Some even boast a life count of their own, which generally gives you a better indication of how tough the enemy is and how many tiers their health meter has, and weapons also sport their own health meters now and will break after consecutive use.

While the music’s a bit of a mess, the visual presentation and variety is the best in the trilogy.

The environments are the biggest, most varied, and most detailed in the series yet, however. Little touches like chains shaking when you slam enemies to the ground, day turning to dusk, cats peeking out from bins, and wind blowing lanterns and rubbish about really help to make every Stage feel alive. There’s always a lot to catch your eye on the screen, from bushes rustling to indicate the arrival of a hidden enemy, to a bustling nightclub awash in strobe lights and dancing enemies, to glasses tumbling from bars, an aquarium in the background of the Stage 2 boss fight, and even an elaborate Japanese temple in Stage 5. Stage 5 also features a recreation of the final stage of the last game, once again having you fend off enemies in a rising elevator to Mr. X’s throne room, only this time it’s at night and the fight is notably different from the last two Mr. X boss battles and the big man himself is later revealed to be a brain in a jar within an underground laboratory! Everything is so much more detailed and varied this time around, which makes for an experience that finally captures the arcade-style aesthetic the series was going for with the first game, and this is even more evident in the heavier emphasis on story. Not only is there an introductory and ending cutscene, but cutscenes will also take place during and after certain Stages, with dialogue boxes appearing onscreen and different endings being shown depending on how you beat the final Stages of the game.

Enemies and Bosses:
Although long-time players of the series will be more than familiar with the vast majority of the enemies encountered in Streets of Rage 3, palette swapped variants are much more commonplace and they appear alongside some new additions to Mr. X’s syndicate. Denim-clam thugs, yellow-jacketed punks, skinheads, dominatrixes, bikers, and ninjas all make a return to charge at you with knives, slide at your shins, uppercut you out of the air, crack their whips at you, charge at you on their bikes, and flip about tossing throwing stars at you. Newcomers to the series are “Goldie” (a street thug not unlike Axel who can guard against your attacks), “Soozie” (a punk girl similar to Blaze who can pummel you with slaps and leaps at you with flying kicks), and “Zack” (a bandana-wearing goon who likes to grab you from behind). Rotund firebreathers and belly floppers like Ben Ben also make a comeback (and once again cause you damage when you try to slam them), but you’ll also contend with gun-packing Assassin Agents, jetpack-wearing Rockets, martial arts experts like Tiger, and even robotic, frog-like enemies who hop about, dash at you, fire projectiles at you, or explode and send shrapnel across the screen.

Shiva’s importance depends on which difficulty and region you’re in, though you’ll see a lot of recycled bosses.

Streets of Rage 3 dramatically reduces the amount of sub-bosses you’ll have to face compared to the last game, with only two cropping up this time around; instead, certain regular enemies will receive a palette swap and an extended life bar to act as tougher mid-Stage enemies. Bosses will rarely be accompanied by an endless slew of thugs as well, which is definitely a plus, but three of them are recycled from Streets of Rage II and you’ll notice this right away when you reach the end of Stage 1 and face off with Shiva. Downgraded from a penultimate boss to the first boss of the game, Shiva isn’t quite as difficult as in the last game but still poses a challenge as he’s got a nasty leaping kick that can catch you off-guard after you knock him down. You won’t actually face Shiva in the Japanese version of the game, though; instead, you fight Ash, a stereotypically gay character who slaps you around, dances about, and can slam you to the ground. Both Shiva and Ash can be unlocked as playable characters after defeating them and holding B until the next Stage starts, but only Shiva actually makes a reappearance in the worst ending of the game where he serves as the final boss and is given a significant power boost alongside a new attire. Similarly, you can unlock the boxing kangaroo Roo if you take out his abusive handler, Bruce, in the sub-boss fight of Stage 2, after which you’ll battle the female tag team of Mona and Lisa once more who again prove to be slippery and annoying opponents as they continuously backflip away from your attacks and leap at you with kicks. Another returning boss is Jet, though he’s given a new look; he’s accompanied by Rockets, all of whom share his ability to swoop down at you and grab and slam you, but only Jet can blast you with flames from his thrusters. While you can land combo attacks on these guys, and grab and slam them, it’s still difficult to judge which plane they are on thanks to them constantly hovering about.

There are some tough bosses to contend with so it helps to play with a friend to dish out the damage.

New bosses do appear in Streets of Rage 3, however. At the end of Stage 3, you’ll battle an exact copy of Axel; this duplicate has all of Axel’s abilities and special attacks, but changes colour and bursts into flames as you land hits and is eventually revealed to be a robot imposter upon defeat. One of the hardest bosses is Yamato, an armour-clad samurai who is actually three bosses in one. Each samurai will take it in turns to attack you, slashing across the screen with their katana, duplicating themselves, and performing a diagonal dash attack that can be hard to dodge. When you finally confront Mr. X, the game initially frames the confrontation as being exactly like in the last game but, after dispatching his goons, he’s also revealed to be a robot duplicate. Robot X dashes across the screen on rocket boots, fires at you from a wrist-mounted gun, and even shoots homing missiles at you! You’ll then encounter weaker versions of this boss as regular enemies in Stage 7, which also sees a unique boss battle as you’re placed on a vertical conveyer belt that constantly forces you towards an electrical barrier while Dr. Dahm tries to crush and electrocute you with his mechanical claw arm. While it can be tricky to land hits on this, and time your attacks to avoid being shocked, it’s nothing compared to the final encounter with Mr. X, in which his disembodied brain controls the heavily-armoured Robot Y. This hulking foe is made all the more threatening by its maniac attack patterns; it spins around the place, barely fazed by your attacks, and sports a four-tiered life bar and missiles. Not only can it shrug off your attacks and deliver big damage with its basic strikes, the bastard can even grab you out of the air and deliver a huge slam that can easily drain half your life bar. You’re also given just three in-game minutes to defeat it and get the game’s best ending, making for easily the most challenging boss battle not just in this game but in the entire trilogy.

Power-Ups and Bonuses:
As ever, you’ll find a whole bunch of destructible objects in the game’s Stages for you to smash to uncover apples and roast dinners to restore your health, bags of cash and gold bars to add to your high score, and weapons to use against your enemies. Weapons are a little more diverse this time around, but also notably different; not only do they each have a life bar of their own, as stated, but some are single-use only. Knives, for example, are now thrown by default, as are grenades, though you can throw every weapon with the press of a button. You can grab kunai blades, wooden planks, lead pipes, baseball bats, and swords to attack your enemies, but be warned as enemies can also acquire (and throw) these weapons, and even steal your health items if you’re not fast enough!

Additional Features:
There are four Achievements to earn in Streets of Rage 3, and two additional Achievements as part of playing all three games in the SEGA Vintage Collection. The four specific to this game require you to defeat the robot Axel as Axel, free Roo, save the Chief as Zan, and max out your special attack by acquiring three stars. As in the other two games, each of these (with the exception of the latter) are achieved by playing alone and there are no Achievements for playing alongside a friend, or finishing the game as each character, which remains a disappointment. Streets of Rage 3 has a number of endings that are dictated by your progress in the last two Stages and which difficulty you play; you won’t get Achievements for seeing all of these endings, though, and are required to just beat the game (and the other two) to earn 100G. The “Duel” mode from Streets of Rage II returns; now called “Battle”, this mode lets two players to go head-to-head as one of the four playable characters in a one-on-one fight (but, again, there are no Achievements tied to this). This version of the game comes with the same customisation options as the others, so you can set wallpapers, scan lines, and smoothing, listen to the soundtrack on the jukebox, switch between the Japanese, European, and North American versions of the game, save replays, and use save states to make things easier on yourself. Alongside the usual local and online co-op returns, you can still set a high score on the leaderboard and take on the “Trial” mode, which has you battling towards a high score on different difficulty stages against a time limit or extracting the Chief as fast as possible, with the lives you lose adding to your timer.

The Summary:
The question permeating all these reviews of the Streets of Rage games is: Which is better? Streets of Rage or Final Fight? While the first game fell quite short of matching its arcade counterpart, Streets of Rage II was much closer, and Streets of Rage 3 is right up there with some of the best arcade beat-‘em-ups. Everything about the game is bigger and better than the last two, expanding upon the gameplay and presentation to offer the best Streets of Rage experience yet. Reintegrating elements from the first game, such as stage hazards, and expanding upon the gameplay by removing the time limit but offering some variety in tense sequences that see you fending off a digger or desperately fighting to save the Chief really add to the overall experience and make things less monotonous. On the flip side, and what keeps Streets of Rage 3 from earning my coveted fifth star, the music isn’t as good as in the previous games and the difficulty spike is very noticeably, making for some frustrating moments as enemies have bigger health bars and the time offered to you to complete tasks is so tight that it’s easy to fail and be left with one of the bad endings. The gameplay mechanics have never been better, however; the additional of the power gauge for specials, new control options, and impressively detailed sprite work and backgrounds make the game slick to control and endlessly visually interesting, but the recycled boss battles are a shame, especially considering how much detail was packed into every Stage. Overall, I’d say Streets of Rage 3 is easily the best of the original trilogy, and would recommend it as the go-to title to play and own; bigger, better, with more variety, some fun bonus characters, and different endings to work towards, the only thing holding it back from five stars are a few minor missteps that can make it a little too challenging an experience.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy Streets of Rage 3? How do you think it compares to the original, its sequels, and other beat-‘em-ups? Did you enjoy Zan’s inclusion or did you stick to a character you were more comfortable with? What did you think to the energy gauge and the recycled bosses from the last games? Have you ever gotten the game’s best ending? Which beat-‘em-up game or franchise is your favourite and why and what is it you enjoy about the genre? To share your memories of Streets of Rage 3, leave a reply below or comment on my social media and be sure to check out my reviews of another classic beat-‘em-up titles.

Screen Time: Inhumans

Air Date: 29 September 2017 to 10 November 2017
UK Network: Sky One
Original Network: ABC
Stars: Anson Mount, Serinda Swan, Iwan Rheon, Isabelle Cornish, Ken Leung, Eme Ikwuakor, and Ellen Woglom

The Background:
In 1965, the legendary duo of Stan Lee and Jack Kirby expanded upon their earlier work with the X-Men with an entire race of superpowered beings, the Inhumans, initially antagonists to Marvel’s First Family, the Fantastic Four. Brought about as a result of of Kree experimentation with “Terrigen Mist”, the incredible and often monstrous Inhumans have been at the forefront of some of Marvel’s most contentious storylines but gained a new level of infamy when the publishers unsuccessfully and bizarrely tried to have them replace the far more popular and mainstream X-Men. Development of a live-action Inhumans adaptation can be traced back to 2011 and Marvel Cinematic Universe (MCU) mastermind Kevin Feige initially planned for the team to feature in a big-screen movie that would expand the scope of the MCU in new directions. The first seeds of this were planted in the spin-off television show, Agents of S.H.I.E.L.D. (2013 to 2020) but, while the planned movie was soon removed from Marvel’s line-up, Feige remained hopeful that the property would come to life in some form or another. This eventually came to pass in shape of an eight-episode series headed by showrunner Scott Buck, who immediately set about stripping the Inhumans of many of their more recognisable traits and making unpopular decisions regarding the tone and direction of the show. With the first two episodes airing in cinemas courtesy of IMAX, Inhumans sought to tell a more grounded family drama but was notable for both being the first television show to include an entirely CGI character and altering the character’s costumes into something far more sterile and ruining the presentation and characterisation of Inhuman Queen, Medusa (Swan). The $3.5 million IMAX gross of the debut episodes was considered a failure, but this was nothing compared to the critical mauling the series received from reviews; critics slammed the show’s execution, its lack of exciting action, and its overall presentation, though Anson Mount’s performance as Blackagar Boltagon/Black Bolt was generally praised. The failure of the show led to plans for a second season being scrapped and the Inhumans quietly disappeared from the MCU until fairly recently, and rumours of a reboot for the concept continue to circulate online.

The Plot:
Having fled persecution on Earth, a group of Inhumans founded the secret settlement of Attilan on the Moon under the rule of the Inhuman Royal Family. Jealous and slighted at having never developed the same fantastic powers as his peers, Maximus (Rheon) leads an uprising that sees the Inhuman leader, Blackagar Boltagon/Black Bolt (Mount), and his Royal Family trapped on Earth and desperately fighting to return to Attilan to put a stop to Maximus’s power-hungry schemes.

The Review:
Inhumans came out at a weird time in Marvel history; at this time, Marvel Comics made a conscious effort to downplay the X-Men and the Fantastic Four, splitting up and neutering both groups to try and scupper 20th Century Fox’s film franchises to force a deal where those characters could appear in the MCU. The Inhumans thus became very prominent in Marvel Comics, a decision that was met with considerable backlash not because the characters are bad, per se, but more because they were trying to replace two of Marvel’s most popular and iconic teams and they weren’t as compelling as either. I was confused by this decision, but then I’ve never been a die-hard fan of the Inhumans; for me, they’ve cropped up in numerous Fantastic Four comics and that’s about it. I’ve not read much, if any, of their adventures but I was intrigued at the announcement that they’d be getting a movie, and the attempt to incorporate the Inhumans into the MCU in Agents of S.H.I.E.L.D., something subtly alluded to in Inhumans as many, even random humans, are aware of the Inhumans thanks to their recent appearances after the water supply was contaminated by Terrigen Mist. Accordingly, Inhumans are actively hunted by some when they appear, mainly out of fear but also to cut them open and understand their strange powers. This perceived fear and distrust of Inhumans is made explicit right from the first scene of the show, in which a recently transformed girl (Nicola Peltz) is chased by armed soldiers and unceremoniously killed as she flees. Inhuman fishman Triton (Mike Moh) arrives to offer her safety and sanctuary in Attilan, only to fail to save her and be presumed dead, and his death is a major inciting incident in the narrative of the show.

A stoic ruler who must contain his destructive powers, Black Bolt learns to view his relationships differently.

Triton was sent to Earth on the orders of his king, the stoic and perpetually silent Black Bolt, specifically to help Earth-born Inhumans as they are remnants of those left behind after their society fled to the Moon. In a show full of questionable performances and decisions, Anson Mount is one of the highlights; while he only wears a vaguely comic-accurate costume on a couple of occasions (including a crappy little leather-like crown), he conveys a great deal of emotion and character despite being rendered silent due to the destructive nature of his voice. Black Bolt is widely believed, and continuously stated, to be the most powerful and dangerous of all the Inhumans; even the feared living weapon Mordis (Bridger Zadina) pales in comparison as the slightest whisper from Black Bolt could destroy all of Attilan. Consequently, Black Bolt is a man of intense focus; as a child, young Black Bolt (Lofton Shaw) had no interest in being king, much to the chagrin of his morally dubious parents, King Agon (Michael Buie) and Queen Rynda Boltagon (Tanya Clarke). Black Bolt was overcome with grief and feared by his people after accidentally vaporising his parents and it was only the affection of young Medusalith Amaquelin-Boltagon/Medusa (Victoria Isabella Piemonte) that gave him the motivation to master his powers within a specifically constructed chamber. Bonded in their mutual grief, as Medusa had also lost her parents, the two eventually married and became much revered rulers of Attilan, with Black Bolt gaining a reputation for safeguarding his people through a strict policy of secrecy to shield them from Earthly eyes. Due to the nature of his powers, Black Bolt communicates through stern looks, body language, a version of sign language, and relies on the adult Medusa (Swan) as an interpreter. The series is strangely reliant on this, and other characters translating Black Bolt’s “words”; I would’ve liked to see subtitles being used to avoid this as it can be a bit awkward when characters repeat what he’s signed back to him just for our benefit. Black Bolt’s sign language is also entirely unique; few others can understand his “words”, so he’s shit out of luck when his eventual arrival in downtown Honolulu causes a stir and leads to his imprisonment. Despite the fact that he could easily escape prison at any time with his voice, Black Bolt largely co-operates with his incarceration, a fact made even stranger given how quick he was to lash out when the cops tried to subdue him. Black Bolt is an Inhuman of many layers; he secretly colluded to fake Triton’s death in order to force Maximus’s hand and is openly criticised by Locus (Sumire Matsubara) for perpetuating Attilan’s caste system, which sees those with useful, beautiful powers living in luxury and everyone else being forced to toil in the Terrigen mines.

Though rude and utterly unlikeable, Medusa eventually campaigns for positive change for the Inhumans.

Indeed, despite her loyalty to Black Bolt and her love of Attilan, Medusa eventually comes to speak out against the system. When we first meet her, Medusa is the alluring right-hand woman of the king who is traumatised when Maximus kicks off his coup d’état by shaving her hair and forcing her and the rest of the royal family to flee to Oahu. Though a strong and forthright woman who’s more than capable of defending herself, Medusa’s authority is openly criticised by Maximus, with whom she has a tumultuous relationship. We’re told on many occasions that the two used to be close friends, to the point where Medusa unsuccessfully attempts to talk him into halting Attilan’s destruction in the finale, though we’re never given much insight into their past so it almost feels like it was shoe-horned in since Black Bolt can’t speak. Similarly, surprisingly little time is spent dwelling on Medusa’s relationship with her younger sister, Princess Crystal Amaquelin (Cornish); there’s a brief flashback showing Medusa comforting young Crystal (Leila Bootsma) and that Medusa’s always had responsibilities and someone to care about, and she’s later unexpectedly cool with Crystal’s friendship with young farmer Dave (Chad Buchanan). However, Medusa’s screen time is largely spent debating and contrasting with enthusiastic Louise Fisher (Woglom), a scientist from the Callisto Aerospace Control Center who teams up with Medusa after tracking the Inhumans’ arrival. While all of the Inhumans are strangely baffled by Earth, Medusa initially cares only about reuniting with Black Bolt and making Maximus pay; this leads to her having little regard for Earth customs and sees her demanding money from an ATM machine simply because of her royal status in much the same way as Black Bolt simply strolled out of a clothing shop without paying. Though used for comedic effect, this makes her seem stupid and rude; it doesn’t make sense for any of them to be this confused since we saw the Inhumans monitoring Earth, yet she just openly steals from people and is overly rude and aggressive towards Louise. Medusa forces Louise to co-operate by holding a gun on her, is constantly ungrateful and impatient and even ditches Louise once she manages to pinpoint Black Bolt’s location. They have many heated discussions about Attilan’s caste system, a system Medusa’s own parents spoke out against and were killed for trying to change; she thus initially finds idealism to be overrated but comes to be changed through her time with Louise and Locus’s eventual death, which sees her going from wanting Maximus dead to literally begging Black Bolt to set a better example. Upon learning of Black Bolt’s deception and his secret war bunker, Medusa chastises him for keeping her in the dark; her time on Earth makes her realise that she wants to have a greater say in Attilan society as his equal, not just his interpreter, though it’ll take more than a brief bit of despair over her shaved locks and her awkward attempts to learn humility to make me sympathise with such an unlikeable character.

With Karnak’s powers on the fritz, Gorgon’s more blundering nature comes in handy.

While Black Bolt blunders his way around and Medusa begrudgingly finds herself relying on Louise for help, their cousins, Karnak Mander-Azur (Leung) and Gorgon Pentragon (Ikwuakor), end up mixed up in their own side adventures. While we rarely see Black Bolt’s power and Medusa’s is forcibly stripped from her, Karnak’s unique ability to “see the flaw” in anything and predict outcomes so accurately that it’s almost as if he can see the future is a central point of his narrative as this character who always sees what’s coming takes an unforeseen tumble and hits his head, throwing his powers out of whack and making him doubt himself and his usefulness. Conversely, Gorgon is the meat-headed captain of the royal guard; his childish nature and preference to go charging head-first into any situation are a constant aggravation to Karnak and see him almost drown upon arriving on Earth and forced not only to rely on a group of surfers – including Holo (Ty Quiamboa), Makani (Kala Alexander), and Pablo (Albert Ueligitone) – for aid but also learn the value of foresight and planning, two things he normally relies on Karnak for. While this alliance is short-lived as Gorgon doesn’t want to be responsible for the deaths of his newfound friends, Karnak is irrevocably changed by his unreliable powers and the influence of Jen (Jamie Gray Hyder), a kindly Earth woman who treats his wounds and teaches him to relax. The kindest of the three cannabis farmers who initially take Karnak hostage, Jen finds Karnak alluring; she’s captivated by his tattoos and stories of Gorgon and the Moon and their relationship quickly develops into a romance. Her influence has a profound effect on him, changing him from being dismissive of sexual encounters to being appreciative of them and infusing his cold, analytical nature with a sense of compassion. While this astounds his fellow Inhumans, it also leads Karnak to making uncharacteristically rash decisions; when Gorgon is killed defending the group, Karnak openly defies Black Bolt and Medus (and strict Attilan law) to put his friend through a second Terrigenesis, a purely selfish act reunite him with his aggravating cousin and which results in Gorgon being restored to life but sporadically overcome with a mindless rage.

Crystal, like the other Inhumans, is changed by her time on Earth and encounters with humans both good and bad.

Although Crystal is the youngest of the Inhumans and rarely uses her elemental powers, she serves an important use as she’s able to have her gigantic pet dog Lockjaw instantly teleport people around. There’s a brief subplot where she’s held hostage by Maximus, who subtly threatens Lockjaw and her family unless she agrees to spread his influence across Attilan, but she easily fools him and flees to Oahu with Lockjaw to reunite with Medusa, only to end up falling in with Dave after he accidentally injures Lockjaw with his quad bike. Interestingly, when with Dave, Crystal takes on characteristics of a sheltered and spoiled princess, one who’s used to getting her way and has never been touched by a human; their relationship fulfils a dual role of teaching her not to be so uptight and showcasing that not all humans are as dangerous as she has been taught. Naturally, because they’re both young and attractive, they also end up smooching and Crystal ends the series wishing to live a normal life with this bland, if kind-hearted, young man, a decision Medusa is happy to support since she too comes to regard humans more favourably. In fact, the Inhumans find a surprising number of allies on Oahu; Gorgon just happens to fall in with a bunch of former soldiers who are not only aware of Inhumans but willingly put their lives on the line to aid him, but the standout is obviously Louise. Having lived her whole life dreaming of visiting the Moon so she can scatter her father’s ashes there, she’s captivated by Medusa and the Inhuman race but quickly comes to question their caste system and treatment of their enemies. Of course, not every human is so willing to aid them; Reno (Michael Trotter) is immediately suspicious of Karnak and tries to kill him out of jealousy, a crusade picked up by Tua (Mark Medeiros) after he murders Reno for his disloyalty. Then there’s Doctor Evan Declan (Henry Ian Cusick), a scientist conducting extensive Inhuman research on Maximus’s payroll, though he’s unaware of the truth behind his benefactor. Dr. Declan is a curious character; he aids Black Bolt, facilitating his escape from prison alongside fellow Inhuman Sammy (Olo Alailima) and agrees to help him in exchange for some blood tests. While he’s clearly been experimenting on Inhumans, he doesn’t make any aggressive moves towards them and is instead fascinated by the different physiology; his research is vital to Maximus, who plots to use it to undergo Terrigenesis for a second time and gift himself powers, and Dr. Declan seems happy to help both sides simply out of sheer scientific curiosity, which results in him being killed during Gorgon’s rampage.

Maximus has a forked tongue but leaves the dirty work to his loyal flunkies.

Though he’s firmly pigeon-holed as the antagonist of the series, Maximus is actually something of a revolutionary; carrying a lifetime of resentment towards his brother and father, Maximus is unique among the Inhumans in that Terrigenesis rendered him a mere human and he was only spared a lifetime in the mines because of his royal blood. Maximus openly and routinely criticises Black Bolt’s decisions; he fully believes that the humans will inevitably one day discover them and destroy them once they do and challenges the caste system, earning himself a small but vocal following of Inhumans wishing to rise above their allotted stations. Sporting a silver tongue and prone to elaborate monologues, Maximus seeks to twist every situation in his favour, against the ruling class, or into a veiled threat; he subtly suggests that the royal family have caused death and chaos and fled, assumes the throne in their absence, and sets about abolishing the caste system and conscripting the miners into becoming soldiers to hunt down and kill his family. While he’s no fighter, having failed to learn even basic self-defence from Gorgon, Maximus is an accomplished manipulator and politician; however, his doubters are everywhere, not just because he’s a lowly human but also because he threatens to change Inhuman society in ways that would be disruptive to the genetic council. Because of the threats, disloyalty, and political minefield of his coup, Maximus frequently manipulates Bronaja (Ari Dalbert) into sharing his prophetic visions of the future; while these can be vague, they’re enough for him to intercept a rebellion, kill insurgents and betrayers, and stay one step ahead on most occasions. When he needs more direct action, Maximus employs the services of Auran (Sonya Balmores), a cold-hearted assassin capable of regenerating, to first kill and then capture his family so that he can make better use of Dr. Declan’s research. Although fiercely loyal to Maximus, Auran comes to realise her mortality and turn away from his cause as the series progresses and is at constant odds with Mordis, an Inhuman who emits destructive energy blasts from his face. Mordis’s snarky attitude and rivalry with Auran actually lends the series some much-needed appeal and he’s a surprisingly interesting character; like Black Bolt, he has vast destructive potential, but he was simply locked up and forgotten about because he wasn’t of royal blood and would rather dramatically kill himself than be locked up again. Although Maximus states is plot is based around changing Attilan’s archaic society and allowing them to begin a new life on Earth, by force if necessary, it’s really just a cover for his selfish desire for the throne and to become Inhuman; this obsession not only saw him manipulate young Black Bolt into killing their parents but also endangers the entire city. Ultimately, though he proved to be an unstable and unfit ruler, Maximus does see his dream achieved; the Inhumans migrate to Earth to start over as equals, but Maximus doesn’t get to be a part of this as he’s sealed away in a bunker by his brother and left to rule over the remnants of Attilan alone on the Moon.

The Summary:  
I will say that one thing Inhumans has going for it is its Earth setting; setting the series in and around Hawaii offers a unique visual setting unlike anything seen in the MCU at the time but, in many ways, I think it might’ve been better to just set the show on Earth, with the Inhumans scattered around the globe, and do flashbacks showing their time in Attilan and have the finale take place there because, for a hidden, technologically advanced city on the Moon, Attilan is a massive disappointment. Attilan lacks the grandiose architecture and fantastical visuals of Asgard or Wakanda; everything is made of cold, grey stone, resulting in a lacklustre and cheap presentation akin to old sci-fi television serials. While this may have been a conscious choice, or dictated by the budget, it comes across as lifeless and uninspiring compared to Jack Kirby’s original artwork. I may not always be the biggest fan of his complex and colourful machinery and environments, but a least they popped on the page and impressed; nothing about Attilan impresses and it screams low budget, minimalist, and low quality, three things the MCU was and still is definitely not known for. This extends to the Terrigen Mist ceremony (which, like Attilan, is disappointingly barebones and small-scale), Callisto’s dull warehouse interiors, and the stark emptiness of Attilan’s unimpressive throne room, dining room, courtyard, and bunker. While Maximus notes that the city is small and crammed with too many people, even the streets resemble a backlot or claustrophobic set rather than a thriving cityscape and there’s little appealing or alien about Attilan. Similarly, the costume design and effects are more miss than hit; while Medusa’s hair and wig aren’t great (especially when animated) and her purple dress does her no favours, Black Bolt’s attire looks pretty good, if a bit of a half-hearted attempt to reproduce his comic book outfit. Though Karnak has simple facial tattoos, Triton has some decent enough prosthetics going on, but Gorgon’s hooves mysteriously appear and disappear with no explanation and Crystal barely showcases any of her powers. Lockjaw looks pretty good, considering he’s a massive slobbering bulldog; yes, he obviously looks quite cartoonish, and the teleport effect isn’t great, but I think that’s to be expected of such a ludicrous character and CGI effect.

Sadly, the visuals, effects, and costumes all fail to impress and just come across as cheap.

The show’s action sequences also fail to impress; thanks to the Inhumans spending most of the show scattered across Hawaii and unable to use their powers for one reason or another, we’re denied any grandiose or mind blowing spectacles and are left to rely on car chases, simple fistfights, and shootouts more often than not. Black Bolt, Medusa, and Karnark showcase a blunt efficiency in their movements, easily overpowering and besting multiple armed foes either with their hands or their hair, but these pale in comparison to action sequences seen in the likes of Agents of S.H.I.E.L.D., which is really saying something. Much of the heavy lifting is performed, fittingly, by Gorgon and Auran; Gorgon favours a ground-trembling foot stomp and tossing foes around with his brute strength, which is in stark contrast to Auran’s swifter, more precise fighting style and I enjoyed seeing them clash but these fights were always in boring environments and over far too quickly. Karnak’s action scenes are the most visually interesting and have so much potential; we see him engaging with foes in hypothetical scenarios and learning the most efficient way of dispatching his enemies, but his powers are on the fritz for the entire show, so we rarely get to see this or are simply treated to him being knocked out from behind. The show makes a big deal about the destructive nature of Black Bolt’s voice but we never really get to see this in action; there’s a ludicrous scene of him accidentally atomising his parents, he sends a police car flying which is strangely treating like a huge deal in a world where literal Gods walk amongst us, and he ultimately buries Maximus with a simple whisper but his powers are never showcased to the fullest extent, meaning all that build up was for nothing. Mordis offers some consolation for this, frequently blasting away with his energy beams, but we’re even denied the spectacle of a huge explosion during his and Gorgon’s death scene and, similarly, whatever potential there was in Medusa’s hair or Crystal’s elemental powers is undone simply because the plot and budget demand it, meaning these superhuman characters are more likely to hold people at gunpoint, something hardly befitting their colourful nature.

The focus on human/Inhuman relations and the budget sadly overshadows the family drama.

There’s a general theme of the Inhumans being out of their element and learning new things about themselves and humanity, but it really doesn’t make much sense; we literally see the Inhumans observing Earth and yet, when they arrive, they have no concept of money, our society, no respect for our laws, and little understanding of humans beyond them being dangerous. This results in Black Bolt looking like a complete moron when he wanders about the city and is spirited from place to place; he’s silent and alien in nature but he’s not an idiot and it’s really jarring to see him, Medusa, and Crystal suddenly act like entitled assholes when that wasn’t the case on Attilan. We never even got much of a sense that they were anything but beloved and respected monarchs; we see them freely walking among the people and going out of their way to safeguard the city, and it’s only later that we’re told about the caste system and how awful Attilan can be for those with less desirable or attractive gifts. Since he’s been genetically transformed into a lowly human and his only gift is his forked tongue and unquenchable pursuit of power and adoration, Maximus seeks to change this system, to give the lower caste a chance to shine and take what they want by force. However, perhaps again due to the budget, we see very little of this and most of Maximus’s time is spent trying to win over the genetic council before he just kills them all, being overly reliant on Bronaja’s sketchy visions, and flip-flopping on whether he wants his family dead or alive. Despite being a silent role, Mount does a good job here, but I feel like he’s not in it as much as he could be; instead, Medusa seems to have a larger role and she’s a pretty awful character, and Crystal’s performance is probably the weakest of all involved. Karnak had some interesting development but it’s robbed of a lot of its potential as we never get to see his powers (or any of their powers) showcased in a visually interesting way; we’re just told stuff about them and then they’re forced to adapt to their new situation. Maximus was clearly the standout in terms of intrigue and acting; however, while there’s a central conflict between Black Bolt and Maximus, this really should have been given more focus. While Iwan Rheon is certainly giving it his all and is almost Shakespearian in his performance, Thor Odinson (Chris Hemsworth) and Loki Laufeyson (Tom Hiddleston) they are not. They should be akin to these two, but the production and budget just doesn’t allow it, and they share very little screen time together so we’re mainly informed of their animosity and relationship through other characters, flashbacks, and their individual moments.

Whatever potential the show had was undone by a lacklustre presentation and low budget.

This is a problem faced by the entire show. The Inhumans is a concept that has the potential to be as visually interesting and grandiose as the X-Men, Thor, and the Eternals; Attilan should have been as memorable and impactful as Asgard or Wakanda but, instead, it’s just a series of dull sets. Nothing in Attilan is interesting to look at; they have fancy communicator devices but they don’t incorporate visuals or holograms so they’re useless whenever anyone calls Black Bolt, which is weird as we clearly see the do have this technology. They’re protected by an invisible shield and yet idiots like Gorgon go out and steal flags and smash rovers; they can teleport anywhere they like but only if Lockjaw is at full strength or living wall Eldrac (Moses Goods) feels like cooperating. They’re supposed to be this advanced civilisation, yet the Terrigensis chambers look like shit and they’re more likely to use guns than their powers, and their society is more primitive and backwards than ours since it’s based completely around having impressive and wonderful powers; anything else and you’re in the mines, meaning Maximus is completely right in his pursuit and our “heroes” look pretty awful. Thankfully, Maximus is an unlikeable asshole in all the right ways, so I never found myself rooting for him; but then I wasn’t rooting for the royal family, either. Instead, I was just bored. Inhumans should have been a movie, there’s no question about that; afforded a bigger budget and a two-hour runtime, we could have had something at least more pleasing to look at, if not actually enjoyable. As is, though, it comes across as being cheaper and more half-hearted than an episode of Agents of S.H.I.E.L.D.; arguably, the Inhumans were realised far better there and maybe Inhumans would’ve worked better if some its plots and characters had been woven into Agents of S.H.I.E.L.D. and then spun-off into a ninety-minute feature or something. Instead, what we’re left with is what basically amounts to a contractual obligation; there’s some good performances here, and I’m glad Anson Mount revisited his role later (even if he was still treated like a joke), but it’s hard to care about Inhumans when even Marvel Studios clearly didn’t give a crap about it. There’s a reason this is buried away on Disney+ and was never released on home media and you’re better off just skipping this one and watching Eternals (Zhao, 2021) instead, which really is saying a lot.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to Inhumans? Do you agree that it’s one of the most disappointing ventures in the MCU or did you actually enjoy it? What did you think to Anson Mount and Iwan Rheon’s performances? Were you disappointed by the poor visuals, costumes, and action sequences? What did you think to the themes of the Inhumans finding humility and the depiction of their society? Are you a fan of the characters and, if so, what did you think to the show as an adaptation? How did you react to Marvel’s attempts to increase the exposure of the Inhumans at the time? Would you like to see the Inhumans return to the MCU or do you think it’s better to just ignore them? Whatever your thoughts, drop a comment below or let me know on my social media.

Back Issues: Secret Invasion

Published: June 2008 to January 2009
Writer: Brian Michael Bendis
Artists: Leinil Francis Yu

The Background:
In January 1962, legendary duo Stan Lee and Jack Kirby introduced Marvel Comics readers to the Skrulls, a race of warmongering shape-shifters who have long hounded Marvel’s heroes, particularly the Fantastic Four, by assuming their identities and powers. Experimented on by the all-mighty Celestials and launching aggressive campaigns against both the Earth and their hated enemies, the Kree, the Skrulls have been at the forefront of numerous Marvel stories over the years in addition to featuring as villains in various videogames and animated ventures before making their live-action debut, in a decidedly different manner, in Captain Marvel (Boden, 2019). Perhaps one of their most prominent storylines was the Secret Invasion arc that ran through these eight issues and multiple tie-ins and spin-offs; the brainchild of writer Brian Michael Bendis, Secret Invasion had not only been hinted at for some time and was heavily advertised as a means of changed up the perception of legacy Marvel characters and even return some to mainstream publication. Reviews of the storyline were mixed, with some noting that it was an anti-climatic Marvel event and others praising the marketing and artwork while criticising the religious undertones and spotty dialogue. Still, an adaptation of the story made its way into the Avengers: Earth’s Mightiest Heroes cartoon (2010 to 2012) and it also formed the basis of a six-episode, live-action series of the same name on Disney+.

The Review:
This eight-issue event series begins “years ago” after the destruction of the Skrull throneworld, a cataclysmic, prophesied event that leads the few survivors back to their queen, Veranke, who kicks the story’s narrative in motion by seeding Skrull agents throughout our world. It took years for this to be uncovered, and it was revealed in dramatic fashion when it turned out that the resurrected assassin Elektra Natchios was a Skrull in disguise, a revelation that alerted Tony Stark/Iron Man (then the conceited and self-righteous director of the Strategic Hazard Intervention Espionage Logistics Directorate (S.H.I.E.L.D.) following the game-changing events of Civil War (Millar, et al, 2006 to 2007)) to the depths of the Skrull’s infiltration. Recognising that even his armour’s sensors can’t be trusted to identity friend from foe, Stark drafts in his allies – Doctor Reed Richards/Mister Fantastic and Doctor Henry “Hank” Pym/Yellowjacket – to perform an autopsy in an attempt to figure out how the Skrull was able to remain completely undetected to technology, magic, and Mutant probing. Conveniently enough, a Skrull ship chooses this exact moment to come crashing into Earth’s atmosphere and make landfall in the Savage Land, taking Iron Man away from the operating room so he can investigate. Concerned that this could be the full-scale invasion they fear, Jessica Drew/Spider-Woman calls in the renegade “New” Avengers (those who refused to sign up to the ludicrous Superhero Registration Act in Civil War), which leads to Luke Cage/Power Man, Peter Parker/Spider-Man, James “Logan” Howlett/Wolverine, Danny Rand/Iron Fist, Clint Barton/Ronin, and Maya Lopez/Echo subduing Black Widow/Natasha Romanova and stealing her Quinjet to beat Iron Man and his government-sanction Mighty Avengers – Iron Man, Spider-Woman, Black Widow, Carol Danvers/Ms. Marvel, Janet van Dyne/The Wasp, Ares, Simon Williams/Wonder Man, and Robert “Bob” Reynolds/The Sentry – to the crash site. Both sets of Avengers are aware of the potential Skrull threat, which drives an even greater wedge between them as not only are the Secret Avengers being actively hunted by their former comrades, but they can’t even trust each other to be who they say they are.

While the Skrulls cripple Earth’s defenses, the fractured Avengers battle their classic counterparts.

After being brought down by one of the Savage Land’s rampaging dinosaurs, the New Avengers prepare to open up the crashed ship, but they’re intercepted by the Mighty Avengers, with Iron Man immediately trying to arrest them and Luke Cage obviously telling him and his jumped-up thugs to go kick rocks. Iron Man’s attempt to keep the rogue superheroes from overstepping the mark are scuppered when Timothy “Dum Dum” Dugan and his trusted butler, Edwin Jarvis, unexpectedly sabotage not only the orbiting the Sentient World Observation and Response Department’s (S.W.O.R.D.) satellite base but also Stark’s armour and S.H.I.E.L.D.’s Helicarriers and bases, effectively disabling the armoured Avenger and crippling the superhero community’s resources and communications. Additionally, maximum security prisons the Raft and the Cube are suddenly hit by mass breakouts and Mar-Vell/Captain Marvel and Susan Storm/Invisible Woman disable the villainous Thunderbolts and the rest of the Fantastic Four, with each of these supposed heroes flashing ominous eyes and assuring their victims that “He loves [them]”. Meanwhile, a Skrull armada bares down on Earth and Mr. Fantastic finds himself reduced to an elasticated mess right as he figures out the key behind the Skrull’s newfound undetectability, the victim of a shot from Pym, who’s revealed to also be the Skrull Citri Noll! Momentarily setting aside their differences to get Tony Stark to aid, the two Avengers groups are startled when a slew of classic-styled, currently deceased or long-changed superheroes emerge from the Skrull ship; Captain Steve Rogers/Captain America, the Vision, Thor Odinson, Doctor Jean Grey/Phoenix, Doctor Henry “Hank” McCoy/The Beast, Wanda Maximoff/Scarlet Witch, Jessica Jones/Jewel, Emma Frost/The White Queen, and Barbara “Bobbi” Morse/Mockingbird appear alongside classic versions of Spider-Man, Power Man, Wonder Man, Iron Man, Hawkeye, Ms. Marvel, Wolverine, and the Invisible Woman. Naturally, a tense showdown ensues in which both groups assume the other are Skrulls in disguise; guys like Wolverine, Spider-Man, Emma Frost, and the Vision struggle to get any kind of reading on their counterparts beyond sensing their distrust while Ronin is stunned to see his former flame, Mockingbird, alive and well but, despite Ares trying to convince his allies that it’s a trap, tensions boil over and an all-out brawl kicks off!

As more characters enter the fray, internal distrust is as rife as the escalating war with the Skrulls.

With Stark in agony from the alien virus that’s crippled his armour, Ms. Marvel flies him to safety as the others duke it out; the two Spider-Men trade quips and punches, the Vision uses the Sentry’s fear of his destructive and malevolent alter ego, the Void, to disable his God-like power, and Ronin steals his counterpart’s weapons to subdue their attackers but the arrival of a raging Tyrannosaurus rex disrupts the fracas. Trampled to death by the dinosaur, the classic Spider-Man and Hawkeye are revealed to be Skrulls, and Wolverine intuits that the Skrulls are setting them against each other to wipe out any resistance to their invasion plan. However, when he tries to eviscerate Mockingbird, Ronin intervenes and questions her; she’s adamant that she’s not a Skrull and even reveals personal information that only she and Clint would know, which is enough to convince him to trust her. This offers Luke Cage the hope that the Cap and Iron Man aboard the ship are the real deal, which would certainly explain Stark’s recent manic behaviour and allow the recently deceased Cap to still be alive, but Wolverine’s far from convinced. Meanwhile, back in New York City, a portal opens up and a whole slew of Avengers-inspired Super-Skrulls attack; there’s Skrulls combining the powers of various X-Men, a Fantastic Four Super-Skrull, one that’s a mixture of Spider-Man villains, and even an Illuminati hybrid, meaning the Young Avengers – Eli Bradley/Patriot, Dorrek VIII/Hulkling, Billy Kaplan/Wiccan, Tommy Shepherd/Speed, Kate Bishop/Hawkeye, and their mentor, the Vision – are completely overwhelmed despite Hulkling’s efforts to talk down their attackers with his royal status. Thankfully, they receive some back-up in the timely arrival of fledgling superheroes, the Initiative – Joseph Green/Gauntlet, Rachel Leighton/Diamondback, Cassandra “Cassie” Lang/Stature, David Alleyne/Prodigy, Anthony Masters/Taskmaster, Geldoff/Proton, Z’Reg/Crusader, Jimmy Santini/Batwing, Fahnbullah Eddy/Gorilla Girl, Wallace Jackson/Red 9, Delilah Dearborn/Geiger, Melee, Andrea Roarke/Sunstreak, and Alexander Ellis/Annex. Though the Skrull forces prove ruthlessly formidable, and the Vision is lost in the battle, even more help arrives when the Secret Warriors – Colonel Nick Fury, Yo-Yo Rodriguez/Slingshot, Daisy Johnson/Quake, Alexander Aaron/Phobos, J.T. Slade/Hellfire, Jerry Sledge/Stonewall, and Sebastian Druid/Druid – add yet more names and the bodies to the chaotic artwork and conflict.

Heroes and villains set aside their differences to take the fight to the invading Skrull army.

The Skrull threat is doubled thanks to the distrust between the world’s heroes, with even Nick Fury abandoning Ms. Marvel because of her alien DNA. Meanwhile, as a weakened Stark desperately attempts to repair his armour, Spider-Woman reveals herself to be the Skrull Queen, Veranke, and tries to convince him that he’s a Skrull agent so deep undercover that he’s forgotten his true nature. Before her poison (both literal and figurative) can take hold, Black Widow causes her to flee and Stark reveals that the key to victory lies with Mr. Fantastic, who’s currently being tortured aboard a Skull ship. Thankfully, S.W.O.R.D. director Abigail Brand bluffs her way onto the ship and flushes the Skrull into space to rescue him; Reed then fashions a device that exposes the Skrulls’ real forms, arriving just in time to stop another conflict in the Savage Land and revealing not only that the classic Emma Frost, Invisible Woman, Thor, Ms. Marvel, and Jessica Jones are Skrulls but that Mockingbird is as well, enraging Clint. The real Thor transports everyone to New York for a final confrontation, which even the Watcher, Uatu, shows up to observe and also sees Parker Robbins/The Hood’s criminal syndicate and Doctor Norman Osborn’s Thunderbolts pitch in with the nearly-incomprehensible brawl. While Mr. Fantastic and Iron Man try to take out Veranke (still disguised as Spider-Woman) to demoralise the Skrulls, the Wasp targets Citri Noll, who apes Pym’s Giant-Man form, though it’s Stature and the assassin Bullseye who end up taking him out. Iron Man is forced to withdraw so he can sort out his messed-up armour, Fury’s forces save Mr. Fantastic from being torn apart by multiple Skrulls posing as the Invisible Woman, the real Jessica Jones joins the fray, and Kate Bishop ends up gravely injured amidst the chaos. Although Wolverine tries to take out Veranke, the bio-electrical powers she stole from Spider-Woman keep him at bay, meaning it’s an arrow through the face courtesy of the vengeful Ronin that ultimately subdues her.

Although the Skrulls are defeated, the general distrust in Stark allows Osborn to seize power!

With Veranke compromised, Citri Noll activates a device that causes Janet to enlarge uncontrollably and unleash a chemical agent designed to kill humanity and Skrulls alike. With no other choice available, Thor whips up a hurricane with his magical hammer, one so powerful that is destroys the enlarged Janet and dissipates the weird black spots that threaten everyone’s lives. Although Wolverine seeks to make Veranke pay for Janet’s death, it’s Norman Osborn who gets the kill shot, then Iron Man finally gets his shit together and leads an all-out assault on the remaining Skrull ships, with the now disillusioned and leaderless armada being easy pickings. Iron Man also frees everyone the Skrulls impersonated since the shape-shifters conveniently needed the original versions alive in order to make the deception more convincing, meaning Elektra and Mockingbird return to “life”, Reed is finally reunited with his family, and the true versions of the likes of Spider-Woman re-join society. Unfortunately, this also means that Jessica Jones left her and Luke’s baby, Danielle Cage, in the care of the Skrull-Jarvis, a plot thread left unresolved in this story. Although recent tensions are eased in the aftermath and ensuing celebration, there’s an unshakable sense of hesitation given how long the Skrulls had been a part of Earth’s society and superhero community; Thor also condemns Stark’s recent actions and refuses to associate with him. Thanks to having publicly executed Veranke, Osborn is able to manipulate the President of the United States into equally losing faith in Stark, his methods, and his technology; the President thus ousts Stark as director of S.H.I.E.L.D. and names Osborn as the new overseer of any and all superhuman and defensive measures under a new organisation, H.A.M.M.E.R., unaware that this is exactly the opportunity the scheming madman and his Cabal of allies (Emma Frost, Doctor Victor Von Doom/Dr. Doom, The Hood, Prince Namor McKenzie/The Sub-Mariner, and Lady Loki) were waiting for.

The Summary:
Now, I am by no means an expert on the Skrulls; I know of them, primarily as an antagonistic, shape-shifting race of aliens who are almost constantly at war with the Kree and getting into scuffles with the Fantastic Four, but they’re generally on the periphery of most Marvel stories I’ve read. Secret Invasion is probably, to date, their most prominent story, at least in my experience, and it definitely adds some nuance to them that I didn’t expect. Normally, I see them as a warmongering race who live to conquer through both subterfuge and force but, here, they’re motivated by a fanatical devotion to their God (the “He” they keep referring to) and their invasion is seen almost as divine intervention. The Skrulls swamp television screens with their pseudo-religious propaganda, hijacking every telecommunications device across the globe and assuming the guise of various political figures, celebrities, and superpowered monarchs like Erik Lehnsherr/Magneto and Dr. Doom, and insist that they’re there to bring glory to our world and that their might cannot be opposed. Given the strength of their invasion and that their Super-Skrulls have mimicked the combined powers of many of Marvel’s heroes, it’s perhaps not surprising that Marvel’s ridiculously fickle citizens embrace their alien overlords, though this scene showcases that the Skrulls aren’t simply defending themselves or there to usher in a new age for mankind as they claim and are hell-bent on conquering the planet.

Having lost everything, the Skrulls throw themselves at Earth with fanatical desperation.

This campaign is spearheaded by their queen, Veranke, a figure of worship for the Skrulls and who has placed herself on the frontline, earning the trust of Tony Stark by posing as Spider-Woman and becoming privy to many of Earth’s defences. Stark even reflects on his role in the invasion and the shame he feels about not recognising the threat sooner in a show of guilt that was somewhat uncharacteristic of him at this time; this is a man who was so blinded by his belief that superhumans needed to register with the government that he actively fought and imprisoned his fellow heroes and abandoned many of them, and his morals, in favour of an uncompromising, borderline fascist mentality that only led to further conflict and resentment Indeed, Veranke revels in the irony of having twisted Earth’s technology and heroes towards her agenda, something she was easily able to do thanks to Stark being so dead-set about forcing or punishing his peers to register their true identities and powers. However, as much as Veranke likes to preach that hers is a Holy mission, she’s actually equally motivated out of revenge, specifically against Mr. Fantastic and the Fantastic Four after they tricked a contingent of Skrulls into believing they were cows decades prior. Since the Skrull home world has been lost and their once-prosperous empire lies in ruins, the Skrulls follow her without question and throw everything they have at Earth; they’re even willing to give their lives in the process, and in a last-ditch effort of mutually assured destruction, only to be defeated and left dejected. Veranke’s death leaves the Skrulls directionless and all their once-formidable might is as nothing; those that survive are left demoralised as they saw this as their last chance at survival and glory. Thus, Veranke’s quest for vengeance and conquest leaves her people devastated and more worse off than ever as a sizable portion of their armada is destroyed and the last thing they had in all the universe, their faith, is also shattered by their defeat.

The Skrulls are so deeply entrenched that the already frayed heroes are strained to breaking point.

I’m generally not a fan of imposter storylines; it’s a tired cliché and one that quickly outstays its welcome, but it actually works quite well in Secret Invasion. Many of the Skrulls seem to be completely unaware of their true nature; the Mockingbird-Skrull believes that she’s the real deal right up until the end and is begging Clint to listen to her even as he attacks her in a rage. This is also true of Captain Marvel, who believed so strongly that he was the deceased former hero that he couldn’t bring himself to kill and was convinced by Norman Osborn, of all people, to turn on his race; he even died begging the Kree warrior Noh-Varr/Marvel Boy to carry on the fight in his stead, so complete was his conditioning. It’s not revealed exactly how the Skrulls have the memories they do but it’s one of the big reasons why so many of them went undetected; however, many of the Skrulls posing as classic Avengers continued to believe they were the real deal after their true nature was revealed rather than immediately attacking the heroes in service of their God, which definitely paints much of this conflict in a morally grey area. The Skrulls pick the perfect time to strike the Earth; its heroes are divided and at war with each other and easy to manipulate, and seeing the return of dead heroes like Captain America, Mockingbird, and Captain Marvel, as well as the original version of Iron Man, only fuelled the flames of conflict between them thanks to Stark’s actions during Civil War leading to many deaths, including Captain America’s. It would’ve been so easy to explain away Stark’s recent actions as being the work of the Skrulls but, interestingly, that doesn’t turn out to be the case and, similarly, Cap’s death isn’t immediately undone with the presence of his classic counterpart. Instead, we’re left with a world where Stark is still shouldering the burden of his actions and where Cap’s mantle has been taken up by his friend, James Buchanan “Bucky” Barnes; there are no quick-fixes in this story to explain away the events of Civil War and there isn’t really a sense that bridges have been mended by the end of it as distrust is still rife and the status quo remains unchanged.

A decent story with some interesting wrinkles but a bit overstuffed and manic at times.

Ultimately, I quite enjoyed this story; it’s hard to read as an eight-issue standalone as you need some knowledge of prior Marvel events, especially Civil War, and it’s clear that there’s a lot of additional story and conflict in supplementary collections and books, but the narrative works just as well if you only read these eight issues. I enjoyed seeing the Mighty and New Avengers be forced to set aside their differences when faced with their classic counterparts and the reveals of which characters were Skrulls, even if none of the major players were aliens in disguise. The quasi-religious bent to the Skrull invasion was an interesting twist, as was them siphoning and combining the powers of Marvel heroes into an army of Super-Skrulls, and the art was pretty consistent and easy to follow throughout. Unfortunately, the biggest issue I had with Secret Invasion was the sheer number of characters jammed into it; it was hard to keep track of it all at times and it’s obvious that teams like the Young Avengers, Thunderbolts, and Secret Warriors all had bigger parts to play in spin-off stories, but I think they could’ve been downplayed a little here. There’s a Skrull-Galactus with absolutely no context or consequence to the story and even Uatu shows up, which is generally a short-hand to indicate that the events are of cosmic importance but, again, it doesn’t actually factor into the story in a meaningful way. Stark spends most of the arc out of action thanks to the Skrull virus messing up his armour, which is great for leaving him vulnerable and in pain and unable to participate in the wider conflict but then he just shows up in an older armour with a throwaway line for the finale. Similarly, Thor just pops in out of nowhere, formally prominent characters like Wolverine and Spider-Man get lost in the shuffle, and late appearances from Jessica Jones and Norman Osborn are simply there to set up the next big Marvel events and stories. Overall, it was pretty enjoyable and not as much of a mess as some Marvel events, but the action got a little too chaotic at times and there were too many characters wedged into these issues, which I think would’ve been far stronger if they’d focused on, say, eight or ten main characters and then just showcased the others in supplementary materials.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Secret Invasion? Were you shocked to find out which characters were Skrulls in disguise? Were you hoping that some of the classic Avengers would turn out to be the real heroes? Which of the teams featured was your favourite? Did you think there were too many teams and characters in the story and which of the spin-off books did you enjoy? What did you think to Veranke, the pseudo-religious slant to the Skrulls, and the Skrull invasion? Were you also frustrated by Tony Stark’s characterisation during this time, or did you enjoy seeing Marvel’s heroes in dispute? What are some of your favourite Skrull-centric stories? Whatever your thoughts on Secret Invasion, feel free to share them below or leave your thoughts on my social media.

Game Corner: Streets of Rage II (Xbox 360)

Released: 30 May 2012
Originally Released: 20 December 1992
Developer: M2
Original Developers: Ancient, H.I.C, MNM Software, SEGA, and Shout! Designworks
Also Available For: Arcade, Dreamcast, GameCube, Game Gear, Master System, Mega Drive, Mobile, Nintendo 3DS, Nintendo Switch, Nintendo Wii, PC, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S/X

The Background:
Sidescrolling beat-‘em-ups were a popular genre in both arcades and home consoles back in the mid-nineties thanks to games like Double Dragon (Technōs Japan, 1987), Final Fight (Capcom, 1989), and Teenage Mutant Ninja Turtles IV: Turtles in Time (Konami, 1992). Noriyoshi Ohba and his small team of developers drew inspiration from this genre to create the first Bare Knuckle Streets of Rage (SEGA, 1991) title, which initially released exclusively on SEGA’s home consoles. Given that Streets of Rage was incredibly popular and highly praised, a sequel was released only a year later; to incorporate new features and improvements over the original release, the developers improved the Mega Drive’s cartridge specifications to allow for larger, more detailed sprites and increased enemy swarms. Ayano Koshiro designed and coded the new characters, their moves, and tweaked the gameplay experience to make things faster, more dynamic, and more capable of competing against Capcom’s brawlers on Nintendo’s consoles. All this work paid off as Streets of Rage II was one of the top five best-selling Mega Drive games upon release and was met with widespread critical acclaim; reviews praised the improvements and combat, Yuzo Koshiro’s soundtrack, and the gameplay in general was universally celebrated. After being re-released and ported numerous times over the years, all three Streets of Rage games came to the Xbox 360 as part of the SEGA Vintage Collection, with this version including additional modern quality of life elements such as save files, a replay feature, and bonus content.

The Plot:
One year after saving Wood Oak City from Mr. X’s crime syndicate, former police officers Axel Stone and Blaze Fielding join forces with professional wrestler Max Thunder and Eddie “Skate” Hunter, the younger brother of their comrade, Adam Hunter, when Mr. X makes a sudden return and kidnaps Adam!

Gameplay:
Like its predecessor, Streets of Rage II is a 2D, sidescrolling beat-‘em-up in which players pick from one of four playable characters and return to the mean streets of Wood Oak City to clear out a new batch of thugs across eight levels (now referred to as “Stages”). As before, you can choose to tackle this either alone or alongside a second player, who can jump in at any time, and can again pick from four difficulty settings (ranging from “Easy” to “Hardest”). This time around, you can manually set the amount of lives you have from the “Options” menu and, after losing all of your lives and continues (of which you have three on “Normal”), you can enter your initials on the high score board and then switch to a different character to continue playing as if you want. Each Stage is played against a generous time limit that is extended by clearing enemies from the screen, or if you lose a life. Compared to the last game, Streets of Rage II is much bigger, faster, and more responsive, with additional animations, combos, attack options and unique gameplay mechanics both shared and exclusive to the four playable characters. Once again, you have a simple three button control system that can be fully customised both in the in-game menu and using the SEGA Vintage Collection settings to allow for a rapid fire attack option. By default, A sees you attack with either a punch or a kick, B lets you jump to land one of two jumping attacks, and X lets you pull off one of two special moves to clear away groups of enemies at the cost of some health. You can switch up these buttons as you like in the main menu, and you can now pull off a rear attack by either pressing A and B together or by assigning this attack to another button (I used X) and pull off either a dash or a forward lunge attack by double tapping the directional pad and pressing attack. When you get up close to enemies, you’ll also grab them, allowing you to either pummel them, toss them behind you (and into other enemies), or slam them to the ground for big damage. Anything you can do, your enemies can do too, however, so you’ll need to make sure to avoid them grabbing and throwing you, overwhelming you from all sides, or sliding or charging at you. Although Axel, Blaze, Max, and Skate all share the same basic attacks and controls, each now has five different attributes that changes the way they play as they have more or less focus on Power, Technique, Speed, Jump, and Stamina. This means that Skate is the fastest but weakest character and Max is the most powerful but the slowest, and this extends to their attack options. For example, Axel can perform his “Grand Upper” to somewhat dash ahead, Blaze unleashes a short range fireball and Skate literally dashes ahead in a diving cannonball attack while Max does a limited shoulder charge and slide attack, so you really feel a difference when playing as each character as you trade off speed and jump height for attack power or defence.

The four playable characters all control a little differently and have unique special attacks.

Special attacks are much more varied this time around as well; rather than every character simply calling in backup, each one has a different health-sapping move to deal big damage to multiple enemies. One is performed by a simple press of the special attack button and the other is performed in conjunction with a directional input and, since they drain your health, you won’t have to worry about picking up specific power-ups to replenish them, though your health bar does drains down to the point where you can’t pull them off. This introduces a new layer of strategy to combat as you now must weigh the risk and reward of the abilities of your chosen character while also factoring in whether it’s better to lose a little health pulling off a special or risk losing more health by holding back and getting pummelled by enemies. As ever in these types of games, your goal is to travel from the left side of the screen and to the right and wade through enemies; however, this time around the screen occasionally scrolls diagonally downwards and upwards. Stages are also much longer and generally comprised of at least three areas, meaning when you reach the final part you’ll usually battle a sub-boss and then enter a building or a new area to take on more enemies, making each Stage (and, consequently, the game) much longer. Taking out enemies and grabbing pick-ups still awards you points, and you’re once again awarded bonus points at the end of each Stage depending on how much time and life you have left, which will eventually award you with an extra life. By default, each character is pretty durable, though some are tougher than others, and I found that raking up extra lives was much easier this time around. More enemies, and more varied combinations of enemies, fill each screen at any one time but the game feels less cheap than the last one and the new combat animations and mechanics make crowd control a lot easier. It also helps that onscreen hazards are now at a minimum; there are no death pits to fall down, no crushing weights or flames to worry about. While some enemies will toss grenades at you from the background, pop up from sewer holes, or leap in from offscreen, the only real onscreen hazard you come across are some conveyor belts. Enemies remain shy and like to linger just offscreen, which can be annoying when you’re trying to progress further, and some destructible objects do tend to explode, but these can also damage enemies as well, which is very helpful. Streets of Rage II also has not one, not two, but three elevator sections, none of which allow you to toss your foes off the side, and when you view your high scores you’ll be able to see stats like which Stage you got to and how many K.O.s you scored (which I assume is enemies beaten but it could also be the amount of lives you lost).

Graphics and Sound:
Streets of Rage II continues the tradition of the series by filling every Stage with a catchy, thumping soundtrack that really helps to make the monotonous gameplay fun since you’re just humming away as you go to town on waves of enemies. You still get a congratulatory melody after finishing a Stage, boss themes, and scream, grunt, and groan; it’s always obvious when you’ve grabbed an item or earned an extra life thanks to an audible jingle but, while many of the sounds and music are more elaborate and impressive than the first game, many are still recycled from The Revenge of Shinobi (SEGA, 1989). The overall presentation is much improved, however; the heads-up display is now no longer confined to an ugly black box at the top of the screen, meaning the locations are bigger and much more detailed; enemies now have (ridiculous) names and life bars of varying lengths (with sub-bosses and bosses having two- or three-tiered life bars), and there’s generally a lot more life in the sprites and environments.

The game is bigger and far more visually interesting than before, with an equally kick-ass soundtrack.

The sprites are much bigger and more detailed than before; their idle animations still generally amount to just breathing heavily and waiting for the next punch-up, but Skate glides along on his rollerblades in a very slick way and everything just has a little more polish this time around, which is only bolstered by a few new animation frames when grabbing and beating on enemies or performing your character’s combos. The story is once again told through text but the font is much clearer and longer, still images are used to recap the ending of Streets of Rage and show the ending sequence for this game, and Stages are way more varied than before thanks to going on longer. You’ll see lampposts and chain link fences in the foreground, cars and different views of the city in the background, fog and rain effects, smash your way through a bar and an arcade (where enemies are playing Bare Knuckle machines), explore a pier and fairground (where enemies sleep on bunches, a rollercoaster can be seen, and you end up in something ripped from the mind of H. R. Giger and a pirate ship), and battle your way into the SEGA Stadium where the green becomes a descending elevator section, You’ll cross a bridge held up by huge girders, traverse conveyer belts in a factory, battle through the foyer of Mr. X’s newest elaborate skyscraper, and even end up in a gladiator pit and in the back of a moving van where enemies and audiences cheer on your foes as they try to beat the life out of you. It’s all much bigger and more visually impressive, even though many of the Stages are reminiscent of the last game; little touches like fighting along the beach from the other perspective than in Streets of Rage (so now the sea is behind you) and progressing from the interior of a rocking ship up to the deck really show how the game is taking everything that worked in the first and improving upon it for a deeper, more visually engaging and exciting gameplay experience.

Enemies and Bosses:
While you’ll recognise the vast majority of the enemies you’ll encounter throughout Streets of Rage II from the last game, they now have names and life bars and palette swapped versions of them crop up right from the first Stage, which helps to make them seem more varied than they actually are. The denim-clad thugs and yellow-jacketed punks return, still charging at you with knives, sliding at your shins, or trying to throw you across the screen but they’re now joined by bald bastards who uppercut you out of the air at the worst possible moments. While the whip-cracking dominatrixes return, the martial artists have been replaced by Muay Thai kickboxers and ninjas who can guard against your attacks, flip about the place, and toss throwing stars your way, respectively. Bikers make their first appearance here, charging and leaping at you on their motorcycles, though you can kick them off and take them out with their own exploding bikes; their grenades will also damage other enemies, and you’ll now drop whatever weapon you’re carrying when you grapple with an enemy (and ninjas can even catch ones you throw at them!)

Sub-bosses and bosses return as regular enemies, except for the Vehelits and formidable Shiva.

As Stages are now longer, you’ll now have to contend with a number of sub-bosses as well as end of Stage bosses. As before, all of these reappear in later Stages as recoloured and renamed regular enemies, though slightly weaker and with some variations. The first sub-boss is Jack, a large punk with a flaming Mohawk and garbed in a ripped denim shirt and jeans. This guy’s packing knives, which he’ll stab or throw at you, but you can also pick them up and use them against him and any other enemies coming for you, which is handy when he reappears in his recoloured forms. Dominatrixes like Elektra often attack in pairs and are given extra attack range with their whips, which can also be electrified, but I found them pretty easy to take out before they could do any real damage. Hakuyo and his variants are muscular martial artists who literally drop in with flying kicks and jump attacks, while Big Ben is a returning, rotund enemy from the last game who will plod around trying to set you alight with his fire breath or try and crush you with a big belly flop (but, this time, you are able to throw and slam him without being hurt). One of the more unique sub-bosses is Vehelits, an animatronic alien head that pans across the screen to send you flying and is one of only three enemies you’ll fight just the one time in the entire game, which is fine as all the other sub-bosses and bosses crop up again in the later Stages. After running an enemy gauntlet, you’ll once again confront Mr. X; this time, rather than offer you the chance to join him, he orders his personal bodyguard, martial artist Shiva, to soften you up. Shiva is the closest you’ll get to a boss who is as versatile as you; he attacks with flying and sliding kicks, guarding against your attacks, and flying at you with flaming cartwheel kicks. While he cuts an intimidating figure, he’s actually not as hard as some of the game’s other sub-bosses, however.

While the first two bosses aren’t too difficult, things get tricky once Zamza and Abadede appear.

After fighting through the bar and into a rainswept alley, you’ll take on Barbon, the musclebound proprietor of the establishment you just wrecked who (alongside a bevvy of regular goons) throws spinning kicks, tosses you across the screen, guards against your attacks, and kicks you out of mid-air. When he reappears later, he’s actually one of the easier enemies, especially compared to Stage 2’s boss, Jet. This jetpack-wearing asshole constantly hovers overheard, swooping down or across the screen or grabbing you and sending you crashing to the ground. It can be a little tricky to land a hit on him, much less a combo, as it’s not always easy to judge what “level” of the background he’s on, which can make him a hell of an annoyance when he reappears as a regular enemy. Still, he’s a walk in the park compared to Zamza; this Blanka-like asshole attacks with clawed talons, spinning and jumping all over the place and flying at you with a cannonball attack, swiping you out of the air with a twirling uppercut, or delivering a massive German Suplex up close. His appearance on Stage 8 as “Nail” was a particular headache for me, and actually harder than the last bosses of the game since he’s so hard to keep track of and land decent hits on. In the gladiator pit, you’ll have a rematch with hulking wrestler Abadede; this Ultimate Warrior rip-off has expanded his repertoire to include an uppercut, a lariat strike, a flying body splash, a muscle flex that can send you flying, a big back suplex, and will even strike you with a wrench when he grabs you.

While the final boss is basically the same as before, there’s some interesting (if annoying) battles prior to this.

After fighting your way onto the deck of Stage 5’s ship, you’ll go toe-to-toe with the bulbous Rocky Bear; this guy’s also no joke as he hops about on his tiptoes, pummelling you with punches when he grabs you and easily cancelling your combos with a lunging fist, or comes flying at you with a butt stomp! He’s also accompanied by “Balloon”, a Big Ben variant, and he can be a real pain in the ass as you have to try your luck with a leaping kick, break free of his grab with your special, and dodge out of the way to do some real damage with a combo. Things get a little lazy at the end of Stage 6, however, as you have to fight a variant of Zamza and Jet (known as “Souther” and Stealth”) rather than a unique boss battle, though Stage 7 makes up for this with the tag team combo of robots Particle and Molecule. These cycloptic automatons jump about the place to avoid your attacks, swing their retractable mace-like appendages at you, and even fire projectiles from their eyes but they’re not especially difficult to deal with even when they immediately appear as regular enemies at the start of Stage 8. After dispatching Shiva, you’ll finally face off against Mr. X; unfortunately, this is basically exactly the same as in the last game as Mr. X wanders about trying to brain you with the butt of his rifle (which, to be fair, lands as a combination of hits this time) and haphazardly spraying bullets across the screen. Goons will file in to distract you, but they can also be hurt by Mr. X’s bullets, and as long as you focus on attacking him you’ll come out on top easily enough. I’m actually surprised the developers didn’t have an alternative version of Shiva (or Shiva himself) attack you in this final bout as it’s a pretty simple final fight, and the game is actually much fairer (on “Normal”, at least) than the last one, so it’s not inconceivable that you could get through this without too much difficulty, which is surprising considering how tough and cheap Zamza can be.

Power-Ups and Bonuses:
There are still plenty of destructible objects scattered around the various Stages for you to smash to uncover goodies; apples and roast dinners will restore some or all of your health, the occasional 1-up will grant you an extra life, and bags of cash and gold bars to add to your high score. This is also the main way (outside of disarming enemies) that you’ll acquire a melee weapon; interestingly, there’s only one new weapon in the game (the kunai blade dropped by the ninjas) and some (like the glass bottles) are actually missing. On the plus side, every character swings the metal pipe differently and weapons can be throw at the press of a button to become projectiles but, if you get hit and drop them enough, they still eventually disappear and you may also struggle to attack if you’re standing over a weapon as your character will try to pick it up instead of defending themselves. Since your special move is tired to your health bar, there’s no item to pick up to replenish your stock; you can perform each character’s unique special move as long as you have enough health, and there’s actually a reason to play as different characters this time since they control a little differently and have unique special attacks.

Additional Features:
There are two Achievements on offer in Streets of Rage II, and three additional Achievements as part of playing all three games in the SEGA Vintage Collection. The two specific to this game require you to defeat Zamza on Stage 3 as Skate and Abadede on Stage 4; there are no Achievements for playing with a friend, or for finishing the game as each character, which is a bit disappointing. Unlike the first game, Streets of Rage II only has one ending, further reducing the replay incentive somewhat, but it does come with a new game mode. “Duel” allows two players to go head-to-head as one of the four playable characters in a one-on-one fight; you can select a Stage to battle on, and whether or not special moves are active, but again there are no Achievements tied to this extra mode and no other characters to play as. This version of the game comes with the same customisation options as the last game, allowing you to set wallpapers, scan lines, and smoothing, listen to the soundtrack on the jukebox, switch between the Japanese, European, and North American versions of the game (which again amount only to cosmetic differences), save replays, and make use of save states to the game to make it dramatically easier. Local and online co-op also return, as do leaderboards and the “Trial” mode, which has you battling towards a high score on four different difficulty stages against a time limit or going against Zamza’s “Horror House Challenge”.

The Summary:
I concluded my review of Streets of Rage by saying that I would probably pick Final Fight over it since, while it was a great game and a good attempt at an arcade-style beat-‘em-up, it didn’t quite match up to the level of Final Fight. With Streets of Rage II, the call is much harder to make; with larger, more detailed and visually appealing graphics, new characters with unique ways of controlling and special moves, and longer and more diverse Stages, Streets of Rage II is clearly bigger and better than its predecessor in every way. The core gameplay remains the same, but everything is faster, slicker, and meatier than before; there’s so much more to see and combat is way more fun and the cheapness of the original’s difficulty curve has been toned down quite a bit. While you can argue that this makes Streets of Rage II easier, I’m okay with that; when it comes to arcade beat-‘em-ups, I want a simple pick-up-and-play experience that can be challenging but not unfair or frustrating, and Streets of Rage II was a great time from start to finish. It was a shame to see some weapons missing, some Stage themes repeated from the last game, and that there weren’t more Achievements added to this version of the game, but there’s no denying that Streets of Rage II is vastly superior to the first game in every way. It almost feels like the first game was a proof of concept for the engine and the mechanics as Streets of Rage II just refined everything into an experience that’s far closer to what one would expect from an arcade title, so I would definitely choose to pick this one over the first one and happily compare it to Final Fight in terms of quality and enjoyment.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Streets of Rage II? How do you think it compares to the original, its sequels, and other beat-‘em-ups? Which of the four characters was your go-to and were you a fan of the new ones introduced here? What did you think to the longer Stages and additional sub-bosses? Have you ever beaten this game on the hardest difficulty setting? Which beat-‘em-up game or franchise is your favourite and why and what is it you enjoy about the genre? To share your memories of Streets of Rage II, sign up to leave a reply below or comment on my social media and be sure to check out my other reviews of the series!

Back Issues: Fantastic Four #45-47

Writer: Stan Lee – Artist: Jack Kirby

Story Title: “Among Us Hide… The Inhumans”
Published:
9 September 1965 (cover-dated December 1965)

Story Title: “Those Who Would Destroy Us”
Published:
12 October 1965 (cover-dated January 1966)

Story Title: “Beware the Hidden Land!”
Published:
11 November 1965 (cover dated February 1966)

The Background:
In 1961, Stan Lee and Jack Kirby came together to introduce comics readers to the Fantastic Four, a dysfunctional family of superheroes created as a direct response to DC Comics’ Justice League of America. While the exact circumstances behind the team’s creation has been contest by both creators, Lee and Kirby’s partnership not only popularised the “Marvel Method” of writer/artist collaboration but also impressed readers with their characters’ real and relatable humanity, essentially birthing Marvel Comics as we know it today. Over the years, numerous characters and concepts that would be pivotal to Marvel Comics would debut in the pages of Fantastic Four, and one of the most contentious of these were the Inhumans. Debuting a couple of years after Lee and Kirby’s similar concept, the X-Men, the Inhumans were first introduced as antagonists to Marvel’s First Family before being expanded to include an entire race of superpowered beings under the lordship of the Inhuman Royal Family. The result of Kree experimentation, the Inhumans were granted their incredible powers and often monstrous appearances by a substance dubbed “Terrigan Mist” and took the dysfunctional family dynamic and unsettlingly aesthetic of both the X-Men and Benjamin Grimm/The Thing and dialled it up to eleven for their colourful and wacky cast of characters. Following their three-issue debut story, the Inhumans graduated to a short-lived solo title and have gone on to be prominent fixtures in Marvel Comics. Their leader, Blackagar Boltagon/Black Bolt, has served on the omniscient supergroup the Illuminati, an Inhuman girl was involved in an ongoing romance with Johnny Storm/The Human Torch, and the species has been at the core of numerous domestic and cosmic wars against both humans, fellow superheroes, and themselves. Perhaps their most infamous legacy, however, comes from that time when Marvel actively tried to downplay the X-Men in favour of the Inhumans, a plan that ultimately backfired when their foray into live-action proved to be a rare misfire for Marvel Studios.

The Review:
Our three-issue saga begins with Marvel’s First Family in a spot of bother; a gigantic android gargoyle known as Dragon Man has kidnapped Susan Storm/The Invisible Girl and allowed the mysterious Tomi Shishido/Gorgon to take off with Medusalith Amaquelin/Medusa, a founding member of the Fantastic Four’s evil counterparts, the Frightful Four. In the fracas, Gorgon caused Doctor Reed Richards/Mister Fantastic and the Thing to be buried beneath the stone rubble of an entire building; however, thanks to Mr. Fantastic’s incredible (and unnerving) elasticity and the presence of the Human Torch, all three are carried to safety and given the precious moments needed to gather their wits and catch their breath after the devastating attack. Reed doesn’t waste any time and sends Johnny ahead to search for Sue and he quickly locates her being carried away by the gruesome gargoyle. Although his flaming projectiles have no effect on the beast, a burst of white-hot nova light temporarily blinds Dragon Man but, before the Human Torch can go to town on the creature, Sue talks him down and demonstrates her ability to tame Dragon Man by talking to him as she would a child, and thus the team are reunited without issue.

After taming Dragon Man, Johnny is besotted by the mysterious Crystal and led to a hidden sanctuary.

Well, not entirely. While Medusa’s Frightful Four cohorts wallow in prison, a restless Johnny hits the streets after his current flame, Dorrie Evans, turns him down. There, he just happens upon a gorgeous redhead and is instantly smitten; however, when he attempts to approach her, a gale-force wind knocks him flying, which only further arouses his…well, let’s just go with “curiosity”. The next day, as the team begin shuffling around their gigantic (and nonsensical) Kirby-machines and equipment to make room for Dragon Man, Johnny is too distracted by thoughts of the redhead to offer any assistance, which earns him an ear-bashing from Sue and Ben that riles the lovelorn youth so much that he heads out to the streets once more. Hanging around near where he saw the girl like an absolute creep, he pursues her relentlessly, even as piles of wood explode into flames to stop him and despite her begging to be left alone lest “they” learn she was seen. However, when she sees his ability to control and burst into flames, she assumes that he’s “of us” and immediately stops running to chat, share her name (Crystal), and strike up a friendship. Naturally, Johnny plays along just to get close to her, but even he’s astounded when she introduces him to her friend, a gigantic slobbering dog called Lockjaw who not only loyally follows her everywhere but opens a set of massive hidden doors using a “force ray” from his antennae. Eager to introduce Johnny to her “family”, Crystal leads him into an elaborate sanctuary built for her and her race by the mysterious Black Bolt. Along the way, Johnny is introduced to the deftly powerful Karnak Mander-Azur, who’s strong enough to shatter a block of marble with one karate chop and swift enough to toss any assailant before they can move.

The team race to Johnny’s aid and are tossed about by the powerful Black Bolt!

Although Johnny’s impressed, his awe and confusion soon turn to horror when he spots Gorgon and Medusa amongst the other strangers, whom he correctly assumes are a race of super-powered beings. Despite Medusa (revealed in the chaos to be Crystal’s sister) pleading with her peers to spare Johnny from harm, Gorgon knocks him from his feet with one stomp of his foot and the lizard-like Triton conjures a glass wall to trap him and then attempts to douse his body with water. Acting swiftly, Johnny bursts into flame and manages to escape through the unprotected ceiling, signalling his teammates with a flaming 4 in the sky and interrupting their efforts to calm down the raging Dragon Man with a tranquiliser gun. Spotting the alert, Reed, Sue, and Ben leap into action using a bizarre flying motorcycle seemingly cobbled together from pipes! This “Airjet-Cycle” may not be much compared to the Fantasti-Car but it’s fast enough to carry them to Johnny’s location, where he warns them of the strange “Inhumans” protecting Medusa. The four venture ahead, unaware of their foes watching them from above; thankfully, the Thing’s strength is enough to repel Karnak’s projectile but the four are stunned when the Inhumans’ enigmatic and much-revered leader, Black Bolt, bursts onto the scene. Black Bolt immediately asserts himself by staggering the hardy Thing with one blow and proving fast enough to sidestep Johnny’s attack thanks to the wing-like appendages under his arms. Though he braces for Black Bolt’s next blow, the Thing learns that their foe is as skilled as he is powerful as he’s able to throw even his rock-hard weight without issue.

The threat of the Seeker drives the Inhumans to fight with all their might.

Reed, Sue, and Ben regroup, and two things come to light: one is that Black Bolt hasn’t uttered a single word since he arrived and the other is Reed’s suggestion that he’s drawing power from the strange tuning fork-like antenna on his forehead. Whilst searching for Johnny, Reed is pounced upon by Triton; the scaly-man-monster’s attempts to keep the Inhumans hidden are foiled, however, when Reed discovers that Triton’s suit is actually a special moisture bag that allows him to survive outside of water. With his water supply ruptured, Triton panics, lashes out, and desperately stumbles into the nearby water to keep himself from suffocating. Karnak launches a counterattack but, when his well-trained blows are repelled by Sue’s invisible force field, Gordon sends the two flying into the air with a ground-shaking stomp. While fighting with Reed, Triton lets slip about an enemy of theirs known as “The Seeker”; while Reed and Sue ponder the threat of the Inhumans and the mystery of the Seeker, the story shows that this individual captured Triton from the water and then led an assault on the Baxter Building to get his hands on the unconscious Dragon Man. Armed with his “Universal Control Rod” and commanding a legion of followers, and with a mighty airship at his command, the Seeker is determined to round up any and all Inhumans and orders his men to search the city for more while he heads back to base with his newest prisoners. Meanwhile, back in the city, the Thing presses his attack against Black Bolt, taking his shots and throwing all of his weight behind his blows, but Black Bolt is able to subdue the hot-headed rockman with his “master blow”, a shot that would have spelt death for the Thing were it not for his super tough exterior and Black Bolt running out of energy at the precise moment he was about to land the finishing strike. The sudden reappearance of the teleporting Lockjaw keeps Ben and Johnny from pursuing Black Bolt and Gorgon continues to keep Reed and Sue off balance with his hefty stomps, but the Inhumans abruptly retreat when Crystal brings word that Triton has been captured by the Seeker. Despite Crystal’s desperate attempts to say goodbye to Johnny before they flee, the strange group make a run for it, for without Black Bolt’s might they would be helpless against the Seeker.

The Seeker reveals his motivations and a brief origin for the mysterious Inhumans.

Medusa’s pleas to leave Crystal behind so that she can live a normal life amongst the humans are unheeded and Johnny arrives just in time to see the Inhumans teleported away by Lockjaw’s power; while Johnny’s strong affection for Crystal is weird and has little merit considering he knows basically nothing about her, Reed is determined to uncover the Inhuman riddle and takes the team back to the Baxter Building, where he reviews security footage of the Seeker’s attack and whips up a probe to take after the villain. Speaking of whom, the Seeker is seen gloating before Triton and expositing his desire to imprison his entire race within the “Great Refuge”; he also orders Dragon Man disposed of or released since he’s not an Inhuman and proves more than prepared for the Fantastic Four’s attack, easily trapping them within a bonkers circular device and keeping them under the watchful eye of his guards. The Seeker then regales the Fantastic Four with the origins the Inhuman race; they enjoyed the benefits of a highly advanced technological society while humans still hid in caves and, through the use of impossible advanced genetics, birthed an entire Inhuman species, each with superhuman abilities. However, the Inhumans fled to the Great Refuge when humans evolved the means to persecute them, and the Seeker has been rounding up his fellow Inhumans ever since to keep them from being attacked by humanity. It’s at that moment that Dragon Man comes to and goes on a rampage, swatting aside the Seeker’s guards and rampaging through the city, leaving Triton suffocating outside of his water bubble. Sue’s compassion for the Inhuman wins over Reed, who orders Johnny and Ben to find and subdue Dragon Man while he and Sue tend to Triton; the pressure of worrying about the destruction Dragon Man could cause sees Reed bark orders at his wife, but they’re able to encase him in a forcefield filled with water. The Seeker is impressed, but no less determined to continue his mission as per the orders of “Maximus the Magnificent”. As Ben and Johnny tangle with Dragon Man, they just so happen to crash through the wall of Alicia Masters’ apartment; Ben endures incredible punishment in a bid to keep his blind love from being hurt and begs her to flee, but also finds the strength needed to finally stagger Dragon Man and leave him wide open for a barrage of the Human Torch’s ultra-violet rays, which finally subdues the beast.

Though quickly deposed, Maximus remains determined to wipe out the human race.

The Seeker arranges for Triton to be transferred to a new water tank moments before the strain of maintaining her forcefield becomes too much for Sue; however, the Seeker demands the two leave since Inhuman affairs don’t concern them. This is the second time Reed admonishes Sue for “sounding like a wife” and yet the Seeker’s logic is infallible: his orders come from the Inhuman ruler and the Fantastic Four have no legal right to interfere, so Reed reluctantly leaves but not before planting a homing device on the Seeker’s ship and remaining so determined to track the Seeker to the Great Refuge that he coldly ignores Sue’s pleas. Black Bolt and the others materialise in the Great Refuge; it seems Johnny’s not the only one who’s ridiculously in love as Crystal cannot stop banging on about the Human Torch despite the fact that they’re all facing the wrath of their ruler, Maximus. Speaking of whom, the garishly attired Maximus offers nothing but anger and reprisals for the group and orders his “Alpha Primitives” to be set upon them while he prepares to use his “Alpha Weapon” to conquer the human race, even though this will surely mean the death of Black Bolt, his own brother! The savage, ape-like Alpha Primitives attack and, in an effort to protect his people and his beloved (if clueless) Medusa, Black Bolt doesn’t hesitate to tackle them head-on. However, even his mighty power cannot hope to fend all off all of Maximus’s greatest assassins but, luckily, the other Inhumans realise that they also have superpowers and can help out as well; although Gorgon cannot use his mighty stomp without fear of hurting his friends, Medusa’s flailing locks and Karnak’s uncanny ability to hit the weak spot of any target are enough to push back the swarming enemies. Maximus then enters the fray, commanding a stop to the violence and feigning friendliness and claiming to have ruled with honour since assuming the crown in Black Bolt’s place. While there’s some question about whether the incident which cost Black Bolt his voice (and the crown) was accidental or not, Medusa is duty-bound to marry her king but the sight of seeing her in his brother’s arms proves too much for Black Bolt to bare and he suddenly yanks the ornate crown from Maximus’s head and claims it as his own. In Inhuman society, this is apparently enough to officially be declared the ruler; even if it wasn’t, Maximus is wily enough to realise that his cunning is little compared to his brother’s power and the support of his allies. Thus, Maximus silently chooses to hang onto his “Atmo-Gun” and bide his time, faking loyalty and admiration for Black Bolt until the time is right for him to strike.

Incensed that Black Bolt may be swayed by the four’s pleas, Maximums activates his machine…

Meanwhile, tensions are high between the Fantastic Four; Sue tries to be the voice of reason and calm everyone down with some hot chocolate but Ben is too worked up over Alicia and Johnny can’t get Crystal out of his head. Feeling spurned by the group, Sue does the only logical thing she can think of; she fusses with her hairdo in a bid to make Reed realise that she’s not “one of the boys” (because marrying her wasn’t enough to prove that…) Their drama is thankfully interrupted when Johnny spots a man flying around outside and Ben is easily able to follow the strange Inhuman and land their aeroplane right on top of the Great Refuge. In the midst of this dangerous and unknown situation, Sue decides to turn herself invisible and damn near cause the three to go into full-blown panic stations just to show off her new hairdo, proving herself to be the same scatter-brained bimbo she always was at this time! While the group struggle with their issues and the dangerous terrain, Maximus continues to play coy with his fellow Inhumans over his intentions and yet he cannot deny his desire to rule over the inferior humans. Spotting the four’s troubles outside, Crystal rushes into the arms of her beloved, but the two groups soon threaten to come to blows when Black Bolt intercepts them. Reed demands a parlay and, through Medusa, Black Bolt decrees that the Fantastic Four may leave without quarrel providing they never reveal the location of the Great Refuge, while Reed counters with the belief that the Inhumans have hidden away for no reason for far too long and could make a home for themselves amongst humankind. While the tensions and the debate rages, Maximus storms into the city, enraged at the very idea of Black Bolt being swayed into thinking the humans aren’t a threat, and casually activates his Atmo-Gun against even the Seeker’s advice! Although the Atmo-Gun sends out vibrations across the Earths atmosphere that will spell the destruction of humanity, the exact nature and extent of its threat is left ambiguous for now as the Fantastic Four face an even greater and more present threat to the world starting from the next issue

The Summary:
I haven’t really had much experience of the Inhumans, if at all; I would even go as far as to say that this is the first story I’ve read where they’re a major part of the plot, so I wasn’t really sure what to expect from the Inhumans saga. The story goes to great lengths to explain how the race are different from Mutants; they were explicitly created through science and genetic-engineering for one thing, and their powers are even more wild, for the most part, but principally the difference is that fact that they’re so isolated and mysterious. Mutants like the X-Men are all over the place, prancing around in colourful costumes and showcasing their powers for the world to see and fear, but the Inhumans have been in hiding for centuries and are only now being identified as this new superpowered race (hough in reality they’re about as complex as Mutants, the Kree, and Asgardians thanks to Marvel having a very predictable storytelling methodology during this time). We don’t get to learn too much about the Inhumans, their society, or their way of life but that would all be fleshed out later; we known they live in a monarchy, one based presumably on birthright and where the right to rule can be challenged at any time, and that they have elaborate and advanced weaponry and technology at their disposal, though we don’t really see too much of that here as the story is more focused on their powers.

Each of the Fantastic Four are insufferable and pompous in their own way.

I’m having a hard time working out which of the Fantastic Four I was most annoyed with throughout this story. Reed is a sexist, dismissive, pompous jerk half the time, constantly belittling his wife and enforcing a patriarchal rule in the guise of competent and rational decision-making. He’s all business when they’re out in the field and expects his orders to be obeyed without question; upon encountering the Inhumans, his first thought is to assess and contain any possible threat but, by the end, he’s advocating for them to come out of the shadows and re-join the world despite knowing full well how despicable humanity has treated Mutants (and each other) in the past. The Thing was his same hot-headed, antagonistic self for the most part; he traded barbs with Johnny and delighted in testing his mettle against Karnak and Black Bolt but was thrown off his game the minute that Alicia was put in danger, revealing a vulnerable side to be sure but also just adding to the relationship angst so prevalent throughout this story. Sue was a royal pain in the butt as ever; she’s such a paradox at this time as she constantly fusses and admonishes the others (especially Johnny) and yet yearns to be accepted, trusted, and seen as a valuable member of the team. Indeed, she plays a pivotal role throughout; she’s able to subdue Dragon Man, fends off Gorgon and Karnak’s attacks while Reed is powerless to oppose them, and even saves Triton’s life despite Reed’s constant reprimands. And yet, she craves attention; even amidst a life-or-death situation, she wants Reed to stop and admire or compliment her and she seems just as incapable of setting aside her vanity as he is his scientific curiosity, making for some irritating moments. But the worst of the bunch is easily Johnny; instantly falling in love with Crystal upon first sight, despite him having a girl on the go, he pouts and mopes about and constantly whines about her safety or never being able to see her despite having known her for a day, at most. Even when he learns that she’s an Inhuman, he refuses to acknowledge that she’s anything other than human, showing he really doesn’t get her in the slightest, and yet she’s equally smitten by him simply because…I dunno, he’s cute? Persistent? Can burst into flames? Their romance is one of the most contrived in all of Marvel and really could’ve benefitted from more time, like if Crystal had been a side character for a few issues before this.

It’s fitting that the Inhumans are the most intriguing aspect of this story arc.

Still, the whole point of this story is to introduce Marvel readers to the Inhumans, and, in that regard, it does pretty well. What better way to prove the strength and capability of your new race of superbeings than by having them go toe-to-toe with Marvel’s First Family, and come out on top quite often? Long-time Marvel readers will already be aware of Medusa and Gorgon, whose tendril-like hair and superhuman strength had already been a headache for the Fantastic Four, but they’re joined by some formidable allies in this story. Although Crystal doesn’t demonstrate any superhuman capabilities, meaning she’s always in need of protection, her faithful friend Lockjaw proves to be a key component in teleporting the Inhumans from place to place and entering their hidden sanctuary. The sanctimonious Karnak boasts of being able to pinpoint the weakness of anything, living or otherwise, to strike with precision blows; although he’s not able to pierce Sue’s forcefield, he proves a more challenging adversary than the blunt and inefficient Gorgon. Triton seems like he might be quite powerful, but we never really get to see what he’s capable of since he’s constantly on the verge of suffocating to death, and the same goes for Maximus and the Seeker, who favour subterfuge and technology, respectively (though also in near equal measure). Even in his first appearance, Maximus has much in common with Loki Laufeyson; both covet the throne, seek to rule, have a silver tongue, and rely on minions to do their dirty work, though Maximus is portrayed as being more explicitly unstable since he dares to activate the dreaded Atmo-Gun and is fully willing to wipe out all of humanity. Thankfully, the Inhumans’ greatest asset is their rightful ruler and leader, the stoic Black Bolt; depicted as being fast as lighting and just as powerful, Black Bolt makes an immediate impression with his iconic costume and his ability to battle the ever-lovin’ Thing to a standstill. Although we learn little about him, we see that he is besotted with Medusa, as brave as he powerful, and a noble Inhuman deep down since he’s willing to let the Fantastic Four go at the end. As a showcase for the Inhumans, this arc works quite well; it suffers from a lot of the same handicaps as other Marvel stories, to be sure, but there’s a lot of mystery and unanswered questions raised by the Inhumans and a fair amount of appeal behind the likes of Black Bolt even though the relationship drama really bogs the narrative down.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to the debut of the Inhumans? Were you put off by the relationship drama or is that something you find appealing in the Fantastic Four’s stories? Which of the four team members is your favourite and why? What did you think to the Inhumans, the depiction of their powers and society, and which of the group was your favourite? Can you name some of your favourite Inhumans stories and moments? Whatever you think about the Inhumans or the Fantastic Four, go ahead and let me know by leaving a comment down below or on my social media.

Back Issues: Sgt. Fury and his Howling Commandos #1

Story Title: “Seven Against the Nazis!”
Published: 5 March 1963 (cover-dated May 1963)
Writer: Stan Lee
Artists: Jack Kirby

The Background:
Over its many decades of existence, Marvel Comics has produced some of the most colourful and memorable characters in the entire industry. There was a time, generations ago, when comic books hadn’t quite found the niche they have today, leading to pulp tales, surreal horror-themed publications, and war comics. War tales were bolstered by spandex-clad heroes like Captain Steve Rogers/Captain America, who encouraged readers to buy war bonds and support their fighting troops overseas, leading to quite the booming period in Post-War America. For Marvel Comics, it was the legendary duo of Stan Lee and Jack Kirby who were responsible for creating some of their most popular characters through their unique “Marvel Method” of writer/artist collaboration, but it might surprise you to know that Nicholas “Nick” Joseph Fury, the eyepatch-wearing, cigar-chomping agent of super-spy agency Supreme Headquarters, International Espionage and Law-Enforcement Division (S.H.I.E.L.D.), actually came about as the result of a bet between h and his publisher, Martin Goodman, that Lee and Kirby could sell a comic with a ridiculous title like Sgt. Fury and his Howling Commandos. The racially and ethnically diverse titular squad would be led by a tough, no-nonsense sergeant as a more adult counterpart to DC Comics’ Boy Commandos, though Fury would be rebranded as more of a James Bond-type figure just two years after this debut appearance and is perhaps more famous for his association with S.H.I.E.L.D. and his duplicitous (and often contentious) dealings with Marvel’s superhero community. Although Nick Fury has featured in cartoons, videogames, and even got his own much-maligned live-action feature, he has been largely supplanted by his more recognisable African-American variant; General Nick Fury featured in Marvel’s comparatively short-lived Ultimate line of comics, where his design was based on Samuel L. Jackson, who would go on to portray a version of the character in the Marvel Cinematic Universe.

The Review:
The first couple of pages of Sgt. Fury and his Howling Commandos #1 are spent introducing us to the titular team of battle-tempered soldiers: we have “six foot two […] steel-muscled, iron-nerved” Sgt. Nick Fury who’s built a reputation for being one of the most feared men in the Army; Jonathan Juniper/Junior, the “cheerful eager-beaver” who’s “fast as a panther and just as dangerous”; Robert Ralston/Rebel, an ex-jockey who’s “tougher than his small size makes him appear”; Corporal “Dum-Dum” Dugan (whose real name isn’t revealed here), a former circus strongman garbed in a bowler hat; Gabriel Jones/Gabe, a proficient trumpet player; actor Dino Manelli; and scrappy, moustachioed mechanic Izzy Cohen. Rather than then jump into showing us these seven colourful characters interacting or showcasing their personalities and skills, the story switches to a French underground communications centre where two members of the French resistance, Pierre and Henri, scramble to warn the Howling Commandos of the Nazi’s latest plans. Although Henri is wounded and the two are captured, Henri successfully sends the message via Morse code, and it reaches the attention of executive officer “Happy Sam” Sawyer. Sawyer isn’t optimistic about the message, which requests that his Howling Commando division be sent in to rescue the leader of the French resistance, but the fate of Operation Neptune (or “D-Day”, as it’s most commonly known) is at hand so, while it might be a suicide mission, he orders Sgt. Fury to get his team ready. An abrasive, aggressive, stone-faced commander, Sgt. Fury goes to round up his troops, who are practising their manoeuvres in a most extreme way: Dum Dum is firing live ammo over their heads from a mounted machine gun as they crawl across a mine field! Sgt. Fury puts a stop to their “fun”, but his commandos relish the opportunity to get out into the field and go up against the Nazis, even if the odds are stacked against them; they’re so gung-ho that they even believe that they outnumber the Nazis!

The grizzled Howling Commandos embark on a suicide mission to rescue an important ally.

However, for all their macho bravado, the Howling Commandos’ plane is set upon by a squadron of Luftwaffe, forcing the troop to parachute to the ground (though Dum Dum is inexplicably able to take out one of the German planes with a well-aimed grenade toss). The soldiers reach a French town occupied by Nazis and, true to their name, the group fire upon the enemy, with Sgt. Fury taking out a tank-full of Nazis single-handily with his own grenade, all while howling with glee! The blast injures Sgt. Fury; though he’s too stubborn to rest, he, Dum Dum, and Junior are forced to take cover from the Nazi retaliation. Luckily, Dino, Rebel, and Izzy rig up a “king-sized Molotov cocktail”, which they hurl at the advancing troops and set their other tank ablaze. The Nazis quickly shower the Howling Commandos with bullets, pinning them down but not injuring or killing a single one of them; still, they’re helpless to fight back, so it’s up to the French resistance to bail them out by killing their attackers off-panel. Rebel and Izzy then steal the Nazi uniforms and Dino dresses up in the coat and cap of a Nazi officer, which is a disguise and performance good enough to convince the other Nazis to withdraw, thus saving Sgt. Fury and the others. Though wounded, Sgt. Fury is as pig-headed and determined as ever to complete his mission, but their saviours rightly point out that they haven’t a hope in hell without the underground’s help, and they’ll only assist them if they save the rest of the townsfolk from being executed by the Nazis. Still in disguise as “an imperious Nazi Ubergruppen-Feuhrer” Dino easily fools the firing squad, and the Commandos and the underground’s superior numbers, and firepower, quickly see the Nazis surrendering; Izzy then steals their truck and the allies climb aboard towards Louivers, where the ludicrously-named underground leader Monsieur LaBrave is being held captive in a Nazi-controlled fortress.

Sgt. Fury shrugs off death to turn the tide and give the Allied Forces the edge on D-Day.

Though beaten and weary, LaBrave refuses to give in to his torture and reveal the plans for the D-Day assault; pressured by Adolf Hitler himself to get the information by any means necessary under pain of death, the Nazi General Von Ritzik hands over the interrogation to the feared Gestapo, who immediately kidnap LaBrave’s daughter and threaten to harm her if he doesn’t co-operate. Luckily, the Howling Commandos and their French ally (later named Marie) are closing in on the heavily-fortified Louivers; despite his injuries and the insanity of launching a daylight campaign, Sgt. Fury refuses to wait until dark or let himself or any of his soldiers rest for the coming battle and his stubborn, bull-headedness briefly raises the ire of Dum Dum. Posing as an old farmer pulling a cart of produce, the soldiers easily slip past the enemy guards and destroy their arsenal with a “holocaust” of an explosion! This diversion is enough to allow them to storm the fortress, where Gabe and Junior bravely hold back the advancing troops so the others can continue on the mission. When Junior is jumped by Nazis in his attempt to take out the machine gun placement laying down supressing fire in the courtyard, Sgt. Fury simply crawls along the cobblestone ground on his belly and chucks a bundle of dynamite at the Nazis, seemingly perishing in the blast as he’s buried under a pile of rocks. Although Marie turns her tears into an angry wrath and Dum Dun pushes on with the same dogged determination as his fallen commander, the two of them are soon captured and lined up alongside their comrades, and LaBrave, before another firing squad. It turns out that Marie is actually LaBrave’s daughter and that he was almost tricked into giving up their cause for her safety; however, now that she is actually there, the Gestapo threatens to shoot her before his eyes if he doesn’t spill the beans. Fortunately, Sgt. Fury is alive and well and comes bursting out from his tomb guns blazing! Galvanised by seeing their grim commander alive, the Howling Commandos easily fend off the Nazis and capture General Von Ritzik, who secures them save passage down to the coast so he can be shipped back to the Allies, and the story ends with the teaser that this victory gave the Howling Commandos and their allies the edge they needed in the subsequent D-Day assault.

The Summary:
So, here’s a fun fact: this is both the first issue of Sgt. Fury and his Howling Commandos and the first solo Nick Fury story I’ve ever read! I don’t think that’s much of a stretch of the imagination to believe, though, as Nick Fury is generally more of a background player or a supporting character in other Marvel stories and, quite frankly, that’s how I prefer him. This is a Nick Fury at the peak of his curmudgeonly ways; war has made him little more than a gruff bull who charges head-first into battle with no time for sentiment, rest, or even to tend to his own injuries. He’s hard on his soldiers, who are equally hungry to mix it up with the Nazis, and even harder on his enemies, who he attacks with little to no quarter. He expects nothing but total commitment from his men because that’s what he’s willing to give; he doesn’t care how stacked the odds are or how suicidal his missions are, he just wants to go in (and out) in a blaze of glory, chomping his cigar, firing off bullets, and ranting at his Nazi enemies as he goes down. He’s every bit the opposite of Captain America’s more righteous attitudes, but that makes sense as Sgt. Fury represents the hardened soldier on the front lines, one constantly forced to endure the dirt worst of conflict for the greater good, and thus Sgt. Fury embodies the indomitable American fighting spirit, one that will spit in your face and walk through Hell just to put down one more no-good Nazi.

The gruff Sgt. Fury stands out from his mostly bland and underutilised fellow soldiers.

While I see a lot of parallels between Sgt. Fury and Ben Grimm/The Thing (both in their demeanour and their stony appearance), it’s a good thing that he stands out so much as his other Howling Commandos aren’t afforded such a luxury. It’s interesting that so much time is spent introducing each soldier and their basic characteristics as there aren’t many opportunities for them to shine in this story; Dum Dum is said to be a former circus strongman but exhibits no feats of strength and instead is portrayed as being a slightly less harsh version of Sgt. Fury, which leads them to butt heads a couple of times despite their deep respect for each other. Gabe is said to be quite the musician but never gets the chance to showcase this, the closest Izzy gets to using his mechanical skills is in commandeering a Nazi vehicle, and Junior is all excited about getting to blow shit up at the start of the story but ends up never getting the chance to actually use any explosives. Of them all, it’s Dino and Dum Dum who get the most chances to shine; Dum Dum makes an immediate impression with his stocky stature, thick moustache, and trademark hat but also appears to be half-crazed since his training methods are literally life or death for the Howling Commandos! Yet, when in the field, it’s Dum Dum who suggests they wait for the cover of darkness and tend to their wounds, only to be chewed out by his aggressive superior! Dino’s acting background comes into play when he disguises himself as a Nazi commander, but the story presents this in such a way that I would argue anyone could’ve done just as good a job as all he does is prance around in the uniform and bark orders in German; it’s not like he infiltrated the enemy and led them astray, or anything. Still, as disappointing as it is that most of the Howling Commandos don’t get the chance to do more than show off their fighting spirt and tenacity, it’s not entirely unexpected (there are seven main characters, after all) and they come off a lot better than Marie, who isn’t even named until right at the end of the comic and, for all her gumption, is still depicted as being more emotional compared to her war-hungry male counterparts.

All of the Nazi’s forces and power are little consequence to the fighting American spirit.

Surprisingly, Sgt. Fury and his Howling Commandos makes an effort to portray the Nazis as a genuine threat; their sheer numbers and evil intentions loom over the story like an oppressive cloud, driving Sgt. Fury and his allies on since they know how important this mission is to the larger war effort. While Adolf Hitler is portrayed as a braying, childish brat, he’s only included as a cameo and his soldiers are more than capable of dominating entire towns, threatening woman and children alike, and delight in lining up innocents and enemies before a firing squad. However, while they are a clearly superior force, their numbers and weapons are nothing compared to the Howling Commandos; the troop’s reputation as crazed maniacs proceed them and still the Nazis are easily foiled by the crowing soldiers, who blow up their planes, tanks, and munitions stores with barely a sweat. Even when the Nazis have them pinned down, the Howling Commandos take no damage; at one point, it seems like Gabe and Junior are being left for dead (Sgt. Fury even acknowledges that they have no chance against the Nazis) but no, they’re fine. The worst offender of this, however, is the titular, grouchy Sgt. Fury himself; not only does he shrug off the injuries he suffers from a grenade blast, but he’s also eventually revealed to be little more than dishevelled after being caught in another blast and buried under a pile of rocks! Again, this speaks to his tenacity, but I do wonder if killing off one of the Howling Commandos or at least treating their wounds more seriously would have helped reinforce the team as tough, but human and relatable, soldiers on the front lines. While I’m generally not a big fan of Jack Kirby’s more outlandish artwork, it actually worked really well in this war-time setting; everything has a gritty realism to it, though there are still some fun comic book moments peppered throughout, and the comic does a decent job of representing the violence and bloodshed of war even though a lot of the killing is either implied or takes place off-panel. In the end, this was a decent enough story, full of bravado and patriotic vigour, but I think it’ll strike more of a chord with fans of war comics than casual readers.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever read Sgt. Fury and his Howling Commandos #1 or any of its subsequent issues? Are you a fan of Nick Fury and, if so, what are some of your favourite stories of his? Which of the Howling Commandos is your favourite and would you have liked to see their individual talents showcased more here? Are you a fan of war comics? Which version of Nick Fury do you prefer and why? Whatever your thoughts on Nick Fury, leave them down below or comment on my social media, and go check out my other Marvel content across the site.

Game Corner: Streets of Rage (Xbox 360)

Released: 30 May 2012
Originally Released: 2 August 1991
Developer: M2
Original Developer: SEGA
Also Available For: Arcade, GameCube, Game Gear, Master System, Mega Drive, Mobile, Nintendo 3DS, Nintendo Wii, PC, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation 5, Sega CD, Xbox One, Xbox Series S/X

The Background:
Back in the mid-nineties, sidescrolling beat-‘em-ups were a popular fixture in arcades, and demanded little more than players hold right and mash buttons to take down waves of generic enemies and continually part with their hard-earned pocket money. Beat-‘em-ups were also prominent on home consoles thanks to the ports of Final Fight (Capcom, 1989) and Teenage Mutant Ninja Turtles IV: Turtles in Time (Konami, 1992), so it made sense for SEGA to develop the beat-‘em-up series, Bare Knuckle Streets of Rage (SEGA, 1991 to 1994). Essentially a rip-off of the Final Fight series, Streets of Rage was the brainchild of Noriyoshi Ohba and Hiroshi Momota and stood out from others in its genre by foregoing the arcades entirely. Having previously helmed The Revenge of Shinobi (SEGA, 1989), Ohba drew from Double Dragon (Technōs Japan, 1987) and Starsky & Hutch (1975 to 1979) to compete with the likes of Final Fight and he and his nine other developers managed to pull the first title in the series together in just six months. Streets of Rage was incredibly popular upon release; critics praised the colourful graphics, two-player gameplay, and range of attacks offered to players and Yozo Koshiro’s soundtrack was equally lauded. Having been re-released in various compilations over the years, Streets of Rage and its sequels made it to the Xbox 360 as part of the SEGA Vintage Collection, with this version including additional modern quality of life elements such as save files, a replay feature, and bonus content.

The Plot:
The once a peaceful and prosperous Wood Oak City has fallen into the hands of a crime syndicate led by the mysterious Mr. X. The Syndicate has absorbed the city’s government and even has the police department in their pocket, causing crime and violence to run rampant. Police officers Adam Hunter, Axel Stone, and Blaze Fielding decide to take matters into their own hands and take to the streets as vigilantes to put a stop to the Syndicate.

Gameplay:
Streets of Rage is a 2D, sidescrolling beat-‘em-up in which players pick from one of three playable characters and battle swarms of thugs on the mean streets of Wood Oak City across eight stages (referred to as “Rounds”). You can do this either alone or alongside a second player, and the game has four difficulty settings ranging from “Easy” to “Hardest” which dictates the amount of lives and continues you have and the aggressiveness of the game’s enemies. Each Round carries a time limit that can only be extended by clearing the current wave of enemies from the screen; if you fail to do this, you’ll get a time over and lose a life, but will respawn on the same screen with the time replenished. While the game has a slow, almost plodding pace and movement can be equally sluggish, you’re given a surprising range of attack options considering you only really need to press one button to attack. By default, A throws a punch, B lets you jump, and X calls in police backup to fire a screen-clearing missile from their squad car. You can switch up these buttons to your heart’s desire in the main menu, and even activate a rapid fire option so you simply hold down your chosen attack button to make mincemeat of enemies, but the only way you can move and attack at the same time is to pull off a flying kick. There are no dash or dash attack options here but, open getting close to enemies, you can stun them with a nifty combo, grab and pummel them, hop around behind them to pull off a slam or German Suplex, and toss them across the screen and into other enemies, down holes, or send them crashing through destructible objects. Enemies can also grab and throw you, however you can fend off their buddies when they’re holding you still and eventually throw them off if you hit the buttons fast enough.

While each character controls the same, they have different attributes to make their gameplay unique.

While Adam, Axel, and Blaze all essentially play the same, each has different attributes that changes the way they play; Adam is slower, for example, while Axel has a shorter jump and Blaze has a weaker attack but is much faster and dramatically speeds up the pace of the game, so it definitely changes the way you play depending on which character you pick. With the exception of two Rounds, your only goal is to travel from the left side of the screen and to the right, taking out larger and more varied groups of enemies as you progress. Defeating enemies and snagging pick-ups will award you points; you’ll also earn bonus points at the end of each Round depending on how much time and life you have left, and you’ll gain an extra life once you reach a certain increment in your score. While you’re quite durable, it’s easy to get overwhelmed and lose a life; if you do, you’ll respawn right where you died with your specials and time replenished and even send all onscreen foes flying as a bonus, but you can’t afford to get too cocky as it’s pretty easy to burn through lives, especially on later Rounds and bosses, and then have to rely on your small stock of continues. Streets of Rage’s challenge definitely increases the further you progress; enemies become more aggressive and numerous but are also quite shy and linger just offscreen to really run down the timer. You’ll also have to deal with instant-death holes, conveyor belts, and crashing hazards, though these can all be used against your enemies as well. As is the tradition in any sidescrolling beat-’em-up worth its salt, you’ll also have to contend with a vertical elevator stage in which a small platform will rise up the outside of a skyscraper and wave upon wave of enemies will shuffle in from different floors or drop from above, though you can easily make short work of them by tossing them over the side.

Graphics and Sound:
Streets of Rage features a very catchy, thumping beat of a soundtrack that really helps to make the monotony of its beat-‘em-up gameplay more appealing. Boss battles at accompanied by an ominous theme song and a congratulatory little melody plays upon completion of a Round. Characters will scream, grunt, and groan as they attack, are hurt, or die and you always know when you’ve picked up an item or earned an extra life or special thanks to an audible jingle. If you’ve played The Revenge of Shinobi before, however, you may recognise that the game’s font, heads-up display, and many of the sound effects are ripped from that game, which I always felt cheapened Streets of Rage a bit since no other Mega Drive game I’d played at the time did this unless it was a sequel or part of a franchise.

While many sounds are recycled, the game has a thumpin’ soundtrack and some impressive visuals.

Sprite work is pretty impressive here; the three protagonists and their enemies are a little small, but you can adjust the screen size in the options to make them a bit bigger (though this does pixelate them) and, when left alone, they have very minor idle animations to give them some personality. While the main story narrative is told only through text, the ending features some nice detailed sprite panels showing the trio emerging victorious, and you’re even presented with a dialogue box in the final Round of the game. Where the game really shines, though, are its locations; from the streets to the beach, a factory, and Mr. X’s penthouse suite, the environments are all very detailed and full of little things to see and graphical effects, such as enemies emerging behind shutter doors, rain, windswept rubbish, statues, and the looming lights of the city at various distances in the background. Foreground elements such as lampposts, cars, and the raging sea pop out at you, and you even end up on a boat at one point that rocks up and down from the current.

Enemies and Bosses:
Unlike other beat-‘em-ups of the time, enemies don’t display their names or individual life bars when attacked; life bars are reserved only for the game’s bosses, but it won’t take more than a few hits to take out the low-level scum you encounter in the first few stages. These are made up of denim-clad thugs who sometimes wield knives, yellow-jacketed punks who grab and throw you, and karate-kick throwing martial artists who hop about the place. Very quickly, you’ll encounter more aggressive, palette-swapped versions of these enemies who carry other melee weapons, can deal more damage, and seem to recover faster after being knocked down. You’ll also come across whip-cracking dominatrixes, jugglers who dance around the screen using fire-bombs and axes as makeshift shields and projectiles (that you can, thankfully, hit with your attacks) and even buffet carts that come hurtling at you from off-screen.

Large, hard-hitting bosses await at the end of the Rounds and even reappear as regular enemies.

Seven Rounds means seven bosses to contend with but you won’t be facing any of them just once as all of them will reappear as regular enemies in later Rounds, though without life bars. The first you’ll encounter is Antonio, a large man wearing denim and carrying a razor-sharp boomerang; Antonio will linger just off-screen, circle around the area, and either toss his boomerang your way or deliver a hefty kick when up close but is undeniably the easiest of the bosses despite being the first formidable enemy of the game. The second boss, Souther, is much more difficult and starts a trend of the bosses being accompanied by a gaggle of thugs to distract and annoy you. Souther sports two sets of metal claws for hands and drifts around the screen swiping at you or unleashing a fast-paced barrage of slashes that can easily tear through your life bar, so it’s best to try and stay on the move and anticipate where he’ll be so you can pummel him with your grapple attacks. The hulking Abadede awaits you at the end of Round 3; this Ultimate Warrior rip-off lumbers in from off screen with a charge or devastating uppercut but, despite his size and strength, can easily be taken down by quickly hitting jumping kicks rather than trying to match fists with him.

Bosses are soon accompanied by a swarm of thugs to really put a crimp in your day.

At the end of Round 4’s bridge, you’ll have your first encounter with Bongo, a rotund fire-breathing man who homes in on you to try and set you ablaze. While it can be difficult to avoid his flaming breath, you also need to avoid trying to throw or suplex this guy as, in a fantastic piece of attention to detail, you’ll end up taking damage and being crushed from his hefty weight. After battling through the boat and fending off recoloured versions of Abadede, you’ll have to fight two bosses at once: Mona and Lisa, easily the laziest bosses in the game as they appear to simply be palette swaps of Blaze. These gals are also extremely slippery devils as they’ll flip all over the place, try and throw kicks at your head, and send you flying with judo throws, so it can be really tricky just trying to land a hit on them in the first place. Two Southers await you at the end of Round 6 and, while you won’t face any bosses in Round 7, you do have to endure a gauntlet of enemies on the elevator and all of the previous bosses hounding you throughout Round 8. Round 8 concludes with a showdown with Mr. X; beforehand, he’ll offer you the chance to join his cause. If you answer “Yes” in two-player mode but your friend answers “No”, you’ll have to battle each other to determine who gets to take him on. The battle against Mr. X is fraught with a never-ending slew of thugs; the big boss himself wanders back and forth, spraying bullets across the screen and trying to brain you with the butt of his rifle, but actually isn’t too tricky to take out (on “Normal” mode, at least) despite Round 8 not allowing you to use specials.

Power-Ups and Bonuses:
Be sure to smash everything you see in each Round, from phone booths to tyre stacks and wooden crates, as these will yield apples or roast dinners that will restore some or all of your health. Very occasionally, you’ll find a 1-up or an extra special hidden in these too, or a bag of cash and gold bars to add to your high score and edge you closer to an extra life. These destructible elements, and enemies, can also hold a variety of melee weapons, from knives to pipes and baseball bats, to stun grenades, all of which can help turn the tide in your favour by adding extra range to your attacks and hitting multiple enemies at once. You can throw knives and the grenades, limiting their usefulness, but weapons won’t break upon use; if you get hit and drop them enough times, however, they will eventually disappear from the screen and, if you miss anything, you can’t go back and get it so just grab it when you see it or it’s safe to do so (which can be easier said than done, especially if a couple of weapons or pick-ups are staked next to each other). Finally, although there are three characters to select, each with their own attacks and gameplay variants, there’s only one special move which, while useful, is a little disappointing.

Additional Features:
There are four Achievements to earn in Streets of Rage, and two additional Achievements as part of playing all three games in the SEGA Vintage Collection. While two of these require separate playthroughs as Adam and Blaze alone, there are unfortunately no Achievements for playing as each character or alongside a friend, and the other two amount to simply tossing an enemy and recovering from a throw, which is a bit disappointing consider the game as multiple endings and opportunities for fun Achievements, such as crushing an enemy with a stage hazard or tossing a certain number to their deaths. This version of the game also comes with a variety of display options that allow you to set wallpapers, scan lines, and smoothing in addition to customising the controls to your liking. There’s also a jukebox that lets you listen to the game’s rockin’ beats, the ability to switch between the Japanese, European, and North American versions of the game (which seem to amount to cosmetic differences and little else, certainly no extra Achievements), and adds save states and replays to the game to make it dramatically easier. Probably the most significant additional feature is the “Trial” mode, which tasks you with achieving a high score on four different difficulty stages against a time limit or lasting out against enemies on the elevator Round (though, again, there are no Achievements to be gained from this). Finally, you can play with a friend locally and online, and the game includes at least two endings, one where you defeat Mr. X without question and a bad ending where you usurp him and become the new crime boss.

The Summary:
I do enjoy me a good sidescrolling beat-‘em-up and there’s a lot to like in Streets of Rage. Without a doubt the game, and the series, is one of the Mega Drive’s most prominent titles, and yet the series is often forgotten about these days and SEGA have been uncharacteristically reserved about churning out sequels and spin-offs or even featuring Streets of Rage characters in their other titles. If I had to pick between Streets of Rage and Final Fight, however, I’d pick the latter; for a console-exclusive beat-‘em-up the game does really well, but the sprites aren’t as big and detailed and the gameplay isn’t as fluid as an arcade title. The lack of a dash function and unique specials for each character are issues as well, as is the troublesome difficulty curve, though many of the game’s more tedious aspects were obviously refined in the sequels. As a first entry, it’s pretty basic and recycling music and sound effects from The Revenge of Shinobi doesn’t really help the game stand out too much but it’s certainly not an unplayable piece of trash. This version of the game greatly improves the original experience with save states and other bonus options, though it’s disappointing that more Achievements weren’t incorporated into it to add to the replay value. Overall, this is a pretty fun little beat-‘em-up with a surprising amount of attacks, some funky music, and some decent sprite work on offer though it can’t be denied that Streets of Rage was effortlessly eclipsed by its sequel/s.

My Rating:

Rating: 3 out of 5.

Pretty Good

Are you a fan of the original Streets of Rage? How do you think it compares to the sequels and other beat-‘em-ups? Which of the three characters was your go-to and which of the sequels was your favourite? Did you enjoy the additional features added to this version of the game and would you like to see more from the series in the future? Which beat-‘em-up game or franchise is your favourite and why and what is it you enjoy about the genre? To share your thoughts on Streets of Rage, sign up to leave a reply below or comment on my social media and be sure to check out my other retrogame reviews!

Game Corner [DK Day]: Donkey Kong Country (Nintendo Switch)


In 1981, Shigeru Miyamoto and his team at Nintendo R&D1 created Donkey Kong, an arcade title that was not only one of the earliest examples of the platform genre but also introduced gamers everywhere to two of Nintendo’s most recognisable characters: Mario and Donkey Kong. Mario, of course, shot to super stardom but today’s a day to celebrate everyone’s favourite King Kong knock-off and to say: Happy birthday, Donkey Kong!


Released: 15 July 2020
Originally Released: 18 November 1994
Developer: Nintendo
Original Developer: Rare
Also Available For: Game Boy Advance, Game Boy Color, Nintendo 3DS, Nintendo Wii, Nintendo Wii U, Super Nintendo Entertainment System (SNES), Super Nintendo Entertainment System (SNES), SNES Classic Edition

The Background:
After establishing themselves in the United States with the financial and critical success of Donkey Kong (Nintendo R&D1, 1981), Nintendo then captured the home console market with the Nintendo Entertainment System (NES) and their moustachioed mascot, Super Mario. Although Donkey Kong wasn’t completely forgotten during this time, featuring in sequels and spin-offs during the NES’s lifecycle, it was legendary British developers Rare who breathed new life into the cantankerous ape with their Donkey Kong Country series (Rare, 1994 to 1996) that pushed the SNES hardware to its limits with their revolutionary pre-rendered graphics. Rare impressed Nintendo back in the day with their ability to reverse-engineering the NES and publishing over sixty titles for the console, and by utilising Nintendo 64 workstations to produce SNES titles. Wishing to compete with SEGA’s Aladdin (Virgin Games USA, 1993), and seeing the long-dormant Donkey Kong franchise as low risk, Nintendo handed the character to Rare and they assembled a team of twelve developers (their biggest yet) to develop the title. Inspired by the level design of Super Mario Bros. 3 (Nintendo R&D4, 1988), Rare sought to make the game’s levels short bursts of challenging fun that tailoured to a player’s increasing skill level. Kevin Bayliss redesigned Donkey Kong to be more muscular and cartoonish to aid with animation and Rare were given license to completely redesign Donkey Kong Jr. into a brand-new character, Diddy Kong, to act as DK’s physical opposite. Donkey Kong Country was one of the first videogames to utilise pre-rendered 3D graphics; their computers ran night and day to decompile the 3D models into traditional 2D sprites and, although physically taxing for the team, the result was the third-bestselling game on the SNES. Reviews were overwhelmingly positive, with the game seen as a significant benchmark in the presentation of videogames; the visuals and soundtrack have stood the test of time and the game is still heralded as a classic. Donkey Kong Country re-established the popularity of the brand was followed by a couple of equally well-regarded sequels but has only been sporadically released on other hardware due to legal issues. Thankfully, it was later included in the SNES Classic Edition and to Nintendo Switch Online subscribers in 2020 and developers Retro Studios made the franchise relevant again with their 2.5D rebranding of this influential title.

The Plot:
When the greedy King K. Rool steals his beloved banana hoard, Donkey Kong and his nephew, Diddy Kong, set out to recover them from the king’s Kremling army.

Gameplay:
Donkey Kong Country is a 2D, sidescrolling action/platformer that, thanks to the benefit of its pre-rendered sprites and backgrounds, takes on a bit of a 2.5D aesthetic at times. Players take control of the titular ape, now reimagined as a tie-wearing, banana-obsessed scamp more likely to bop on a lizard’s head than toss a barrel at a plumber, but the game does support two players and offers two characters to control. You can go it alone, tagging between the brutish Donkey Kong and his nimbler nephew Diddy Kong with the A button, or play with a friend in simultaneous co-op not unlike Sonic the Hedgehog 2 (SEGA Technical Institute, 1992), or take it in turns to clear levels in a competitive contest mode. Both Donkey and Diddy Kong share many of the same abilities but are physically distinct in a number of ways: B allows your Kong to jump, Y sees Donkey roll into enemies and Diddy cartwheel into them and also allows both Kongs to pick up and throw a variety of barrels. Donkey Kong is slower, a far larger target, and has a bit of a stunted jump compared to his more agile nephew, though he can slap the ground by pressing down and Y, but you’ll probably want to switch to Diddy to make getting past larger obstacles a little easier or have more control when making jumps. Both Kongs can also squeeze through small gaps and act as the game’s health system; if you have both Kongs onscreen, a hit from an enemy or obstacle won’t kill you, but it will send your partner running off, though you can call them back by finding and tossing one of the many DK barrels scattered across the game’s environments.

The Kongs can use their allies, jumping abilities, and barrels to progress through levels.

For the most part, Donkey Kong Country has you hopping across gaps (often with the aid of swinging ropes), bopping on enemies and collecting bananas. It’s not long before you’re jumping into barrels to clear greater distances and progress forwards; some of these rotate or move side to side and up and down, some automatically fire you and some are activated by a button press, with timing being key to avoiding a fall down a bottomless pit or damage from a spiky Zinger. Platforming quickly becomes trickier as the game progresses, with gaps becoming longer, requiring a roll or cartwheel into a jump for a longer jump, slanted platforms and greater hazards all testing your reaction times. Some stages require you to jump at special Stop & Go barrels to briefly light up the area or deactivate Rockkrocs so you can progress, others are set underwater and see you swimming about with no means of defending yourself unless you find one of the Kongs’ many animal friends, Enguarde. One of the most prominent stage designs are those set in the mines where you’re stuck in a runaway mine cart and must make split second decisions to jump over gaps, hazards, and from mine cart to mine cart to progress, which can be difficult with the low lighting and oncoming enemies. Level hazards soon play their part in the platforming as well, with snowy stages robbing you of your traction, Gnawties trying to crush you in giant wooden wheels, and flaming oil drums not only spitting out an endless supply of baddies but also charbroiling you when you hop to them as temporary platforms. As if falling and moving platforms didn’t make things difficult enough, there’s also a time where you’re forced to jump from a moving conveyor belt to grab fuel drums; you can’t afford to miss a single one or else your platform will fall and won’t come back so you need to make quick decisions about when to jump.

Use lighting, runaway mine carts, and animal buddies to progress and rack up those extra lives.

The game features forty levels, all accessed via a word map; between levels, you’ll automatically progress onwards into new areas, including jungles, rainforests, temples, mines, and caverns, and interact with the Kongs’ allies. Funky Kong allows you to fast travel across the island once you’ve visited at least two areas, Cranky Kong offers fourth-wall breaking advice that comes across more like bitter criticism, and Candy Kong allows you to save your progress (though you can obviously create a save state at any time using the Nintendo Switch’s menu options). The Kongs are also aided by allies within levels as well; they can ride Rambi, Enguarde, Expresso, and Winky to bash through enemies, charge through water, temporarily fly, and spring up even higher, respectively, while Squawks will light your way with a useful lantern. These buddies also act as another hit point and, if you’re hit or jump off them, you can often hop back onto them as they run around the environment, and you can use their abilities to find secret areas in each level. These lead to hordes of more bananas, balloons, or K-O-N-G letters. Collecting a hundred bananas, all four K-O-N-G letters, or a balloon awards an extra life and you’ll be stockpiling a fair amount of these without even trying, but you’ll also find golden buddy statues that will take you to bonus games where you control that animal and must collect as many bananas as possible within a time limit. This all adds to your completion percentage and injects a little gameplay variety to the title, but also encourages exploration as sometimes bananas floating just out of the way indicate a hidden barrel or tossing an explosive barrel at a wall will open up a new bonus area.

Graphics and Sound:  
If I’m being brutally honest, I never really thought too much of Donkey Kong Country’s visual presentation; even as a kid, seeing these pre-rendered 3D models pixelated down to 2D sprites looked a little messy and not quite as crisp as other 2D platformers of the time. However, having said that, I rarely had the chance to be hands-on with the game as a kid, or in the years since, so this is my first time actually playing it from start to finish and the visuals work really well when in motion. Donkey and Diddy Kong are full of life and personality, sporting idle animations and having distinctive movements and quirks when performing the same or similar moves. Their enemies are equally charming, sporting that exaggerated anthropomorphic quirkiness that Rare did so well back in the day, though their animations are noticeably less varied than the two protagonists. One thing I did enjoy was how clean the screen is; the heads-up display is absent until it’s actually required (appearing when you grab pick-ups or earn or lose a life), allowing you to really appreciate the variety of visuals on offer here. While you’re not going to see anything you’ve not seen in a hundred other platformers from Donkey Kong Country’s environments, the game presents them in a wholly unique way with its pre-rendered aesthetic. You’ll be swinging through jungles, jump to broken mine cart tracks in dank mines, and hopping to conveyer belts in a rusted factory all while some absolutely jamming tunes play throughout the game.

The pre-rendered graphics, while a little fuzzy, definitely add to the game’s visual appeal.

There are some opportunities for exploration and experimentation (try charging walls when on Rambi or jumping to bananas up above on Winky) and the game does a fairly decent job of recycling its level tropes with new hazards and such, like having Croctopi chase after you in later underwater sections rather than just spinning around or having you bounce on tyres on moving platforms to cross gaps and gain the extra height needed to avoiding enemies and obstacles. Even better, the game’s locations are bolstered by some environment effects; day turns to night, jungles are battered by thunder, lightning and rain, the frozen mountains become swamped by blizzards, and the mines and caves are seeped in low lighting. Often, there’s no lighting at all, with your sprites being the only things being visible onscreen until you free Squawks or activate a light-up barrel, and the use of lighting and foreground objects really helps to add to the tension when trying to avoid slipping off the edge of a platform and jump to another. Although the game is light on cutscenes, they story is effectively told using dialogue strings between the Kongs and their allies, though the focus here is very much on dropping you into the next action-orientated area to take on an ever-escalating challenge rather than trying to overcomplicate the simple plot. All you need to know is that the banana hoard has been stolen and Cranky is better than you.

Enemies and Bosses:
Donkey and Diddy Kong will face a number of King K. Rool’s most disposable pawns in their quest, from regular Kremlings like the Kritters to their more jumper variants, to voracious little crocodiles, sharks, and slippery snakes. Wasp-like Zingers will often be found hovering around in mid-air, usually surrounding a platform or a barrel you need to blast to; larger enemies will prove difficult for Diddy to take out without a barrel so you might want to switch to Donkey Kong if you’re having trouble, and orangutans will incessantly throw barrels at you in a fun call-back to the original Donkey Kong. Spiked wheels, hungry fish, and vultures will also cause a headache, especially the latter as you’re often asked to fire your Kong/s at a flock of vultures to bounce off them and reach out of the way platforms, which can be tricky to do as if you hold the directional pad for too long you could overshoot and if you don’t hold it long enough then you’ll undershoot.

While Queen B. stands out, the repeats of Gnawty and Necky were disappointing to see.

Each area of Donkey Kong Country houses a boss battle; victory against one of King K. Rool’s elite earns the Kongs a large, Nintendo-branded banana and allows them to progress onwards to the next area but, while you’ll fight seven bosses in the game, only three of them are unique and the others are, disappointingly, reskins and repeats of each other. The first boss you’ll take on is Very Gnawty, a giant beaver who hops about in a cavern full of the Kongs’ bananas; with each hit he takes, his jumps get a little faster, but it doesn’t take much at all to put him down. It’s thus disappointing when this same boss is repeated for the fourth battle, even though Really Gnawty jumps much higher and is noticeably much more aggressive in his attack patterns. The second boss you’ll fight is the Master Necky, a huge vulture who pops his head in from the left or right side of the screen to spit bouncy coconuts at you; thankfully, there’s a tyre conveniently placed in the centre of the boss room that you can use to avoid his projectiles and hop onto his head. This boss is recycled for the penultimate boss battle as well; again, Master Necky Snr. might have a different colour palette and be a bit more aggressive, but he’s essentially the same boss battle, which I can’t help but be a little let down by considering how good the game is otherwise. Thankfully, Queen B. mixes things up a little bit; this gigantic Zinger flies around the arena in a specific pattern, immune to all attacks except a barrel to the face. However, she becomes temporarily invulnerable and hyper aggressive after each hit, so you’ll need to position yourself in the right place to avoid her erratic swoops.

While Dumb Dum destroys itself, King K. Rool tricks you into thinking you’ve won…

Dumb Drum also stands out as a unique boss battle; a giant, sentient drum, this guy tries to crush you from above and spits out a number of enemies into the area that you’ll need to take out. You can’t damage Dumb Drum no matter how hard you try; you simply have to outlast it and it’ll take itself out from ramming the ground once too often. Finally, you’ll confront the Kongs’ mortal enemy, King K. Rool, onboard his pirate ship, which stands as the final area of the game. King K. Rool has two methods of attack; first, he’ll run from one side of the screen to the other and try to charge into you, then he stands on one side and tosses his crown at you as a projectile. When he does this, it leaves him vulnerable to attack so you can jump on his head and, after a few hits, he’ll fold like paper and the credits will roll. Well, the “kredits”, at least, and it turns out that this is a fake-out as King K. Rool pops back up for another round. This time, his charge is much faster, and he also causes bouncing cannonballs to rain down from above, which can be difficult to avoid unless you make use of Diddy’s smaller hit box. Otherwise, your strategy remains the same; jump over him, avoid his projectiles and hazards, and hop on his head until he’s done in for good and you get to enjoy the real credits sequence (and Cranky’s embittered criticism of your performance).

Power-Ups and Bonuses:
Your primary power-up in Donkey Kong Country will be those DK barrels; you’ll want to break these open every chance you get to have both Kongs at your disposal and stave off a death from your next hit but be sure to not accidentally break them if you don’t need them. Star-branded barrels acts as checkpoints and a number of other barrels (wooden, metal, and TNT ones) can be thrown as projectiles to take out one or a whole group of baddies in single throw. Otherwise, you’ll want to collect every banana you see and hunt down those K-O-N-G letters and red balloons to rack up some extra lives and keep an eye out for golden buddy statues or hidden rooms where you can earn more of them to access bonus stages. Finally, of course, there are the buddies themselves, with Enguarde being especially useful to making navigating those maze-like coral reefs that much easier.

Additional Features:
The ending you get (or, at least, the feedback you get from Cranky Kong) is directly tied to how many of the game’s secrets you uncover; this includes finding all of the K-O-N-G letters, hidden rooms, and bonus areas, all of which adds to the completion percentage seen on your save file. However, while you’re free to revisit and replay every level in the game and try to find every secret, it’s not actually necessary and you don’t get anything for it except for bragging rights. Thankfully, the Nintendo Switch Online version of the game allows you to make use of the save state and rewind features to make playing this game a breeze; now, if you make a mistake, you can just rewind or reload your game and try again, which is a God send in some of the game’s trickier sections.

The Summary:
It’s always exciting for me, a childhood SEGA boy, to finally play classic Nintendo titles. I’ve always had a fascination with the SNES and love to get my hands on the system’s most famous games whenever I can, and a full playthrough of Donkey Kong Country has been a long time coming for me. Despite my apprehension concerning the graphical style, the game holds up really well; environments pop through some fun and unexpected weather and lighting effects and Donkey and Diddy Kong never fail to impress when they’re onscreen, controlling and animating beautifully. Enemy and hazard placement becomes increasingly challenging, but not impossible, and I liked how many of the levels were short, sharp bursts of action that tested your reaction times. I can’t imagine playing the game on the original hardware without the aid of save states or the rewind feature, however, as I think it would’ve become quite frustrating quite quickly even though the game dishes out the extra lives like they’re going out of business. It’s a little disappointing that the game didn’t do more with its levels and bosses; repeating boss battles is always as much of a let down for me as a boss gauntlet, but I enjoyed the addition of ridable animal buddies, the hidden secrets and bonus rooms, and that trademark Rare humour that pushes you to find everything. In the end, I can see why Donkey Kong Country is so beloved; I’ve definitely played better 2D platformers but there’s so much more happening here than the unique visual style and it’s easily one of the best, basic platforming adventures of the 16-bit era.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Donkey Kong Country? Did you own the game for the SNES as a kid and, if so, were you surprised by Donkey Kong’s dramatic visual overhaul? Did you find all of the game’s secrets and bonus rooms? Which of the animal buddies was your favourite to control and did you favour Donkey or Diddy Kong when playing? Were you disappointed that the boss battles weren’t more diverse and what did you think to the fake-out ending? Which of the Donkey Kong Country games is your favourite and why? How are you celebrating Donkey Kong’s anniversary this year? Whatever your thoughts on Donkey Kong Country, leave them below or share them on my social media.