Horror Hullabaloo: 21/08/2023

Gillian Church posts regular Writing Prompts on her Horror Prompts Instagram account and I like to take part with a few snippets and pieces of flash fiction.

The Prompts:
Choke, Levitate, Mud, Field, Nightmare 

The Submission:
It was like a nightmare, scrambling through the corn field, my feet caked in mud.

All around me, I could hear the cawing of crows, the chanting of those murmured words, and see the burning lights of torches.

How long until they found me? Strung me up like that girl, who choked against that taught rope?

How long before I become their next sacrifice to that dark, looming shape from that levitated from the gloom of the night?


What did you think to this piece? Did you submit anything for Gillian’s prompts? Have you ever written any flash fiction before? I’d love to know what you think to my snippets and writing prompts, so feel free to sign up and let me know what you think below or leave a comment on my Instagram page. You can also follow Gillian Church and Horror Prompts to take part in regular writing challenges.

Movie Night [Spidey Month]: Spider-Man 2.1


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


Released: 17 April 2007
Originally Released: 30 June 2004
Director: Sam Raimi
Distributor: Sony Pictures Releasing
Budget: $200 million
Stars: Tobey Maguire, Alfred Molina, Kirsten Dunst, James Franco, J. K. Simmons, and Rosemary Harris

The Plot:
Although he has saved countless lives as Spider-Man, Peter Parker’s (Maguire) personal life is falling apart due to his double life. Lovesick for Mary Jane Watson (Dunst) and tormented with guilt, Peter’s powers begin to fail him just as he faces his greatest challenge yet when renowned scientist Doctor Otto Octavius (Molina) becomes a four-limbed madman following a freak accident. When “Doctor Octopus” endangers lives, Peter is forced to reconcile his two lives in order to save the city, and the woman he loves, once again.

The Background:
Fittingly, given that his debut issue became one of Marvel’s best selling titles at the time, Spider-Man became so popular that he was ideally placed as Marvel Comics’ flagship character; the wall-crawler starred in numerous team-up titles, videogames, cartoons, and even a live-action series in the seventies, but his cinematic debut was constantly delayed by script and legal issues. Thankfully, director Sam Raimi and Sony Pictures Entertainment finally brought the character to life in Spider-Man (Raimi, 2002), which was an incredible critical and commercial success, but, while a big-budget sequel was almost immediately greenlit by the studio, Spider-Man 2 nearly underwent a major recast after star Tobey Maguire suffered a back injury. Although Jake Gyllenhaal was pegged to replace Maguire in the title role, Tobey recovered and returned to the franchise, which saw him go up against Alfred Molina as Doc Ock. A big fan of the comic books, Molina was excited to win the role and threw himself into it, relishing the chance to play a sympathetic villain with a sardonic sense of humour and even naming and playing pranks with his four prosthetic limbs on set.

After decades of legal issues, Spider-Man’s big-screen debut was a massive success.

Doc Ock’s arms were created by Edge FX and were a mixture of practical puppetry and visual effects. To improve upon the first film’s web-slinging antics, a specially-constructed “Spydercam” was employed to zip through the city and more accurately create the illusion of speed and excitement throughout the entire film, rather than just the final swing sequence. Following a number of script ideas, Raimi worked closely with the screenwriters to alter Doc Ock into a more sympathetic figure and to incorporate elements from the classic “Spider-Man No More!” (Lee, et al, 1967) story. Considering that Spider-Man 2 is often regarded as one of the greatest superhero movies ever made, and far exceeded its predecessor in terms of storytelling and visual effects, the film actually made less than the first at the box office (though a $789 million worldwide gross is anything but a failure!) Critics heaped praise upon the film; Molina, especially, was highlighted for his magnetic performance and the engaging plot regarding Peter’s personal drama was praised as much as the visual effects. Still consistently cited as one of the best sequels and superhero films ever, Spider-Man 2 was followed not just by a videogame adaptation and a third instalment, but was also re-released on home media (with twenty minutes of additional footage and some alternate cuts incorporated into the film) close to the Spider-Man 3’s (Raimi, 2007) release and Molina would later reprise his iconic role in the Marvel Cinematic Universe.

The Review:
While I remember there being a great deal of hype surrounding Spider-Man, I actually don’t remember the same being true for the sequel; this isn’t to say that it wasn’t massively anticipated by many, myself included, I just can’t really remember it as much as I was a little older and distracted by other concerns at the time. I know the initial trailer hit pretty hard, and it was exciting to see Doc Ock being brought to life, especially as he’s always been my favourite classic Spider-Man foe. Growing up reading the limited comics I had access to and watching the Spider-Man cartoon (1994 to 1998), I’d actually had little exposure to Norman Osborn/The Green Goblin, and it wasn’t until Raimi’s first movie that I fully understood how big an impact Osborn had had on Spidey’s life. Consequently, though, I had always seen the calculating, ruthless Doc Ock as Spidey’s greatest villain; he handed the wall-crawler his first defeat, brought together the Sinister Six, and always seemed to crop up in the comics and videogames I was exposed to (potentially because Osborn was dead at that point). Still, back then, superhero movies were really starting to break through to the mainstream, and Spider-Man 2 was an exciting prospect given how well the first one had gone down, and the film immediately recaptures the feel and atmosphere of the last movie by once again utilising the great Danny Elfman for the opening title sequence (and even catching viewers up to speed using paintings by the amazing Alex Ross to recap key moments of the last movie).

Burdened by the weight of his responsibilities and the stress of his life, Peter’s powers begin to fail him.

As in the first movie, Spider-Man 2 opens with a bit of narration from Peter Parker, who’s in a pretty bad place here; having chosen to walk away from M. J. and live a life of responsibility, forsaking his own selfish needs in order to honour the memory of his beloved Uncle Ben (Cliff Robertson), Peter is tormented by M. J.’s vacant, staring visage from atop a giant billboard and pines for her every day, martyring himself for the choice he was forced to make. No longer living in his childhood home in Queens with his doting Aunt May (Harris), Peter lives in a crummy little apartment in the middle of the city that is cramped, dirty, falling apart, and right next to the train line. The door sticks, there’s a communal bathroom, and he’s constantly hounded by his landlord, Mr. Ditkovitch (Elya Baskin) for rent, which he can barely afford to pay as he has recently lost his job as a pizza delivery boy and is constantly being shafted on payment for his photos of Spider-Man (and other notable events in the city) by Daily Bugle editor-in-chief J. Jonah Jameson (Simmons). While Peter was often angst-ridden and burdened by bad luck (“Parker Luck”, as he called it) in the comics, the whole world is out to get him here; he can’t keep up with his college assignments, people are constantly barging into him, he’s cockblocked by an obnoxious usher (Bruce Campbell), and he can’t even walk out of a supply cupboard without stuff falling on him. The amount of hardship he faces in this one movie is almost absurd, and is equalled only by his desperate pining for M. J.; he desperately wants to tell her the truth but can’t risk endangering her life, and is equally unable to quell Harry Osborn’s (Franco) hatred of Spider-Man to preserve Norman’s memory. Peter’s also still carrying the guilt of having indirectly caused Uncle Ben’s death, and it’s only after sharing this with Aunt May that his outlook begins to change. And just in time, too, as all this stress is not only causing a rift between him and the few friends he has but also cancelling out his spider-powers. Since Tobey has organic webbing, this is an interesting way to do the old “run out of web fluid in mid-air/mid-fight” trope, but the depiction is quite inconsistent; potentially an allegory for sexual inadequacy and clearly a manifestation of his troubles, Peter’s powers only short out when the script says so, meaning he’s denied even the freedom offered from retreating to web-slinging.

Though she has a hunky astronaut, M. J. can’t deny her feelings and chooses Peter after learning the truth.

Just as Peter pines after M. J. on a daily basis, almost to an uncomfortable degree, so too is M. J. constantly distracted by him; Harry claims that she is “waiting for [him]”, but, regardless of his love for her, Peter continues to keep her at arm’s length and to avoid discussing his feelings for her. Although she’s clearly still in love with him, M. J. is doing a far better job of moving on (or, at least, hiding) from those feelings; she not only has a billboard but has landed her dream job with a part in The Importance of Being Earnest, A Trivial Comedy for Serious People (Wilde, 1895) and even gotten herself a ruggedly handsome astronaut (of all things), Colonel John Jameson (Daniel Gillies). John is barely a character at all and simply there to deliver another gut punch to Peter; M. J. clearly isn’t that into him, despite accepting his proposal, as she’s constantly yearning for Peter and waiting for him to admit his feelings for her. However, she’s also increasingly frustrated by Peter; despite him claiming to be her greatest friend and confidante, he’s been absent and unreliable, and she’s driven to the edge when he breaks his promise to see her play. Otto offers Peter some advice in trying to explain things to M. J., which leads to him awkwardly blurting out random poetry excerpts to her, and he inadvertently ends up alienating her so much that she’s fully prepared to settle for John, even briefly entertaining the idea that she was wrong about Peter and that John is Spider-Man. All of M. J.’s frustrations and concerns are completely swept away once she sees the truth she’s known all along and Peter clearly explains that he can’t risk being with her because of his responsibilities, but she ultimately chooses to face those dangers with him so that they don’t have to deny themselves. M. J. is a bit underwhelming here, to be honest; I’ve never really been a big fan of Dunst in the role and, while she has a feisty side, the script doesn’t really do her character any favours. It gets a bit worse in hindsight as she blows up at Peter in the next film for kissing a girl but she’s here making out with (and presumably having sex with) her hunky boyfriend, while trying to coax the truth out of Peter instead of just demanding that he be honest with her. She also ends up as a screaming hostage once more, and it’s telling that even Aunt May has more fight in her when captured by Doc Ock than the object of Peter’s affections.

Harry, consumed with vengeance, is stunned to discover Peter and Spider-Man are one and the same!

Peter’s life is further complicated by his strained relationship with Harry; despite struggling through school in the first film, Harry has done pretty well for himself in the intervening time, becoming head of special projects as OsCorp and funding Otto’s fusion research in a bid to live up to (and surpass) his father’s lofty ambitions. However, having seen Spider-Man with his father’s body at the conclusion of the first film, Harry assumes that Spidey killed his dad and has been harbouring a deep-seated vendetta against the wall-crawler ever since. Even when Spider-Man saves his life, Harry isn’t swayed in his opinion, and his lust for revenge even drives him to turn against Peter in a bitter, drunken rage in one of the film’s most dramatic and upsetting moments. An extended scene included in this version sheds a little more light on Harry’s mindset, as he believes that Peter either knows who Spider-Man is or is protecting him from reprisals since he earns money from the masked vigilante, and he compares his desire to see Spider-Man dead to the bloodlust Peter must feel towards the man who killed Uncle Ben, thus painting Harry as a dark mirror of the titular hero. Frustration and grief get the better of Harry after Otto’s experiment is a disaster, and he unleashes a vicious, heart-breaking tirade against his best friend for choosing his livelihood over his best friend. Harry’s obsession only grows when Spider-Man is believed to have quit after his discarded costume is discovered, and he’s so consumed by vengeance that he partners with Doc Ock to draw Spider-Man out by having him target Peter in exchange for supplying the mad scientist with the Tridium he needs to complete his fusion experiment. With Spider-Man helpless before him, Harry prepares to deliver the killing blow and is stunned into a near maddening disbelief to find his best friend behind the mask, shattering his perception of reality and the people around him and leaving him susceptible to the manipulative influence of his father’s vengeful spirit.

A science experiment gone awry transforms kindly Dr. Octavius into the twisted, sardonic Doc Ock.

Of course, Spidey’s most tangible threat in the film is Doc Ock himself; beginning as a kindly mentor and hero of Peter’s, Otto is a far cry from the malicious, power-hungry mad scientist from the comic books. Although initially reluctant to interrupt his work by entertaining Peter’s questions, especially given he’s aware of Peter’s assumed laziness, Otto quickly finds a kinship with Peter based on their mutual appreciation for science. A likable, fatherly figure, Otto is absolutely besotted with his beloved wife, Rosie (Donna Murphy), and emphasises to Peter the importance of using his great potential and intelligence for the good of mankind. Despite his unparalleled scientific mind, Otto is also a romantic at heart and encourages Peter not to bottle up his love and emotions lest they make him sick, though both he and Rosie stress that love requires a lot of hard work from both parties. Otto’s life work is to provide the world with clean, renewable energy using a Tridium-based fusion reaction; Otto is so convinced of the safety and importance of his experiment that he generates an artificial sun in the middle of New York City, confidant that his four mechanical limbs will allow him to stabilise the resultant reaction and give him his moment of glory. Of course, everything goes hideously wrong when his machinery malfunctions, which not only results in Rosie being killed but Otto’s mechanical appendages being fused to his spinal column. Awakening in a confused state, Otto finds himself susceptible to the arms’ artificial intelligence after his inhibitor chip is destroyed; as they’re programmed to create and stabilise the experiment, the arms influence him towards robbing banks and committing crimes to rebuild the reactor at an abandoned pier rather than drown himself in the river in his grief. Christened Doctor Octopus (“Doc Ock”) by Jameson, Otto becomes a twisted, power-hungry maniac who completely abandons all of his former principals and puts innocent lives in danger thanks to the influence of his arms. He not only tries to kill a train-load of New Yorkers but even takes Aunt May and M. J. as hostages and battles Spider-Man with a devious glee, constantly frustrated by the web-slinger’s interference and determined to kill him so he can be left in peace. Doc Ock’s story is functionally similar to that of Norman’s in the first film (both were mentor and father figures turned to evil by science), but the execution is unique enough to stand out from his predecessor; he stomps around in broad daylight, his identity is never in question, and his ultimate goal isn’t to prove his physical superiority, but to prove his intellectual superiority and complete his life’s work by any means necessary.

While Jonah delights in Spidey’s misfortune, Aunt May and Ursula offer Peter some much-needed support.

As haunted by M. J. and his many doubts and problems Peter is, his guilt over indirectly causing Uncle Ben’s death basically dictates his entire life. The only reason he’s denying his true feelings is because his interpretation of Ben’s final teaching was that he had an obligation to put his powers to good use, a life lesson that is reinforced by Otto and his position of scientific acumen. However, all of the stress caused by his conflicting duality sends Peter’s power son the fritz; his webs stop firing, he can’t always stay stuck to walls, and he begins wearing his glasses again as his eyesight fails. Concerned for his physical welfare, he consults a doctor, who offers the prognosis that the issue is psychological rather than physical, and, with the weight of the world pressing down upon him thanks to Jameson’s smear campaign, Peter rejects his responsibilities in a dream-like conversation with his uncle’s spirit. Upon being brought Spider-Man’s discarded suit, Jameson is overjoyed that his efforts to besmirch and belittle the wall-crawler have met with success, but he’s forced to admit that Spider-Man was a hero when Doc Ock kidnaps M. J., thus leaving John distraught, though Peter delights in upstaging the cantankerous editor once he gets his shit together. He’s helped in this regard by an honest exchange with Aunt May; given that the film takes place on the two year anniversary of Ben’s death, May is in a fragile place, which is only exacerbated by her inability to keep up the payments on their family home. Burdened by his guilt, Peter shares a version of the truth of that fateful day to her; though initially horrified, she forgives him and stresses the importance of doing the right thing. It’s heavily implied in this exchange that May is aware of Peter’s dual nature and, though neither explicitly admit it, he’s relieved that her encounter with Doc Ock and subsequent rescue from Spider-Man has turned her opinions on the web-spinner around. After giving up his suit, Peter applies himself fully to his social life and academic work, finally earning him the praise of his teacher, Doctor Curt Connors (Dylan Baker), and he later finds some support in Ursula (Mageina Tovah), the daughter of his landlord, who clearly has a crush on him and brings him a moment of quiet reprieve in a moment of absolute despair. This extended cut adds a few additional scenes, most of which are alternate takes and longer sequences that don’t really add too much to the existing story, though one of the most notable additions is a hilarious scene where Jameson hops around his office garbed in Spider-Man’s discarded suit and a discussion between M. J. and her friend where it’s revealed she accepts John’s proposal primarily because of her father’s abusive nature.

The Nitty-Gritty:
Given that it’s a Spider-Man movie, Spider-Man 2 is primarily focused on exploring themes of guilt and the weight of responsibility; Peter drives himself into the ground trying to save everyone he can and live up to his uncle’s expectations, to the point where he neglects his life outside of the costume. Not only is he failing at school and to make money, he’s letting everyone around him down, which only adds to his feelings of despair; his friends are starting to resent and distrust him because of his absent nature and, while he’s desperate to do more and to apply himself better, he can’t shake the call to action. Even something as simple as delivering pizzas or getting to the play is interrupted by a disturbance of some kind, whether it’s kids playing in the street or a high-speed car chase, and Peter doesn’t even let himself relax when he’s in his crummy apartment as he sits there tuning into the police radio band to find ways for him to help. This ever-mounting struggle to find the right balance between his wants and his responsibilities is the primary cause for his failing powers; losing his webs, wall-crawling, spider-sense, and strength only adds to Peter’s confusion and frustration as the freedom afforded to him by being Spider-Man also becomes a closed door. Once he decides to quit, that weight is immediately lifted but his brief moment of happiness is shattered when he’s unable to save a life from a house fire, thus hammering home that he is capable of great things and thus must exercise great responsibility.

Both Spider-Man and Doc Ock look fantastic, and Ock’s arms make for exciting fight sequences.

Surprisingly, Tobey’s spider-suit is basically the same design as before; normally, superhero sequels go out of their way to change the character’s costume to make more toys but, aside from popping a little more and a few tweaks to the mask, muscle suit, and other minor details, it remains consistent with the first film. Thanks to the movie not having to spend an hour or so setting up Peter’s origin, we get much more Spider-Man action here and the aforementioned Spydercam really delivers some dynamic web-slinging shots. As ever, Peter has an annoying tendency to lose or remove his mask so that we don’t miss out on the emotional impact scenes and events have on him; this is, as always, hit or miss as Tobey favours a vacant, doe-eyed stare throughout most of the film and the regularity that he is unmasked gets ridiculous at times, regardless of how dramatic or thematically relevant these scenes are. While audiences will forever decry the Green Goblin’s outfit in the last film, I don’t think I’ve ever seen anyone complain about Doc Ock’s depiction here; garbed in a trench coat, hat, and glasses, Doc Ock cuts a simple but intimidating figure and it really is impressive how Molina projects the weight and movement of his mechanical limbs. The arms are extremely versatile, able to stretch out and grab things in their claws, light Ock’s cigar, and even sporting a nasty looking spear-like appendage. While Otto can control and influence the arms, the destruction of the inhibitor chip allows them to act independently of him, but their goal is not only to create and sustain a fusion reaction but also to protect Ock at all costs. Swinging and whipping everywhere, the tentacles cause Spider-Man a great deal of difficulty in getting to Doc Ock and make him a constant threat as they can perform multiple tasks and endanger many lives all at once. One of their most memorable sequences is when they lash out while Otto is unconscious, slaughtering the doctors that try to remove them in scenes that harken back to Raimi’s time as a horror filmmaker as we see fingernails being ripped off and screaming bodies being tossed all over the place. Indeed, Rosie’s horrific death (though not seen onscreen it’s pretty clear she was practically decapitated) and many shots of the arms are created using practical effects, puppetry, and first-person perspectives just like those seen in his Evil Dead films (Raimi, 1981 to 1992) and their threat is matched by Otto’s obsession with holding “the power of the sun in the palm of [his] hand”.

Spider-Man and Doc Ock’s battles are a spectacle, and Spidey performs incredible feats to save lives.

The versatility of Doc Ock’s arms really do make for some of the best fight sequences in any Spider-Man film; despite the armaments and manoeuvrability of the Green Goblin’s glider, Spider-Man’s fights never really kicked into that higher gear as the filmmakers were still working out how to create the special effects necessary to shoot these sequences (something that the third film greatly improved upon), but Spider-Man 2 more than makes up for this with scenes depicting Spider-Man and Doc Ock battling up the sides of buildings and on top of a speeding train. While it’s true that any one of Spidey’s repeated blows to the non-superpowered Doc Ock should have immediately ended the multi-limbed menace, I can forgive this as it’s really exciting to see Spidey have to dodge and flip around the tentacles and fight through them while on the side of a building or whipping around a bank. I can also forgive the convenience of Doc Ock robbing the same bank that Peter and May happen to be at because it leads to him clambering up the sides of buildings with May and his bags of loot, tossing better (and more sadistic) quips than Spider-Man himself, and showing just how dangerous and adaptable his mechanical limbs are as they can hoist him up, absorb impact damage, and deflect Spidey’s blows at every turn. Obviously, the most thrilling action scene is the train sequence, which sees Spider-Man first using his webs to save the civilians Doc Ock causally tosses away, battling him on the exterior of the speeding train carriages, and then using all of his fantastic strength to literally force the out of control train to a stop. Full disclosure, though…I’ve always found this sequence to be a little over the top; the physics and logistics of it seem a little outside of Spider-Man’s range and more like something Clark Kent/Superman would do, but it undeniably makes for a brilliantly dramatic sequence as it shows that Peter will literally push himself to exhaustion and beyond his limits to save lives. The passengers are so grateful to him that they promise not to share that they’ve seen his face, moved by how young and brave he is, and Spidey only adds to his heroic card by basically trading his life for theirs when Doc Ock returns for him.

Thanks to Ock’s sacrifice, the city is saved, but Harry poses a looming threat…

After having a taste of happiness, Peter begins to believe that he can finally offer M. J. his true feelings but, after realising that he can’t deny the great responsibility bestowed upon him, he’s forced to walk this suggestion back and once again pretend that he’s not in love with her. However, his spider powers truly return in full force after Doc Ock inexplicably kidnaps M. J. to force Peter to lure Spider-Man out for a final confrontation. As many have mentioned, it’s damn lucky that Peter is Spider-Man and that his spider-sense kicked in at that exact moment or else Doc Ock’s errant taxicab would have squashed them both and Harry would’ve indirectly killed his two best friends. When he discovers that Peter and Spider-Man are one and the same, Harry is stunned, to say the least, and heartbroken by the belief that his best friend apparently killed his father. However, Peter manages to convince Harry to reveal Doc Ock’s location in order to rescue M. J. by stressing that there’s more at stake than their personal problems (though a quick “No, he was a madman who tried to kill me” might’ve gone a long way…) Thus, once again, Spider-Man has to save M. J. from a supervillain, though she’s much sassier here than last time, where she was little more than a screaming wreck. Enraged at Doc Ock’s actions, which not only threaten the entire city but have put first Aunt May and then M. J. in the line of fire, Spidey delivers a massive beatdown, once again taxing himself to the limits to shield M. J. from a falling girder and finally revealed the truth to her after removing his mask again. To be fair, this time Peter voluntarily unmasks in a desperate attempt to appeal to Otto’s humanity; thoroughly beaten, Otto snaps out of his insanity upon seeing the face of his protégé and surrogate son and realises that his arms have perverted everything he once stood for. With the fusion reaction threatening to suck the city into it like an artificial black hole, Otto exerts all of his willpower and humanity in a tragic sacrificial effort to drown the artificial sun and redeem himself, once again delivering a startling message of the dangers of scientific exploration and arrogance to Peter. Despite coming to terms with the fact that he can never be with M. J. as he’ll always be Spider-Man, Peter is delighted when she ditches John at the altar to be with him and triumphantly swings off to attend to an emergency with M. J.’s blessing. However, unbeknownst to either of them, Harry is tormented by a vision of his dead father and stunned to stumble upon a hidden laboratory containing a cache of Norman’s Green Goblin apparel, and potentially the means to exact his revenge against his former friend…

The Summary:
Even today, after all the Spider-Man films we’ve had over the years, Spider-Man 2 remains a highly praised entry in the franchise and has long been the gold standard that all other Spider-Man films are measured by. It’s really not too hard to see why; like all great sequels, Spider-Man 2 takes everything that worked in the first film and provides not only more of the best aspects but improves upon them at every turn. The interpersonal drama is heightened, the action and fight sequences are much more exciting and visually impressive, and Spider-Man’s web-slinging is a sight to behold thanks to the innovative camera techniques pioneered in this film. While some of the performances still leave a lot to be desired, the visual spectacle more than makes up for it and Alfred Molina’s brilliantly nuanced portrayal of Doctor Octopus carries the acting quality to a new level, allowing Tobey Maguire to focus on embodying Peter’s utter despair and anguish. Most importantly, Spider-Man 2 does a wonderful job of balancing all of its narrative elements; Peter’s struggles with his dual life and his failing powers are perfectly juxtaposed with Doc Ock’s menace, and it never feels like there’s too much going on. I’d argue that the only main character to suffer is Mary Jane, simply because I would prefer to see more agency from her, but I loved seeing Harry’s obsession send him into a downward spiral of revenge that parallels Otto’s degradation from kindly father figure to sadistic, megalomaniacal villain. If you’re going to watch Spider-Man 2, be sure to pop in this extended version as the few extra minutes add a little more spice to the sauce, so to speak, and the film remains as entertaining as ever, even in the face of the more visually impressive and narratively faithful Marvel Studios movies. My only regret is that some of the lingering plot points were poorly addressed in the third film, but that definitely doesn’t diminish Spider-Man 2’s appeal and it remains in the top tier of the web-slinger’s live-action films to this day.  

My Rating:

Rating: 5 out of 5.

Fantastic

Are you a fan of Spider-Man 2? Where does it rank for you against the many other Spider-Man movies? Did you enjoy the extended sequences offered in this version of the movie? What did you think to Peter’s many struggles in the film and which of the fight sequences was your favourite? Were you a fan of Alfred Molina’s portrayal of Doc Ock and were you excited to see him return to the role? What did you think to Harry’s character development and were you excited at the prospect of him taking up his father’s legacy in the third film? Do you think the film still holds up or do you prefer other filmic interpretations of the character? Whatever your opinion on Spider-Man 2, leave a comment and thanks for joining me for Spider-Man Month!

Back Issues: Blue Beetle (2006) #1-3

Story Title: “Blue Monday”
Published: May 2006
Writers: Keith Giffen and John Rogers
Artist: Cully Hamner

Story Title: “Can’t Go Home Again”
Published: June 2006
Writers: Keith Giffen and John Rogers
Artist: Cully Hamner

Story Title: “The Past Is Another Country”
Published: July 2006
Writers: Keith Giffen and John Rogers
Artist: Cynthia Martin

The Background:
I wouldn’t begrudge modern readers of DC Comics if they didn’t know who Dan Garret was. The creation of Charles Nicholas Wojtkoski, the very first Blue Beetle featured prominently in Charlton Comics and is pretty much all but forgotten in the legacy of the character. Hell, I wouldn’t be too surprised it Garret’s successor, genius inventor Theodore “Ted” Kord, didn’t ring a bell; in 1966, Steve Ditko reimagined the Blue Beetle but, despite his tenure on Justice League International and making waves through his friendship with Michael Carter/Booster Gold, Ted never really rose beyond the ranks of a D-list hero and is generally remembered for being shockingly and graphically executed on-panel in the build-up to the universe-shaking Infinite Crisis (Johns, et al, 2005 to 2006). Indeed, even a big Ted Kord fan like myself has to acknowledge the mainstream impact of his successor, Jaime Reyes, easily the most recognisable incarnation of the Blue Beetle to date; Jamie has appeared in videogames, cartoons, and in live-action, both on television and even his own feature film. A noted Latino superhero, Jaime was created by Keith Giffen, John Rogers, and Cully Hamner and debuted in the pages of Infinite Crisis before appearing in his own self-titled comic book two months later. Jaime separated himself from his predecessors not just in his more diverse background and his youth, but also by actually deriving superhuman powers and abilities from a techno-symbiotic alien scarab infused to his spine, making him theoretically the more competent of the three Blue Beetles, though this was counterbalanced by his lack of experience and control with the scarab. Jaime has been a part of DC’s premier superhero team, the Justice League, as well as the Teen Titans, fought extraterresital threats and struggled to figure out his powers, and is generally regarded as one of DC’s best legacy characters in recent years.

The Review:
As mentioned above, Jaime made his first appearances in the epic, universe-shattering Infinite Crisis. Specifically, Jaime made a very brief cameo in Infinite Crisis #3 (Johns, et al, 2006) where, in the midst of the mainstream DC universe being rocked by incursions from disgruntled heroes from previous, destroyed worlds, young Jaime just happened to stumble across the glowing, mysterious scarab just sitting out in the open. Jaime returned in Infinite Crisis #4 (ibid), where he was stunned to find Booster Gold and Skeets searching his bedroom for the scarab, which would allow him to reveal the forces of Bruce Wayne/Batman’s renegade artificial intelligence, Brother Eye; although initially amazed to find such a prominent, corporate sponsored hero in his bedroom, Jaime was soon aghast to find that the scarab had fused itself to his spine. When Booster Gold brought him to the Batcave in Infinite Crisis #5 (ibid), Jaime’s life changed forever as the scarab, sensing danger, encompassed his body in a sleek, form-fitting armoured suit unlike any sported by his predecessors. Although very much out of his depth, Jaime found himself in space alongside some of Earth’s greatest heroes in Infinite Crisis #6; his suit unsettled Green Lantern John Stewart’s semi-sentient power ring and he was so overwhelmed by the confusion and stakes of their mission that he had to receive a pep talk from Batman, of all people. Although he couldn’t begin to understand the nature of the scarab, Jaime found the suit had a mind of its own; as soon as the heroes got close enough to Brother Eye’s cloaked satellite, the suit sparked to life and exposed it, leading to a massive battle to decide the fate of all universe, a fight that Jaime was spared since the suit promptly teleported him out of there, against his will, to get away from the Green Lanterns present.

Jaime’s teenage troubles are compounded by the scarab and the mysterious Posse.

Jaime’s solo comic bounces between the present, where he returns to Earth, and the past, which focuses on providing Jaime with more backstory than “confused young kid suddenly gifted superpowers”. He’s a talented high schooler from El Paso, Texas whose free time is spent mediating the constant bickering between his friends, workshy Paco Testas and fastidious aikido student Brenda Del Vecchio. This provides a little more context behind Jaime’s random discovery of the scarab, which he stumbled upon while his friends were squabbling and took home without thinking much about it. At home, Jaime’s mother, nurse Bianca, despairs of his constant quarrelling with his annoying little sister, Milagro and has him take lunch to his father, Alberto, who owns a garage in town. Although Jaime wishes to help his hard-working father, Alberto encourages him to both study and enjoy being a kid while he has the time. That evening, after accidentally stepping on the scarab, Jaime awakens to find himself talking a strange alien language and a similar text glowing on his palm, which he chalks up to being a dream, an explanation Brenda and Paco encourage, but he’s spooked when he crosses path with a strange girl without any eyes who speaks to him in riddles. Jaime’s friends were less than helpful with his predicament; Paco is convinced that Jaime’s seeing ghosts and Bianca’s suggestion that he take the scarab to someone to analyse is no help since it’s vanished. They’re left dumbfounded when he spots the goth chick, Probe, and her tattooed associate, Damper, hanging around the school and he promptly vanishes from sight when he gets close to them thanks to Damper’s ability to cloak their presence with his “mojo”. Jaime’s confused by them; it doesn’t help that they talk in riddles and he has no idea what’s going on, but their curiosity turns to anger when Probe’s attempt to mentally.. well, probe…Jaime sees her being first blocked and then suffer a painful seizure.

The scarab’s armour brings Jaime undue attention and lashes out uncontrollably.

After trying, and failing, one more time to convince Alberto to let him help out, Jaime found himself set upon by Damper and three of his cohorts – the bloated Scour, diminutive Thump, and alluring Bonita – a group of street-level metahumans calling themselves the “Posse”. While the others want to take a more direct approach at making Jaime pay for hurting Probe, and Damper even subtly threatens Jaime’s family, Bonita attempts to subdue him using a combination of pheromones and feminine wiles. Luckily for the captivated Jaime, the scarab’s instincts kick in and he finds himself shielded by his alien armour, which gives him the means to fight back against them, though entirely beyond Jaime’s control, and the scarab can even detect that Bonita is pregnant. As mentioned, these three issues also chart what happened after Jaime dramatically crashes back to Earth. He was immediately attacked by hot-headed Green Lantern Guy Gardner and, since Jaime had no idea how his suit works or what it’s capable of, he was entirely at the scarab’s mercy as it instinctively formed shields, energy-based weapons, and even wings to fend off Guy’s relentless assault, all while Jaime expressed terror and confusion at the entire situation. Jaime’s inexperience allowed Guy to pound him into the dirt and drove him to beg for mercy, and Guy was horrified to find that his ring drove him to attack and almost kill a kid. This showed that scarab is perceived as such a threat by the ring that it drove Guy into a temporary bloodlust, almost driving him to the point of murder, which he claims is something he’s not known for (which is odd as I could’ve sworn Guy’s more volatile nature had seen him kill before…). After Guy left, Jaime was wracked with pain as the suit retracted into the scarab, which has painfully bound itself to his spine, and was left naked in the desert trying to figure out how to tell his mother what happened.

Jaime is stunned to find he lost an entire year of his life during Infinite Crisis.

Although he was helped by a kindly gas station attendant with some clothes, food, and a ride, Jaime was constantly bothered by the scarab’s alien voice in his head (which, amusingly, sounds like his mother); however, his troubles were only compounded when he got home to find out that he’d been gone for an entire year! This means that Jaime has no choice but to come clean to his family about where he was and his new abilities; however, his suit terrifies Milagro and Bianca was so convinced that he was dead that she refuses to believe that Jaime and the Blue Beetle are one and the same. Alberto, who now requires a cane to walk, is somewhat more understanding and sympathetic, explaining the grief they all went through thinking he was dead, but promises to talk to her on his behalf. Overwhelmed by it all, Jaime flies off and tries to get a grip on his powers but is amazed by the sensory overload and destructive abilities of his alien armour. While he doesn’t understand it and is still acting on instinct, the scarab is able to bring up a holographic compass that leads him to Paco at the Mexican border and allied with Damper. The Blue Beetle arrives in time to shield them from agents of “La Dama” and, during the fight, Jaime constantly berates his armour for being too violent but manages to fly Paco out of there. While Jaime doesn’t approve of Paco’s association with the Posse, he’s even more shocked to learn that Brenda almost died after her abusive father beat her and that she’s moved in with her wealthy aunt after he died in a car accident. Although Jaime earns a good punch to the gut for causing her to worry about his safety, the three friends are happy to be reunited, though they’re left blissfully unaware that Brenda’s aunt is the mysterious La Dama who’s been targeting the Posse…

The Summary:
Make no mistake about it, Jaime Reyes is a very different Blue Beetle compared to his predecessors. I admittedly haven’t read too much of any of the Blue Beetles but my understanding has always been that Dan Garret and Ted Kord were completely normal human beings who took the iconography of the scarab and themed their crimefighting careers after it. Until Jaime’s introduction, I had no idea that the scarab was alien in origin, alive (in at least a techno-organic sense of the word), or capable of being such a versatile and visually interesting piece of symbiotic armour. Indeed, Jaime’s tenure represented a massive paradigm shift for the concept of the Blue Beetle; not only was he now a teenage kid with teenage dramas, he was in possession of a volatile alien weapon whose origins and capabilities were a complete mystery since they’d never been seen or associated with the character before, essentially meaning the Blue Beetle concept was reconfiguring into something entirely new, not unlike how the Green Lantern concept was significantly altered between Alan Scott and Hal Jordan.

Jaime’s personality and supporting cast are as intriguing as the mystery behind the alien armour.

What works for me in these three issues is the dynamic between Jaime and his supporting cast; he’s a smart kid, capable of speaking multiple languages and applying himself at school, and also a good kid, volunteering time and again to help his father out and pulling his weight at home. However, he also has some snark, particularly with his bratty little sister, and he describes himself as Brenda and Paco’s “babysitter” since he’s often forced to be the voice of reason when they get into it. I really enjoyed the banter between the three of them; it’s a friendship dynamic that really grounds the character to contrast his relatively normal and mundane lifestyle with the chaos of his newfound superhero life. I also enjoyed the relationship between Jaime and Alberto; a physically tough but empathetic father, Alberto works hard to provide for his family but still encourages Jaime to live his life, so it’s all the more jarring when Jaime returns home to find his father a shell of his former self and his family still grieving from his presumed death. While there are a few fights in these issues and they’re exhilarating enough thanks to the colourful and kinetic art style, the main conflict here is between Jaime and the scarab, which latches itself to him and almost immediately turns his life upside down, sweeping him away on an outer space adventure and unwittingly stealing a year of his life, as well as constantly bombarding him with alien language symbols, and bizarre weaponry.

Jaime represented a fun and visually interesting new direction for the Blue Beetle concept.

Obviously, these are just the first three issues of an ongoing story; the exact nature of the Posse, their issues with La Dama, and the changes faced by Jaime’s supporting cast are no doubt developed over the course of subsequent issues, but there was enough here to have me invested in Jaime and his world. I really like the mystery of the volatile relationship between the scarab and the Green Lantern Corps; we saw glimpses of this in Infinite Crisis and it would become a whole cosmic drama later on, but it really helps to flesh out that there’s always been more to the Blue Beetle than we could ever has suspected. Jaime is admittedly no fighter; he panics in battle and generally tries to talk his way out of situations rather than engage since he’s not acquitted for the superhero life, but the scarab is more than capable of compensating for that. Not only does it cover him in a sick looking beetle-themed armour, but it sprouts wings, enhances his senses, shoots lightning-like energy, augments his strength, and forms shields and all sorts to protect him…and fight back. Jaime is constantly overwhelmed by the armour and its insistence on violence, elements that again I’ve never associated with the Blue Beetle before. Jaime is a reluctant superhero, overwhelmed by what’s happening to him, and a potentially dangerous individual as he cannot control his abilities. In many ways, the scarab’s attachment to him is framed as a metaphor for puberty as his body undergoes strange and often violent changes. I guess hardcore fans of the Blue Beetle might have been turned off by how wildly different the character and concept are with Jaime at the helm, but I think they’re changes for the better. They result in a visually interesting character, one with an appealing personality and strong supporting cast, and increase the Blue Beetle’s appeal by adding all this mystery, lore, and potential to the concept. I really enjoyed this three-issue arc and would absolutely like to read on a bit more and find out more about what happened during his one year absence, what the story of the Posse is, and how it all ties in with La Dama, and to witness Jaime’s growth into his newfound role and abilities.

My Rating:

Rating: 4 out of 5.

Great Stuff

Are you a fan of Jaime Reyes? What did you think to his introduction and springboard to prominence in Infinite Crisis? Did you enjoy these first three issues and the changes to the Blue Beetle concept? What did you think to the scarab’s new abilities and its relationship with the Green Lantern Corps? Were you intrigued by the Posse and the one year gap introduced here? What did you think to Jaime’s supporting cast? Which incarnation of the Blue Beetle is your favourite and what are some of your favourite Jamie Reyes stories and moments? Whatever you think, drop a comment below or on my social media and be sure to check out my other Blue Beetle content.

Game Corner: Terminator 3: Rise of the Machines (PlayStation 2)

Released: 11 November 2003
Developer: Black Ops Entertainment
Also Available For: Game Boy Advance, Mobile, and Xbox

The Background:
The Terminator franchise (Various, 1984 to 2019) has quite a long history with videogame adaptations; every film in the franchise has been adapted to at least one videogame over the years and the franchise even crossed over with RoboCop (Verhoeven, 1987) back in the day. Considering the rigmarole that went into getting a third film off the ground, and the fact that big-budget movies were generally always accompanied by a videogame tie-in during this time, it’s perhaps not surprising that Terminator 3: Rise of the Machines (Mostow, 2003) was accompanied by not one, but three videogame adaptations to help push the film towards its $433.4 million box office. After acquiring the licensing rights, Atari set Black Ops Entertainment to work on the PlayStation 2 and Xbox versions of the game, and worked closely with special effects maestro Stan Winston and star Arnold Schwarzenegger to design the game’s visual aesthetic and narrative aspects. Although Terminator 3: Rise of the Machines garnered generally favourable reviews, critics felt that it was a rushed, bug-ridden, and graphically inferior title that relied too heavily on its license rather than offering a challenging and entertaining gameplay experience.

The Plot:
In the post-apocalyptic future, where humanity wages war against the malicious Skynet and its robotic Terminators, Kate Brewster reprograms one of their infiltrator units to help storm the Time Displacement Chamber. Realising that a new Terminator, the T-X/Terminatrix, has been sent back to kill future leader John Connor, Kate sends the Terminator back to ensure the ultimate victory of the human race.

Gameplay:
Terminator 3: Rise of the Machines is a first-person shooter (FPS) in which players are placed into the role of the titular Terminator, the T-850 model portrayed by Arnold Schwarzenegger in the dire movie of the same name, and tasked with defending and ensuring the future of humanity across twenty-two missions, with the majority of the game’s action taking place in the post-apocalyptic wasteland of the Future War. The game’s controls are fully customisable to suit your needs, but the default settings work well enough and same pretty standard for an FPS title: the left stick moves you about, the right is used for aiming and strafing, and the R1 and R2 triggers fire your weapon’s primary and secondary functions, respectively (with most weapon’s secondary function being a melee attack that’s all-but useless until Mission 16, and even then I never used it). L1 allows you to lock onto the nearest target, which greatly aids with the game’s many firefights, while L2 lets you jump, which I also rarely had a use for as the Terminator struggles to clear anything but small debris. Triangle and Circle and left and right on the directional pad (D-pad) allow you to clunkily cycle through your weapons, Square reloads, and X lets you activate switches. You can press in the right stick to display your mission objectives (which are also available from the pause menu), the left stick to centre your view, and perform a 360o turn by double clicking the left stick. Finally, pressing Select switches to the classic red Terminator vision, which lets you see in infrared (useful when smoke clouds the screen), search for ammo, supplies, and targets, and displays your health, ammo, and the weaknesses and status of nearby allies and enemies.

Fend off Skynet’s forces with your weapons and engage with Terminators in clunky one-on-one brawls.

These are the controls you’ll be dealing with for the majority of the game and, for the most part, you’ll be stomping your way through war-torn wastelands and environments from the third film, blasting at Skynet’s forces and activating the odd switch here and there to progress further. However, Terminator 3 has a second gameplay style that’s exclusively used in boss battles; here, the game switches to a 2.5D brawler and has you awkwardly exchanging blows and throws with other Terminators. In these moments, the controls change functions: Triangle sees the Terminator kick at its foe, X throws a punch, Circle will throw them, and you can hold down Square to block. Sequential presses of Triangle and X will unleash limited combo attacks and pressing X or Circle in conjunction with D-pad inputs will allow you to perform stronger strikes or different throws, and you can also perform a dash attack by double tapping towards your opponent. Sadly, these sections aren’t very compelling and simply serve to showcase how awkward Terminator-on-Terminator fights can be, and this is also the extent of the gameplay variety. It seems at a couple of points like you might partake in some driving or chase sequences but that isn’t the case. Instead, you’ll just be wandering about turning Skynet’s forces into junk and exchanging blows with other cyborg foes and the game rarely demands too much from you. Terminator 3 tries to make navigation easier with an onscreen radar that points you in the direction of your current objective, but it doesn’t display anything else (like allies, enemies, or pick-ups); you can view a larger, more useful map from the pause screen, but you can’t move while looking at it, making it functionally useless. While mission objectives aren’t too taxing and generally amount to clearing out all enemies, locating allies, throwing switches, or destroying consoles, it can be difficult to figure out where you’re supposed to go or how you’re meant to progress as the environments are quite bland, confusing, and your objectives aren’t always readily understandable as you’re not given much direction.

Mission objectives don’t get too complex until you’re forced to spare human lives.

By this, I mean you’re occasionally asked to destroy all Skynet forces; this objective pops up when you enter a new area, so you might think you just need to clear out the machines stationed there, but the objective is actually to destroy all machines in the level, meaning you have to backtrack to hunt down any enemies that passed you by prior to getting that objective. Sometimes, you’re given a time limit to complete objectives, such as escaping areas before they explode; this can be tricky as it’s not always clear where your escape route is, and the Terminator’s jump is so janky that it’s easy to get stuck on the subway tracks and fail that particular mission a few times before you figure out how to jump up and throw the switches needed to escape. Other times, you can commandeer a laser turret to mow down waves of Terminators, Future Killer/F/K tanks and flying machines, or Skynet’s transport carriers. In some instances, you need to use heavier weaponry to blast through walls; other times, you need to re-route power to elevators or destroy consoles and tubes to disable security systems and keep Terminators from spawning, activate switches to extend bridges, destroy Skynet’s turrets and refuelling stations, or defend Resistance fighters as they escape to safety or bring down defensive systems. One mission flashes back to prior to the opening mission and has you controlling the T-850 as it mows down Resistance fighters, destroys their cannons, and infiltrates their base alongside other Terminators, though sadly its confrontation with John is relegated to a cutscene. Once you hit Mission 13, you’ll find yourself in the past and actually playing through key moments from the movie; missions become shorter and far less focused on gunfire and destruction as you need to rescue and protect John and Kate from local authorities and the T-X. When in the past, the Terminator has different weapons on hand and will fail its mission if it kills even one person, so you can’t just go in all-guns blazing any more. You’ll also need to keep an eye on John and Kate’s health bars, run around finding the parts necessary to repair a helicopter, find access cards, and battle past rampaging proto-Terminators to acquire access codes and such.

Graphics and Sound:  
I was surprised to find that, for the most part, Terminator 3 doesn’t look too bad; PlayStation 2 games, particularly licensed ones, tend to look a little janky and suffer from long load times but, while the latter is true of Terminator 3, the former isn’t and the game does a decent job of recreating the post-apocalyptic Future War of the Terminator films, locations and characters from the movie, and with its overall presentation. One feature I did like as that the game’s environments suffer damage from bullets, laser blasts, and explosions; it’s nothing ground-breaking and isn’t used all that much, but it’s cool to see blast marks and burns from combat and helps to make the world a little more immersive, though you cannot kill your allies so this kind of dispels those efforts. While you only see the Terminator in cutscenes, it resembles Arnold and has a couple of different looks depending on which time zone you’re in; when you stand idle for a bit, the Terminator will play with its gun, the game has reload animations, and the Terminator offers commentary when picking up items, eliminating targets, or completing objectives. Arnold lends his likeness and his voice to the title, which the game inexplicably tries to sell as the “first time” this has ever happened despite Arnold’s T-800 being playable in all of the Terminator 2: Judgment Day (Cameron, 1991) videogames; while it seems as though Nick Stahl also voices John, it certainly doesn’t sound like Claire Danes came back to voice Kate, and the T-X is rendered completely mute throughout the game.

Although dated, the game doesn’t look too bad, though suffers from graphical repetition.

While Terminator 3 faithfully recreates the dire wreckage of the Future War, this doesn’t necessarily lend itself to a visually enthralling gameplay experience. Everything is suitably dishevelled, destroyed, and bleak, with skyscrapers sporting gaping holes, playgrounds, petrol stations, and buildings reduced to ashen rubble, debris strewn everywhere, and ominous dark clouds broiling overhead. However, it’s very easy to get lost in such a dark and drab environment; even navigating the sewers or the Resistance bases and hovels, which are ripped right out of The Terminator (ibid, 1984) can be a bit of a chore as everything looks the same and it’s no joke when you have to backtrack to hunt down a switch or missed Terminator to destroy. Enemies also leave a lot to be desired, with the Terminators sporting weird colour schemes and appearing quite different to the classic endoskeleton, though Skynet’s headquarters and the Time Displacement Chamber help to break up the dark visuals of the main game. Once you’re in the past, you’ll visit key areas from the movie, such as the vet where Kate works, battling the T-X atop the crane truck, the Cyber Research lab, the cemetery, and Crystal Peak but these missions are so short and end so abruptly that you don’t get too much time to take in their visuals. The game does feature the iconic Terminator theme, more so than the movie it’s based on, and includes clips from the movie as cutscenes, though these rapidly skip over huge chunks of the story, potentially interesting gameplay sections, and cause the game’s last few missions to feel rushed, incomplete, and inconsequential compared to the Future War sections. Other times, CG cutscenes advance the story or recreate the movie’s ending, with elements from the film slightly altered as a result, and these hold up pretty well, certainly much better than the marionette-like in-game graphics of other cutscenes.

Enemies and Bosses:
Since you’re playing as the reprogrammed Terminator, your primary enemies in this game will be the forces of Skynet, which run rampant in the Future War and sport laser armaments. Your most common enemies will be other Terminators, the T-900s, which appear as endoskeletons sporting either a green, yellow, or red colour scheme that indicates their strength and the weapons they’re carrying. Green are the weakest, yellow are a bit tougher and wield two guns, and red are the toughest and carry Skynet Assault Cannons; however, I found all of the T-900s to be surprisingly tough to put down, even with the game’s stronger weapons, and they’re quite resistant to small-arms fire and even explosives. The F/K series is comprised of small, medium, and larger aircrafts and tanks not unlike the more traditional Hunter-Killer/HK machines seen in the first two Terminator movies; while your faster or more powerful weapons are your best bet to destroy these, you might want to make use of nearby turrets for the larger variants. Skynet also employs turrets, both on the ground and on the ceiling, spider-like rovers, and you’ll encounter the larger tanks seen in the movie while in Cyber Research labs. At one point, you’ll be mowing down Resistance forces, who are much easier to kill than their mechanical enemies and, when you initially travel to the past, you’ll also have to fend off local police and Special Weapons and Tactics (S.W.A.T.) officers. These guys wield pistols, shotguns, and machine guns and, if you shoot at them too much and kill even one, the mission is over. Similarly, if they kill either John or Kate, the mission also fails so you need to be sure only to injure them enough for them to surrender or run away and blow up their vehicles to cause them to scatter.

The game’s handful of bosses are limited to this awkward brawling gameplay.

Boss battles are disappointingly limited in Terminator 3; F/K machines are often positioned as mini bosses, of sorts, requiring you to take out Skynet’s larger aircraft, tanks, and transports using heavier machinery or a nearby turret, but you won’t be taking on a gigantic HK tank or aircraft like in other Terminator games. Hell, even the Time Displacement Chamber is protected only by Skynet’s standard forces rather than an actual defensive grid, meaning you generally have to settle for eliminating the same enemies over and over until the mission ends. When you do get to a legitimate boss battle, the game switches to its clunky and unfulfilling 2.5D combat perspective and forces you to engage in an awkward fist fight; the first time you do this, it’s against a fellow infiltrator unit that demonstrates the same limited attacks as you. It’ll block, throw kicks and punches at you, and toss you about with various slams, all while taking on battle damage as you whittle down its health bar. It’s not until about eight missions later that you get to face another boss in a similar fashion, and this is the first of four encounters with the T-X. Each one takes place in a different area and the T-X gains additional attacks in each encounter and is even reduced to its endoskeleton in the final battle at Crystal Peak. The T-X is easily the toughest foe in the game; faster and with more diverse attacks than you, it’s easy to get caught in a combo as she kicks, punches, and slams you through walls. The T-X can perform spinning kicks, slam you off the environment, fire an energy blast, stomp your face into the ground, send a shock through your system by piercing your head, and even blast you in the face with her flamethrower arm. However, as long as you throw your guard up and mash the attack buttons, landing throws when you can, you can triumph without too much effort, though you never get the pleasure of a satisfactory conclusion as all of these encounters end with the two clumsily locked in a grapple while the game loads the next cutscene or oddly placed movie clip.

Power-Ups and Bonuses:
Terminator 3 is an FPS title, so naturally there’s a fair amount to pick up and use in the game. You can carry multiple weapons at once, though there’s no option to dual-wield any of them and there’s a long and annoying delay when switching weapons. The Terminator can fight with its bare hands, but that’s not really recommended, and has access to a variety of explosive projectiles, including grenades, C4, and even its own hydrogen fuel cell that is often used to open up new paths. There are nineteen weapons on offer here, with different weapons being used in the past and the future (eight in the past and eleven in the future), and you should recognise some of them from the films. You’ve got a pump-action shotgun, a gas powered grenade launcher, and a mini gun, just like in the second film, but also a rocket launcher and .30 cal machine gun as in Terminator 3. The best and flashiest weapons are in the Future War sections, where you wield phase plasma rifles, lightning guns, electromagnetic pulse weapons, mini rocket launchers, and the Skynet Assault Cannon. Unfortunately, none of the weapons really impressed me; there’s a wide variety but none of them have any real “kick” to them. Many feel next to useless, have long reload times, or carry limited ammunition, though it is fun discovering secondary fire functions, such as charged or electrical projectiles. Naturally, you can also find ammo boxes strewn around the environment and enemies will drop weapons and ammo; fuel cells will also replenish your health and you can even find extra continues here and there, though I’m not sure of their use as the game simply forces you to restart a mission upon failure so these seem redundant to me.

Additional Features:
As you complete Terminator 3’s missions, you’ll unlock a number of items in game’s ‘Special Features’ menu; these include concept art, movie scenes, CG cutscenes, movie clips, and behind the scenes videos. None of it is all that interesting, especially if you’ve watched the behind the scenes features of the movie, but it’s nice to see your efforts rewarded at the end of every mission. While exploration generally leads you to ammo or health, there are two classic Atari arcade cabinets to find throughout the game, Missile Command (Atari, 1980) and Centipede (ibid, 1981), which you can then play at any time in the Special Features. Terminator 3 has three difficulty settings (Easy, Normal, and Hard), with the strength and accuracy of the game’s enemies increasing on higher difficulties, but it doesn’t seem as though the game’s unlockables are tied to the harder difficulty modes. Once you finish the game, you can replay any mission, though there’s not much incentive for this unless you missed one of those arcade games or want to beat it on a higher difficulty. There’s no multiplayer component here either, though you can make use of some super helpful cheat codes to grant yourself invincibility, infinite ammo, all weapons, and to unlock all missions, among other bonuses.

The Summary:
Expectations are always low for videogame adaptations of movies, and the Terminator franchise has struggled a little when it comes to being translated into a gaming experience, but Terminator 3: Rise of the Machines ended up being a strictly mediocre time. In some areas, it performs surprisingly well; having Arnold’s voice and likeness ends a level of legitimacy to the game, as does the Terminator theme and some surprisingly detailed recreations of locations and environments from the movie, but all the presentation in the world means nothing if the gameplay isn’t compelling. This is where Terminator 3 falters; it’s little more than a bog-standard FPS title with the Terminator branding slapped onto it; there are certainly better FPS titles on the PlayStation 2, and even on prior console generations, so there’s not much incentive to play Terminator 3 over one of those. The implementation of brawling sections is certainly ambitious, but the execution is clunky and unfulfilling. Similarly, the decision to focus most of the game on Future War sections rather than the events of the film results in a very rushed presentation near the end; missions in the past are ridiculously short, the use of movie clips to skip over the story smacks of laziness, and the lack of interesting machines to fight or bosses to battle really hurts the game’s replayability. In the end, if I’m being fair, it’s certainly not the worst game out there but the ingredients were there for a slightly more enjoyable time and this just ended up phoning it in way too much for me to really recommend it.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played Terminator 3: Rise of the Machines? If so, did you enjoy it? Which of the game’s weapons was your favourite? Did you enjoy that most of the game was set in the Future War or were you annoyed that it didn’t more directly adapt the events of the movie? Were you disappointed by the lack of bosses and what did you think to the combat sections? Did Arnold Schwarzenegger’s likeness help sell you on this game and, if not, what is your favourite Terminator videogame? How are you celebrating Judgement Day later this month and which Terminator movie is your favourite? Whatever your thoughts on Terminator 3, and the Terminator franchise, feel free to leave a reply down below or drop a comment on my social media.

Screen Time: South Park: “Cartman Gets an Anal Probe” (S1: E1)

Season One, Episode One: “Cartman Gets an Anal Probe”

Air Date: 13 August 1997
Director: Trey Parker
UK Network: Channel 4
Original Network: Comedy Central
Stars: Matt Stone, Trey Parker, Mary Kay Bergman, Franchesca Clifford, and Isaac Hayes

The Background:
In 1992, Matt Stone and Trey Parker took some glue, construction paper, and an old 8 mm film camera and created The Spirit of Christmas, a short animated film in which four young boys accidentally bring to life a killer snowman. A Fox Broadcasting Company executive then commissioned the duo to create a follow-up short, Jesus vs. Santa, in 1995, which quickly became one of the first viral videos and led to the commission of a full series. Allegedly produced on a budget of $300,000, “Cartman Gets an Anal Probe” was a laborious process for the duo, who used the same traditional stop-motion techniques as their earlier shorts to bring their vulgar humour to life. The episode took about three months to complete, and about ten minutes of the story ended up being cut, and received poor results from test audiences. Comedy Central took a chance on the concept, however, based on the previous shorts and the duo’s previous shorts, and “Cartman Gets an Anal Probe” was heralded as a huge success despite complaints over its toilet humour and crass content. Since then, the hand-animated techniques have given way to computer animation that replicates the construction paper aesthetic of the duo’s early work, and South Park has become a popular and successful cultural phenomenon, with the creators now able to produce episodes within just a few days to stay on the pulse of current events.

The Plot:
While hanging out at the bus stop before school, Eric Cartman (Parker) tells his friends about a nightmare he had about being abducted by aliens. Although reluctant to believe the incident actually happened, he begins sprouting an extraterrestrial probe from his anus, sending his friends into a panic when Kyle Broflovski’s (Stone) brother, Ike (Clifford), is abducted by alien Visitors (Parker).

The Review:
South Park made an impression right from the start with its mock advisory warning at the start of each episode and jaunty little opening theme song; I especially enjoyed how the show would eventually change up the intro, adding new characters and updating the animation techniques and even aging up and altering some of the characters (even if you couldn’t always tell on sight alone). The episode proper opens with our four main characters – “big boned” foul mouth Eric Cartman, Jewish Kyle Broflovski, troubled everyman Stan Marsh (Parker), and poor Kenny McCormick (Stone) – happily singing at the bus stop before being interrupted by Kyle’s oddly shaped baby brother, Ike. This evidently isn’t the first time Ike has followed Kyle to the bus stop, so he’s pretty annoyed at his persistence; so much so that Kyle swiftly sends his brother packing with a good ol’ kick up the ass! Right away, the four kids stand out; they each look and sound different, with Cartman being the most vulgar (referring to Ike as a “dildo” despite not actually knowing what that is) and Kenny’s voice and face being constantly obscured by his trademark orange parka. While Cartman might not know what a dildo is, Kenny does; in fact, Kenny would go on to exhibit a working knowledge of such sexual topics far beyond his years, even if we never clearly hear what he says, though Kyle’s habit of playing “Kick the Baby” would largely be forgotten following this. Cartman is feeling the effects of a lack of sleep, brought about by a terrible nightmare where he was abducted by aliens the kids dub “Visitors”. He dreamt that the grey-skins took him up to their spacecraft and conducted bizarre, invasive experiments on his rectum. Although Cartman is insistent that the whole thing was a terrible dream (after all, his mum did say so), Kyle and Stan insist that he had an actual encounter with alien lifeforms, who have been known to abduct people and mutilate cows.

Cartman refuses to believe he’s been fitted with an anal probe, even after Ike is adducted and Kenny is killed.

While Cartman nervously laughs this off as them attempting to scare him, he’s stunned when their friend and school cook, Jerome “Chef” McElroy (Hayes), drives past and gives a picture-perfect description of the aliens Cartman saw in his “dream” and describes, in disturbing detail, the anal probes they like to forcibly insert into their victims. Thanks to his friends constantly ragging on him about it, Cartman stubbornly refuses to believe that aliens are real (even when he starts literally farting flames from his ass!) so, when Kyle is thrown into despair when he sees Ike being abducted by two Visitors, he receives little sympathy from his friend and even less from the cantankerous school bus driver, Veronica Crabtree (Bergman). While the town’s then-sole police officer, Officer Barbrady (Parker), turns a blind eye to the rampant mutilation of cows, reports of unidentified flying objects (UFOs), and military vehicles being spotted all over town (completely missing a Visitor luring a whole herd of cows away right before his eyes), Kyle is stuck enduring his school day, terrified for his brother and the fate that awaits him when his father (as opposed to this overbearing mother, Sheila (Bergman)), finds out that he (as in Kyle) didn’t look after Ike. Unfortunately for the young Jew, his teacher, Herbert Garrison (Parker), refuses to excuse Kyle from class even when he politely asks Mr. Garrison’s puppet companion, Mr. Hat (ibid), for permission to leave. Chef initially tries to cheer Kyle up with a song about making love, but flies into action when he learns of Ike’s abduction and pulls the fire alarm so the boys can get out of school. This reaction is motivated by his assumed knowledge of the Visitors and also a strange mechanical device that spontaneously emerges from Cartman’s flaming ass and suggests that the aliens are trying to communicate. Cartman remains adamant that this is all part of an elaborate prank by his friends, even when a signal from the alien spacecraft causes him to suddenly break into a cheery rendition of “I Love to Singa”. Kyle, however, lets his anger get the better of him and demands (by screaming down Cartman’s ear) that the aliens return his little brother; consequently, a UFO hovers down and blasts at them when Kyle defiantly throws a rock at their ship. The projectile sends Kenny flying right into the path of a stampede of terrified cows, but it’s Officer Barbrady’s car that finally does in the muffled youth.

It turns out the Visitors simply wanted to make peace with Earth’s bovine population….

Despite this, Cartman remains unconvinced; he even refuses to believe that Kenny’s actually dead (even when Kyle pulls the boy’s head off and rats start eating his corpse) and storms off home to his mother, Liane (Bergman), and the delights of a “chocolate chicken pot pie” and Cheesy Poofs. Although Kyle pleads with Stan to help him out, Stan has problems of his own; he’s been invited to meet his crush, Wendy Testaburger (Bergman), at Stark’s Pond after school but he’s so besotted with and nervous around her that he can’t help but explosively vomit whenever she speaks to him. Kyle begrudgingly accompanies him and ends up interrupting their date when Wendy is enthralled by his story of alien abduction; much to Stan’s dismay, they end up going to get Cartman to use him as bait to lure out the Visitors rather than making “sweet love” as Chef encouraged. Cartman thus ends up tied to a tree in the middle of a forest and encouraged to keep farting until a massive alien satellite dish emerges from his ass and signals the Visitors. Kyle delivers an impassioned plea to the Visitors to return Ike, having learned that he really values the little squirt, but, when they completely ignore his appeal, he flies into a foul-mouthed rant that finally sees Ike released from their ship. The Visitors then reveal their true intentions for coming to Earth were to make contact with the cows, whom they have determined are “the most wise and intelligent” species on the planet and that their mutilation was all a mistake on the part of a severely apologetic Visitor named Carl. After leaving the cows with a special device that allows them to compel people to break into song and dance, the aliens leave, taking Cartman with them. The next day, Cartman is unceremoniously dumped back to Earth at the bus stop, where his friends are waiting, suffering from a bout of pinkeye and continuing to deny that the Visitors were real, or that he was ever abused by their unusual experiments.

The Summary:  
I’ve been a huge fan of South Park since it first aired; I can’t really remember how we first came to learn from it, but it must’ve been from TV spot and adverts for its impending debut on late-night TV over here. Interestingly enough, “Cartman Gets an Anal Probe” somehow wasn’t the first episode of the show I saw; instead, it was “An Elephant Makes Love to a Pig” (Parker, 1997). Quite how I missed the first four episodes of this massive cultural phenomenon are beyond me, but I was a kid at the time so probably distracted by videogames and hormones. Regardless, as a big fan of The Simpsons (1989 to present) and Beavis and Butt-Head (1993 to 1997; 2011), I was enamoured by this crude cartoon with its vulgar content, hilarious use of censored swear words, and surreal concepts but, as I revisit the series from the very start, it’s hard to deny that this first episode is a little rough around the edges. Obviously this applies to the animation style, which is very jerky and lacks the polish of later (and more recent) episodes, but it also applies to the voice acting and characterisation, though I can accept all of this as it was a pilot episode meant to kick-start the series and pretty much all of these issues were addressed throughout the first season and beyond. I’ve always found South Park’s crude presentation part of its appeal; there’s something inherently amusing to see these characters awkwardly shuffle about the place, seeing the UFO’s shadow against the background, and Ike’s oddly-shaped head flapping about this place (this was, of course, long before it was revealed that Ike was Canadian). There’s a clear amount of effort put into bringing this episode to life using these laborious methods and, while the characterisations aren’t quite as we know them now and many of the voices aren’t quite as refined, the core elements that would dictate the course of the next few seasons and later be so cleverly subverted are all here. One of the most obvious examples of this is Liane Cartman; while she’s clearly an enabler and an overly doting mother as she would be characterised as later in the show, she has a little more backbone here as she not only lets in Cartman’s friends after he explicitly tells her not to but also snaps at him to not “be difficult” when he initially refuses to indulge their alien fantasies.

While the show would outgrow some of its gags, many of this episodes jokes set the tone for the first series.

“Cartman Gets an Anal Probe” also introduces us to just how wacky South Park’s inhabitants can be; Mr. Garrison is clearly unstable, banging on about how Christopher Columbus was the “Indian’s” best friend and discovered France and projecting a far more sinister persona through his puppet, and Chef is constantly breaking into song and asides about sex. One of the most amusing aspects of this episode for me is Ms. Crabtree’s selective deafness; this means that when the boys mutter insults at her, they have to come up with amusing soundalikes like “rabbit’s eat lettuce” to throw her off. Equally amusing is the subplot involving Officer Barbrady’s attempts to round up the missing cows; Barbrady would sadly be pushed to the side as South Park expanded and progressed, but I always enjoyed his cluelessness and it always cracks me up seeing the cows lining up to escape town on a train and the conductor (Stone) warning them not to use their “cow hypnosis” on him. Of course, a recurring theme in this episode is Cartman’s adamant refusal that he’s been abducted and experimented on by aliens; even when he sees a crop circle in his image, he dismisses it as being Tom Selleck rather than him, which is just scratching the surface of how toxic and stubborn the little psycho would become. Kyle and Stan have always been largely interchangeable characters but there’s enough to make them stand out; from Kyle’s concerns for his brother (a focal point of the episode) to Stan’s crippling vomiting whenever Wendy is around, the boys certainly do have a lot to deal with even when aliens aren’t invading their town. While Kenny is the least developed of the four, he still stands out since you can’t hear anything he says, he’s got a hell of a dirty mind, and he’s left dead before the episode’s end. Overall, “Cartman Gets an Anal Probe” is a fun first outing for the crassest mountain town on television; while it’s rough around the edges and subsequent episodes in even the first season are stronger in terms of jokes, presentation, and narrative, this first episode still makes an impression and, if anything, is refreshing to revisit since it’s before the cast ballooned out and the scope of the show started to focus more on political and social commentary.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy “Cartman Gets an Anal Probe”? What did you think to it, and South Park in general, when it first aired? Which of the four main characters is your favourite and why? Do you prefer the cruder animation on show here? Would you like to see some of the elements introduced here return to the show? What are some of your favourite characters, episodes, and moments from South Park? How are you celebrating South Park’s anniversary this year? No matter what your thoughts on South Park, I’d love to hear from you so feel free to drop your comments below or leave a reply on my social media.

Back Issues [Spidey Month]: The Amazing Spider-Man #50


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


Story Title: “Spider-Man No More!”
Published: 11 April 1967 (cover-dated July 1967)
Writer: Stan Lee
Artist: John Romita Sr.

The Background:
Considering Spider-Man’s debut almost didn’t happen, it’s pretty ironic that Stan Lee and Steve Ditko‘s angst-ridden teenage superhero would go on to become the flagship character of Marvel Comics. Over the years, Spider-Man has been involved in some of Marvel’s most celebrated, and notorious, story arcs, and the troubled wall-crawler is often depicted battling his own personal woes as often as one (or more) of his colourful rogues. In 1967, he faced one of his most trying challenges when, burdened by J. Jonah Jameson’s hate campaign, Peter walked away from his responsibilities as a superhero in one of the character’s most influential stories, which also introduced readers to one of the most notorious Marvel villains, Wilson Fisk/The Kingpin.

The Review:
“Spider-Man No More!” kicks off with a bang courtesy of a visually stunning full-page splash from one of comic’s greatest artistic talents, John Romita, who practically wrote the book on how dramatic and spectacular Spider-Man’s depiction should be. With absolutely no context at all, we’re thrown right into the action as Spider-Man tackles a group of armed thugs who are in the process of pulling off some kind of heist. As is commonplace in sequences like this, the crooks are stunned at Spidey’s superhuman agility, which allows him to easily dodge bullets, and completely powerless against his superhuman spider strength, which easily allows him to shrug off even their combined assault and render them all unconscious with a few hard-hitting blows. However, despite saving the day in magnificent fashion, Spider-Man is met with fear and suspicion by one of the employees he saved, and he swings away cursing the efforts of grouchy Daily Bugle editor J. Jonah Jameson at painting him as a crazed masked maniac. Thanks to Jameson’s editorials, half of New York City is either terrified of him and thinks he’s just as bad as the many colourful supervillains in town and the other half thinks he’s mental, which he can’t help but be bothered by considering the populace celebrates other costumed superheroes like the Fantastic Four and the Avengers. Peter’s woes that, no matter what he does or how hard he tries, the public hates him more and more are only added to when he returns to his apartment and learns from his friend and roommate, Harry Osborn, that his beloved Aunt May has fallen ill. We’re not told what, exactly, May has been stricken by, however; she’s simply had “another attack” and been left bedbound. Naturally, Peter blames himself for his aunt’s condition; after all, if he’d been at home rather than putting his life on the line for his own sense of self-gratification, he would’ve been able to get there faster and he’s burdened by his unreliable nature due to his superheroics.

Burdened by his woes and Jameson’s smear campaign, Peter gives up his costumed identity.

Beating himself up and already blaming himself for not being there for the only family he’s ever known and has left, Peter’s unable to concentrate on his studies, which directly translates into him struggling through a test the next day and receiving a kindly warning from his Physics teacher, Professor Miles Warren, about his steadily declining grades and that his once-impressive science record won’t allow him to coast along unless he puts in the work. To make matters worse, Peter’s so troubled by his aunt’s health and his failing grades that he’s forced to turn down a genuine offer from beautiful socialite Gwen Stacy, which only further adds to his woes as he kicks himself for not having the time or enthusiasm to find out if the likes of Gwen or seemingly scatter-brained Mary Jane Watson are really interested in him or have more depth to their personalities. Peter’s even had to turn down a fantastic job working for Harry’s dad, Norman Osborn, because he has to keep his evenings free in case Spider-Man is needed, and his troubles reach boiling point when he turns on the television and is faced with a malicious rant from Jameson painting Spider-Man as a neurotic trouble-maker who provokes villains for his own ego. Jameson’s so sure that Spider-Man is a menace to society that he offers a whopping $1000 reward for the capture and conviction of the web-slinger and Peter reaches his breaking point. Realising that his colourful alter ego has brought him and those around him nothing but pain, Peter begins to think that Jameson is right, that he’s been swinging all over town out of some childish, selfish desire for attention, and dramatically dumps his costume, and the identity of Spider-Man, in the trash once and for all.

As the Kingpin seizes power, Peter is reminded of his responsibilities and returns to action once more.

Of course, Jameson is overjoyed when a small boy delivers him Spider-Man’s costume and that his smear campaign has worked, publishing his victory on the front page to a largely incredulous New York City (it’s actually endearing how his readers see it as nothing more than a publicity stunt and actually show support for Spider-Man). Peter follows up his decision by quitting as Jameson’s lackey, much to his comical outrage, though the publisher delights in bragging about his triumph and proudly displays Spider-Man’s costume in a trophy cabinet in his office. Meanwhile, the city falls into anarchy as the Kingpin takes the opportunity to consolidate the city’s various mobsters and gangsters under his direct supervision, organising them in a way they’ve never been before and leading to a flurry of crimes, all of them in broad daylight, that threaten to tax the city’s police department to their limit. Peter, however, is having a whale of a time; no longer having to devote his time and energy to crimefighting, he’s finally able to socialise with Gwen, dote on his recovering aunt, and catch up on his studies. He’s even giving serious thought to taking up Norman’s job offer once Aunt May is fully recovered but, while he catches himself in the act of responding to the news of a robbery at the welfare office, he instinctively acts without hesitation when he sees a watchman being set upon by armed thugs. Chastising himself for going back on his promise so quickly, Peter is devastated when he realises that the kindly old watchman has the likeness of his beloved Uncle Ben. All at once, the pain and guilt of his irresponsibility catch up to the troubled teenager as he relives his childhood and his failure to us his great powers responsibly, which directly caused his uncle’s death, and he realises that it’s his burden, his duty, to set aside his personal woes and use his superpowers for the benefit of others to atone for that loss. Thus, he breaks into Jameson’s office, recovers his costume, and pranks the editor with the promise of flooding the city with more Spider-Men before swinging off into the city rejuvenated once more.

The Summary:
If you came into “Spider-Man No More!” expecting fast-paced, hard-hitting action and to see Spider-Man pummelling goons and supervillains galore, then you’re probably going to be disappointed. Instead, in keeping with the story being published in The Amazing Spider-Man’s fiftieth issue, what we have here is a deep dive into Peter’s troubles and a new spin on detailing exactly why he’s cursed to set aside friends and even family to save lives as Spider-Man. It’s not uncommon for comics, especially Spider-Man stories and tales from this era, to constantly rehash a character’s origin but I think it’s used to good effect here and almost makes The Amazing Spider-Man #50 a kind of starting off point for new readers. Thanks to being overwhelmed by his aunt’s failing health, his non-existent social life, his declining grades, and Jameson’s smear campaign, Peter has lost sight of his mission and fallen into a depression so deep and so dark that the only solution he can think of is to literally and figuratively ditch his costumed identity in one of comic’s most iconic panels. We see the effect this has on Peter right away; no longer does he have to shun Gwen or Mary Jane or his studies since he has the time and focus to think about things other than crimefighting or swinging off to help with the next emergency. He can be there for May, relax with his science books, and apply himself in far more productive ways, literally turning his frown into a smile as he happily goes about his daily business without the burden of Spider-Man weighing him down. Peter even takes a great deal of pleasure in quitting from the Daily Bugle, a job that has always underpaid and underappreciated him, and is perfectly happy to let the city police handle  the escalating crime way sweeping across the town.

Peter’s joy at rediscovering his life is short-lived since Spider-Man’s powers will always be needed.

While New Yorkers are troubled by Spider-Man’s absence, the Kingpin sees it as a fantastic opportunity and makes an impact with his plan to consolidate the disparate gangs and criminals into something more akin to a business, with him as the chairman of the board. Though he doesn’t physically get involved in the action, he showcases his threat when Farley Stillwell tries to get in on the action and quickly makes a name for himself in the criminal underworld through his organisational skills and lofty goals. Although Peter is quick to chastise himself for reverting to type so quickly, he reasons that he had no choice but to act when he saw the watchman’s life in danger, and this brings back a flood of memories that we’re all keenly aware of but which serve as a stark reminder to the troubled youth that he has an obligation to use his gifts responsibly, regardless of the cost to his social life or his own desires. Having been reminded of his life’s mission, and perhaps feeling a sense of closure at having saved his uncle’s doppelgänger, Peter immediately returns to action as Spider-Man; though the story doesn’t resolve how he’s going to juggle his friends, family, and studies, it can be assumed that he’s at least more at peace with his duel identity for the time being and more than ready to make up for lost time. Overall, there’s a reason “Spider-Man No More!” is one of Spider-Man’s most celebrated adventures; what it lacks in action, it makes up for in interpersonal drama and a character study of everyone’s favourite web-head and the story is perhaps the quintessential reminder of the heavy burden Peter must carry lest he fail to use his gifts responsibly and indirectly cause more death or heartache. It’s a tragic tale, to be sure, but also one that encapsulates everything Spider-Man is; he sets aside his personal desires for the greater good and, even when he does take the time to be selfish for a change, his inherent need to help others will always win out, which is a message we could all stand to learn from.

My Rating:

Rating: 4 out of 5.

Great Stuff

Are you a fan of “Spider-Man No More!”? Where would you rank it amongst Spider-Man’s many other stories and moments? What did you think to Peter’s troubles and his decision to quit being Spider-Man? Do you think Peter was maybe a little too angst-ridden and could’ve found a better way to balance his duel identities? What did you think to the Kingpin’s plot to unite the city’s criminals? Do you think the resolution to Peter’s anguish was a bit rushed or did you enjoy that he got to save his uncle’s proxy? Would you say that Spider-Man is an egomaniac and a menace or do you think he’s a benefit to the city? How are you celebrating Spider-Man this month? Whatever your thoughts on Spider-Man, and “Spider-Man No More!”, share them below or drop a comment on my social media and be sure to check out my other Spider-Man content!

Back Issues: Captain Atom #83

Story Title: “The New Blue Beetle”
Published: November 1966
Writers: Steve Ditko and Gary Friedrich
Artist: Steve Ditko

The Background:
In 1939, comics readers were introduced to Dan Garret, a policeman who fought crime in a suit, fedora, and domino mask as the Blue Beetle, a shameless knock-off of Britt Reid/The Green Hornet created by Charles Nicholas Wojtkoski and who eventually found his way into the pages of Charlton Comics. Given the time period, where pulp crimefighters were beginning to be overtaken by more theatrical costumed superheroes, Garrett is often forgotten in the legacy of the Blue Beetle, especially when comparing his impact to that of his immediate successor. In 1966, the legendary Steve Ditko reimagined the Blue Beetle as genius inventor Theodore “Ted” Kord during the “Silver Age” of comics books, where many superheroes with given new origins and powers to fit the then-modern age. Despite debuting in a back-up feature and never rising above the status of a lower tier crimefighter, Ted gained far greater mainstream exposure thanks to his tenure on Justice League International and friendship with Michael Carter/Booster Gold; Ted even went toe-to-toe with Doomsday, unlike many of his more powerful comrades, and was even shockingly and graphically executed on-panel during the build-up to the universe-shaking Infinite Crisis (Johns, et al, 2005 to 2006). While still a relatively obscure character in the DC hierarchy, Ted is often regarded as one of the best incarnations of the Blue Beetle and he’s featured far more prominently in ancillary media compared to his predecessor, including multiple animated appearances and even appearing in live-action in the tenth series of Smallville (2001 to 2011).

The Review:
Similar to this predecessor, Ted Kord’s debut outing as the Blue Beetle begins not only with him already in the bug-themed guise of a masked crimefighter but also in the midst of a crime wave sweeping his city as the “Killer Koke Gang” make headlines for their many violent robberies. Unlike Dan Garret, however, Ted Kord’s Blue Beetle is tripped out on technology; he already has a massive, beetle-shaped hovercraft from which he can tune into sound waves throughout the city in search of trouble. When he picks up the sounds of gunshots from a nearby bank, the Blue Beetle flies into action, literally, guiding his craft through the night sky, though he strangely chooses to drop out of the craft and pilot it while hanging beneath it from a handle and wire. Although his monologue shares that he’s put in many hours of training, this is also still the Blue Beetle’s first field test and taste of real-world action; he’s so nervous about it that he almost clips a nearby building, but his presence certainly serves to put the wind up Killer Koke and his thugs.

Despite a minor setback, Ted Kord has a successful first night as the new Blue Beetle.

The Blue Beetle comes swinging in, fists flying, easily dispatching Killer Koke’s men with a deftness and skill despite their superior numbers and weaponry. Just as he’s feeling the thrill of the action, though, one of the goons tosses…some kind of spherical explosive…at the Blue Beetle’s knee, which manages to knock him unconsciously. Luckily for Ted, the thugs can’t get his mask off to learn his true identity and they’re scared off by a single cop before they can finish him off. When he comes to, the Blue Beetle assumes they fled because he was too much for them…even though he clearly saw one of them tossing that thing, whatever it was, at him. He summons his flying craft and makes a swift exit, praising his technology and prowess the entire time. Thanks to his amazing craft, the Blue Beetle is easily able to catch up to Killer Koke and his goons, literally snatching their car off the ground and depositing them, rattled and humiliated, at police headquarters. Although Killer Koke claims that the Blue Beetle was really behind it all, the cops are unconvinced and take them away, and the story comes to an end with the Blue Beetle name-dropping Dan Garret, suggesting a relationship between the two, and again praising the genius of his technology, such as the lock underneath his chin that kept him from being unmasked, and expressing excitement for his next crimefighting adventure.

The Summary:
I really didn’t think much of Dan Garret’s first outing as the Blue Beetle and, sadly, the trend continues here. Thanks to the immortal Steve Ditko, the art is at least much more palatable this time around; I’ve always liked Ted Kord’s Blue Beetle costume and, despite how corny it is with its overt bug theme, it’s at least more on brand with his masked persona that the suit-and-fedora combo of his predecessor. Ted Kord goes one step further than Dan Garret by having a massive beetle-shaped craft that doubles as a base of operations and his transport around town; it also leans into his branding and gives him an edge not shared by many other superheroes, who are more likely to utilise cars or motorcycles before jumping in a flying contraption. Having said that, though, it is all incredibly goofy; there’s nothing wrong with that, of course, and it makes for some fun visuals and concepts, but it’s just a bit weird seeing this massive metallic beetle rocketing through the city and scooping up cars. Similar to his predecessor, we learn almost nothing about this new Blue Beetle; we don’t even learn his true name in this story, much less delve into the relationship he may or may not have with Dan Garret or his motivations behind taking up the Blue Beetle mantle.

Despite his fancy new gimmick, Ted’s debut is barely any better than his predecessor’s.

Again, I’m okay with that, not every first appearance needs to be an origin story after all, but it does mean that Ted’s first appearance is more about expositing his technology than anything else. There’s still a sense of relatability to him; he appears to have no superhuman powers, starts the story itching to put his training to the test and nearly costing himself dearly because of it, and, for all his obvious fighting skill, he’s still flawed enough to be rendered unconscious by…whatever that thing was that was thrown at him. Killer Koke and his gang are just regular street-level mooks; they’re violent bank robbers and that’s about it, warm bodies for the Blue Beetle to beat up and prove himself against, and he’s very happy with how his first night went, despite nearly being unmasked, because he was smart enough to put a clasp on his cowl. I think it actually might’ve been better to showcase him using more gadgets in his fight rather than his fists to truly separate him from Dan Garret and lean into him being a more technologically-inclined crimefighter. As is, we’re presented with a guy who clearly has the time, means, and money to go out busting bank robbers with a fancy suit and craft but little that makes him stand out from other, similar costumed heroes. I’ve always been a fan of Ted Kord’s and he’s always been quite a goofy character, so I don’t want to begrudge his first appearance too much, but it’s surprising he was able to excel as far as he did after such a mediocre first outing.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to Ted Kord’s debut as the Blue Beetle? Were you stunned by how different he was, visually and in concept, to Dan Garret? What did you think to his costume and mechanical bug craft? Were you disappointed by ineffectual Killer Koke and his gang were and do you know what that thing was they threw at Ted? Which incarnation of the Blue Beetle is your favourite and what are some of your favourite Ted Kord moments? Whatever you think to the Blue Beetle, share your thoughts below or on my social media and be sure to check out my other Blue Beetle content across the site.

Movie Night [K-DAY]: Pacific Rim


In this absolutely bonkers science-fiction film, the monstrous Kaiju first attacked humanity on 10th August 2013. The attack ended a few days later on August 15th but, in that time, San Francisco, Sacramento, and Oakland were completely devastated and the Kaiju War officially began. Accordingly, August 10th became known as “K-DAY” and is, for me, a fantastic excuse to talk about some giant monster movies!


Released: 12 July 2013
Director: Guillermo del Toro
Distributor: Warner Bros. Pictures
Budget: $180 to 200 million
Stars: Charlie Hunnam, Idris Elba, Rinko Kikuchi, Charlie Day, Robert Kazinsky, and Ron Perlman

The Plot:
In 2013, alien monsters dubbed Kaiju emerged from an interdimensional portal at the bottom of the Pacific Ocean. To combat these creatures, humanity built massive robots called Jaegers, which are mentally controlled by pilots, and sealed their cities behind gigantic walls. By 2020, the war has taken its toll and washed-up Jaeger pilot Raleigh Becket (Hunnam) is called out of retirement and teamed with rookie pilot Mako Mori (Kikuchi) as part of a last-ditch effort to defeat the Kaiju.

The Background:
Although Godzilla has proven to be the most famous kaiju creature ever created, the atomic monster is very much a creation of Japan and the West has struggled to really have a counterpart to the Big G; sure, King Kong came first and has significantly influenced cinema, but we’ve not really created a giant creature to match Godzilla’s popularity. Celebrated filmmaker Guillermo del Toro sought to change that when he learned of Travis Beacham’s concept for a kaiju film that would become Pacific Rim; del Toro worked closely with Beacham to refine the script, suggesting scenes and concepts and urging his visual designers not to look to previous kaiju films for inspiration in the hopes of crafting something fresh and new that would introduce both the Kaiju and Mecha genres to a new audience. Industrial Light & Magic were behind the film’s spectacular and varied special effects; over one-hundred Kaiju and Jaegers were created for the filmmakers to choose from, and the Kaiju were specifically designed to evoke the man-in-a-suit aesthetic of classic Kaiju films while the Jaegers took inspiration from landmark buildings and war machines. Pacific Rim went on to gross over $400 million at the box office and was met with generally positive reviews: critics praised del Toro’s imagination and visuals, the spectacular action sequences and the chemistry between the actors. While some criticised the dialogue and plot, the film was accompanied by a poorly received videogame, an anime and, eventually, a less critically and commercially successful sequel, and talks of a crossover with Legendary Pictures’ “MonsterVerse” continue to do the rounds.

The Review:
I remember being a little late to the Pacific Rim party; a co-worker told me about the trailer and the concept and, as a massive kaiju fan, I was immediately intrigued but boy did I underestimate how bat-shit crazy the trailer and the resulting movie actually was! Pacific Rim outlines its concept in its opening moments, even providing a translation of the words “Kaiju” and “Jaeger” for our convenience, to help establish the premise of the film. Rather than falling from the stars, alien life comes from a mysterious portal, the “Breach”, deep beneath the Pacific Ocean. Later in the film, it’s revealed that the Kaiju are a genetically-engineered extermination force created by the alien “Precursors”, and their impact is immediate and violent and aims for nothing less than the extinction of humankind. Unlike in some giant monster movies, Pacific Rim provides a glimpse of the Kaiju’s destructive potential within the first few moments, showing (through news reports) the devastation brought to San Francisco in the first attack by a near-300-foot-tall creature subsequently dubbed “Trespasser” by the Pan Pacific Defense Corps. In six days, Trespasser destroyed three cities and claimed “tens of thousands of lives” before the military was finally able to put the beast down with tactical nuclear missiles; though the world tried to move on from this attack, another Kaiju emerged six months later, then a third, a fourth…and all too soon, it became evident that these weren’t isolated incidents but actually a full-blown invasion.

Raleigh is struggling with his brother’s death but unable to deny his desire to pilot a Jaeger again.

To combat the colossal invaders, the world’s governments finally set aside their differences to formulate a joint defence initiative, and the Jaeger Program was born. Rather than rely on jets, tanks, and heavy, nuclear artillery, humanity created monsters of their own, gigantic mechanical machines called Jaegers. Jaegers are massive, heavily armoured, and sport all kinds of bells and whistles; from missiles to swords, rocket propulsion and even a plasma cannon. Rather than being gigantic robots, Jaegers are controlled by at least two human pilots (Crimson Typhoon’s Cheung (Charles Luu), Hu (Lance Luu), and Jin (Mark Luu) Wei Tang are the only three-pilot team) by “Drifting” to share the neural strain. Still, it takes a great deal of mental and physical strength to pilot a Jaeger; pilots need to fully trust each other, their movements and thoughts need to be in perfect synchronisation, and they also need to be “Draft compatible” otherwise the strain becomes too much and will almost certainly result in death. This is a problem for our main character, Raleigh; his bond with his older brother, Yancy (Diego Klattenhoff) made them a formidable team in command of Gipsy Danger, but he was left grief-stricken and guilt-ridden after Yancy was killed by the Kaiju “Knifehead”. Thanks to the neural uplink, Raleigh experienced all of Yancy’s pain and fear at the moment of death and that, as much as the strain of piloting Gipsy Danger alone, traumatised Raleigh so badly that he quit the fight. Since the frequency and aggression of the Kaiju attacks escalates to the point where the Jaegers can’t be built fast enough to fend them off, the United Nations cuts funding to the project in favour of massive walls to shield major coastal cities from attacks. Raleigh finds himself drafted back into service when the walls prove completely useless when the Kaiju make their return, and he’s forced to join the few Jaeger pilots who remain from all corners of the world to once again bring the fight to the invaders.

Mako longs to put her training and trauma to use in directly fighting the creatures that took her family.

Only those with the strongest mental capacity succeed at piloting Jaegers; Drifting takes a heavy toll as the pilots are bombarded with the thoughts, memories, and fears of their co-pilot, and Raleigh is initially sceptical that he can have a bond as strong as the one he had with his brother. Additionally, he faces some distrust and resentment from the likes of Chuck Hansen (Kazinsky); Chuck and his father, Hercules (Max Martini), pilot Striker Eureka, the most powerful and successful Jaeger in the corps but, while Hercules is accepting of Raleigh given his knowledge of he and Yancy’s time piloting Gipsy Danger, Chuck is resentful of Raleigh abandoning the cause and arrogant in his skills as one half of the top Jaeger team. Central to Raleigh’s reintroduction to the Jaeger program is the timid Mako Mori (Kikuchi), who, despite being in awe of his physical appeal, initially doubts his suitability as a pilot due to his reckless nature and is tasked with finding him a suitable co-pilot. Naturally, Raleigh finds her an alluring presence, especially given he’s surrounded by grizzled soldiers (most of whom are men), but his interest in her only increases when, during a training session, he finds that they’re Drift compatible. Unfortunately, Mako is still struggling with a traumatic experience from her childhood where she was left paralysed with fear during a Kaiju attack. This, alongside Raleigh’s lingering guilt over Yancy’s death, means that she struggles to push past her ordeal and shows just how mentally fit a Jager pilot has to be to keep their focus on the here and now rather than getting lost in the allure of memories. Her desire to fight is admirable, but she not only lacks the proper combat experience but is also held back by her adopted father, and commanding officer, the grizzled and hard-nosed Marshal Stacker Pentecost (Elba).

The no-nonsense Pentecost is absolutely committed to ending the Kaiju threat, no matter the cost.

Pentecost is a man who absolutely exudes authority from his very core. Commanding respect from all around him, Pentecost disregards the United Nations’ threat to cut their funding and instead initiates a widespread recruitment initiative to get whatever pilots he can into the few Jaegers he has left but, while he’s able to inspire Raleigh to return to the cause by appealing to his innate fighting spirit, Pentecost is not quite as willing to allow Mako the chance to sign up to the Jaeger program since he knows she’s not mentally prepared and he’s extremely overprotective of her. Though a straight-talking figure with a penchant for rousing, pragmatic speeches and demands, Pentecost only delivers the information he deems necessary to his Rangers; his goal is not to be their friend, or their father, but rather a consistent source for them to focus their efforts on, but his steadfastness falters when Mako is involved purely because he is so protective of her. Years ago, he saved her from a Kaiju attack and he’s been grooming her to focus her anger and desire for revenge, crafting her into the perfect soldier and pilot, but time is against him and he is reluctant to let her step into a Jaeger without more training. Pentecost’s options, however, are quickly becoming limited; not only are the Kaiju attacks predicted to increase, but he’s also dying from radiation poisoning from his days of piloting Jaegers with insufficient shielding, all of which culminates in him strapping into a Jaeger once more in a last, desperate bid to seal the Breach once and for all. The Breach, and the Kaiju themselves, are closely monitored by eccentric and bickering scientists Doctor Newton “Newt” Geiszler (Day) and Doctor Hermann Gottlieb (Burn Gorman), two extremely different and conflicting personalities who have vastly different opinions on the Kaiju threat. While Gottlieb is convinced that the Breach will soon stablise and remain open, allowing not only for Category V Kaiju to emerge but for the creatures to attack in full force, Newt is obsessed with the idea of Drifiting with a living Kaiju brain in order to earn more about them. While he’s able to glean some intel on the creatures using this technique, he’s forced to turn to black marketeer Hannibal Chau (Perlman), a peculiar gangster who has profited from selling harvested Kaiju organs on the black market since it’s exceedingly difficult to gather specimens from the creatures.

Monstrous Kaiju emerge from the Breach to exterminate humanity!

Newt’s compulsion to Drift with the Kaiju brain causes him a great deal of mental strain, and also results in the first-ever double Kaiju attack and the discovery that the Breach can only be opened in the presence of Kaiju DNA, which proves pivotal in the final, desperate assault on the portal. The Kaiju are demonic, monstrous beings that sport thick, leathery hides, bony appendages, and which plough through cities and conventional weapons without fear in a single-minded quest to eradicate all life in their path. The creatures originally emerged millions of years ago, during the time of the dinosaurs, but couldn’t survive in the climate so they waited centuries until, thanks to our destructive and pollutive ways, humanity had “practically terraformed” the planet into a far more hospitable environment for the invaders. Over the years, Kaiju attacks have become frequent but also highly predictable; the Pan Pacific Defense Corps monitor the Breach closely and are able to determine the size and strength of each creature, which is given a suitably fitting moniker and categorised according to the “Serizawa Scale”, with Categories I and II being the weakest. The most powerful Kaiju in the film is “Slattern”, the first Category V Kaiju ever recorded; they sport acidic blood, self-destruct on death, emit a highly toxic substance called “Kaiju Blue” that contaminates the environment, and some can even emit electromagnetic pulses as the Precursors strive to better adapt their creatures for combat against humanity. Monstrous and lacking in anything other than pure, unadulterated destruction in the name of their creators, the Kaiju threat is often downplayed since they have become so frequent that people have learned to expect and live with them. Jager pilots are treated like celebrities, Kaiju are turned into action figures or revered by “groupies” like Newt for their impressive physiological allure, and yet Pentecost is right there on the ground level able to see with his own eyes that the attacks are increasing and witnessing his pilots dying trying to defend what’s left of humanity from all-out apocalypse.

The Nitty-Gritty:
One of the things I enjoy about Pacific Rim is how humanity is literally depicted as teetering on the brink; it’s not quite a post-apocalyptic story, but it’s verging very close to one as the Kaiju attacks increase. There’s a definite sense that everything, literally everything, is being put into the Jaeger project and the massive walls being erected; while bustling cities still exist and much of society continues on regardless, I think it’s fair to assume that these won’t last forever and you can see glimpses of how close humankind is to being snuffed out forever in just how elaborate the Jaegers, the Shatterdome, and even the walls are as there’s no way that we aren’t burning through our resources at an alarming rate producing such extravagant defensive measures. Crime and profiting from the Kaiju attacks is also rampant, as best evidenced through Hannibal Chau, and the death toll and absolute devastation brought by the Kaiju is beyond catastrophic, and yet many still disregard or downplay the threat. While we’re told that all the world’s governments and people have come together to fight the Kaiju, there’s a significant number of people not working towards that cause, and the United Nations disregard the Jaeger program simply because they’d rather hide behind ineffectual walls.

While visibility is low at times, the giant monster battles are the most memorable part of the film.

Easily the most appealing aspect of Pacific Rim is the effects; like many of my favourite science-fiction films, Pacific Rim features a marriage between the practical and the fantastical for its aesthetics. The Jaegers and the Shatterdome have a huge amount of weight and depth to them, feeling large and cumbersome and having a real impact when they’re onscreen while also sporting a slick, steampunk-like presentation. This exists alongside the bustling, neon-drenched streets of Tokyo and futuristic, advanced technology like holographic interfaces and the Drift equipment. The film is an absolutely bonkers premise, one that immediately drops audiences into a world constantly under threat from not one but multiple giant monsters and where our best defense is giant mechanical machines. You might think that there’s got to be a better and less expensive way to fight the Kaiju than this, but that wouldn’t be anywhere near as visually striking now, would it? In true Guillermo del Toro fashion, there are plenty of practical effects to be found here, particularly in the rendition of the organs and body parts harvested from the Kaiju, though the Kaiju and Jaeger are largely rendered using spectacular CGI. The two titanic concepts make for a constant visual spectacle as they match blows between skyscrapers, tearing down landmarks like the Golden Gate Bridge and storming through Sydney, though there are instances where the action is noticeably difficult to follow thanks to taking place at night, at sea, and with rain pelting down and distorting the impressive visual effects. The low visibility can make the Kaiju a little difficult to distinguish, but they all look very different; some have horns on their heads, or are more bulbous, or sport split jaws and long, glowing tentacle-like tongues. Slattern is the largest and most dangerous, sporting three whip-like tails and a spiny protrusion of its chest for close and long-ranged damage, but the Kaiju are also capable of giving birth to smaller, equally vicious offspring. Thankfully, the Jaegers are more than up to the task of combating them; though their primary form of attack is to engage in hand-to-hand combat, the Jaegers also pelt the Kaiju with missiles, cut them up with blades and saws, and Gypsy Danger even uses a boat as a melee weapon in the streets of Tokyo!

Thanks to Pentecost’s sacrifice, the Breach to the Kaiju dimension is successfully sealed.

With time fast running out and the promise of increased Kaiju attacks becoming a startling reality, Pentecost is forced to put his final plan in motion; scrambling all of his remaining pilots and Jaegers together, he plans to strap a nuclear warhead on the back of Striker Eureka and drop it into the Breach to collapse the portal once and for all. However, Hercules is injured during an earlier attack, forcing Pentecost to replace him as Chuck’s co-pilot and, impressed with Mako’s compatibility with Raleigh, to sign off on his adopted daughter piloting Gypsy Danger into battle. After finally getting on the same page and Drifting with a Kaiju brain, Newt and Gottlieb relate that the Jaegers must latch onto a Kaiju in order to enter the Breach or else the weapon will simply be deflected, as always, but this is made all the more difficult by the first instance of a triple Kaiju emergence, and the appearance of Slattern at the Breach. What follows is an action-packed battle between the last two Jaegers and the three Kaiju deep beneath the ocean which sees Striker Eureka damaged in the attack, forcing Pentecost and Chuck to sacrifice themselves to clear a path for Gypsy Danger. Since Gypsy Danger is an older, nuclear-powered Jaeger, the mech itself acts as the pay load and they’re able to skewer Slattern and ride it into the ethereal, bizarre dimension that lays beyond our own world. In a last minute bit of tension, Raleigh scrambles to overload Gypsy Danger’s nuclear reactor but he’s ultimately successful, collapsing the Breach and escaping back to the surface alongside Mako with the assumption being that the Kaiju assault has been ended once and for all.

The Summary:
I feel like Pacific Rim has kind of been forgotten a bit over the years; at the time, it was a pretty spectacular prospect, and American-made giant monster movies weren’t exactly the norm, though the first few Transformers movies (Bay, 2007 to 2011) were acclimatising audiences to seeing big, mindless robotic creatures duking it out onscreen. Pacific Rim has a lot more going for it than those dumb-ass films, however, though maybe there’s a little too much happening in the film: we’ve got Kaiju, portals, giant mechs, neural links, advanced technology…I’m honestly surprised there aren’t actual psychics here, too. Still, I enjoy that there’s a lot of action and destruction and variety; the low lighting can make some of the fights a little difficult to make out, but the Jaegers are all quite distinctive with their different paint jobs, limbs, movements, and weapons. The Kaiju have very similar leathery hides but also look a lot different when we get a good shot at them; glowing with neon blue highlights and sporting massive claws and monstrous, demonic appendages, they waste no time in making an immediate impression and the film is bolstered by a decent influx of action. Interestingly, it’s not the giant monsters of robotic mechs that are the most over the top thing about the film, it’s the acting. Filled with brilliant character actors, Pacific Rim is strengthened by a shot of machismo and some truly scenery-chewing performances by Charlie Day, Burn Gorman, and Idris Elba. Elba is the clear standout with his gruff demeanour, which he maintains despite carrying the weight of the world on his shoulders, though Charlie Hunnam is just charismatic enough to work as the square-jawed, reluctant hero. Naturally, it’s the big monster/robot battles that are the true spectacle of the film and make it a rollicking movie to throw on with some beers and pizza; there’s a decent attempt at a deeper message regarding uniting against a common foe and taking better care of our world, but you’re watching Pacific Rim to see giant mechs smashing seven kinds of shit out of Godzilla wannabes and that’s exactly that it delivers.

My Rating:

Rating: 4 out of 5.

Great Stuff

Were you a fan of Pacific Rim? Did you enjoy the concept, or was it a little too over the top for you? Which of the Kaiju and Jaegers was your favourite? What did you think to the human characters, particularly Idris Elba and his rousing speeches? Who would you Drift with if you were a Jaeger pilot? What’s your favourite kaiju movie, and how are you celebrating K-Day today? Whatever your thoughts on Pacific Rim, kaiju, or monster movies in general, please do leave a comment below or respond to my social media and be sure to check back in for more giant monster content in the near future!

Horror Hullabaloo: 10/08/2023

Gillian Church posts regular Writing Prompts on her Horror Prompts Instagram account and I like to take part with a few snippets and pieces of flash fiction.

The Prompts:
Spoiled, Rocket, Junkyard, Limp, Flavour, Ouija, River, Cellar, Eyeglasses, Secret  

The Submission:
Roger stumbled about in the darkness of the cellar, batting cobwebs and creepy-crawlies from his hands as he swept the dirt-ridden floor. He sighed and wiped his eyeglasses, wishing he hadn’t spoiled himself so much in front of the TV and had tidied the cellar sooner. 

He cursed as a rotting shelf partially collapsed, the splinter wood hanging limp and spilling spiders, paint pots, and a curious rectangular object to the floor. Roger bent and retrieved it, curious to what secrets were hidden away down in the dark. 

He wiped decades of dust from the board and read one word, Ouija, and felt his mouth go dry. He’d heard about these from his mother but thought they only belonged in movies; he could hear her now, insisting he toss it into the nearest river or bury it at the junkyard, but his curiosity rose like a rocket. 

Roger clambered up the stairs, his chores forgotten, itching for just a flavour of the allure the board offered, wondering if its power would allow him to communicate with his mother, his father, and the other bodies long buried in the cellar. 


What did you think to this piece? Did you submit anything for Gillian’s prompts? Have you ever written any flash fiction before? I’d love to know what you think to my snippets and writing prompts, so feel free to sign up and let me know what you think below or leave a comment on my Instagram page. You can also follow Gillian Church and Horror Prompts to take part in regular writing challenges.

Movie Night: Teenage Mutant Ninja Turtles: Mutant Mayhem

Released: 2 August 2023
Director: Jeff Rowe
Distributor: Paramount Pictures
Budget: $70 to 80 million
Stars: Nicolas Cantu, Micah Abbey, Shamon Brown Jr., Brady Noon, Ice Cube, Ayo Edebiri, and Jackie Chan

The Plot:
After years of being sheltered from the human world, four mutated turtle brothers embark on a quest to be accepted as normal teenagers by the people of New York City through acts of heroism. With the aid of their new friend April O’Neil (Edebiri), they target a mysterious crime syndicate, but trouble arises when an army of mutants is unleashed upon them!

The Background:
Created by Kevin Eastman and Peter Laird as a violent pastiche of comic book tropes, the Teenage Mutant Ninja Turtles (TMNT) achieved mainstream success with their toys and cartoons. After this translated into cinematic success, the TMNT became semi-regular staples on the silver screen; however, their box office potential began to wane over time, with their under-rated second and fourth outings receiving mixed reviews, their third being universally panned, and Michael Bay’s monstrous reimaginings being equally lambasted. Yet, the TMNT continued to flourish in various popular animated ventures and rights holders Nickelodeon were eager to bring the characters back to the big screen, so they partnered with Seth Rogan and Jeff Rowe to craft a new incarnation of the popular franchise. A life-long TMNT fan, Rogan aimed to emphasise the “teenage” aspect of the TMNT, which resulted in actual teenagers voicing the characters for the first time. Rogan was impressed by the cast’s camaraderie and much of the voice acting took place in group sessions to allow for more natural interactions between the characters, who were brought to life by over 120 animators at Mikros Animation and Cinesite. Inspired by the kinetic, comic book visuals of Spider-Man: Into the Spider-Verse (Persichetti, Ramsey, and Rothman, 2018), director Rowe wanted the animation to resemble concept art and imperfect comic book sketches to tie into the teenage focus. The TMNT were redesigned to be less bulky, have teenage frames and apparel, and the film’s many mutant characters were given exaggerated designs to reflect their individual personalities. Upon release, Teenage Mutant Ninja Turtles: Mutant Mayhem was met with widespread critical acclaim: critics praised the performances as much as the visuals and found it to be a reinvigorating revival of the long-popular franchise. Grossing over $180 million at the box office, Teenage Mutant Ninja Turtles: Mutant Mayhem was accompanied by a tie-in videogame, a spin-off animated series, and a sequel was also greenlit soon after.

The Review:
As is always the case when it comes to TMNT adaptations, Mutant Mayhem alters the TMNT’s origin story and the backstory of the mysterious ooze that transforms them, but in a way that touches upon many different iterations of the TMNT. The film begins with Doctor Baxter Stockman (Giancarlo Esposito) being hunted by mercenaries hired by his former employer, Cynthia Utrom (Maya Rudolph) of the Techno Cosmic Research Institute (TCRI), after he went rogue and stole the mutagenic ooze he was developing for them after forming a disturbingly familial bond with his animal test subjects, specifically the young mutant housefly who takes the name Superfly (Cube). Having felt ostracised and alone his whole life, Stockman planned to create a family of his own using the ooze but was left dead when TCRI attacked, which left Superfly to rescue his “siblings” and a stray cannister of ooze to fall into the sewers and mutate both Master Splinter (Chan) and the TMNT. Like in Michael Bay’s TMNT films, Splinter is once again just a normal street rat who comes to care for the infant turtles and decides the best way to protect them is to train them in ninjutsu, this time using YouTube videos and kung-fu movies rather than being a mutated ninja master or having learned from a ninja. Personally, I continue to find this a disappointing inclusion; it calls into question why the five are as skilled as they are when they’re simply mimicking what they see onscreen and I feel like it’s a bit weird to leave out Splinter’s legitimate martial arts background considering how bonkers the concept is in general and how hard this film otherwise runs with the surreal nature of the source material, to the point where the city is seemingly overrun with bombastic mutants.

The TMNT dream of being accepted by the outside world and being normal teenagers.

The TMNT are also very different to how I’ve seen them before; while they look very familiar and sport different body sizes relating to their capabilities (Raphael (Noon) is the biggest, Michelangelo (Brown Jr.) is the smallest and has braces, for example) and largely conform to the roles you’d expect (Leonardo (Cantu) leads and Donatello (Abbey) does machines, in the sense that he’s always got his headphones on), they’re characterised as teenagers, which is surprisingly rare in the history of the franchise, which often portrays them more as accomplished and responsible fighters who make the most of their downtime, with Mikey generally shouldering much of the comic relief. Here, they’re all very immature and easily distracted, especially by the outside world; they’re also largely untested outside of training and their own wild imaginations and develop confidence in their ninja abilities as the film goes on. Unlike in nearly every TMNT iteration before, there’s little in the way of internal conflict between them; Leo’s brothers mock and judge him for his strict adherence to Splinter’s mandate that they stay out of sight, but he’s easily swayed into straying off mission to see movies or enjoy the perks of the surface world, and his traditional rivalry with Raph is re-framed simply as an extension of the four ragging on each other for their flaws. The TMNT are lively, jovial, and squabble like bickering teenagers a lot of the time, making them as animated and kinetic as the film’s visually stunning art style; they are united in their love for their father and desire to please him but also in their longing to be normal teenagers and be accepted by humans, which they believe they can achieve if they perform heroic deeds to show that they’re not monsters. Overall, I found that the TMNT worked as a group, but individually had few chances to stand out: Raph is said to be full of rage but we rarely delve into this beyond a few instances where he delights in fighting, Donnie is more concerned with the apparent uselessness of his bo staff than he is with technical wizardry, Mikey is actually a little less goofy here since all the TMNT adopt many of his characteristics, meaning it’s Leo who edges out his brothers somewhat. He’s conflicted between his desire to live up to Splinter’s expectations and his yearning to join his brothers in revelling in the human world and this is only escalated when he instantly develops a crush on April. Yet, the film does a fun job of showing the TMNT grow and become more capable as a fighting unit as the film goes on, and this is reflected in Leo’s growing confidence as a leader even if his brothers give him a hard time over it.

Despite Splinter’s distrust of humans, the TMNT find a friend and ally in April.

As ever, the TMNT are sheltered and mentored by Splinter, now an overprotective father figure who has developed a severe hatred and mistrust of humans and the surface world. Having been shunned and ostracised his whole life, Splinter had never experienced love or affection until he stumbled across the mutated turtles and he’s desperate to hold onto that since, as he says, his boys are all he has. Since he knew how much the TMNT wanted to be a part of the outside world, Splinter took the baby TMNT up there only to be attacked and nearly killed by panicked New Yorkers. Thus, he resolved to keep them safe in the sewers and train them in ninjutsu to avoid being spotted when out for groceries, and Splinter’s characterisation is framed to mirror both Stockman’s relationship with his fledgling mutants and Superfly’s aggressive desire to create a world where he and his siblings won’t have to worry about being hounded by xenophobic humans. Although a bit overbearing and strict at times, Splinter truly loves his boys and wants what’s best for them and tries to appease their curiosity in his own way, but he’s powerless to stop them getting caught up in trying to prove themselves to humanity with the help of their human friend, April. A budding teenage reporter, April relates to the TMNT since she’s also been labelled and targeted after a comical blunder saw her vomit on-camera, so she’s desperate to turn her popularity around with a big story. Although she accepts them, she admits that others probably wouldn’t but is driven to document and aid their efforts in tracking down and apprehending Superfly since she wants to be popular and accepted, motivations that she later comes to realise are as selfish as the TMNT’s, yet they both resolve to do the right thing anyway since that’s what’s morally correct, regardless of whether people love or hate them for it.

Superfly and his crew plot to make mutants the dominant species to fight back against the likes of TCRI.

New York City is in the grip of a crime wave; news outlets are alive with reports of the mysterious Superfly orchestrating a series of robberies, but no one’s ever seen his face, not even the underlings the TMNT pummel for information. The TMNT are thus stunned and massively in over their heads when they find that Superfly is a monstrous mutated housefly and commands a crew of wacky and sadly underutilised mutants. Initially hyperactive Mondo Gecko (Paul Rudd) and Wingnut (Natasia Demetriou), wannabe singer Ray Fillet (Post Malone), meat-heads Bebop (Seth Rogan) and Rocksteady (John Cena), Aussie bruiser Leatherhead (Rose Byrne), slobbering cockroach Scumbug, and the forgettable Genghis Frog (Hannibal Buress) are painfully loyal to Superfly’s plan, to the point where they willing chase down the TMNT when they steal a vital component to his machine that he plans to use to mutate every animal on Earth. At first, Superfly and his crew embrace the TMNT as “cousins” and the TMNT even bond with some of his mutants, with Mikey and Mondo especially getting very close, but the TMNT cannot subscribe to Superfly’s plot to enslave, devour, and eradicate humanity, earning the mutated fly’s ire. Like Splinter, Superfly tried to rejoin society with his crew, only to be met with violence and bigotry, but he’s taken Stockman and Splinter’s distrust of society to a genocidal level and is determined to create a utopia for mutants by making them the dominant species on the planet. He sees this as the only way to protect his siblings from the likes of TCRI, who continuously hound the mutants in a bid to recover and replicate Stockman’s research by “milking” the mutants so they can create an army of genetically altered anthropomorphic soldiers. Superfly and Splinter’s paranoia about this comes to pass when the TMNT are briefly captured while trying to foil Superfly’s plot, but primarily exists to setup a later conflict in a future film and to forge a trust between Splinter and April that sees them uniting alongside Superfly’s easily turned crew to oppose the streetwise gangster in the finale when his plan sees him transformed into a kaiju-sized menace.

The Nitty-Gritty:
I’ve always been a big TMNT fan. I had the toys, watched the cartoons, played the videogames, and loved the original live-action movies (well…the first two, at least). When it comes to translating the TMNT to the cinema screen, I’ve come to regard animation as the best option; I loved Jim Henson’s super impressive practical suits and animatronic heads and would really like to see what modern technology could do with these traditional effects today, but animation allows for a near-infinite number of possibilities for the TMNT. Because of this, I’ve always held TMNT (Munroe, 2007) in high regard even if the plot was a little middling at times and the TMNT weren’t very visually distinct as it did such a good job of bringing them to life thanks to being entirely animated. I’m also a big fan of the frenetic visuals of the Spider-Verse films so I was intrigued when Mutant Mayhem was first announced, and even more so when I saw the big names attached to the project and teenagers being cast in the title roles for the first time. The TMNT have been reinvented numerous times over the years so it’s nothing new to me to see them and their supporting cast looking or acting different, and the film definitely does a really good job of paying homage to many aspects of the TMNT’s history, from the original Mirage comics to the ever-popular 1987 cartoon to the timeless 1990 live-action movie. This is best evident in the TMNT’s appearance; they mix aspects of the cartoons and toys into their designs (including the letters on their belts) and imagine themselves as stoic, silent ninjas much like in the original comics, yet their personalities are wildly different from both, allowing the film to present a new take on a long-running franchise.

The film has a fun and kinetic visual style that’s like a comic book come to life!

As ever, a primary theme of Mutant Mayhem is of family; Splinter and Superfly are motivated to protect their kin out of genuine concern for their welfare and prepare them to fight against inevitable xenophobia, and the TMNT and Superfly’s crew are both tight-knit groups, thought obviously the TMNT get more focus. Indeed, I do feel like Superfly’s crew could’ve been scaled down to just four mutants to give them more personality and better reflect the thematic parallels between Splinter and the TMNT as most of the crew don’t get to do much (Ray Fillet just sings his name over and over, I could barely understand Bebop and Rocksteady (who strangely turn good!), and Genghis Frog and Leatherhead may as well not be there). On the plus side, they do add to the film’s impressive visuals; the influence from the Spider-Verse films is strong here but Mutant Mayhem has a visual style all its own with this kinetic and eye-popping sketchbook-like aesthetic. Mutant Mayhem resembles a comic book come to life, or a new form of Claymation, and it really helps to give this new version of the TMNT a memorable and engaging appearance; when the TMNT fight, it’s with a fast-paced, frenetic action that gets more refined and methodical as their prowess and confidence improves, and every frame is a burst of colour, action, and creative lighting. The fights are subtly brutal at times, too; the TMNT and Splinter use weapons primarily defensively, but there were a couple of frames where it seemed like Leo, Raph, and Splinter had killed some of their attackers, which I appreciate as much as the film’s darker undertones regarding xenophobia and Superfly’s plans for humanity. Superfly himself cuts a monstrous figure at the best of times and his crew are suitably disturbing to behold, though sadly the film doesn’t give much depth to their personalities. While you could argue there’s more to his crew than meets the eye as they reveal that they only agreed to his plan as they saw no other option and readily accept a less destructive alternative, I’d say it comes across as quite rushed and the film could’ve spent more time showing the TMNT having a positive influence on Superfly’s crew if there were less mutants crammed into the brisk runtime, despite how amazing they look in this striking animation.

The TMNT and their newfound allies defeat Superfly and integrate into a grateful society.

So, yes, the TMNT reject Superfly’s plan and try to foil his plot but end up captured by Cynthia and TCRI; thanks to April, the four are rescued by Splinter and they gain more allies when they offer Superfly and his crew a place amongst them in the sewers. Unable to let go of his destructive need to avenge his “father’s” death, Superfly angrily lashes out at his siblings and activates his machine, only for the mutant’s combined might to force it (and him) into the river. Strangely, rather than this resulting in an army of mutated undersea creatures, this transforms Superfly into a gigantic concoction of marine life and fly; already a nigh-unstoppable force before he became a Godzilla wannabe, Superfly becomes a threat to the entire city when he adds more mutated animals to his form and rampages through the streets in a lumbering, ecstatic assault against humanity. This exposes the mutants to the world and sees them all branded as monsters but, luckily, April is literally able to swallow her fears and convince New York that the TMNT and their allies are there to help, resulting in civilians offering Splinter aid when he’s injured by Superfly. Since the only way to stop Superfly is to drop one of TCRI’s anti-mutant solutions into his raging blowhole, the mutants all work together with each other and the helpful civilians to get past Superfly’s vast bulk, stomping feet, and endless supply of vehicular projectiles to end his threat. In the aftermath, the TMNT are celebrated as heroes and accepted into society just as they dreamed; their newfound allies find a home with them in the sewer, Splinter forms a bizarre relationship with Scumbug and fully supports his boys enrolling in high school, where they’re popular fixtures amongst their peers and help restore April’s reputation. While things end well for the mutants, they’re unaware that Cynthia is monitoring them from afar and so determined to discover the secrets of their mutation that she’s willing to employ the services of an ominous mercenary in bladed armour. It’s also worth pointing out that Cynthia’s last name is Utrom, which is the race that Krang is from; her appearance and voice even mirrors that of Krang and his robot body, strongly suggesting we’ll be seeing a reimagining of the Krang/Oroku Saki/Shredder alliance, though I do wonder if the Shredder can have the same impact on the TMNT given the revisions to their origin presented in this film.

The Summary:
Teenage Mutant Ninja Turtles: Mutant Mayhem is a fun, action-packed, visually stunning reimagining of the popular franchise that I think young kids will really enjoy. There’s enough references to the cartoons, toys, and other iterations of the TMNT to appeal to older viewers and hit that nostalgic sweet spot, but much of the presentation, dialogue, and humour is geared towards appealing to a new demographic. Luckily, this is one of the best versions of the TMNT put to screen; I really enjoyed how youthful they sounded, how energetic and enthusiastic they were, and their interactions with each other. I liked that they didn’t fall out and that the film avoided the usual clichés like Raph and Leo clashing over his leadership, but I did feel like their individual personalities weren’t as fleshed out as normal; they adopt so many of Mikey’s characteristics that he loses some of his individuality, Donnie doesn’t get much to do beyond realising the potential of his bo staff, and I would’ve liked to see Raph’s impulsive rage emphasised more. On the plus side, the voice work is amazing, especially with the titular brothers; they bicker and banter and interact like real teenage siblings, though at times they talk over each other a little too much and some of their jokes may become dated quite quickly. The rest of the voice cast is also pretty good; I liked Splinter being reimagined as a paranoid, overprotective father, which was juxtaposed with Superfly so well that it almost made up for robbing him of his usual legitimacy as a master martial artist. Again, though, I do think there were too many mutants on Superfly’s team; they were all very one-dimensional and seem to have been included to sell new toys and appeal to that nostalgia factor I mentioned earlier, which is a shame as there was potential for more thematic parallels between Superfly and, say, Mondo, Leatherhead, Wingnut, and Ray Fillet as dark mirrors to Splinter, Mikey, Raph, Donnie, and Leo, respectively. Luckily, the visuals, frenetic action, and overall presentation makes for a very enjoyable package; there’s a lot of colour, jokes, and engaging animation to make this one of the most entertaining TMNT films in recent memory, but I do think it was a little rushed and overstuffed at times so hopefully the next film keeps things more focused.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Teenage Mutant Ninja Turtles: Mutant Mayhem? Did you like the animation style or do you prefer more traditional animation? What did you think to the TMNT, their personalities and interactions, and do you agree that they needed more time to shine? Do you think there were too many mutants in the film? What did you think to the thematic parallels between Splinter and Superfly? Did you like the changes made to the lore and how do you think this will impact the Shredder’s inevitable inclusion? What’s your favourite TMNT movie or adaptation? Whatever your thoughts, please leave a comment below and check out my many other TMNT reviews across the site!