Game Corner: Soviet Strike (PlayStation)

Released: 31 October 1996
Developer: Electronic Arts
Also Available For: PlayStation Network and SEGA Saturn

The Background:
The Gulf War had finally ended by March 1991 after nearly six months of bloodshed that left thousands dead, though the conflict was clearly an influence on developer Mike Posehn when he built upon the air rescue mechanics of Choplifter (Dan Gorlin, 1982) to create Desert Strike: Return to the Gulf (Electronic Arts, 1992). Focusing on nonlinear, mission-based gameplay and eschewing typical videogame mechanics, Desert Strike became one of the Mega Drive’s top titles; its two sequels introduced new vehicles and environments while retaining the core gameplay mechanics but were similarly praised despite criticisms about the formula becoming stale. By 1996, the videogame industry was moving away from traditional 2D graphics and into the third dimension; the battle for supremacy between SEGA and Nintendo was upended by a new contender, Sony’s PlayStation, and the Strike series found a new home there after development of a 3DO continuation stalled. Reportedly, Mike Posehn assisted in the game’s early development before a larger team took over, redesigning the 16-bit graphics and environments into something altogether more lifelike by superimposing real-world topography onto polygonal maps. To better map out the game’s new perspective and approach, the team built replicas of their maps out of plywood and was the first game in the series to feature full motion video (FMV). Soviet Strike has been received rather fairly; reviews praise the graphical leap forward, the FMV sequences, and the gameplay and mechanics. While the difficulty, perspective, and some aspects of the presentation were also criticised, Soviet Strike was followed by a fifth and final entry the following year and even made it onto the PlayStation Store in 2009.

The Plot:
After the disintegration of the Soviet Union, former KGB Chairman Uri Vatsiznov (a.k.a. the Shadowman) seeks to fill the power vacuum and spark an international war. Only STRIKE, a special covert operations unit, has the weaponry and capability of opposing Shadowman, and the player must once again pilot an Apache helicopter to fight back against Shadowman and his nefarious comrades.

Gameplay:
Unlike its predecessors, which opted for an isometric perspective to create the illusion of being 3D in a largely 2D era of gaming, Soviet Strike switches to a top-down perspective, with the camera placed above and slightly behind the player’s fully armed chopper. The game does offer the option to switch your viewpoint using the ‘Select’ button, but all this seemed to do was swing the camera back around to its default position in the rare instances where it gets twisted around by the in-game action. Thanks to the additional buttons and movement options offered by the PlayStation’s graphical superiority, Soviet Strike both plays very similar to its predecessors but also expands the controls somewhat: the game offers four different button layouts, but the default is more than adequate, allowing you to fire your Hellfires with Circle, chaingun with X, and your Hydra Rockets with Square and adding a fourth, more powerful missile – one assigned to your wingtip – with Triangle. The previous games allowed you to “jink” but I found little use for this ability; here, it’s mapped to L1 and R1 and is very useful for “sidestepping” out of the way of incoming fire. L2 allows you to drop whatever cargo you’re carrying (though this was only necessary in one mission so could’ve just been an automatic function to discourage you from accidentally destroying vital cargo), R2 changes the heads-up display to remove the ammo, fuel, and armour so you just have the compass or remove everything entirely to more closely resemble the 16-bit games, and you can pause the game and review the map and current objectives with the Start button.

The PlayStation’s power offers a new perspective and enhanced presentation to the classic gameplay.

The map is now far more realistic than in the previous games and took me a little while to adjust to but is actually more useful than ever; at times, you’ll get onscreen notifications about mission objectives and can view these by pressing start, but you can also cycle through your mission objectives, enemies, and notable resources and have each highlighted on the map to make plotting an optimal route even easier. You can read up on each mission, enemy, and resource, review the status of your current objectives, and get a better sense of the story from this screen as well, though there’s still no way to manually quit the game without failing the mission and being forced back to home base. Although Soviet Strike doesn’t offer analogue support and you can’t select a co-pilot this time around, you can customise your chopper with a number of loadouts: you can balance your ammo across all weapons, focus on your missiles, or even head into battle with just your chaingun; you can also customise your wingtip loadout to give you the powerful sidewinder missiles, additional fuel, or disrupt the enemy’s radar. As ever, you’ll automatically winch up resources (fuel, ammo, and armour), targets (prisoners of war (POWs), enemy commanders, scientists, and the like), and cargo (nuclear cores and missiles) just by flying over them, though I found the new perspective made it a little tricky to properly target these, and the game completely goes away with the building collision seen in its predecessors; now, you’ll automatically fly over any structures in your way, which is helpful for maintaining your armour though at the cost of a level of realism. As ever, you’re given three lives (known as “attempts”) to complete each of the five campaigns and must complete a variety of missions within each campaign; the scoring system has been done away with, however, but, while the password system returns, you can manually save after completing each campaign.

Mission objectives are more of the same, though with a greater focus on action and destruction.

Strangely, considering the additional power of the PlayStation compared to 16-bit consoles, Soviet Strike doesn’t include any other vehicles or gameplay modes other than the main chopper, meaning that the variety on offer is more akin to Desert Strike than its sequels. Additionally, the missions you’re tasked with completing are extremely familiar to those from previous games and range from destroying radar sites to reduce the number of onscreen enemies, rescuing POWs and other targets and dropping them off at one of five different landing zones (necessitating a bit of back-and-forth traversal as you can only carry six passengers at a time), destroying enemy buildings and airfields, and disabling enemy ships. If you fail any one of these missions, either by being too trigger happy or not being fast enough to destroy or rescue certain targets, the entire campaign is scrubbed and you must return to base to try all over again from the beginning, though you’re often asked “only” to rescue a certain number of targets rather than all of them. As you progress through the game, some objectives will be hidden from you or unavailable until you complete others or pick up key intel, and the game maps are generally arranged in such a way to promote successive progression from one objective to the next. Things soon get quite nuanced as you must rescue an agent before he’s gunned down by a firing squad, drop him off and defend his position as he sets charges, enters a nuclear plant, or calls in an airstrike, dispose of nuclear missiles by dropping them into the sea, fend off a landing assault and, in the third campaign, destroy waves of different enemy tanks and vehicles as they move to converge on a number of different target sites. Enemies will now target friendlies this time around, destroying your resources and attacking villages and such, and you’ll sometimes be notified of additional side missions as you go, though you can ignore all of these without punishment if you wish. By the time you reach the fifth and final mission, things become extremely delicate; you must defend key targets from enemy attacks, rescue government officials before they’re killed, hunt down and destroy a number of bomb trucks before they destroy the city bridges, and defend your co-pilot as she races around the city to get a dignitary to an airport, all of which can get quite stressful as you have to redo the entire campaign from the start if you fail at any point.

Graphics and Sound:  
Naturally, Soviet Strike is a step up from its predecessors; almost everything is rendered in the finest polygonal graphics the PlayStation has to offer and given a gloss of realism that was ambitiously attempted in the 16-bit titles but not fully realised until the jump to 32-bits. Your helicopter is a fully functioning 3D model, one that easily and smoothly cuts through the air and can “jink” aside from incoming fire; it even starts to smoke when you take enough damage and will burst apart in a ball of fire when being shot down. Enemy vehicles are similarly rendered, appearing to be faster and more versatile as a result, and you’ll encounter the same level of fun detail applied to the various structure sin each environment; drilling rigs, chemical plants, power stations, and the glory of the Kremlin are all brought to life as well defined 3D models, most of which can be destroyed either as part of your mission, to uncover resources and targets, or to cost you your chance at completing the campaign. Although everything has been given a bit more substance and appeal through the shift to a fully 3D perspective, the overall presentation remains very similar to its predecessors, and you won’t really find anything new on offer here in terms of visual variety. Generally, though, everything runs very smoothly; the load times are pretty fast and I noticed very little slowdown during my playthrough, though there were instances of texture warping and screen tearing at times as was common in many PlayStation titles.

Soviet Strike is bolstered by in-game music, 3D models, and cheesy FMV sequences.

Despite the power of the PlayStation, however, the game is still limited to five campaigns and five locations, without any additional gameplay mechanics or options afforded to the player. Similar to how the first game was restricted to the desert, Soviet Strike sets all of its action in various locations in Soviet Russia, though there is some visual variety on offer; you start off in a rural area surrounded by snowy mountains, venture to a heavily fortified dock and sea, attack airfields in a frozen wasteland, and even venture into the desert once more, now far more interesting to look at thanks to the rocky terrain. You’ll also visit Transylvania, complete with wolf howls, radioactive dumping grounds, and suitably gothic aesthetics, and the bustling cityscape of the Kremlin for the final mission. There are a few fun things to spot here and there, from moose to people sunbathing on the beach and friendly villages, all of which can be destroyed. The game also includes in-game music for the first time; it’s nothing spectacular and simply comprised of thumping beats, but its greatly appreciated. There’s also a fair amount of voice work on offer as your co-pilot and passengers offer advice, praise, and reprimands, and the game’s story is entirely related through choppy, frantic FMV sequences that are full of the cheese and over-the-top acting you’d expect from this era of gaming.

Enemies and Bosses:
Although coated with a fancy new 3D coat of paint, most of the enemies you’ll encounter throughout Soviet Strike are largely and functionally the same as those from previous games. The game offers gun-toting soldiers and their rocket launcher variants, who can hide in towers, bunkers, and stream from armoured vehicles to attack the targets you’re trying to rescue, as well as various jeeps and tanks that roll around the map. Anti-aircraft turrets and cannons are also commonplace and should be targeted as soon as possible, though you’ll obviously want to avoid or take out the enemy’s larger missile-firing ordinance as soon as you can. Some campaigns see snowmobiles, jet skis, and Hind helicopters join the fray, as well as amphibious tanks and some enemy placements being hidden in buildings. It’s important not to fire away willy-nilly; not only to do risk expending your limited ammunition but you could also hit a vital target and cost yourself the mission if you’re not too careful, and the game’s new perspective can make hitting enemies a little tougher this time around so it’s always a good idea to make use of the “jink” function and to take cover behind buildings wherever possible.

Waves of enemies, armoured tanks, and escort/defense missions take the place of boss battles.

As before, Soviet Strike doesn’t feature any traditional boss battles; instead, you’ll need to do your fare share of retrieving, defending, and destroying targets. At first, this isn’t too much of a stretch as long as you don’t accidentally destroy the villa you need to be infiltrating in the first campaign but every time you need to defend a target you’ll be faced with waves of tanks. Enemies even spawn in to attack the scientists who are key to preparing a salt mine and deactivating a nuclear core in the Transylvania campaign, but the biggest test here is airlifting eleven of them out of an incoming blast zone with no onscreen time and the landing zone being a fair distance away, meaning it can be pretty hairy making the round trip to get everyone to safety. The second campaign sees you sinking enemy submarines, cargo ships, and a large, heavily defended carrier, some of which must be destroyed before they can escape which can be easier said than done if you’re running low on resources. Similarly, the third campaign can be quite the endurance as you must destroy waves of incoming enemy vehicles before they can destroy friendly settlements; ammo and other resources are scattered about but these are some of the game’s deadliest enemy vehicles and they advance in large groups, meaning it’s easy to cut get down by the crossfire. While flying about the Kremlin, you’ll need to be quick on the controls to keep the government officials from being killed and stop the bomber trucks from destroying the city bridges, but it’s the escort mission that can prove the most trying. Luckily, there’s a backup vehicle on hand if the enemy (or you, accidentally) destroys the limo, but the vehicle’s driving is so erratic, and the number of tanks and enemy vehicles so numerous, that it can be easy to lose track of your target and fail to protect it. Finally, you’ll need to be both aggressive and mindful when luring out and capturing the elusive Shadowman; you need to take him alive so you have to sink his escape boat and hold fire long enough to retrieve him, which can be difficult given how many hits some of these more heavily-armoured enemy vehicles can take.

Power-Ups and Bonuses:
Sadly, there really isn’t anything new on offer here that hasn’t been seen in previous Strike videogames. You start off with a set amount of ammo, fuel, and armour and these can all be replenished by finding various crates and resources across the game’s environments, all helpfully indicated on your map. You’ll very rarely find an extra life and maybe a brief upgrade to some of your arsenal, but what you see is basically what you get; beyond the different loadouts on offer, which basically amount to different difficulty settings for the game, there’s nothing different here at all and actually less than was seen in the last two games as you can’t switch to other vehicles this time around.

Additional Features:
Without a high score table, the only real reasons to play through Soviet Strike again would be to test out different loadouts, find faster and more efficient ways to complete each campaign, and maybe seek out some of the optional side missions to see how (or even if) they impact the story. There isn’t anything to unlock after finishing the game, though you can read STRIKE files on the main menu for some added context and make use to the passwords to jump ahead to later campaigns if you like. There are also, thankfully, some useful passwords on offer here; you can grant yourself stronger weapons, unlimited fuel, invincibility, extra lives, or even infinite ammo, fuel, and lives to make even the toughest campaigns a little easier. You can input these cheats in conjunction with level passwords as well, which is even more helpful, though none of these will help you if you kill or destroy the wrong target. Apparently, the SEGA Saturn version is actually superior in a number of ways and offers a few extra features so it might be worth checking that version of the game for a comparison.

The Summary:
If there’s one thing holding Soviet Strike back, it’s the sharp difficulty curve; for me, all of the Strike games have been pretty difficult and demand a lot from the player, giving such a small window for error and forcing you to return to base if you fail even one of your objectives. Thus, you’re forced to play perfectly right away, each and every time, and the game encourages trial and error and replaying each campaign until you find an optimal solution that allows you to make the best use of your resources to take out targets and rescue others without losing your pitiful number of lives. This is true of the Strike games I’ve played before but is somehow more palpable here, with the game throwing a whole mess of targets at you in the second campaign that will test the limits of your ammo conservation and patience in navigating the many onscreen hazards. Thankfully, the game’s passwords mean you can tip the odds in your favour, but even infinite fuel, ammo, and lives don’t amount to much if your allies are killed by enemy fire or your won trigger finger. Soviet Strike seems to veer more towards action than its predecessors; there’s far more resources available to you one each map and firefights and explosions are so much more action-packed and pronounced thanks to the 3D graphics, which makes the game very enjoyable, but it’s frustrating when you painstakingly airlift scientists to safety only to have them wiped out because you were busy with another objective and didn’t realise they were being picked off. The lack of additional vehicles and restricting the action to Russia, however varied the game’s maps may be, is also a shame but my overall experience with Soviet Strike was largely positive and I could see myself revisiting it for more polygonal action in the future.

My Rating:

Rating: 4 out of 5.

Great Stuff

Was Soviet Strike included in your PlayStation library back in the day? How do you think it compares to the previous games in the series? What did you think to the new perspective and 3D models? Were you disappointed by the lack of extra vehicles and being stuck in Russia or did you enjoy the new loadouts and combat options? Which of the campaigns and missions was the hardest for you to complete? Whatever you think about Soviet Strike, feel free share them below or comment on my social media and check in next Saturday for my review of the final entry in the series.

Author’s Spotlight: Tobin Elliott Interview

Tobin Elliot, author of The Aphotic series and others

1. First, introduce yourself a bit. What is your name (or pen name) and where are you from?

I’m Tobin Elliott (and yeah, that’s my real name…who needs a pen name when you’re stuck with “Tobin”?) and I’m from the Great White North. I live about an hour east of Toronto, in Ontario.


2. Next, tell us a bit about your most recent work. Is this your first published book? What is it about and what genre would you classify it as?

This is where it begins to get complicated… my most recent work is actually a six-book horror series called The Aphotic.

What it’s about…

The Aphotic is a hexalogy about a Book who seeks out those at the fringe, those that think of the bad things they wish they could do… and the Book finds them and offers up the powers to do so.

What It doesn’t offer is the price each will pay for letting the Book into their mind.

Over the six books, you’ll meet the people of New Hope—some good, some very bad, some human, some demon, werewolf, or vampire—and watch as a century of stories collide at the end, as various characters from each book are drawn into the battle against the one pulling the Book’s strings.

They are all interconnected and should be read in order. It’s the story I’ve been working on telling for a long time, but it’s not my first published work. I’ve had three novellas published about ten years ago through a couple of micro-presses, and a bunch of short stories in various anthologies. All horror.

3. Tell us a bit about your main character; what are they like, how did they come about, and what are some of their strengths and weaknesses?

Over six books, I don’t have one main character, but there is one—Talia—that makes appearances in four of the six books. When we meet her in the first book, Bad Blood, she’s an angry and vengeful nine-year-old, upset that her father has left the family, and she blames her baby sister for it. Then an equally angry and vengeful Book comes into her possession, and suddenly, Talia’s ability to get back at those that upset her is magnified to a dangerous level.

By the last novel, Talia almost fifty and…well…things have changed. I don’t want to say more about that, because her changes mirror the heart of the story. Let’s just leave it as she’s one of my favourite characters to write.

How did she come about? Well, I was casting about for a novella-length story, and I ran across a short story I’d written years before. And while I plucked some of the details out and built a new story around them, the central girl… interesting, angry, and powerless, spoke to me, because, in many ways, I was that kid at one time. We write what we know, right?

Her strength is her unwavering confidence in herself, as is her conviction. She doesn’t think she’s right, she knows it. Her weaknesses all stem from her strengths, as the best weaknesses do. She’s overconfident, because a child trusting and using the Book is like a child trusting a wild horse to obey her. And, of course, she’s not always right. So she needs to learn to temper both of those qualities.

4. What was your hardest scene to write in this (or any) book?

The hardest scene to write came after I thought I’d finished the sixth and final book. I’d literally written “The End” with great satisfaction, then when I went to bed, I started to think about the entire story, and realized that I needed something—some traumatic event—in one of the characters’ backstory to make their ultimate redemption make a bit more sense.

So, the next day, I had an idea and I started to write that scene. Obviously, after I’d gone to sleep, my devious little hindbrain continued to chug along and come up with more material because—and I’m being completely truthful here—I started the scene, and a couple of paragraphs in, I realized what I was now writing was uncharted territory. I honestly wasn’t sure what this was leading up to, until I actually began writing what it was leading up to.

Here’s my thing: when I sit down to write, I will have a rough idea of where I’m starting, and where I’m ending, but I do trust my gut to fill in the details as I go. I find that spontaneity is where the magic happens.

And that’s what was happening here. I wasn’t sure where I was going, but I trust myself enough to just let it pour out.

And what poured out was more trauma for this character than I’d expected to give her. For me, it was awful to write. I, for the first time, was actually crying as I destroyed this character.

Even weirder, I finished the scene, then saved it and walked away. Talking to my wife about it, I started crying yet again.

To me, I think that’s a sign that I’ve done the right thing. If I can get invested in a character that I created… invested enough to hurt for them… then I’m writing something good.

5. Did you go the traditional route when publishing your book or did you choose to self-publish?

I offered up the series to several publishers, but I knew, with some of the subject matter, it was always going to be a hard sell. I did have one publisher express interest, however, the first editor who looked at it—and I’ll stress here that the call was for “horror”—decided it was not for her because it was “too much horror”…

…yeah. Okay.

Anyway, they did say they were passing it over to two other editors who might be a better fit, however, as it’s been over a year with nothing but “hold on, they’ll get to it” promises and nothing else, I decided it was time to put it out myself. I decided that because I didn’t want to compromise on any of the subject matter in the books, and I also had a vision for the covers that, along with my cover artist, have exceeded anything I’d hoped to get created.

6. What would you say is the most difficult part of your writing journey and what advice would you give to other writers?

The most difficult part of my writing journey has always been two things…

First, believing in my writing. I get a lot of fantastic feedback for my writing, but there’s still times when I’ll read something of my own and think, “ugh, that’s terrible.” The funny thing is, I’ll set it aside and, six months later, come back to it and be really happy with it. Self-doubt of your abilities is a horrible, destructive thing.

Second, just building the habit of bum in chair. It’s easy to create excuses to not write.

“I’m still thinking about it.”

“I’m not inspired.”

“I don’t know what to write.”

“I’m stuck.”

I’ve learned that you can’t wait for any of that. Getting in the habit of just sitting down and planting my fingers on that keyboard is enough to get me going. I always find something to write, no matter if there’s inspiration or whatever. Just sit down and write.

7. Do you want each book to stand on its own, or are you trying to build a body of work with connections between each book?

I have always loved how Stephen King interconnects all his stories into one vast tapestry, but not necessarily with interconnected stories, more with just little mentions here and there. Obviously, with this hexalogy, yes, it’s fully connected, with recurring characters and themes. But I do consciously look for ways to add in those little mentions between all my work.

8. Who are some of your favourite authors, what are some of your favourite books, and what inspired you to become a writer in the first place?

That’s a hell of a list you’re asking for!

Arthur C. Clarke and Isaac Asimov were my first loves with both their short story collections, Clarke’s A Fall of Moondust, Rendezvous with Rama, and others, and Asimov with his Robot and Foundation series. I was an SF guy before I was a horror guy.

Ray Bradbury, under the guise of SF, introduced me to the wiles of horror. I can still remember the first time I read The Veldt… it’s left a mark on me that, decades later, still remains. Fahrenheit 451 and Something Wicked This Way Comes and The October Country are still favourites that I revisit.

Stephen King is a huge influence, with too many favourites to mention. But I will say, when I picked up Carrie, I remember thinking two things. The first was, Carrie White was me. I was Carrie. I was bullied, I was the outcast. And he captured a lot of my feelings and insecurities in that novel. The second was, hell, this is something I could write. It gave me the courage to try.

Jack Ketchum is another huge influence, and I adore his work. But it was The Girl Next Door that showed me how to be fearless in my writing, and to write stuff that Hurt.

Joe R. Lansdale quickly stole my heart, whether it was with his goofy horror, his Hap and Leonard series, or his gorgeously written examinations of life in Texas in the 60s and 70s, he’s just a brilliant writer. And right now, my three favourite authors are Eric Leland (if you haven’t read Inhuman, you’re missing out), Matthew Lyons (The Night Will Find Us and A Black And Endless Sky are phenomenal), and finally, the best horror author in the business right now, Philip Fracassi (when The Boys In The Valley is released, you need to read it, it’s brilliant).

9. What would you say has been the best way to market your books?

I don’t know if I’ve actually cracked that nut yet, to be honest. I’ve been pounding the social media trail, and that’s helped, and I’ve reached out to a bunch of bookstagrammers, and that’s helped as well.

But the most traction has been from publishing through IngramSpark, so my novels are available pretty much globally, then working with the large outlets, and specialty shops, to make sure they have some physical copies in their stores.

It’s a lot of work, but it all pays off. It’s all the small streams that eventually lead to a river.

10. Are there any tropes, clichés, or writing styles that you dislike and, if so, what are they and why?

I’ve never been a fan of anything told in second person POV (you did this, you saw that), but, having said that, I have read one book that did it well.

The only writing style that drives me bonkers is the Cormac McCarthy elimination of apostrophes and quotes, leaving you to shake your head at words like “cant” which has a completely different meaning from “can’t” and puzzling out if someone’s actually talking or not. I love McCarthy, but I can only get through a book by listening to audio, because otherwise, I just yell at him for several hundred pages.

I am getting sick of the “hero of a thousand faces”  Joseph Campbell trope that’s been used from everything from Star Wars to Harry Potter where there’s the orphaned child who harbours a power and only needs a mentor to unlock it, blah blah blah. It’s getting old, writers, even if it still sells. In horror specifically, the nice couple who move out to the secluded house only to find it’s haunted with (fill in the blank… anything from vampires to horrible secrets) that they must vanquish to save their lives/marriage/family/sanity… yeah, I could live without that, too.

11. Do you read reviews of your book and, if so, how do you handle negative feedback?

I do, and positive or negative, I love them all. Seriously.

I’ve had people get up and walk out of readings. My cousin told me she was putting my book down and never reading anything else of mine because she could “only handle so much madness”.

Last night, I had a person who’d agreed to review my books message me and tell me, due to one scene, they simply couldn’t go on.

That’s fine. I write horror. I write to horrify. I’ve done my job.

I handle negative feedback the way I handle positive feedback. Writing, like it or not, is art, and it’s highly subjective. I despise authors that everyone loves. I love authors that many can’t stand. We like what we like, and we dislike what we dislike. So, if someone tells me I’m fantastic, I take that with a grain of salt. I’m all right, but I don’t think I’m fantastic. And if someone tells me I suck, again, I’m all right, but I don’t think I suck.

If the feedback can point to specifics, and a case is made in regard to the writing working or not, then I’ll consider it, and hold on to it for future writing. It’s all I can do.

But yeah, I’ll happily take it all. I got into a field where I create something, then share it to the world. I’m not going to hide from those that don’t like it. I want to know. Like Mellencamp sang, I’m here for the full catastrophe of life.

12. What are some of your quirks as a writer? Do you like to plot everything out or do you prefer to just “wing it” and see where the story takes you? Do you listen to music when writing and, if so, what do you listen to?

Here’s the way I describe my writing…

I look at it like I’m planning a road trip. Let’s say I’m planning on driving to DisneyWorld. So, I know where I’m starting, I know where I’m ending up, and I’m pretty sure of a few stops along the way.

But the minute to minute experience of the trip is new experiences and new road under my wheels.

So, in real terms, I bullet out a list of somewhere between 5 and 20 points, and then I write toward each one. I will rarely plan out much more than that, though I’ll have some individual scenes in my head.

Then, as I write, I have a lot of leeway, but I still know where I’m headed. And that, for me, is where the magic happens. Like I described above with that traumatic scene that left me in tears, I often start writing, then just trust my fingers to type out some really good stuff that it finds rattling around in the back of my brain that I didn’t even know was there.

When I write, I can’t have interruptions, but I do want music playing. What I listen to depends on what I’m writing.

When I wrote Out for Blood (book two of The Aphotic series), it takes place in summer of 1981, so I limited my playlist to any music that might have been playing at that time. Nothing past ‘81.

When I wrote a short story inspired by a song, I listened to that song on repeat.

For others, it’s been stuff like Pink Floyd and Airbag, or it’s been loud and angry like Godsmack and Alice in Chains. In a couple of cases, it’s been classical orchestral music by Mozart and Chopin.

It really depends on the mood I’m trying to achieve.

13. What is the best advice you’ve ever had when it comes to writing and what advice would you give to new writers?

It’s all quotes…

“What would you attempt to do if you knew you would not fail?” – Robert Schuller

“The first draft of anything is shit.” – Ernest Hemingway

“Never correct or rewrite until the whole thing is down. Rewrite in process is usually found to be an excuse for not going on.” – John Steinbeck

“If it doesn’t hurt while you’re writing it, you haven’t dug deep enough.” – Unknown

As for advice for new writers… all of the above, and also, read! Read a lot. Read everything. Read good stuff and bad stuff. And most importantly, read outside your genre. You’ll learn from all of it. Oh, and the whole “bum in chair” thing, too.

14. What’s next for you? Are you currently working on any new books or stories?

What’s next?

Over the first eight months of 2023. I’ve got the last four books of this hexalogy to release, one every two months from February 1st for book three to August 1st for book six.

Well, I’m co-authoring a book with a brilliant author that I want to finish this coming year. It’s our second, and we have a third teed up right behind it. They’re all inter-related, but wildly different. One’s very gothic, and involves the classic monsters… Dracula, Frankenstein’s Monster, etc. The other is much more contemporary and involves the Four Horsemen of the Apocalypse. They’re a lot of fun to write.

Aside from that, I’ve got a haunted house story that I’m about halfway through that I also want to finish soon.

I’ve got an old novella that I’ve got some ideas on expanding into a full novel.

I was also quite surprised to realize I’ve amassed enough short stories to release two full collections.

And finally, I’ve also got a non-fiction project that unfortunately I can’t say much about, but it’s sad and inspiring, horrifying and uplifting, and just an incredible story. So, yeah, I’m a busy guy right now!

15. Finally, feel free to plug your social media, website, and links to Amazon, GoodReads, and other relevant sites below, and detail any current offers available for your book/s:

If you’d like to be featured in an interview, please check out the interview submissions page to submit your answers.

Movie Night [Doomsday]: Sunshine


Over the years, there have been many theories about when the world will end but one of the more prevalent was the mistaken belief that doomsday would befall us on December 21st 2012 based on the Mayan calendar ending on this day. Of course, not only did this not happen but it wasn’t even based on any actual fact to begin with but, nevertheless, doomsday scenarios have been an enduring genre in fiction so I figured today was a good day to explore this popular concept.


Released: 6 April 2007
Director: Danny Boyle
Distributor:
Fox Searchlight Pictures
Budget:
$40 million
Stars:
Cillian Murphy, Chris Evans, Cliff Curtis, Rose Byrne, Michelle Yeoh, Hiroyuki Sanada, and Mark Strong

The Plot:
In the year 2057, the Sun is dying thanks to a destructive Q-Ball. In a desperate attempt to ignite it, a crew of scientists and astronauts is sent on a last-ditch effort to deliver a nuclear device into the star.

The Background:
By 2007, British director and producer Danny Boyle had made a name for himself, most notably with the critically-acclaimed Trainspotting (ibid, 1996) and the post-apocalyptic zombie horror 28 Days Later (ibid, 2002), when he was presented with the concept for what would become Sunshine. The script, as conceived by writer Alex Garland, was funded partially by Fox Searchlight and numerous outside investors, which afforded Boyle a great deal of creative freedom. Boyle and Garland worked on the script for a year and consulted with one of my favourite scientific personalities, Doctor Brian Cox, regarding the scientific accuracy of the concept, who dismissed criticisms of the film’s science in favour of creative license. Boyle assembled an ensemble cast of international characters to show all of mankind uniting in the face of their destruction, and consulted with the National Aeronautics and Space Administration (NASA) regarding the technology and presentation of the interior and exterior of the ship. Sadly, Sunshine’s $32 million worldwide gross made it a box office disappointment and the film was met with mixed reviews that mostly focused on the abrupt twist towards slasher movie territory for the ending. Personally, I found Sunshine to be one of the most poignant and underappreciated science-fiction movies ever made and am glad to see that it has developed something of a cult following since its release, and it’s my pleasure to revisit it for this review.

The Review:
Sunshine begins with Doctor Robert Capa (Murphy) outlining the basic premise and some of the history of the film; the Sun is dying due to unknown reasons, pushing mankind to the brink of extinction due to the Earth slowly freezing over. Seven years before the start of the movie, Icarus was sent on a mission to restart the Sun but was mysteriously lost before it could deliver its payload; Capa and the rest of his crew have spent the last sixteen months travelling towards the Sun aboard Icarus II carrying a “stellar bomb” with a mass equivalent to Manhattan Island in a last ditch effort to “create a star within a star”. The eight-person crew is an interesting mixture of personalities, nationalities, faiths, and specialisms, with each member having a specific field and function on the ship, while also operating not in a democracy but based on who is the most qualified and informed to make certain decisions.

Capa and Mace have a tumultuous relationship that leads to disagreements and conflict.

Capa is the genius behind both the stellar bomb and the mission to restart the Sun; a physicist who is something of a quiet outsider, Capa finds his nights haunted by horrifying nightmares of him falling, screaming, towards the surface of the Sun and his days preoccupied with checking and double-checking his calculations and simulations for the stellar bomb. Essentially, Capa is worried that the bomb won’t actually do the job since it’s obviously untested; the simulations are often inconclusive, meaning that he is working somewhat on faith in the scientific accuracy of the bomb’s payload, and thus he agrees that it is only logical for the Icarus II to intercept Icarus I and retrieve its bomb to double their chances. Capa is a humble man just trying to do the best job he can who fills his messages back to his family with reassurances, but comes into frequent conflict with the ship’s engineer, Mace (Evans), a rugged and confrontational individual who isn’t afraid to call others out on their mistakes and often lets his emotions get the better of him. As hot-headed and blunt as he can be, though, Mace is absolutely devoted to the mission, to the point where he is willing to sacrifice his life (and considers all of their lives expendable) in service of completing the mission and saving the world. Still, he is an abrasive and hypocritical character; tensions between him and Capa rise after they get into a fight over the communications system and, while they share an awkward apology over the matter, Mace continues to antagonise Capa, volunteering him for a dangerous mission to repair the ship’s damaged solar panels and then later blaming him for endangering the crew despite all projections suggesting that the risk was worthwhile.

Corazon keeps everyone alive and Cassie is the heart of the crew, but there isn’t much for them to do.

The crew are kept fed and breathing thanks to the efforts of biologist Corazon (Yeoh), who maintains the ship’s “oxygen garden”, and the ship is kept on track thanks to the efforts of pilot Cassie (Byrne). These two are the only female members aboard Icarus II and prove to be two of the more emotionally stable amongst the crewmembers; of the two, though, Corazon is probably the least developed and interesting. Although she’s the first to suggest that they need to trim their numbers in order to maximise their resources and reach the payload destination, Corazon doesn’t really have much of a presence or much to do beyond caring for the plants; she’s thus naturally horrified when the oxygen garden is destroyed, and unceremoniously murdered while trying to salvage some life from the torched garden. Cassie is far more prominent, but not by much; she also suffers from nightmares of the Sun and is very much the heart of the crew and the one who maintains the most humanity throughout the mission. She clearly cares about the entire crew, even an asshole like Mace, and has an obvious affection for Capa (though their relationship stays plutonic and professional throughout the film), and refuses to participate in their vote about killing one of their own to conserve their oxygen supply later in the film. Ultimately, however, Cassie really doesn’t have too much of an impact on the film beyond being a source of emotional support for Capa and a representative of the humanity the crew struggles to maintain out in the void, and push Capa towards seeing the mission through to its conclusion, even at the cost of their lives.

Harvey fails to live up to Kaneda’s example, while Pinbacker lost faith in the mission entirely.

Icarus II is captained by Kaneda (Sanada), a stoic and practical man without ego who is happy to defer to the expertise of the other crew members when it comes to certain decisions. Fully aware of the magnitude and risks of the mission, he appears to be a well-respected authority figure who does a decent job of keeping everyone focused and on track with the mission; when they enter the communications “dead zone” seven days early, he emphasises that it’s not something for them to get worked up about since they were fully prepared for the resulting communications blackout, and when they discover Icarus I he leaves the decision regarding docking with it to Capa, recognising that he’s the most qualified man to make that risk assessment. While maintaining a professionalism at all times, Kaneda grows concerned about their mission the closer they get to the Sun since Icarus I disappeared at around the same point as they find themselves at the start of the movie and he pours over Captain Pinbacker’s (Strong) video logs for some answer to what happened to the ship. Interestingly, when the Icarus II is damaged due to a misalignment of the shields, it’s Kaneda who volunteers to head out on a space walk to repair the damage, which isn’t something I would expect from the ship’s captain. Unfortunately, this proves to be a fatal decision as Kaneda is unable to make it back to safety and is incinerated by the Sun’s rays, which greatly affects the moral of the crew and the stability of their mission. With Kaneda gone, the chain of command falls to the far less respected and far more ineffectual Harvey (Troy Garity), a communications officer whose job is made completely redundant when the ship loses its communications antenna. Harvey struggles to make competent decisions and to be a rallying force; he also ends up suffering a horrific fate during a dangerous space jump between the two ships, which sees him floating off into the empty void and choking/freezing to death in the vacuum.

Just as Trey is consumed by guilt, Searle and Pinbacker are obsessed with the allure of the Sun.

Searle (Curtis) acts as the ship’s doctor and psychologist; a clinical and pragmatic man, he helps to maintain crew moral and mental health aboard the ship, which grows increasingly strained due to the seriousness of the mission and the isolation of being so far away from loved ones. These issues are primarily embodied by Mace, who exhibits violent and aggressive behaviour towards Capa on a number of occasions, but also by Trey (Benedict Wong), the ship’s navigator, who falls into a suicidal depression after endangering the mission due to a miscalculation. Searle attempts to maintain order on the ship through counselling but, as rational as he is, he has grown obsessed with the power, magnitude, and beauty of the Sun; he regularly sits in the observation room to view the Sun without protective filters and it’s here that we get the first hints towards the Sun as this overwhelming, almost God-like force that has a significant impact on each member of the crew. Both Capa and Cassie admit to having recurring nightmares about the surface of the Sun, and we later find that Pinbacker has taken Searle’s fascination with the Sun’s astounding force to dangerous and destructive levels. Forced to board Icarus I when the oxygen garden is destroyed by Trey’s mishap, the crew find a dead and lifeless ship; the remains of the crew sit immolated in the observation room and the payload has been sabotaged, but the ship hides an even more destructive secret. Pinbacker, a scarred and burned mess of a man, has managed to survive in orbit around the Sun over the last seven years; driven to insanity by the Sun, which he believes “speaks” to him and which he worships as a God, Pinbacker stows aboard Icarus II and sets about sabotaging the ship and murdering the crew since he believes that humanity is destined to meet their extinction at the hands of his God.

The Nitty-Gritty:
One thing I’ve always enjoyed about Sunshine is the bleak atmosphere of the film; like many doomsday scenarios, this is a story where, on paper, everything should have gone exactly as planned but, thanks to a minor miscalculation and an unforeseen element of danger, the entire mission is put into jeopardy and all of the crew become fatally endangered. It’s something about these films that I’ve always found incredibly appealing on an emotional level; Icarus II is literally the last chance for humanity as the last remnants of the Earth’s resources have been put into constructing the ship and its payload, so they cannot afford to fail, and the crew largely accept the very real possibility that they might not make it back from their mission or even succeed since the stellar bomb’s success is entirely theoretical. This bleak tone is perfectly reflected in the film’s presentation and the presence (or absence) of sound; exterior sound is notably more muted than in many sci-fi films, which is very much appreciated, and much of the events are punctuated by light, ambient sounds and a building score courtesy of Underworld and John Murphy. This culminates in the film’s most emotional and impactful orchestral number, “Sunshine (Adagio in D Minor)”, a poignant and stirring tune that has since been used in many other films and trailers and never fails to get an emotional response from me; most notably, it definitely makes Kaneda’s death, and the dramatic finale of the film, all the more impactful.

All of Sunshine‘s technology and equipment is very practical and grounded in reality.

Sunshine was easily Danny Boyle’s most ambitious and effects-heavy film to date, and something of a dramatic departure for him, and yet does a wonderful job of keeping things grounded in a scientific basis thanks to utilising practical effects wherever possible to bolster the CGI shots. Both Icarus and Icarus II are extremely functional in their design; essentially long, cylindrical missiles, the ships are designed to be as narrow and efficient as humanly possible. Every part of the interior has a purpose and the ships are protected from the Sun’s intense heat and deadly radiation by a massive set of solar panels that act as both shields and a power source for the ship. Naturally, being a science-fiction film, some creative liberties have been taken place regarding the ships’ realism; computer panels and monitors have pretty futuristic touchscreens and sport very sci-fi graphics on them but they’re probably not a million miles away from where technology would be at this point, the interiors are far larger and more accommodating than real-life space stations and shuttles, and feature a number of creature comforts for the crew. This includes the viewing room, where crewmen such as Searle and Pinbacker can view the Sun at varying degrees of intensity, a beautiful oxygen garden, where Corazon monitors the plants and natural habitat that sustains Icarus II’s oxygen and life support systems, and a “holodeck”, of sorts, where crewmen are advised to spend their downtime in order to stave off the mental toll of being adrift in the vast emptiness of space. Unlike a lot of sci-fi films, Sunshine’s space suits choose to be bulky and practical rather than sleek and sexy; comprised of a startling golden material and featuring bulbous helmets to reflect and filter out the harsh sunlight, the suits appear cumbersome but also realistic, and the frustration Capa feels when trying to manoeuvre in the suit towards the finale is one of the most relatable and agonising moments of the film thanks to how perfectly Murphy captures the character’s frustration at simply getting up after a trip.

The void of space holds many dangers, none more threatening than the looming and destructive Sun.

I find it disappointing that some regard Sunshine unfavourably; the film is a bleak, atmospheric mediation on humanity’s last, desperate attempt at saving themselves from extinction and a visually impressive piece of cinema. I love the depiction of the Sun as this all-encompassing, awe-inspiring entity; the power of its mere presence has a profound effect on every character and it constantly looms in the background of the endless void as this necessary, but destructive, force (the Sun even appears to “roar” when seen in full view or overwhelming its victims). The crew’s mission is one that requires them to journey closer to Sol than anyone has ever been before and jump start it back to life with the largest nuclear payload ever devised but, while the Sun is dying and is the key to humanity’s survival, it is also extremely harmful to the ship and her crew. The slightest shift, the smallest miscalculation, is all it takes for the ship to be damaged and the oxygen garden to be destroyed, jeopardising the crew, the mission, and our entire world and, in their dying moments, many characters choose to have the Sun envelop them, as if sacrificing themselves to Pinbacker’s God. I’ve heard that many were put off by the suddenly tonal shift at the end of the film, and I guess I can understand that to a degree; Sunshine starts out as something of a run-of-the-mill, space-based drama that focuses on character interactions and conflicts, but escalates when the crew stumble upon Icarus I and Icarus II is damaged trying to intercept it.

Although Pinbacker causes many deaths, Capa is able to complete the mission at the cost of his life.

Upon boarding Icarus I, the film takes a sharp turn towards a surreal, horrifying slasher, which appears to have put a lot of people off but I think actually adds to the tension and appeal of the film’s final act. At first, it seems as though the Icarus II computer itself (Chipo Chung) is sabotaging the mission; it constantly overrides Cassie’s manual control, leading to the destruction of the oxygen garden and Kaneda’s death, and then reports that they have too many crew members aboard the ship. However, Mace discovers that Pinbacker and his crew chose to abandon their mission due to the futility to challenging “God”, and Capa is horrified to find that Pinbacker is their mysterious extra crew member. A broken, fanatical man, Pinbacker is covered in severe burns and driven by murderous intent; constantly filmed using an unsettling and disturbing “shaky cam” style that makes him appear as little more than a monstrous entity (or an embodiment of the Sun itself), Pinbacker stalks Icarus II with an electric knife, directly killing Corazon and indirectly causing Mace to slowly and painfully freeze to death in an unsuccessful attempt to undo his sabotage. With no choice left, Capa is forced to disengage the stellar bomb from Icarus II and manually operate the device to complete the mission; he manages to fend off Pinbacker, despite suffering a deep cut, by ripping the scarred tissue from the former captain’s arm in a sickening scene and enjoys one moment of blissful serenity as he is caught between the blast of the bomb and the surface of the Sun before the star finally flares back to life and promises salvation for the remainder of humanity.

The Summary:
Sunshine may be one of the most intense and bleak science-fiction events I’ve ever experienced. I find myself continuously fascinated by the film’s visuals, soundtrack, and atmosphere; there’s just something about it that leaves an indelible impression upon me and I always find myself getting drawn into its grim depiction of humanity’s last chance at survival. While some characters are more one-dimensional and noticeably less memorable than others, I was impressed by all of the performances in the film, though Cillian Murphy and Chris Evans are the obvious standouts. Their differing personalities make for much of the dramatic conflicts between the characters, but it’s fascinating seeing the other characters be influenced by the increasingly dire nature of their mission, to say nothing of the Sun. The idea of the Sun slowly dying out and freezing the Earth is pretty terrifying, as is the nigh-impossibility of mounting a mission to restart it; it’s inspirational seeing a diverse collection of scientific minds and skills coming together to fulfil this mission, and their willingness to sacrifice themselves is as tragic as their many moments of conflict and the mistakes that threaten disaster for the mission. The late introduction of a murderous fanatic completely changes the tone and direction of the finale, but I think delivers some of the film’s most startling message: in the face of extinction, every person reacts differently, and Pinbacker completely gives himself over to the inevitability of humanity’s destruction and is as devoted to ensuring this as the Icarus II crew is to preventing it. An insane, homicidal maniac, Pinbacker is horrifically presented as being a monstrous force, as though the Sun itself (or whatever is eating it up) has taken physical form to destroy our last chance of survival, and ensures that the finale takes a dramatic and heart-wrenching turn as the crew is whittled down one by one and Capa is left to make the ultimate sacrifice. Overall, I find Sunshine to be as powerful and influential an experience as the Sun is presented in the film; I’m obviously no scientist but I see it as one of the most realistic and scientifically accurate depictions of a doomsday scenario and I never fail to be left an emotional wreck by the tragedy that befalls the characters. It’s maybe not for everyone, and possibly a little too slow and tonally confused at times, but I’ll never get sick of singing its praises and think that it’s definitely well worth your time if you’re in the mood for an intelligent and poignant sci-fi tale that’s laced with a little horror and a lot of introspective discussion on how much we take our most inexhaustible power source for granted.

My Rating:

Rating: 5 out of 5.

Fantastic

Are you a fan of Sunshine? How do you feel it compares to other disaster films? Were you a fan of the concept or did you find the idea of the Sun dying a little unbelievable? Which of the characters was your favourite and what did you think to Cillian Murphy and Chris Evans’s performances? Did you like that Danny Boyle imbued the Sun with a form of malevolence and what did you think to the tonal shift towards a slasher horror for the final act? How important is scientific accuracy and realism to you in disaster films like this? How are you celebrating the end of the world today? Whatever you think about Sunshine, disaster films, and overblown predictions of the end of the world, sign up to drop your thoughts down below or leave a comment on my social media.

Game Corner [Turtle Tuesday]: TMNT II: Back from the Sewers (Xbox Series X)


Ever since Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) first debuted, the franchise has enjoyed worldwide mainstream success thanks to action figures, cartoons, and videogames. Since I found some free time this December, I decided to spotlight four such videogames every Tuesday of this festival season.


GameCorner

Released: 30 August 2022
Originally Released: 15 November 1991
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Game Boy, Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

The Background:
In the late-eighties and early-nineties, you’d be hard pressed to find a franchise more popular than Teenage Mutant Ninja Turtles. Known as Teenage Mutant Hero Turtles here in the United Kingdom, the original dark and violent comic books exploded into an incredibly successful cartoon and extensive toy line, and a slew of videogame outings courtesy of developer Konami. Konami’s efforts helped to make the NES a household name here in the UK, produced two of the most beloved titles for arcades and home consoles, and also extended to three handheld titles for Nintendo’s super successful portable, the Game Boy. Building upon the standards set by its predecessor, Back from the Sewers improved upon the visuals despite the obvious limitations of the Game Boy hardware and expanded the gameplay options available to bring the sub-series more in line with its bigger, better 16-bit counterparts. Since a complete physical version of the game is still ridiculously expensive for the quality of the game, I was still glad to see Back from the Sewers included in the 2022 Cowabunga Collection alongside a host of other TMNT games and quality of life features.

The Plot:
The TMNT’s archnemesis, Oroku Saki/The Shredder, returns, now bolstered by the forces of the sinister Krang and kidnaps April O’Neil to get his revenge on the foursome.

Gameplay:
Like its predecessor, Back from the Sewers is a simple sidescrolling action game rather than a traditional arcade style beat-‘em-up. After selecting from three difficulty levels (Easy, Normal, or Hard), you pick one of the four turtles and battle your way from the left side of the screen to right across six stages (referred to as “Acts”). Again, the Game Boy’s limited colour palette means that the turtles are only distinguished by their individual weapons, but they again have different strengths and weaknesses: Leonardo is a bit of an all-rounder, for example, with Raphael having a fast attack but a terrible range. Sadly, the shuriken projectiles are gone; they’re replaced by a sliding kick that I only found a handful of uses for as it often leaves you open to enemy attacks, but you can toss shuriken when using ladders. The buttons have been remapped, with A allowing you to jump (holding it again allows you to get some extra height with a reanimated somersault) and X performing your attack; you can pull off a jumping attack by pressing X in mid-air and the game still allows you to hit back or destroy most incoming projectiles with your attack. Screen transitions are much more involved this time and initiated by climbing ladders but you’ll also clamber along pipes to cross gaps and there is a lot more emphasis on vertical traversal, with you hopping up and down girders and platforms using up and down on the directional pad and A.

The graphics and gameplay have been overhauled to more closely resemble the arcade titles.

The essential gameplay remains mostly unchanged; the screen and hardware limitations mean things are still very restrictive but there are far more influences from the TMNT’s arcade titles (the Foot jump up from manholes and you can fall down the holes, for example). The most obvious of these is in Act 2, which sees you racing along a bridge on a rocket-powered skateboard attacking enemies and dodging barrels, and Act 6, which recreates the classic Sewer Surfin’ level, to say nothing of the inclusion of not one but two traditional elevator sequences in Act 3 and 6. There are also some additional gameplay elements here, such as a race away from a rolling boulder in Act 4, mines being scattered across the ground, bursts of flames and machine gun fire, and jumping to a series of floating platforms in Act 5. Levels are a bit longer and more involved but the game loves to artificially up the difficulty by swarming you with an endless barrage of Mousers and bug ‘bots; these fuckers will pop out from holes in the caves and sewers and from mechanical ports and it can be extremely frustrating trying to fend them all off and back jumps in Act 3’s construction sites. Some stages seem to be on a loop as well, though I think this is just a consequence of the limited hardware, and you’ll still have to avoid the same obstacles like falling hazards and electrical bolts. As before, you can pick a different character between stages and if your health is drained; each turtle has their own health bar, any damage you take carries over to the next Act, and any captured turtle can be rescued in bonus games, with these now taking place upon completion of an Act and seeing you chasing around an enclosed arena to refill your health as much as possible in a short time limit.

Graphics and Sound:
Although Back from the Sewers is still handicapped by the Game Boy’s hardware, it’s an obvious graphic step up over its predecessor right from the start, where it ambitiously recreates the cartoon’s iconic opening sequence, and the game even includes some limited sound bites to punctuate the action. The game’s overall presentation is far more akin to the cartoon than many other TMNT titles as it not only basis its story art on the cartoon but even includes level intros and a pause screen that mimic the show’s episode titles. All of the sprites and environments have been overhauled and are all the better for it; the TMNT are bigger and more detailed, with Leonardo and Raphael now carrying two weapons each and all four having a more detailed idle animation. Although the sprites appear a bit stiffer and more clunky than other TMNT titles, they pull an amusing panic face when running from the aforementioned rock and will be left charred when caught in flames and explosions.

Sprites and environments have been greatly improved, despite the Game Boy’s limitations.

Similarly, the game’s environments are far more detailed than those seen in the previous game; this is evident from the opening Act, which actually provides a level of depth and visual interest to the sewers despite the lack of moving water. This extends to the streets as well, where vehicles and there’s an attempt to showcase some depth to the backgrounds can be seen, and in the overhauled Technodrome which now sports many of the same hazards and features as the arcade versions. While there are only a handful of unique environments, such as a cave and an overused construction site, there is much more to spot in the background, from Splinter working in a pizza parlour, Foot Soldiers hiding behind cover and sliding at you, chain link fences and cityscapes, and holes in the environment leading to sewers and such, though the caves can be a bit of a mess. There are far more enemies onscreen at any one time thanks to those damnable Mouser holes and turrets, and you’ll still get an annoying beep when your health is low, and the ending is even sparser than in the first game. On the plus side, the music is much more varied and there are some fun in-game cinematics, such as Splinter piloting the turtle blimp, and options to move around in a wider area like in the arcade titles once you’re descending down the stairwell.

Enemies and Bosses:
Surprising no one, you’ll primarily be battling against the Shredder’s inexhaustible army of robotic Foot Soldiers; they’ll jump in at you but actually managed to land a hit or two this time with their sliding kicks, dynamite, large projectiles, standing on each other’s shoulders, and firing bazookas at you. As indicated, the Mousers and bug ‘bots return; they might not bite your hand anymore but they are absolutely relentless, spawning so fast and so frequently that it’s hard to fend them off and progress through some stages. Roadkill Rodneys are also back, now firing laser bolts, and the game even includes a handful of mini bosses this time around; a swarm of Foot Soldiers, a Pizza Monster in the sewers, Baxter Stockman’s fly form on a rooftop, and the Game Boy debut of the Rock Warriors in General Traag and Granitor.

Boss are greater in number, strength, and visual appeal this time around.

Each Act naturally concludes with a boss battle; each sports a life bar but they’re all just variations on the boss battles we saw in the last game. Once again, your first test is against Rocksteady; this time, he jumps about while Foot Soldiers drop objects from the windows above and shoots deflectable bullets at you, pausing to laugh and leaving himself open for your attacks. Bebop (and his ridiculously disproportinate head) awaits at the end of the bridge stage, firing out a spread of diamond projectiles and knocking you silly with an uppercut when he’s not hopping all over the place. Krang makes a rare appearance in his little walker at the end of Act 3, stomping about firing rings and raining bombs on the arena, and leaping overhead to try and crush you in a nigh-unavoidable attack. You’ll have rematch with the Shredder at the end of Act 4; this time, he fires an energy wave at you that you can jump over but not duck under, dives at you with a flying kick, and runs from one side of the screen to the other, meaning you’re basically guaranteed to take damage as the window of opportunity to dodge and counterattack is so small. Granitor confronts you in Act 5, rolling about the place and roasting you with his flamethrower, but the additional movement options afforded in this arena help to make this more manageable. When you get to the Technodrome in Act 6, you’ll have to battle General Traag to get inside the machine in a conflict made more troublesome by the 2D pane and the treadmill under foot. The Shredder mutates into his Super Shredder form for the penultimate boss, plodding about and swiping at you, teleporting about the place, and confusing you with a bevvy of duplicates to try and land a sneak attack. Finally, you’ll take on Krang’s android body in the finale; this time, Krang is nice and big and is able to stun you with a ground-shaking stomp, however he’s far weaker than in the last game and much easier to defeat than either of the Shredder fights in this game since you can just jump kick him and run underneath him when he’s jumping in for an attack.

Power-Ups and Bonuses:
As in the last game, your only pick-ups are the odd slice of pizza; these are sometimes carried by enemies and sometimes found floating around the environment, generally before a boss battle, but are noticeably rare and still the only power-up available.

Additional Features:
Back from the Sewers trumps its Game Boy predecessor by including three difficult levels, but it’s still very limited in terms of in-game options. Luckily, the Cowabunga Collection awards a 70G Achievement for completing the game, offers a strategy guide to help with the game’s trickier sections, lets you view the game’s box art and manuals, includes both the Japanese and American versions, and offers various borders and display options (including an LCD display to recreate the Game Boy’s headache-inducing screen). The game also allows you to rewind the game with the Left Bumper and access save states using Right Bumper and you can take advantage of the enhancements to jump to any level you wish and enable infinite lives without fear of missing out on your Achievement.

The Summary:
Undoubtably,Teenage Mutant Ninja Turtles II: Back from the Sewers is a vast improvement over the TMNT’s previous Game Boy title. If the first one was a pretty basic proof of concept, this sequel takes the capabilities of the handheld system and uses them to its advantage to produce a title that’s still very restricted by its hardware but much more akin to a 2D version of its arcade counterparts. While the sprites and animations are still a bit stiff and limited, they’re far more detailed, as are the backgrounds, and I loved how the game included versions of the sidescrolling chase sequences from the arcade games. Placing the bonus game sat the end of Acts was a nice way to break up the monotony and I enjoyed the improved music, cutscenes, and the expanded length; tossing in a few mini bosses also helped and it was just great to have so much to se happening around you. Unfortunately, it’s still not perfect; I don’t mind the loss of a turtle as a life system but the endless swarm of Mousers and bug ‘bots was needlessly frustrating and some of the bosses were almost impossible without full health. The strange loop system and slide kick were also odd inclusions, but the overall presentation was much improved and far more fitting for the license and the standards set by its technically superior counterparts. There are still better games on the Game Boy, and better TMNT videogames, however, but this one is a little bit more worth your time compared to its predecessor.

My Rating:

Rating: 2 out of 5.

Could Be Better

Was Teenage Mutant Ninja Turtles II: Back from the Sewers included in your Game Boy library back in the day? How do you think it compares to the last TMNT Game Boy game? What did you think to the additional elements included from the arcade titles? Were you a fan of the overhauled sprites and backgrounds, and which character was your favourite? What did you think to those Mouser holes and the addition of mini bosses? Do you have any fond memories of the Game Boy? Whatever your thoughts, you can share the, in the comments section below or you can join the discussion on my social media.

Movie Night [Christmas Countdown]: Gremlins

Released: 8 June 1984
Director: Joe Dante
Distributor: 20th Century Fox
Budget: $11 million
Stars: Zach Galligan, Phoebe Cates, Howie Mandel, and Hoyt Axton

The Plot:
Struggling inventor Randall “Rand” Peltzer (Axton) purchases a mysterious, cute little creature known as a “Mogwai” as a Christmas present for his son, Billy (Galligan). The creature, nicknamed “Gizmo” (Mandel) comes with a strict set of rules that see it react in pain to bright light, multiply when exposed to water, and its mischievous progeny metamorphose into mean-spirited, destructive, aggressive little monsters that wreak havoc on Billy’s hometown on Christmas Eve.

The Background:
Produced at a time when blending horror and comedy was quickly becoming a popular trend in media and fiction, Gremlins was the brainchild of Chris Columbus, who was inspired to write a spec script after being creeped out by the sounds of mice in his attic. The concept has its roots in both Chinese mythology and Second World War propaganda warning of potentially faulty or sabotaged machinery, and the script was never intended to be a film but was pushed into production after Steven Spielberg became excited enough by the concept to buy the script. Joe Dante was brought in to direct and worked closely with Spielberg to design the look of Gizmo and the Gremlins, who were brought to life using puppets and animatronics designed by Chris Walas. The script was initially much darker, and Spielberg nixed the idea that Gizmo would transform into a villainous Gremlin, though the final film remained violent and disturbing enough to help forever change the way that films were rated. While the more violent aspects upset many parents, Gremlins was a massive hit; it made over $212 million at the box office and has been widely praised for its biting dark comedy and special effects. The film was succeeded by a great deal of merchandise, videogames, and a much more light-hearted sequel, as well as kicking off a trend towards vicious little creatures in horror cinema. Another of the formative films of my youth, Gremlins has long been a favourite of mine; it’s a staple of every Christmas, and I’m keen to see how the long-awaited third entry turns out.

The Review:
Gremlins begins framed as a story told to us by Rand, though his narration simply bookends the film to add to its whimsical nature as a kind of suburban legend, or campfire story, told to caution the viewer of the dangers of meddling with the unknown. Rand is an inventory, specialising in all kinds of wacky household doohickeys that are targeted at making life easier for the lazy and the dim-witted. A running gag in the film is the unreliability of his inventions, such as an orange juicer maker that explodes in Billy’s face, a remote phone (what a crazy idea!), and the Peltzer Smokeless Ashtray that produces a great deal of smoke! His pride and joy is the Bathroom Buddy, an all-in-one bathroom assistant that actually is pretty neat, but constantly malfunctions, usually right when he’s trying to sell it. Rand means well, and his heart’s definitely in the right place, and his passion and enthusiasm for science and inventions is certainly admirable but, sadly, he really hasn’t seen much in the way of success with his patents and is therefore heavily motivated to make up for his failures as a salesman and a businessman by getting his son a gift to truly make his Christmas.

As his father’s inventions are unreliable, Billy is forced to set aside his dreams to support his family.

After trawling the streets with no luck, Rand finds himself on the imposing streets of Chinatown, where a young boy (John Louie) leads him to the dingy, treasure trove of his grandfather, Mister Wing (Keye Luke). Mr. Wing’s shop is full of curios and antiques, and Rand is taken by the old man’s offerings, but is immediately besotted by a curious, singing creature unlike anything he’s ever seen before. Despite Rand slapping down $200 for the Mogwai, Mr. Wing refuses to part with the critter since it “requires much responsibility”. His grandson, however, slips Rand the Mogwai behind his grandfather’s back, desperate for the money to help the struggling shop, and emphasises the importance of following three rules to care for the creature: Don’t get him wet, keep him out of the sunlight, and never feed him after midnight. Off screen, Rand dubs the chirpy critter Gizmo and triumphantly returns home as a boisterous and much-loved figure to his wife, Lynn (Frances Lee McCain), and son Billy. While Lynn is a stay-at-home-mum and fills her days either struggling with Rand’s inventions or cooking, Billy is a hard-working lad in his early twenties (maybe?) A gifted artist, Billy works a full-time job as a bank clerk and is practically supporting his entire family with his meagre income; while the likes of Gerald Hopkins (Judge Reinhold) are far more successful and dynamic and local elderly miser Mrs. Ruby Deagle (Polly Holliday) constantly cause him headaches, Billy longs for more but is incredibly loyal to his family and willing to sacrifice his own dreams in order to support them.

Both Murray and Kate have their quirks, but at least Kate is quite the cutie.

It’s not all bad, though; Billy has a rambunctious dog, Barney (Mushroom), a loving family an supportive friends, such as local boy Pete Fountaine (Corey Feldman), who shares Billy’s love of comic books and is equally overworked as a Christmas tree delivery boy, and his neighbour, Murray Futterman (Dick Miller). A former World War Two veteran and fierce patriot, Murray likes a bit of a drink and tends to go off on rants about the unreliability of “Goddamn foreign cars” and other items produced outside of the United States, but also tells Bully a harrowing story about how “Gremlins” sabotaged bombers and other vehicles during the war. Billy largely ignores Murray’s ramblings, and many of his other issues, to instead focus on pining after Kate Beringer (Cates), his beautiful co-worker who also works a double shift at a local bar. Although Gerald arrogantly tries to win Kate over with his wealth and higher class of lifestyle, she is far from impressed with his bravado and is as smitten with Billy as he is with her. Kate also campaigns against Mrs. Deagle’s attempts to strip their sleepy little own of its most sentimental landmarks, and is hiding a bizarre childhood trauma that keeps her from celebrating Christmas.

The Mogwai may look cute but they’re mischievous little critters, except for the adorable Gizmo.

All of these character’s lives are forever changed when Billy excitedly opens his father’s present and is met by the cute little Gizmo. A strange little creature, Gizmo is inquisitive and adorable and surprisingly intelligent; he sings a little tune and purrs when he’s happy, plays with toys and musical instruments, and can even read comics and play videogames. Gizmo develops a fascination with television, and becomes particularly inspired by the racing classic To Please a Lady (Brown, 1950) and its depiction of fast cars and romance, and can even communicate using simple, childish words. Billy and Gizmo form an immediate bond and Gizmo delights in experiencing the delights of the modern world, but is mindful and responsible enough to be fully aware of the rules he must abide by to stay safe. When Billy enters a room that’s fully lit, Gizmo squeals “Bright light! Bright light”, he dutifully sleeps by Billy and Barney’s side rather than eating after midnight, and stays far away from water at all times because the last thing he wants is to get hurt or die…or worse. As capable as Gizmo is, however, he’s subject to the mishaps of the ignorant and, when Pete accidentally spills water on him, the Mogwai reacts in a violent and disturbing way that Billy certainly wasn’t expecting: a handful of smaller, equally cute but far more mischievous and ill-tempered Mogwai pop out from Gizmo’s back and, all of a sudden, Billy’s new pet becomes a litter of ill-behaved critters.

Cruel and vicious, Stripe desires only to lead his fellow Gremlins on a merry jaunt to cause chaos.

While Rand sees a potential business opportunity in marketing the Mogwai as a hot new family pet, Billy takes one of the batch to Pete’s science teacher, Roy Hanson (Glynn Turman), who immediately experiments on it and produces even more of the Mogwai and is far less mindful of the rules. Unlike Gizmo, the other Mogwai are loud and demanding and mean-spirited, hogging all the toys and being disruptive; they’re led by “Stripe” (Frank Welker), a cruel and vindictive little critter who easily manipulates events to ensure that he and his fellow Mogwai are fed after midnight. The result is Billy waking to find them all encased in disgusting cocoons, and Gizmo distraught at how quickly things have gone south, things go from bad to worse for him, and the entire town, when the cocoons hatch and aggressive, vicious little demons emerge. These Gremlins, led by Stripe, quickly spread across town and cause all manner of havoc from shorting out traffic lights, causing fires and explosions, and even resulting in some violent deaths as they send Mrs. Deagle flying out of a window! Stripe delights not just in causing mayhem but in torturing poor Gizmo, and leads the Gremlins on a merry jaunt to find more havoc, food, and water to increase their numbers and keep the party going.

The Nitty-Gritty:
Gremlins starts off as a quirky little family movie about a struggling family in a nice little town where the wealthy oppress the working class and the character’s main concerns are trying to provide for their loved ones and mustering the courage to ask out the pretty girl. Even when Gizmo arrives in Billy’s life, things don’t really change all that much right away; he treats the Mogwai as a friend and a pet but life carries on as normal and it’s only when Gizmo is exposed to water that things take a dramatic turn sideways. The Gremlins really shake up the film and turn it more into a dark comedy as the vicious little creatures turn the town into an absolute disaster area; the once quiet and peaceful streets are soon strewn with debris, burned out cars, exploded shop windows, and people fleeing in panic and terror as the Gremlins spread anarchy in their search for food, entertainment, and procreation.

The Gremlins cause havoc across town, attacking and even killing people simply for fun!

The Gremlins are impish, wicked little monsters who delight in causing trouble, pain, and destruction all over town. Although mischievous as Mogwai, they completely lose all their inhibitions as Gremlins and become obsessed with playing cruel pranks, gorging themselves, and reproducing at every opportunity. They’re also incredibly dangerous; Mrs. Deagle might have been a miserly old bat who deserved some comeuppance but they send her blasting out of a window at high speed to a cruelly amusing death, they string up Barney and leave him to freeze in the cold before Billy rescues him, and there’s a particularly harrowing scene where Lynn is attacked by a Gremlin hiding in the Christmas tree! Stripe is the clear alpha, directing the others in cutting the power to Billy’s clock so they can metamorphose and fleeing to the local swimming pool at the Young Men’s Christian Association (YMCA), where he savagely attacks Billy by clawing his chest before jumping in the pool and birthing a veritable army of Gremlins! While he delights in causing misery, Stripe is much more composed and sadistic than his brothers, best seen when they take over Kate’s bar and they’re all causing trouble, but he’s sat playing poker and executes a fellow Gremlin for daring to beat him. The Gremlins’ greatest strengths are their nimble size, sheer numbers, and vicious nature, but they’re quite fragile and easily bested if caught unawares; Lynn takes advantage of this to mince, stab, and explode the little monsters when they wreck her kitchen.

Extremely expressive puppets and animatronics bring the film’s unique creatures to life.

The Mogwai and Gremlins are brought to life through the finest puppetry and animatronics of yesteryear; incredibly expressive and capable of a range of motion (and emotion), the puppets do a fantastic job of showcasing a great deal of personality. With his wide eyes, expressive ears, and adorable little paws and chubby, fluffy body, Gizmo is easily one of cinema’s cutest and iconic little critters ever. His fellow Mogwai all look very similar to him, but are notably distinctive; they not only act very different but have different markings, with Stripe being the obvious standout. Two Mogwai at Mr. Hanson’s lab are particularly adorable as the knock on the walls of a box and they’re all just the cutest as they play with toys and games (even when Stripe is spitting orange goo at Gizmo). Gizmo obviously has the most personality and cuteness appeal; he looks absolutely terrified when the Gremlins are torturing him, which is almost as heart-breaking as his blubbering after he cuts his head and needs a bandage and his dismay at having given birth to his mischievous progeny. Although just a short little critter, Gizmo is determined to put an end to the Gremlins’ reign of terror and helps lead Billy to where Stripe and the others are hiding out. This culminates in him getting behind the wheel of a Barbie car and racing to save Billy before Stripe and shoot him and ultimately delivering the coup de grâce to his tormentor even while putting himself at risk.

With the town in disarray, Billy and Gizmo defeat Stripe and bid a tearful farewell to each other…

The Gremlins swarm across the town, leaving it in ruins, before settling down at the cinema to watch Snow White and the Seven Dwarfs (Hand, et al, 1937) . Even as Gremlins, their needs are incredibly juvenile; they like to dress up and cause disruption, attacking Santa Claus’s and even ploughing through Murray’s house in his beloved Kentucky Harvester, but are equally as happy to sit with a load of snacks and watch movies. Billy takes advantage of this weakness, however, to break open a gas pipe and essentially set a bomb that blows all of the Gremlins to kingdom come…with the exception of Stripe, who was out gathering snacks. Billy, Kate, and Gizmo pursue him to a local toy shop, where Stripe arms himself with a crossbow, a chainsaw(!), and even a gun to find Billy off. Thanks to Kate breaking into the security office and flicking on the lights, and the timely intervention of Gizmo, Billy is saved and Stripe is reduced to a quivering, disgusting mess of goo right in the middle of trying to spawn a new batch of Gremlins. In the aftermath, the Peltzer’s nurse their wounds and the town tries to recover from their long, dark night, something Mr. Wing is far from impressed by. He chastises Rand’s foolishness and arrogance and reclaims Gizmo, but notes that Billy has the potential to be a suitable guardian in time, and heads back to his little shop after allowing Gizmo a heart-breaking goodbye to his newfound friend.  

The Summary:
Gremlins is not only another of those movies that shaped my childhood, and my love of quirky horror stories, but it’s also essential viewing at Christmas time for me. It might be an odd, violent little dark comedy by the end, but my God is it an absolute Christmas, and cinematic, classic. The practical effects are superb and still hold up to this day thanks to being timeless and irreplaceable puppets and animatronics. Gizmo remains one of the cutest little critters to grace our screens, and the Gremlins are some of the cruellest little mischief-makers ever seen and it’s not hard to see why so many other films tried to emulate the viciousness and comedy of these demonic little buggers. One of the things I love the most about Gremlins is the mystery surrounding the titular creatures; we never really know or ever find out where the Mogwai come from, why they are this way, and I’ve always enjoyed how everyday, suburban life was completely disrupted by this mysterious creature from an unknown oriental background. I loved how Gizmo was fully aware of the danger he poses to others, but still delighted in enjoying himself and playing and befriending Billy, and all of the performances are really strong throughout. Rand and Billy and the others hear the rules but don’t really understand them; they respect them enough to actually follow them, though, and it’s only through a mishap that Gizmo is exposed to water. Once the Gremlins emerge, we’re treated to one of the most unique Christmas movies ever made as these vicious monsters ransack the town, spoiling the holiday cheer more than Mrs. Deagle ever could and leaving a lasting impact as some of cinema’s most wicked critters.  

My Rating:

Rating: 5 out of 5.

Fantastic

What do you think to Gremlins? Is it a Christmas tradition of yours or do you prefer another Christmas movie; if so, what is it? What did you think to the puppets and animatronics? Did you find Kate’s Christmas story an odd inclusion? Would you have liked to see Gizmo turn into a Gremlin as originally intended? Which of the Gremlins knock-offs was your favourite? Whatever your thoughts on Gremlins, sign up to leave a comment below or drop a reply on my social media, and be sure to check in next Sunday for another Christmas movie review!

Mini Game Corner: Urban Strike: The Sequel to Jungle Strike (Mega Drive)

Released: 4 March 1994
Developer: Granite Bay Software
Also Available For: Game Gear, Game Boy, Super Nintendo Entertainment System (SNES)

A Brief Background:
After the conclusion of the the Gulf War, Mike Posehn took the air rescue mechanics of Choplifter (Dan Gorlin, 1982) and expanded upon them to create Desert Strike: Return to the Gulf, a nonlinear, mission-based military title that placed players in a sandbox environment and did away with typical videogame mechanics like bosses and power-ups. When Desert Strike proved successful, producer Scott Berfield, game director John Manley, and associate producer Tony Barnes created a sequel that built upon the core mechanics of the original with new locations and vehicles. Jungle Strike: The Sequel to Desert Strike (High Score Productions/Granite Bay Software, 1993) was also was well received, despite criticisms of its difficulty curve, and a third entry was produced for the following year. Moving away from real-world conflicts and taking a slightly more futuristic slant, Urban Strike continued to refine the gameplay mechanics of the series while also mixing things up with sections that took place on foot, however many reviews reportedly found that the gameplay wasn’t innovative or different enough to be as interesting or engaging as it once was. Contemporary reviews echo this sentiment, criticising the game’s difficulty though none of this kept the series from continuing on for a couple more entries.

First Impressions:
Like the first two games, Urban Strike is a top-down, isometric shooter, now set in the far-flung future of 2001 and primarily playing in control of a Mohican helicopter to undertake some familiar missions across a variety of maps now exclusively based in the United States of America. As ever, you can customise your control scheme to your liking – the default settings see A fire your Hellfire missiles, B fire your Hydra Rockets, and C fire your chain gun – but the game now supports the Mega Drive’s six-button controller, which is super useful for the new drop feature that lets you dispose of cargo or smart bombs at the touch of a button. You can again choose to control your helicopter either with or without momentum to increase or decrease the realism of the gameplay, and select from various co-pilots, with some being more accurate or trigger happy and some missing in action and in need of rescue. So far, it’s all very familiar but, like Jungle Strike, you now have the option of taking the controls of two other vehicles: the much larger Blackhawk helicopter (which lakes Hellfire missiles and seems a bit slower but can hold twenty passengers rather than the usual six, making it perfect for the game’s many rescue missions) and the Ground Assault Vehicle (GAV), a heavily armoured transport that might be slow as all Hell but it can take a beating and deliver massive damage. While the game technically only has five campaigns, this number is increased by the newest gameplay feature, which sees you abandoning your vehicle and exploring labyrinthine facilities on foot!

The developers attempted to spice things up with new vehicles and even some on-foot sections.

Unfortunately, the grid-like control pattern makes these sections rather awkward; you’re also limited to your MX9 machine gun and have far less armour since your only protection is a flack vest, and the zoomed in isometric perspective causes the game’s otherwise impressive presentation to suffer in these rare sections. Luckily, opportunities to switch to other vehicles are much more frequent than in Jungle Strike, though I can’t say I was too impressed by the new vehicles on offer here. Similarly, your missions in each campaign are painfully similar to what’s come before; you start off in Hawaii (with three lives by default and again without any in-game music accompanying the action) and are tasked with destroying radar sites and stealth ships, rescuing Green Berets, and blowing up a bridge. Objectives also include transporting telescope mirrors to a barge, which means your winch is taken up carrying the object; if you press a button to drop your cargo, it’ll be lost, so I’m not really sure why this function was included (if you could drop it, pick up an ally, and then grab the object again it would make much more sense). The first map is pretty open and linear, with an abundance of fuel, armour, and ammo crates to be found; those you rescue will also repair some of your armour when you drop them off, which is helpful, though it’s still advised that you plan on optimal route to avoid running out of ammo or blowing up from lack of fuel. If you’re down in this manner, you’ll respawn with twenty-five units of fuel and full armour but you’ll get full fuel if you’re destroyed be enemy fire (though your weapons can only be replenished by ammo crates, so be careful not to accidentally destroy them!)

Graphically, the game impresses, but it’s gameplay has become quite repetitive by now.

From the pause menu, you can again see a pretty useful map of the area and cycle between mission objectives, notable highlights, and review your mission and current status. If you destroy the wrong targets or fail to rescue or secure others in time, you’ll be forced to return to base to restart from the beginning, so there’s again a fair amount of trial and error required to properly progress. Campaigns also include some hidden side missions, such as rescuing innocents from shark attacks and such, which will net you bonus points. While the first campaign is pretty simple stuff even without the helpful ten lives cheat code, campaign two takes its queue from the final level of Desert Strike and has you securing heavily-defended oil rigs, rescuing survivors from a sinking cruise ship (you’ll definitely need the Blackhawk for that one!), and securing a friendly Russian submarine. It’s a slightly tougher mission, made all the more challenging by the fact that some of your missions won’t appear on the game map until you complete earlier ones; you can’t swing by the cruise ship or fend off the gunboats by the submarine, for example, until you’ve secured the drilling platforms. Things get a bit tougher when you head inside an aircraft hanger and must navigate the maze, taking out turret columns and destroying fighter jets before activating a beacon. You’re then given 120 seconds to escape, but there’s no onscreen countdown, which is super annoying, and additional enemies pop up to obstruct you as you race for the exit ladder.

My Progression:
I believe this is my first time playing Urban Strike, but I went into it with a pretty fair idea of what to expect based on the last two games. Sadly, while the title screen is much improved and the explosion effects look a lot better this time around, things haven’t really progressed all that much; the graphics still have a fun, pseudo-3D feel but the cutscenes contain less animations than before and it feels like a bit of a step back from Jungle Strike in terms of variety and accessibility. Once again, there are no real bosses to speak of but you’ll counter more formidable and tougher enemy ships and helicopters as you progress; later missions have you commandeering a GAV to take out the heavily-armed militia or targeting bad guy Malone’s henchman as they speed away in cars, but you’ll face a similar assortment of turrets, jeeps, soldiers, and tank-like enemies as in the previous games.

Despite what the reviews said, I found to be just as tough as the first game!

While the on-foot sections are a bit ugly, the environments continue to be a vast improvement over Desert Strike, overall; the desert still crops up, naturally, but Urban Strike boasts cities, jungles, and even a pretty fun recreation of Las Vegas. Rendered in the black of night, the city is lit up by gunfire and explosions as much as the garish neon signs and let down only by the tedious objective of flying all over, avoiding enemy fire, to destroy a whole bunch of radar sites. After that, you’ll be struggling with your ammo as you’re forced to clear the Las Vegas Strip of enemies, and this mission proved to be too much for me in the end. But, truthfully, I’d tapped out in the previous mission; after destroying a bunch of guard towers and rescuing a bunch of prisoners of war in Mexico, the game required me to hack into the Gav to take control of one but, no matter what I tried, I kept picking the wrong fuse and was forced to abandon the mission. As before, the game is password-based; you get passwords to jump ahead to later campaigns, which is how I played the Las Vegas campaign, but you can’t input the ten lives code and then jump to a later level, and in-game extra lives are pretty scarce, so the difficulty curve was noticeably more like Desert Strike than Jungle Strike for me. It’s interesting for me, then, to learn that many reviews thought Urban Strike the easiest of the series so far; the missions are a little more tedious, often requiring you to rescue multiple targets, fend off waves of soldiers, or carry multiple objects from one point of the map to the other, which can be a drain on your resources. As ever, it’s thus important to plan your route and conserve your better weapons for when needed, but the shift towards more monotonous missions and the unsightly and awkward on-foot missions seems to have made the admittedly repetitive gameplay loop less exciting rather than injecting some variety to the formula.

So, again, I wasn’t quite able to finish Urban Strike; I did a lot better than with Desert Strike but I found the game to be a bit tougher than Jungle Strike, though I was surprised that I was even able to clear the second game. Although it’s just more of the same, with little in the way of gameplay or graphical progress or innovation, Urban Strike is still a really good game; the game is probably the smoothest of the three classics and the maps are all very distinct and much more interesting than being stuck in the desert but feel less visually interesting than in Jungle Strike. The two new vehicles area bit easier to control than those in the second game, but the Blackhawk is a bit too similar to the Mohican to really stand out and I really didn’t enjoy the on-foot sections, which were clunky and relied too much on maxes. Combat and gameplay are largely as exciting as ever, with lots to blow up and discover in each campaign; enemy fire can still destroy buildings and such, which is great, and it can be fun planning an optimal route to complete missions faster but, overall, this was just more of the same with little to really make it stand out from or surpass Jungle Strike.Still, I’d love to hear your thoughts on Urban Strike down in the comments or on my social media so please feel free to share your memories and opinions and check back in next Saturday for my thoughts on the fourth game in the franchise.

Wrestling Recap: Whipwreck vs. Sandman vs. Austin (December to Dismember ’95)

The Date: 9 December 1995
The Venue: ECW Arena; Philadelphia, Pennsylvania
The Commentary: Joey Styles
The Referee: Jim Molineaux
The Stakes: Three-way dance for the ECW World Heavyweight Championship

The Build-Up:
Back in the days when the then-World Wrestling Federation (WWF) and World Championship Wrestling (WCW) would trade shots at each other on television, go head-to-head in a vicious ratings war, and poach talent on a weekly basis, it was hard for other wrestling promotions to stand out against the “Big Boys” but Extreme Championship Wrestling (ECW) certainly did its best to offer a different brand of sports entertainment. First founded as Eastern Championship Wrestling in 1992, the company was re-branded by one of wrestling’s greatest minds, managers, and promoters, Paul Heyman, in 1993. While ECW soon came to be known for its violent and controversial matches and content, the promotion placed just as much focus on delivering pure wrestling and was instrumental in inspiring the WWF’s “Attitude Era” and giving future wrestling stars and Hall of Famers a stage to hone their characters and craft. By 1995, ECW had established a cult following with the rabid Philadelphia crowd at the ECW Arena but they were some years away from negotiating a deal to air their first pay-per-view, Barely Legal; instead, ECW hosted non-televised supercard events such as this one from the ECW Arena. The primary storyline heading into December to Dismember revolved around ECW’s ultimate underdog and unlikely champion, Mikey Whipwreck, defending the belt against the man he beat for it, ECW’s rough-and-ready Sandman, and a man who would go on the achieve phenomenal wrestling success, “Superstar” Steve Austin. Prior to this event, Austin had interjecting himself into the rivalry between the Sandman and Mikey, directly aiding Mikey’s championship victory by distracting the Sandman and then attacking the beer-swilling former champion and taking his place in the previous month’s event, November to Remember, thus necessitating this three-way dance for the championship.

The Match:
ECW was basically a non-factor for me as a fledgling wrestling fan back in the day. I could barely watch WWF or WCW programming at the time and have absolutely no idea what channel, if any, ECW was broadcast on over here in the United Kingdom so my awareness of the company only really came as more of their guys showed up in the WWF. Tazz, the Dudley Boyz, Raven and the like brought with them some ECW history but I only really became exposed to it after it was absorbed by the WWF in 2001. Even now, my ECW experience is sporadic and limited so it’s quite exciting to be dipping my toe into wrestling’s first real hardcore alternative. Another thing to not here is the difference between a three-way dance (or “triangle” match) and a traditional triple threat match; for one thing, it’s contested under elimination rules and, for another, this particular match started out with Austin and Mikey going at it for a good ten minutes before the Sandman came to the ring. Austin started out by goading Mikey and patronising him with little pats to his chest and head. Mikey responded with an aggressive tie-up and then a disrespectful slap to Austin’s jaw, which Austin answered with a handshake. A headlock takedown saw Mikey being ground down by Austin’s superior strength; when Mikey finally got in some offense, sadly it was nothing more exciting than a series of headlocks and takedowns of his own. Just as the crowd grew noticeably restless, Austin turned things up a notch with a shoulder block and a series of chops to Mikey’s chest in the corner; a gut kick left Mikey helpless as Austin choked him against the ropes but Austin absolutely lost it when Mikey tried to grab a handful of his tights off a sunset flip! As he beat on the champion mercilessly, the Sandman (apparently dressed in his pyjamas?) sauntered out with smoke, a beer, his ECW World Tag Team Championship around his waist, and with his valet, Woman, carrying his trademark Singapore cane.

After being decimated, Mikey was eliminated following a Stun Gun, guaranteeing a new champion.

Austin was so distracted with goading in the Sandman that he got caught with a big spinning heel kick from Mikey off the top rope before being dumped to the outside with a clothesline. Austin responded by whipping Mikey into the steel barricade and driving him head-first into the concrete with a piledriver on the outside and the match effectively stopped for a few minutes as the Sandman took his sweet time getting into the ring. Once he did, the two immediately exchanged clubbing blows; they got so into it that, again, they forgot all about Mikey, who took the Sandman down with a top-rope hurricanrana. Austin was able to counter another into a two count but ended up spilling to the outside off an Irish whip thanks to the Sandman pulling on the top rope. Mikey then took both off his challengers out with a big senton to the outside then tossed them both into the ring and started slugging it out with both of them, dropping them with dual low blows but missing a springboard attack. With Austin and the Sandman staggering off a couple of eye pokes, Mikey scored a near fall off a crossbody pin on the Sandman but Austin was right on him, beating him down in the corner and landing another piledriver on the champion. Reeling, Mikey was easy prey for the Stun Gun and, thanks to knocking the Sandman off the ring apron, the champion was subsequently eliminated from the match, ending his title reign to the delight of the crowd (though they may have been applauding/respecting his effort?) The match continued with the Sandman pulling Austin to the outside to bash him off (and into) the guard rail; however, the Superstar shoved him off and then brained him with a steel chair handed to him from a crowd member, only to be dumped unceremoniously over the guard rail and into the crowd and hit with the timekeeper’s table!

Austin paid for his hubris and Sandman captured the belt thanks to some brass knuckles.

Whatever the Sandman planned to do with that table didn’t come to pass as Austin kinda,,,bumped into him…sending him, and the table, tumbling over the guard rail. Austin then slammed a half-unfolded steel chair over the Sandman’s head and tried to hit the Stun Gun on the guard rail; the Sandman blocked it with his arm, however, legitimately breaking his hand in the process, and floored Austin with a chair shot to the head. Though favouring his hand, the Sandman managed to slam Austin to the concrete and even went smashing head-first through the table before being choked by some wiring. Back in the ring, Austin hit that running knee strike against the ropes he always liked to do and got a close two count; he followed up with a clumsy face-first suplex before stealing the Sandman’s beer from Woman and disparagingly spitting beer in his opponent’s face while stomping at him. As Austin posed on the ropes with his beer, Woman revived the Sandman with some beer, allowing him to briefly “Hulk Up” before being struck with brass knuckles from Austin’s trunks. Somehow, the Sandman got his foot on the ropes; as Austin argued with the referee, the Sandman was able to crack him across the back of the head with the brass knuckles and score the three count, capturing his second ECW World Heavyweight Championship, despite Austin’s foot also being on the ropes. There’s not a lot to say about this match, really; it was weird seeing Austin actually wrestling and not just brawling! Joey Styles even advised against Austin slugging it out with the Sandman since he’s clearly outmatched and suggests out-wrestling him instead, something I don’t think I’ve ever seen Austin do before thanks to his neck injury changing him from a technician into a brawler. It’s also interesting seeing the similarities between Austin’s later “Stone Cold” character and the Sandman but this wasn’t the most exciting match ever; the early going was very slow, with Mikey looking like a bit of a chump, and there was a distinct lack of energy throughout the match even before the Sandman broke his hand, resulting in a pretty anti-climactic end for me.

The Aftermath:
This would basically be the end of Steve Austin’s brief stint in ECW; he made his WWF debut as the Ringmaster about ten days after December to Dismember and wouldn’t have any dealings with ECW until 2001, when he chose to side with the ECW/WCW alliance against the WWF. Despite his injury, the Sandman would continue to wrestle; however, his second championship reign came to an end when he was defeated by Raven at the end of January. Mikey Whipwreck’s championship success continued, however, with him capturing both the ECW Television Championship and the ECW Tag Team Championship (with assistance from Cactus Jack) at ECW’s next supercard event, Holiday Hell: The New York Invasion. This would be the only December to Dismember event held by the original ECW; the evet wouldn’t be included in their annual pay-per-view calendars going forward and was largely dropped in favour of the aforementioned Holiday Hell. The December to Dismember brand would be revived in 2006, however; following a resurgence in ECW popularity, World Wrestling Entertainment (WWE) revived ECW as a third brand, one that promised to be a showcase of new and old talent but which quickly became an embarrassing sideshow. To make matters worse, the 2006 December to Dismember pay-per-view is widely regarded as one of the worst events in wrestling history; it was so poorly booked and received that it soured relations between WWE chairman Vince McMahon and Paul Heyman for some time and the WWE’s ECW brand never received another solo pay-per-view before being cancelled on February 16, 2010.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to the three-way dance between Mikey Whipwreck, Steve Austin, and the Sandman? Who did you want to see win the match at the time? What did you think to Mikey as a World Champion? Were you impressed by Steve Austin back in the day? Did you use to watch ECW and, if so, who were some of your favourite wrestlers and what were some of your favourite matches and moments? Were you disappointed by the WWE’s revival of the company in 2006? Would you like to see the December to Dismember event make a comeback? Whatever your thoughts, feel free to leave them below or drop a comment on my social media.

Game Corner [Turtle Tuesday]: TMNT: Fall of the Foot Clan (Xbox Series X)


Ever since Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) first debuted, the franchise has enjoyed worldwide mainstream success thanks to action figures, cartoons, and videogames. Since I found some free time this December, I’ve decided to spotlight four such videogames every Tuesday of this festival season.


GameCorner

Released: 30 August 2022
Originally Released: 3 August 1990
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Game Boy, Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

The Background:
Back in the late-eighties and early-nineties, it was tough to find a franchise more popular than Teenage Mutant Ninja Turtles (or Teenage Mutant Hero Turtles as we knew them in the UK); the Teenage Mutant Ninja Turtles (1987 to 1996) cartoon and extensive toy line saw the “Heroes in a Half-Shell” dominate an entire generation. The TMNT were also prominent videogame characters thanks to the efforts of Konami, which saw them help to make the NES a household name here in the UK and produce two of the most beloved arcade games that also impressed on home consoles back in the day. Not content with their arcade and 8- and 16-bit titles, Konami also produced three handheld titles for Nintendo’s ground-breaking portable console, the Game Boy. Limited by the Game Boy hardware, Fall of the Foot Clan was obviously lacking in many areas and struggled to live up to the standards of its technically superior predecessors, though it was still praised for its ambitious attempt to give fans a portable TMNT experience. With a complete version of the title being pretty expensive for what it is, it was very much appreciated to see it included in the 2022 Cowabunga Collection alongside a host of other TMNT games and quality of life features.

The Plot:
When their archnemesis, Oroku Saki/The Shredder, kidnaps April O’Neil, the TMNT emerge from the sewers to take on the Shredder’s Foot Clan once more.

Gameplay:
Unlike most TMNT videogames at the time, Fall of the Foot Clan is a pretty simplistic sidescrolling action game; you pick from one of the four turtles and travel from left to right across five stages attack enemies with their signature weapons. The TMNT are even more indistinguishable from each other thanks to the Game Boy’s non-existent limited colour palette but are, as ever, identified by their weapons and the reach offered to them. Raphael gets up close and personal with foes with his sai, for example, while Donatello is afforded a greater reach with his longer bo staff, however this is so far the only TMNT game I’ve played that allows you to throw shuriken by default (and an infinite number to boot), thereby affording even the most limited ninja turtle a projectile attack. The controls are as simple as you could want; you press X to jump (and holding the button sees you jumping higher into a somersault) and A to attack. You can attack in mid-air and press down and A to toss your shuriken, but a big mechanic in this game is the ability to swat away most incoming projectiles with your attack, which is almost mandatory given the much smaller screen size of the Game Boy.

A basic sidescroller that mixes up its gameplay with bonus games and mild platforming.

Gameplay is very restrictive and doesn’t really ask all that much of you other than to continue to the right, slashing at enemies as they jump at you, and avoiding the odd level hazard, such as falling blocks, bouncing balls, electrifying obstacles, and spiked ceilings. Here and there you’ll get the option to hop up to a higher level or wade through sewer water; you can destroy barriers to reach bosses, hop on and rush underneath pistons, jump over fire pits, and leap from log to log over a raging river. If your turtle runs out of health, they’ll be “captured” and you’ll have to pick another to tackle the stage again, though you’ll helpfully be placed at the start of the boss battle if you reached that point when you died. One mechanic Fall of the Foot Clan incorporates that separates it from pretty much all of the classic TMNT games is the presence of hidden bonus areas in every stage; these aren’t immediately obvious (though the strategy guide clearly highlights them for your benefit) and allow you to restore your health by guessing the number Master Splinter has in mind, fighting with Krang by eradicating as many stars as possible, or partaking in a bit of target shooting. You’re generally given a few chances to succeed at these but they’re not particularly inspired or fun or easy, though I appreciate the attempt to mix the simplistic gameplay up a bit with these little distractions.

Graphics and Sound:
Naturally, you need to keep expectations low here; not only is Fall of the Foot Clan a Game Boy title, it’s an early game Boy title so it plays things very safe and doesn’t try to throw too much at the player or tax the game engine. The result is enemies leaping at you largely one at a time and barely launching an attack before you take them out in one hit and keeping the amount of onscreen action to a minimum, but there are a surprising number of little details that certainly make it somewhat ambitious. The TMNT don’t have idle animations and Leonardo and Raphael only have one weapon each rather than the usual two, but their weapons move as they walk, and Raphael and Michelangelo even twirl theirs as they plod along. When ensnared by a Roadkill Rodney, you’ll even see your turtle’s skeleton as they’re shocked and they get crushed by pistons and weights as well, all of which are nice little touches I wouldn’t really expect from such a limited title.

Though basic, the graphics and presentation are ambitious at times.

Environments aren’t really anything to shout about; stages are pretty long, consisting of a few different screens and transitioning from different areas as you progress, but there isn’t a great deal of detail in the background in environments like the Technodrome. At the same time, the streets have a bit going on, with graffiti and posters on the walls behind you, and you’re even able to hit a parking meter to use it as a projectile at one point. I also liked seeing the mountains in the background of Stage 4 but easily the most visually interesting stage is Stage 3, which sees you jumping across the backs of trucks and vehicles down a speeding highway. Sprites are all nice and big and certainly capture the essence of the cartoon; the Foot even drive past in a jeep at one point and the classic TMNT theme plays, with the rest of the chip tune soundtrack being very fitting to the franchise and the action. The game’s story is as basic as you could want and is told using some basic text under pretty decent sprite art recreating scenes from the cartoon. Unfortunately, the ending falls a little flat, with the Technodrome just disappearing from frame and the epilogue consisting of a bunch of text, and you’ll be assaulted be an incessant beeping when your health is low, which is always a pain.

Enemies and Bosses:
You’ll never believe it but you’ll primarily be fighting off an endless supply of Foot Soldiers on your short journey; they’ll come jumping in and be reduced to a little explosion before even getting a chance to attack, but they’re capable of tossing darts and bricks at you but are largely disposable. Generic enemies like bats, fish, and anthropomorphic fireballs are also a problem, but the classic TMNT enemies like Mousers and Roadkill Rodneys are also present and capable of chomping on your hand and electrocuting you, respectively. Each stage naturally culminates in a boss battle against five of the TMNT’s most recognisable and popular villains, each of which is afforded a life bar.

Classic TMNT enemies are recreated in the Game Boy’s limited hardware.

The first boss you’ll battle is Rocksteady, who simply wanders across the screen blasting at you from his rifle; Bebop ups the ante by rushing at you in a charge, punching you up close, and firing rings from his pistol, but it’s not exactly a stretch to hop over them, swipe them with your weapon, or toss a shuriken their way. Baxter Stockman attacks in his fly form at the end of the all-too-brief Stage 4; he hovers overhead, firing projectiles at you, and swooping down in a dive, but again you can just jump over him and attack without too much difficulty. In a change of pace, the Shredder is encountered as a penultimate boss rather than the final battle; he can be a bit tricky if you go in with low health, advancing towards you and swiping with his katana before teleporting to safety after. This means that Krang is the game’s final challenge; he emerges in his android body from a transport wall and stomps about, completely immune to your shuriken and trying to kick you in the face. While he’s quite a large target and he likes to jump about, you can again jump over him and attack him and whittle his health down if you stay in a good rhythm.

Power-Ups and Bonuses:
As ever, the TMNT can restore their health by picking up the odd slice of pizza; these are sometimes dropped by enemies and sometimes found floating around the environment, occasionally before a boss battle, but are noticeably infrequent and are the only power-up you’ll find in the game.

Additional Features:
Unlike most TMNT videogames, there’s no two-player option here. In fact, there aren’t any options to speak of in the base game, not even a difficulty mode or any sound options. Thankfully, the Cowabunga Collection remedies that, awarding you a 70G Achievement for completing the game and allowing you to view the game’s box art and manuals, switch between the Japanese and American version, and apply various borders and display options (including an LCD display to recreate the feeling of playing on the Game Boy’s eye-watering screen). The enhancements not only allow you to remove slowdown and sprite flicker, rewind the game with the Left Bumper and access save states using Right Bumper, but you can also choose to practice the bonus games if you want to bump up your health in your next playthrough.

The Summary:
I don’t like to throw too much shade at Game Boy titles, especially early ones, but Teenage Mutant Ninja Turtles: Fall of the Foot Clan really isn’t all that impressive or fun to play through. There are some ambitious and admirable elements here and there, don’t get me wrong; the odd bit of animation, the ability to throw shuriken, the attempt at variety in the stages are all positives and I liked how it did the best it could with the hardware limitations to adapt the aesthetic of the cartoon. However, there’s no denying that this is a far too simple effort to really give it too high a score, especially compared not only to the obviously better arcade and home console TMNT games but also the later Game Boy titles. This feels like a proof of concept to show that a simple sidescrolling action game can be cobbled together with the license rather than an attempt to really try anything too innovative with the platform. Throwing in bonus games was a nice, if frustrating, touch and there was even some call-backs to the superior arcade titles here and there, but the TMNT would definitely be represented far better in subsequent Game Boy games and I can’t see myself going back to this one over the other TMNT games included in the Cowabunga Collection.

My Rating:

Rating: 1 out of 5.

Terrible

Did you have Teenage Mutant Ninja Turtles: Fall of the Foot Clan in your Game Boy library back in the day? What did you think to gameplay and presentation of the game, especially regarding its simple sidescrolling format? Which of the characters was your favourite to play as and which boss was the most exciting for you? Were you able to beat the bonus games? What did you think to the additional features added to the Cowabunga Collection? What’s your favourite Game Boy title? I have a comments section down below where you can share your opinions on the TMNT’s Game Boy debut, or you can start the discussion on my social media.

Screen Time [Christmas Countdown]: Hawkeye

Air Date: 24 November 2021 to 22 December 2021
Network: Disney+
Stars: Jeremy Renner, Hailee Steinfeld, Tony Dalton, Alaqua Cox, Vera Farmiga, and Florence Pugh

The Background:
In one of their more blatant borrowings from their competitor, Stan Lee and Don Heck debuted Clint Barton/Hawkeye in the pages of Tales of Suspense all the way back in 1964. Originally introduced as a foil for Tony Stark/Iron Man, Hawkeye eventually became a member of the Avengers, was involved in some of Marvel’s most prominent storylines, and has even become a symbol of representation for the deaf community in recent years. Jeremy Renner helped the D-list archer become a household name after he was cast in the Marvel Cinematic Universe (MCU) but was very much restricted to a supporting role compared to his other, more compelling peers. Marvel Studios sought to change this with the launch of Disney+, and Hawkeye was one of the first characters slated to have his own show exclusive to the streaming platform, which executive producer Trinh Tran aimed to explore his backstory, his time as Ronin prior to Avengers: Endgame (Russo and Russo, 2019), and introduce his protégé, Kate Bishop (Steinfeld), to the MCU. Accordingly, the show was heavily influenced by Matt Fraction’s comic book run, in which these elements (and Hawkeye’s deafness) were prominent features. The show aimed to delve deeper into Barton’s mindset and how the Snap had affected him, while also formally incorporating elements from Marvel’s Netflix shows into the MCU proper, and further lay the groundwork for a potential Young Avengers project. Despite issues caused by COVID-19, the six-episode series was highly praised when it debuted on Disney+; critics enjoyed the banter between the two archers, the seasonal setting, and the chance to spend more time with Barton, while also praising the grounded action sequences. While there has been no talk of a second series, a spin-off for deaf antagonist-cum-anti-hero Maya Lopez (Cox) was put into production for a 2023 release.

The Plot:
Former Avenger Clint Barton just wants to get back to his family for Christmas but his life is thrown into disarray when he crosses paths with would-be superhero Kate Bishop and is thrust into the middle of a conspiracy from his past that threatens to derail far more than the festive spirit.

The Review:
I mentioned in my review of his debut appearance that I’m not overly familiar with the character of Hawkeye; I’ve definitely read more stories of his DC Comics counterpart and Hawkeye generally just pops up in any stories I read that feature the Avengers or other Marvel Comics characters. As a result, while I’m familiar with Matt Fraction’s work with the character, I’m by no means a die-hard Hawkeye fan. I’ve always been a bit dismissive of him; this isn’t because he doesn’t have any superpowers, I’ve just never really been motivated to seek out his stories. However, having said that, I am a fan of Jeremy Renner’s portrayal of the character in the MCU; Hawkeye got a bit shafted in first Avengers movie, but has since become the heart (or, at least, moral compass) of the team. He’s shown himself to be a devoted family man, something none of his peers can boast of, a surrogate father and mentor and to have real emotional depth to his character, going on a killing spree as the vigilante Ronin after Thanos (Josh Brolin) wiped out half the universe (including Clint’s wife and kids, who eventually returned, of course) and being visibly broken after his best friend and partner, Natasha Romanoff/Black Widow (Scarlett Johansson), sacrificed herself to help undo Thanos’s actions. I think it’s cool that Hawkeye got the chance to spread his wings in a series devoted to him, but I do think Marvel Studios missed the chance to do a sort of spy/thriller set in the past that showed how Clint and Natasha first met and joined the Strategic Homeland Intervention, Enforcement, and Logistics Division (S.H.I.E.L.D.), which would also have shed new light on S.H.I.E.L.D. director Nick Fury (Samuel L. Jackson), but I suppose that still isn’t completely off the table and this is a good compromise as I can’t say for sure if a Hawkeye solo movie would land too well.

Burdened by grief, Clint is forced to protect Kate from the ghosts of his violent past.

When we catch up with Clint, he’s still carrying the grief and guilt over Natasha’s death; he’s unimpressed, to say the least, and somewhat insulted by Rogers: The Musical’s glorification of the Avengers and their strife and haunted by Natasha’s sacrifice. He’s also now shown to be partially deaf and wearing a hearing aid (which he turns off to spare himself Rogers’ cheesy songs and later, to tune out Kate’s incessant babbling) and is irked that the musical includes superheroes who weren’t even in the battle. And that’s not even mentioning the “Thanos Was Right” graffiti he spots in the men’s room; here’s a guy who lost everything, put his life on the line countless times, and lost his best friend to bring back untold billions of lost souls and his reward is seeing his exploits turned into a cringe-worthy stage show (Marvel Universe Live! had better action, costumes, and production value) and anonymous accusations that all that pain and loss was not only for nothing, but unappreciated by a certain few. He’s also shown to be uncomfortable with the hero worship some show him, dismissive and annoyed by fans, and cares little for his “branding”; in “Hide and Seek” (Thomas, 2021), Kate voices her concerns that he’s too “low key” to sell and thus has been denied his proper share of the limelight and a big part of their emerging partnership is her emphasising that Clint needs to open himself up more so he can inspire people the same way he did her. “Partners, Am I Right?” (Bert and Bertie, 2021) shows his counterargument to this; Clint has always seen himself as a weapon, rather than a hero or a role model, and he’s too traumatised and too weary from his losses and years of fighting to want to be in the public eye. Indeed, he begins the show simply wishing to spend a happy, if cringe-filled, Christmas with his kids – supportive daughter Lila (Ava Russo) and his sons, veritable blank slate Cooper (Ben Sakamoto) and young Nathanial (Cade Woodward). He’s stunned when he sees a report of his former murderous vigilante persona, Ronin, on the news and immediately sends his kids back home to their mother, Laura (Linda Cardellini); haunted by the deaths he caused while in the guise, Clint makes it his mission to track down whoever’s in the getup to protect them from reprisals and is aghast to find Kate under the mask. Concerned for her welfare, Clint’s paternal instincts kick in and he takes her to safety; dismissive of her because of her age and claim to be “the world’s greatest archer”, despite her obvious talent with a bow, Clint wants only to dispose of the Ronin suit, tie up his loose ends with the Tracksuit Mafia, and get back to his family for Christmas; he has no interest in a partnership or teaching Kate anything at first, but they slowly bond throughout the events of the show despite his crotchety nature.

Kate is overjoyed to be joining forces with her idol and applying her skills to superheroics.

While the show bares the name of Clint’s alter ego and his strife and character are at the forefront of the narrative, Hawkeye is, primarily, the Kate Bishop show. The series begins with a flashback showing young Kate (Clara Stack), already a keen archer, being inspired by Hawkeye’s bravery and heroism during the Chitauri attack on New York City, which left Kate’s father, Derek (Brian d’Arcy James), dead and saw her and her mother, Eleanor (Farmiga), saved by one of Hawkeye’s arrows. Vowing to protect herself, her mother, and others in the same way as her hero, Kate grew up studying fencing, archery, and martial arts; the first episode’s opening credits are essentially an animated montage showcasing Kate’s tenacity and will to succeed but, while she’s certainly gifted with a bow and in a fight, she’s young, inexperienced in the field, and has no real idea of how to best use her skills. This comes up constantly throughout the show as she’s forced to think on her feet, react to dangers with either fast thinking or her martial arts skill, and use her surroundings to her advantage, all of which shows her to be highly adaptable, but in over her head. However, she has good intentions; she puts herself on the line to rescue a one-eyed stray dog, Lucky (Jolt), and manages to scramble through most fights through luck, perseverance, and the element of surprise. Kate briefly adopts the Ronin identity when she becomes suspicious of her mother’s new fiancé, the swashbuckling, charismatic Jack Duquesne (Dalton), and becomes caught up in a murder mystery after finding Jack’s uncle, Armand Duquesne III (Simon Callow), dead from a sword wound. Since the Tracksuit Mafia have a grudge against Ronin, and Kate’s not exactly a pro at covering her tracks, she quickly finds herself a target and is blown away when her hero, Hawkeye, rescues her. She’s disheartened to learn that he plans to part ways with her as soon as the suit is destroyed and when he shows reluctance to teach her anything, but she remains persistent; when Clint allows himself to be captured by the Tracksuits to try and warn them off her, she uses her mother’s security company to track him and literally comes crashing in to rescue him. Though aggravated by Kate’s recklessness, inexperience, and methods when it comes to dealing with criminal scumbags (she’s just as likely to offer them relationship advice as she is a beatdown), Clint genuinely wants to keep her safe and thus severs their fledgling partnership when Yelena Belova (Pugh) becomes involved. Though devastated at failing to live up to her promise and the example of her hero and his fellow Avengers, a candid discussion with Yelena only fuels Kate’s desire to be a part of that life and she openly defies him, her mother, and her naysayers to aid her hero and show that she’s more than capable of living up to the mantle of Hawkeye.

Family is at the heart of Hawkeye and drives much of the plot and its characters.

Family is a key component of Hawkeye; Clint is torn between cleaning up the mess from his blood-soaked past and spending Christmas with his family; having already lost so much time with them during his days as a S.H.I.E.L.D. agent (essentially a glorified assassin) and Avenger, to say nothing of the five years he spent indulging his violent whims as Ronin, Clint just wants to have a quiet, peaceful life with his wife and kids and is constantly heartbroken at the prospect of breaking his promise to be home for the holidays. Refreshingly, his relationship with his kids is as strong as his marriage; his kids are generally understanding, sympathetic, and supportive of him, as is Laura, who never gives him a hard time or yells at him for prioritising his mission over his family. It’s not like Clint needs the guilt trip, either, as he carries the burden of potentially letting his family down throughout the show and nowhere is this evidenced better than during his heart-breaking phone call with Nate where, thanks to having lost his hearing aid, he’s forced to rely on Kate to act as an interpreter. As a former S.H.I.E.L.D. agent herself, Laura understands Clint’s mission; his desperate desire to not only get rid of the Ronin suit but also recover a mysterious watch with ties to her past is only further fuelled by repeated references to the “big guy”, a dangerous individual who makes even the ridiculous Tracksuit Mafia more of a threat. Although he has no interest in taking on a partner after losing Natasha, Clint comes to see Kate as an equal and almost a surrogate daughter, and even builds his own network of allies after being forced to endure the theatricality of a group of live-action roleplaying gamers (LARPer) to retrieve the Ronin suit from firefighter Grills (Clayton English). Family is incredibly important to Kate, too; she’s more than a little perturbed to find Eleanor is engaged to someone else and, despite Jack’s efforts to be understanding and friendly, she is cold and aloof towards him. This turns to suspicion when she discovers a link between him and the Tracksuit Mafia; however, Eleanor refuses to listen to Kate’s claims and is horrified when she forces him into a fencing duel, accusing her of lashing out due to being at a crossroads in her life and still grieving over the loss of her father. Still, Kate is torn between being genuinely pleased with her mother’s newfound happiness and her vow to keep her safe; it brings her no pleasure to deliver evidence of Jack’s presumed misgivings, but she’s devastated to learn that he’s merely a patsy and that Eleanor has been orchestrating events to pay off a debt her husband owed to the “big guy”, none other than the kingpin of crime himself, Wilson Fisk (Vincent D’Onofrio).

Backed by her goons, and against Fisk’s wishes, Maya is determined to avenge herself on Ronin.

The show’s themes of family are also exemplified in Maya Lopez, the head of the Tracksuit Mafia, whom Fisk regards as a daughter and one of his greatest assets. Deaf since birth, Maya communicates only through sign language (with helpful subtitles often appearing for our benefit) and violence thanks to being raised by her doting father, William Lopez (Zahn McClarnon), to be a keen fighter, thinker, and to closely observe and anticipate the movements and intentions of others using her other senses. Maya is thus a brutal and highly skilled fighter despite her lack of hearing and artificial foot; she was devested when Ronin murdered her father, the original head of the Tracksuit Mafia, and vowed to hunt him down and kill him, a vendetta that causes her close friend and second-in-command, Kazimierz “Kazi” Kazimierczak (Fra Free), to grow concerned not just for her welfare but for attracting undue attention to their organisation and angering the Kingpin. Distrustful and filled with rage, Maya has her goons target Kate as she’s their only lead to Ronin and refuses to listen to Clint’s claims that the vigilante is dead or Kazi’s attempts to reason with her; Clint goes so far as to ask Kazi to convince Maya to veer from her path as it can only lead to her destruction. Although Clint has the edge in terms of experience and adaptability, Maya proves the more agile and skilled of the two with her kicks and flips; still, Clint is able to subdue her and threatens to kill her if she continues to target his friends and family. Using a mixture of words and sign language, he attempts to relate to her since they’re both essentially living weapons but she only relents when she’s faced with the irrefutable proof that it was Fisk who ordered her father to be killed. As if Maya wasn’t bad enough, she has a whole gaggle of tracksuit-wearing goons at her disposal; the Tracksuit Mafia are a quirky bunch who all wear matching clothes and repeatedly end their sentences with “Bro”. The Tracksuits exhibit an amusing and interesting amount of personality; while they all dress and somewhat sound, look, and act alike, they’re not just mindless minions. They mock Clint and Kate, subjecting them to nonstop Christmas tunes while tied to kiddie rides, enjoy RUN DMC’s “Christmas in Hollies”, are fond of their lairs and offended when people question them and their methods, and are seen as both ruthless and clumsy, which ties into the themes of vulnerability and flawed characters.

Yelena is determined to kill Clint, while Fisk seeks to consolidate his stranglehold on New York.

Family is also a driving motivation behind Yelena’s vendetta; a flashback shows that, after the end of Black Widow (Shortland, 2021), Yelena was snapped away while freeing her fellow “sisters” from their programming. From her perspective, she instantly returned, finding her surroundings changed and life having moved on five years in the literal blink of an eye. Disorientated, her first thought was to find Natasha and she was devastated to learn that she was not only dead, but that Clint was responsible. I get that she’s blinded by rage and grief, but she’s very quick to judge Clint based on his bloody past considering how shady her own past is. Still, despite wishing to kill Clint, Yelena goes out of her way to warn Kate off him using her own signature (and awkward) brand of persuasion and even respects Kate’s ability and tenacity (it’s clear that she’s holding back during their encounters), but cannot condone her admiration of the man she believes killed her sister. Her final confrontation with Clint sheds some light on her motivations; refusing to fight, Clint relates a version of what happened to Natasha and takes a massive beating as Yelena works her grief out on him, blaming him for not fighting or trying harder and he’s only able to get through to her by sharing the secret whistle and knowledge he has of her from Natasha. It seems she’s jealous of the time Clint got to have with her and for not being there to try and stop her, and she finally realises that they both loved her and that she’s been consumed by anguish and gives up her vendetta (though their relationship remains noticeably frosty). And then there’s Fisk, making his official debut in the MCU and, presumably, tying the events of the Marvel Netflix shows closer to this shared universe; forced into a business arrangement with Fisk to pay off Derek’s debt, Eleanor angers the Kingpin when she not only tries to back out of their arrangement to keep Kate from knowing the truth but also tries to blackmail him. Garbed in his trademark white suit, Fisk exudes the same menace and authority as he did in Daredevil (2015 to 2018) with even the subtlest movements and it’s honestly fantastic to see him brought in as such a threat. He’s dangerous enough to put the wind up Clint and is known for reacting to insults with ruthless aggression; his threat is so tangible that Clint finally recognises Kate as his partner and vows not to leave until he’s been dealt with. Having trained and raised her as his own, Fisk admires Maya and demonstrates a respect and love for her but remains a natural manipulator and has a rage seemingly boiling under his skin. The audacity of Eleanor and Maya’s actions, and the reappearance of Ronin, enrages and insults him, leading to him personally attacking Eleanor after his plot to have Kazi assassinate her backfires. Here, we see his incredibly physical strength; he easily rips off a car door, shrugs off and breaks Kate’s arrows, and even survives being hit by a car and caught in an explosion when Kate’s forced to rely on her trick arrows to counter Fisk’s near-superhuman strength. Although wounded, the Kingpin manages to flee, only to be confronted by Maya; his attempts to reason with her apparently fall on deaf ears (…no pun intended) and result in his death at her hands, though we don’t actually see the shot or him die so I’m confident he’ll resurface at some point.

The Summary:  
Hawkeye stands out from much of the MCU by taking place during the Christmas season, which is a prominent theme throughout the series and lights, decorations, snow, and Christmas songs are everywhere. Even the first episode’s opening credits, styled after the art of David Aja, are sprinkled with Christmassy bells and tunes, and Clint’s primary goal is to get home to his family for the holidays. Although Kate constantly digs at him for refusing to open up to others and share his feelings, he’s only like this about the superhero life and his past; he relishes Christmas with his family, watching movies and wearing terrible jumpers and such, and a lot of his closed off nature is as much from his resentment at missing out on family time as it is the ghosts of his past. These ghosts are prominent elements throughout the show; although Clint is one of the more low-key Avengers, he has his fans and a reputation as a hero, which makes him extremely uncomfortable as he doesn’t want or ask for any thanks or special treatment but it proves useful in getting them information and co-operation from the LARPers and even winning the trust of Eleanor and Jack. However, this comes with a price; when Kate comes over with pizza and Christmas decorations, he accidentally lets slip a story about Natasha and, struggling with his grief, is barely able to tell Kate a version of his decision not to assassinate her and gets emotional reminiscing about her and the loss of his family during the Blip. This particular ghost resurfaces when Kate is tossed over a rooftop by Yelena; this time, Clint chooses to lower his would-be-partner to safety, and he makes a special trip to a plaque in the Avengers’ honour to bare his soul to his fallen friend when he makes the difficult decision to briefly return to the Ronin persona. Clint’s past is a driving reason behind Yelena’s distrust and hatred towards him; she questions why everyone has forgiven him for his murderous actions and Kate’s loyalty to someone she barely knows, especially after she deduces that he was the violent Ronin.

Archery, brutal hand-to-hand combat, and fun trick arrows make for some intense action scenes.

While Hawkeye’s emphasis is very much more on being an intriguing thriller full of character moments, there’s a fair amount of action peppered throughout to keep things visually interesting and engaging. Though just a man, Clint is extremely adept in a fight; he and Kate are similar in that they’re both adaptable and have to fight tooth and nail since they lack superpowers, though their accuracy with a bow borders on the superhuman at times. Clint is easily able to break or slip free of his bonds (amusingly leaving Kate clueless as to how he managed this), makes a habit of taking in and assessing his surroundings and potential threats, and is able to make seemingly impossible shots often without even looking. Both he and Kate can engage with multiple opponents at any one time, though Clint has the edge in experience even though the loss of his hearing aid can leave him disorientated. Their fighting and archery skills are at the heart of many of the show’s action sequences; there’s a recurring subplot regarding the retrieval and creation of Clint’s trick arrows, which allow him to blow up, ensnare, electrocute, disable, and even enlarge and shrink targets. Probably one of the best action sequences is in “Echoes” (Bert and Bertie, 2021) where Clint and Kate struggle to communicate when he’s rendered functionally deaf and must fight off Maya, Kazi, and the Tracksuits in a high-speed pursuit in a sequence taken almost beat for beat from Matt Fraction’s comic run. Yelena also contributes to some intense and thematically interesting fight scenes; her clashes with Kate are more like amusing scuffles between sisters since she’s not actually trying to hurt or kill the young archer, but her fight with Clint is as brutal and emotionally charged as Maya’s battles with the former Avenger since both are hellbent on avenging themselves on their opponent.

The show goes to great lengths to show the wear and tear this life has on its all-too-human characters.

This ties into one of the most intriguing aspects of Hawkeye; the depiction of emotional and physical vulnerability. As stated, and demonstrated, Clint isn’t superhuman and nowhere is this more evident than in this show, which routinely shows him applying frozen foods and ice packs to his many aches, pains, and bruises. Indeed, Kate is disappointed when her first lesson from her hero isn’t how to do anything exciting but how to dress and treat her wounds, and Clint repeatedly relates how living the superhero life has caused him a great deal of losses. Not only has he seen friends and colleagues perish, but he’s lost out on time with his family, is dealing with the burden of age and wear and tear, and a lifetime of explosive, high-octane action and dangerous situations have cost him his hearing. Kate, however, remains undeterred; she’s determined to learn from his example of being a regular person standing up to impossible situations and continuously tries to change his image and make him see that he’s an admirable hero since, while he has made his fair share of mistakes, his bravery and refusal to abandon her to her fate prove that’s not just some cold-blooded killer. Although she’s been raised in luxury and Clint sees her as somewhat spoiled, Kate has fought and grafted her whole life; she threw herself into her training specifically to live up to Hawkeye’s example and starts the series cut off from her mother’s money after damaging the college bell tower, meaning she has to break into the family home and her mother’s files to dig up any dirt on Jack. Vulnerability also comes into play with Maya; like Clint, she’s essentially a living weapon but one not yet slowed by age and injury. Rather than be a victim of her handicaps, Maya has learned to embrace them and use them to her advantage, proving to be an aggressive and driven adversary, but she’s just as vulnerable as Clint and Kate. Kazi is on hand to tend to her wounds but takes no pleasure in seeing her hurt, or on such a self-destructive path. It’s clear there’s more to their relationship than just being colleagues; she’s devastated when Kazi chooses his loyalty to the Kingpin and their criminal lifestyle over her and, just as she refused to give up her vendetta against Robin so too does he refuse to walk away and be with her, leading to a fight between the two that leaves him dead at her hand, much to her heartbreak.

An intense and engaging series that bodes well for the MCU’s street-level projects.

Overall, I was very impressed with Hawkeye. In this day and age, with where the MCU is now with all these cosmic, multiversal adventures, I can understand why some people might be disappointed to see things coming back down to Earth, literally and figuratively, for a more grounded series but, personally, I really enjoy that we can be galivanting around at the edge of perceiving reality one minute and then tackling street-level crime the next. Hawkeye is definitely the kind of character you want for a series like this and I’m really glad that Marvel Studios haven’t neglected to put some serious focus on their street-level superheroes; there’s so many stories to tell with guys like Hawkeye and villains like the Kingpin and it really helps to show how this world is alive and breathing both out in the universe and at home. While I’ve never been a massive Hawkeye fan, it was fascinating seeing a very human (if still very skilled), flawed hero grumbling and snarking his way through another jaunt into that life. The relationship between Clint and Kate was fantastic, with her being more optimistic and unorthodox in her methods and a quick study once Clint chose to actually share his knowledge, making her a fun addition to the MCU and, presumably the Young Avengers. The icing on the cake was including the Kingpin and I really hope we see more from him in Maya’s spin-off and future shows, but Hawkeye really impressed me with its deconstruction of what it means to be a superhero in the MCU and the toll that life can take on someone who just wants to leave the violence behind. And I haven’t even mentioned the glorious slice of cheese that was Rogers: The Musical and have only touched upon some of the intense action and exchanges seen in the film, all of which carry so much more gravitas as we see these characters hurt, dealing with the fallout from their fights and physical trauma, and struggling to cope with the burden of their past or living up to their expectations, whether self-imposed or otherwise.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy Hawkeye? What did you think to the themes of grief, vulnerability, and family explored in the series? Did you enjoy the exploration of Clint, the insight into his background, and the relationship between him and Kate? What did you think to Kate and are you excited to see her return as Hawkeye going forward? Were you surprised to see the Kingpin make his return/debut and how would you like to see him used in the MCU in the future? What did you think to Maya and Yelena and their vendettas against Clint? Whatever you think about Hawkeye, drop your thoughts below or leave a comment on my social media.

Game Corner: Jungle Strike: The Sequel to Desert Strike (Mega Drive)

Released: 16 December 1993
Developer: High Score Productions
Also Available For: Amiga, MS-DOS, Game Gear, Game Boy, Super Nintendo Entertainment System (SNES), PlayStation Portable

The Background:
Following the end of the the Gulf War, Mike Posehn expanded upon the air rescue mechanics of Choplifter (Dan Gorlin, 1982) to create Desert Strike: Return to the Gulf, a nonlinear, mission-based military title that took place in a sandbox environment and eschewed typical videogame mechanics like bosses and power-ups. Following that game’s success, producer Scott Berfield, game director John Manley, and associate producer Tony Barnes were tasked with creating the sequel, which retained the core mechanics of its predecessor alongside new locations and vehicles. The developers struggled to decode the graphics files and ensure that each version of the game ran smoothly, which was made much simpler thanks to Stuart Johnson’s map editor. Like its predecessor, Jungle Strike was well received upon release; the game has been praised for improving upon almost every aspect of the original, though the difficulty curve was again noted as a concern. Regardless, Jungle Strike his generally regarded as one of the top Mega Drive games of all time and was followed by a third entry on the same system in 1994 and two more titles across the next generation of home consoles.

The Plot:
General Kilbaba is dead but his son (…also named Kilbaba…) swears revenge against the United States of America for interfering in his father’s dreams of world domination. He teams up with notorious drug lord Carlos Ortega and establishes himself in South America, necessitating military intervention using a variety of well-armed vehicles.

Gameplay:
Just like the first game, Jungle Strike is an isometric action shooter in which you’re placed at the controls of a specialised Comanche helicopter and tasked with completing a variety of mission objectives, now across nine campaigns and taking place in a number of locations and maps rather than just out in the desert. Also as before, your Comanche has three types of weapons: a chain gun, rapid-fire Hydra missiles, and slow but powerful Hellfire missiles. You can change up the default buttons for these weapons and I absolutely recommend that you do since you don’t want to waste your more powerful rockets and, like last time, ammo and other resources are quite limited. You can choose between controlling “With Momentum” for a more realistic experience or “No Momentum” to make stopping easier, and can again pick between a number of different co-pilots, each with different strengths (some are better with the winch, which automatically picks up resources and people, while others are better shots), though the very best co-pilot is listed as missing in action (as are others) and needs to be rescued in a later mission. You also begin from the first campaign and are awarded a ridiculously long password after clearing each one so you can skip ahead. So far, so familiar.

In addition to the Comanche, there are new vehicles to control here, each with their own pros and cons.

Where the game differs, however, is not just in the variety of its locations but also in the new vehicles available to you; three additional vehicles can be found in three specific missions, with each controlling a little differently and offering new ways to traverse the maps and engage with the enemy. The first new vehicle is a hovercraft that can drop mines in the water and help you sink boats and submarines; it’s pretty decent to control, though the isometric angle can make it tricky to manoeuvre under bridges. Campaign five has you hop on a motorcycle, which is the only way of destroying the armoured trucks rolling around the map; small and spritely, the motorcycle can be a little difficult to control and isn’t really built for combat and feels a bit clunky. Finally, on the eighth campaign, you’ll uncover and control a stealth bomber; this thing is constantly moving, and your up and down inputs will cause it to descend and ascend, respectively. It has unlimited fuel and ammo, which is great for laying waste to targets, but it’s incredibly fragile, very difficult to manoeuvre (especially in tight corners), and you’re forced to both respawn at the landing strip where you first found it when downed and to successfully land it once your missions are complete. You get three lives to complete each campaign and, when they’re all lost, you have to start all over again with no checkpoints (though you can, very rarely find extra lives in the campaigns now). Pausing the game allows you to view a map of your current location and cycle through different points of interest, as well as review your mission objectives and status, which is super handy for when you want to plot an optimal route to pick up some supplies and take out some targets on the way to a certain objective. Your vehicle’s fuel, armour, and ammo are also all displayed here; you start with 100 units of fuel and 1000 units of armour, and will have your fuel replenished to 25 or 100 depending on how you’re shot down (if you’re shot down because of damaged, you won’t get full fuel, basically) but your ammo is extremely finite and can only be restored using ammo crates.

Many missions carry over from the first game and have you destroying or picking up targets.

You can also only carry six passengers at a time, so be sure to keep an eye on your current load and drop some off at a landing zone if need be, however it should be noted that you don’t need to rescue every prisoner of war (P.O.W.) or innocent you come across, nor do you have to engage with every enemy you see, either. In fact, since supplies can be so hard to come by, it’s actually advisable that you don’t waste resources destroying every enemy; indeed, I found a useful tactic was to position myself in such a way that enemies either couldn’t see and shoot at me or that caused their projectiles to attack and destroy buildings or other targets. As before, it’s generally advised to you complete missions in order and you usually have to do this as some campaigns only tell you what your other missions are once you’ve completed the ones available to you. In this regard, Jungle Strike is, like its predecessor, made to encourage multiple playthroughs; once you know where targets are and what your missions are, you can plan an optimal route, destroying targets like underground bunkers, power plants, and terrorist training grounds, rescuing agents, P.O.W. or capturing bad guys, and eliminating moving targets that are either difficult to trace, only show up with the right intel, or don’t show up at all. More than once, you’ll be tasked with protecting a Presidential escort (a limo in the first campaign and Air Force One in the last) from reprisals, which is quite fun; you’ll also need to find and sink nuclear submarines and stop the bad guys getting away with plutonium, destroy power transformer towers and uncover hidden nuclear chambers in the snowy wastes of campaign six, and rain fire on drug plantations and rocky outgrowths to uncover Tomahawk missiles. While many of Jungle Strike’s mission objectives aren’t much different to what we saw in Desert Strike, the variety is appreciated; sometimes you need to destroy up to thirteen different targets, often strewn all over the map, while others you don’t need to destroy or rescue everything and everyone, though you have to be careful to not be too trigger-happy and destroy vital targets as this’ll cause a complete mission failure. On the plus side, though, there’s rarely any timed tasks; you need to destroy four eighteen-wheelers carrying nuclear missions in the last campaign, and first capture and then eliminate the two antagonists before they can escape, but these come near the end of the game for an added challenge rather than being scattered throughout other campaigns.

Graphics and Sound:  
Graphically, not too much has changed or improved since Desert Strike beyond the title screen, which now uses a polygonal sprite for the Comanche, but the overall presentation of the game is vastly improved. Sprites, models, and environments are all very similar, with the same sound effects and use of text to convey mission completion, failure, the game’s story, and when you’re in a danger zone or running low on fuel or armour, but the maps are so much better this time around. Before, you just flew around the same area with a slight palette swap and some different structures here and there, with the most variety appearing in the final mission, but you instantly see how much more varied Jungle Strike is from the very first campaign, which sees you flying around an ambitious isometric recreation of Washington, D.C., complete with fully destructible White House and various other monuments (which also need protecting from enemy forces).

The graphics are much of the same, but overhauled and bolstered by a new vehicles and environments.

This carries through to the game’s other locations as well, which include an expanse of water with tiny islands dotted about and a large bridge running across it, and a couple of trips to the titular jungle (one at night, with low visibility, where explosions and gunfire light up the environment and two others in the day time, where rocky mountainsides, pyramid-like structures, and stone columns are plentiful). You’ll also fly through the frozen Soviet wastes and revisit the desert, both of which add to the visual variety of the game, and the pause menu and user interface have both been given a complete overhaul. Sadly, there’s still no in-game music, which can really make gameplay very monotonous, and it’s a shame as the title screen and story cutscenes are punctuated by some rocking tunes. These cutscenes are again made up of larger sprites and artwork, with some notable animation frames, but they do the job, as does the dialogue text; it’s fun seeing the Mad Man’s tanker truck explode in a blazing inferno and seeing your Comanche come in for a landing or launch a missile strike or your pilot character interrogate enemy agents helps to break up the gameplay a bit. It’s the 2.5D sprite work that steals the show, though; while the isometric perspective can make it a little difficult judge your precision and you can bonce off of buildings and rocks if you’re not careful, there’s a certain appeal to it and I always get a sense of satisfaction in seeing my missiles leave another enemy stronghold a flaming mess.

Enemies and Bosses:
While many of the enemy troops are functionally similar to the ones seen in Desert Strike, there’s been a few changes here; enemy soldiers still fire their guns and rockets at you, often masked by the foliage and environment, but you’ll also find seemingly innocuous civilian vehicles have been repurpose to either ferry bombs or fire at you and other targets. Guard towers, Gatling guns, and anti-aircraft placements are commonplace enemy targets, as are the smaller tanks and armour vehicles which patrol near to your mission objectives and fire bullets and missiles at you. You’ll also have to deal with a few more instances of gun boats and enemy helicopters, with these latter being able to be destroyed before they can take off, and stationary missile launchers which don’t pose a threat to you but are often heavily guarded. Thankfully, as mentioned, you can often strafe or position yourself in a way to avoid being damaged or have the enemy blast open jails and enemy stronghold son your behalf but be careful: destroyed buildings and targets are often as likely to hide an enemy unit as they are your object or some much-needed ammo. One of your more persistent and formidable enemies will be the Sheridan tanks and slow-moving mobile cannons, which can bring you down in just a few shots, and your own trigger finger; be sure to not just blast away at your targets in case you accidentally gun down someone you’re supposed to capture or destroy a nuclear warhead you’re meant to retrieve.

In place of traditional bosses, you’ll need to shoot down and destroy heavily armoured key targets.

As before, the game doesn’t really include any traditional boss battles, but there are a few instances that could be said to count for them. In the second campaign, for example, you need to use your hovercraft’s mines and rockets to destroy some heavily armoured nuclear submarines (though actually placing said mine, and avoiding their rockets, is easier said than done, especially as their sprite tends to vanish if you’re too far away). In campaign five, you need to flush out five armoured cars that can only be destroyed with the motorcycle’s mines, and you’ll also be tasked with defending your co-pilot as he sets explosives in the war room in this campaign but, as no heavy artillery appears, it’s not so difficult. In campaign eight, you need to blow up these stone pyramids and destroy the nuclear warheads, detonators, and scientists within, which can be tricky as they’re well-guarded and the stealth bomber is clumsy to move around without crashing, but you’ll also need to blow a hole in the Drug Lord’s fortified bunker, then land so your co-pilot can drive a drunk into it for you to explode, and then shoot down his escape chopper and pick him up for due processing. The most annoying campaign is the ninth and final one, which has you frantically flying all over Washington for thirteen enemy vehicles and then destroying a bus and a fuel tanker with the Drug Lord and Mad Man on, respectively, before safeguarding the White House once more. It’s not exactly difficult to take these out, as long as you’re smart about your ammo and supplies, but actually locating most of these targets is nigh-on impossible as they don’t appear on the map.

Power-Ups and Bonuses:
As in the first game, you can fly over ammo crates, fuel tanks, and armour to restore each to full capacity. On many of the maps this time around, though, these resources are hidden behind pyramids, buildings, vehicles, and other destructible targets, meaning they don’t always appear on your map screen and you often have to waste ammo to resupply something else. Occasionally, you’ll be able to pick up an extra life and a quick winch, which speeds up your winch motion, and it’s beneficial to try and rescue the M.I.A. co-pilots, such as Wild Bill, as it can dramatically increase your accuracy, fire rate, and winch speed.

Additional Features:
There’s not really much on offer here; Jungle Strike’s additional content is all contained within the gameplay, and there are no other difficulty settings, multiplayer options, or game modifiers to speak of. You can find passwords online, however, that let you not only skip to later campaigns but also award you twenty-three lives (more than enough to finish every campaign in the game since the count resets to twenty-three at the start of each new campaign). Otherwise, your main objective for replaying the game (beyond it being fun) is to try and accumulate a higher score; there isn’t a scoreboard, however, so you’ll just have to note these down yourself.

The Summary:
I played both Desert Strike and Jungle Strike quite a bit as a kid, either on the Amiga or after borrowing them from friends. Although I struggled with Desert Strike and could barely finish the first campaign in that game, Jungle Strike was much easier and more forgiving for me to play through; everything that was so appealing in the first game is still here, but the added variety in the campaign maps, enemy units, and available vehicles makes it vastly superior in every way. While I was disappointed that the other vehicles weren’t available in my campaigns (and they probably could’ve been), they made those campaigns even more memorable, and I can understand their limited usage since their controls and weapons were a bit clunky and there were plenty of drawbacks to even the most powerful jets. Mission objectives are immediately familiar to anyone who’s played the last game, but they’re pretty fun to tackle, with only a handful being tedious and forcing you to search all over or destroy multiple targets. Managing your fuel and ammo is key to succeeding at Jungle Strike, which means you’ll either need a guide to plan an optimal route or use a bit of trial and error to figure out the best ways to go to take out a few targets, pick up some resources, and drop off any passengers. While it’s still disappointing that there’s no in-game music, the sheer visual variety on offer more than makes up for it; just getting away from the dreary desert makes Jungle Strike instantly better than the original and I really enjoyed all the destructible objects, recognisable landmarks, and little touches like cows and desert springs being scattered across the map. Overall, I would say I much preferred Jungle Strike as it was far more accessible and rewarding to play since I was actually complete and experience the entire game this time around, so I would absolutely recommend this one over the original for all the improvements it makes to the formula.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy Jungle Strike: The Sequel to Desert Strike? How do you think it compares to the first game, and it successors? Which of the new vehicles was your favourite? Did you like that the game featured more diverse environments? Which of the campaigns and missions was your favourite, or the hardest for you to complete? Whatever your thoughts on Jungle Strike, sign up to share them below or comment on my social media and check in next Saturday for my thoughts on the third game in the series.