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.

Back Issues: Tales of Suspense (Featuring the Power of Iron Man) #57

Story Title: “Hawkeye, The Marksman!”
Published:
1 September 1964
Writers: Stan Lee and Larry Lieber
Artists: Don Heck and Larry Lieber

The Background:
In November 1941, Mort Weisinger and George Papp introduced readers to Oliver Queen/Green Arrow, a crimefighting archer heavily influenced not just by Robin Hood and The Green Archer (Horne, 1940) but who also borrowed more than a few inspirations from Bruce/Wayne/Batman. In perhaps one of the more blatant borrowings from their competitor, Marvel Comics later introduced an archer of their own, Clint Barton/Hawkeye. Created by Stan Lee and Don Heck, Hawkeye was initially portrayed as a villainous character but would soon repent his mercenary ways and go on to not just be a member of the Avengers, but even lead his own off-shoot, the West Coast Avengers. Despite sharing a similar gimmick, Green Arrow and Hawkeye couldn’t be more different in terms of their personalities and status; indeed, while Hawkeye may have been a D-list hero in the grand scheme of Marvel Comics, he was involved in some of their most prominent storylines and became a household name thanks to Jeremy Renner’s portrayal of the character in the Marvel Cinematic Universe. Consequently, for many, the character is one of Marvel’s most relatable and inspirational heroes since he lacks any kind of superpowers and he’s even become a symbol of representation for the deaf community in recent years, and it all started here with his first appearance as an antagonist for ol’ shellhead himself, Tony Stark/Iron Man.

The Review:
It’s hard to say definitively, but I’m fairly certain that I’m far more familiar with the exploits of Green Arrow than Hawkeye. To be fair, it’s probably about 50/50; maybe weighted a little more towards Hawkeye as he tends to show up in the Avengers stories I’ve read. I mostly know Hawkeye from his appearances in the first season of the under-rated Iron Man cartoon (1994 to 1996) and from being a playable character in Captain America and the Avengers (Data East, 1991), both of which were firm staples of my childhood. I’m also relatively familiar with his background and characteristics, but have always been somewhat…meh about him. I don’t really care that he’s an archer or that he doesn’t have any superpowers, as plenty of superheroes get by just being regular people with extraordinary gifts, and I’ve never really questioned his capability as an Avenger, I’ve just never had much of an inclination to seek out any of his stories even though I’m a fan of Jeremy Renner’s portrayal of the character in the Marvel Cinematic Universe. Thus, I went into “Hawkeye, The Marksman!” without any real expectations and with an open mind, ready to see how Marvel handled his debut story, which opens with Iron Man heroically saving a factory worker from being doused by molten steel. This story is set during the time when the official line was that Iron Man was Tony Stark’s personal bodyguard, so no one really questions what ol’ shellhead is doing flying about one of Stark’s weapons facilities, but this also means that Harold “Happy” Hogan has no idea that he’s pouring his heart out to Stark himself when he asks Iron Man to grease the wheels with Stark’s secretary, Virginia “Pepper” Potts, to get him a date.

Hawkeye is so jealous of Iron Man that he crafts a costumed identity to earn the respect of the public.

While Stark now has a reputation as a womaniser, at this point he’s reluctant to get serious with any female since he’s entirely dependent on the transistor-powered device permanently grafted to his chest to keep him alive from the deadly shrapnel lodged dangerously close to his heart, and yet he longs for a more intimate relationship with Pepper and can’t help but feel jealous at Happy’s advances towards her. However, when Stark attempts to raise the subject with Pepper, he makes a poor attempt at it and she immediately assumes that he’s asking her out so she readily accepts, much to the heartache of Stark’s faithful footman. Rather than try and explain things to Pepper, or give her the brush off, Stark decides to take her on a date but not to a fancy theatre show or to dinner; instead, he takes her to Coney Island, where an archer known as Hawkeye fails to impress the sceptical crowd with his perfect marksmanship. While Stark is desperately hoping that Pepper doesn’t suggest riding the Tunnel of Love or moving on to a more intimate setting, fate intervenes (as it so often does in Marvel tales) when the Flying Pinwheel suddenly goes out of control, endangering the lives of its passengers. Seeing the crisis, Stark excuses himself with a paper-thin white lie (“I’ve got to call the factory!!”) so he can clamber into his Iron Man suit (which he generally carries around in a briefcase, though the artwork doesn’t show him holding it here…) and save the day, much to the adulation of the crowd. One man who’s not so impressed, however, is Hawkeye; annoyed that the audience dismisses him in favour of Iron Man, he sulks off to a “basement workshop” to put together a garish outfit for himself in order to emulate the Golden Avenger’s reverence as a costumed adventurer. Armed with little more than a quiver full of specially-made arrows and his unmatched marksmanship skills, Hawkeye vows to show up every other masked hero out there even without any superpowers and immediately feels the thrill of swinging across rooftops using his roped arrows and stopping a jewel thief with a perfect shot.

Assumed a thief, Hawkeye falls under Black Widow’s spell and is soon going up against Iron Man.

Unfortunately, Hawkeye’s decision not to deliver a fatal shot to the thief results in the crook getting away and, as the archer is investigating the loot of precious stones the man stole, he’s discovered by the cops and immediately pegged as the perpetrator. Choosing to run rather than waste time explaining himself, Hawkeye is randomly picked up by none other than alluring Russian superspy Natalia Romanova/Black Widow, herself also a recurring femme fatale for Iron Man during this time. Instantly smitten by the captivating spy, Hawkeye willing allows himself to be taken to her luxurious estate, where Black Widow is easily able to charm him into going up against Iron Man in exchange for upgrading his arsenal and the implied promise of winning her over if she’s able to defeat the Avenger. Speaking of whom, Stark’s personal life continues its drama as, when he goes to apologise to Pepper for leaving her high and dry, he finds that she’s soured on him and has finally agreed to date Happy (although she does this purely to make Stark jealous. Poor Happy!) To lure out his foe, Hawkeye easily sneaks into one of Stark’s factories and causes an explosion with one of his trick arrows; sure enough, the Avenger flies in to investigate and is startled when Hawkeye fires at him with arrows laced with a rust-inducing chemical. Realising that the substance is quickly hardening, Iron Man swiftly takes cover and removes his boots and gauntlets (and, as ever, I remain in awe of just how cloth-like Iron Man’s “armour” is). Hawkeye discovers the discarded pieces of Iron Man’s armour and is elated, hoping that analysing them will allow him to learn the Avenger’s secrets and increase his threat ten-fold; while he’s able to escape from the factory unopposed as Stark is frantically (and literally) re-arming himself with spare parts from the facility, it’s not long before Iron Man has tracked the archer down and run him off the road with a blast from his “Power Ray”.

After injuring Black Widow, Hawkeye’s forced to retreat and Iron Man is unable to pursue them.

Since he’s run out of his special rusting arrows, Hawkeye is forced to rely on the rest of his quiver, which Iron Man is easily able to deflect with his magnetic Repulsor Beams. However, realising that his transistors can’t power his weapons forever, Iron Man tries to swoop down and subdue Hawekeye and ends up ensnared in nylon rope strands that restrain him for all of one panel. By the next panel, Iron Man is not only free but crashing into a wooden pier and flinging Hawkeye into the water, which effectively renders the archer unconscious. As the Black Widow looks on with unimpressed disgust, Hawkeye tries one last trick to complete his mission and win over the gratitude of the gorgeous Russian spy: a “Demolition Blast” arrow that he hopes will conquer the Armoured Avenger once and for all. Unfortunately, the arrow simply ricochets off Iron Man’s armoured hide and the resulting energy blast injures the Black Widow with a glancing blow. Grief stricken and aghast at having injured the “only one [he’s] ever loved”, Hawkeye ignores the stunned Iron Man in favour of spiriting the hurt spy to safety on her nearby boat. Thanks to a convenient fog descending, and the fly zone of La Guardia airport, Iron Man is unable to pursue the two and is forced to return to his factory to brood over his complicated social/love life and to wonder where and when his next threat will arise.

The Summary:
“Hawkeye, The Marksman!” actually ended up being a pretty decent little Iron Man story. I should also point out that I’m not massively familiar with Iron Man’s comics either, though I’ve read a decent amount thanks to the various Marvel Platinum complications that Marvel have published. Consequently, it was interesting to see Stark portrayed as a conflicted and lovelorn man who desperately wants to confess his love of Pepper but dare not because of his dependence upon his armour to stay alive. It was also interesting seeing him torn between his feelings for her and his loyalty towards Happy; he wants to do the right thing by his friend, however difficult and tragic that is for him personally, but at the same time he willingly takes Pepper to Coney Island on what she naturally assumes is a date since she’s also besotted by him. This paints Stark as a morally grey individual since he could have easily just given Pepper the brush-off, but he’s got eyes for her so of course he wants to spend time with her, though he also doesn’t want to step on his friend’s toes (even though he already did…) so he takes her to the least romantic place he can think of. If anyone looks really bad in all this, though, it’s Pepper; she’s infused with that besotted obsession that was all-too prevalent in comic books of this era so she naturally jumps at the chance to date Stark and then only agrees to go out with Happy because she wants to make Tony jealous.

Although he’s got no superpowers and is easily led astray, Hawkeye proves to be a formidable foe.

Thankfully, all of this is just a brief distraction from the main focus of the narrative, which is the introduction of Hawkeye. Here portrayed as a talented but underappreciated circus marksman, Hawkeye provides an interesting and little-seen glimpse into another side of Marvel’s fictional world. In Marvel Comics, the public are generally very fickle, easily forgetful and emotionally chaotic people who will laud the accolades of the Avengers one minute while hating and fearing Mutants and the likes of Peter Parker/Spider-Man the next while also tuning on them in either positive or negative ways on the flip of a coin. In a world so readily populated by super-powered individuals, what chance does a simple archer have of impressing the crowd? Thus, it’s no surprise that Hawkeye should feel jealous that Iron Man stole his thunder, consciously or not, and it’s somewhat understandable that he chooses to craft a brightly-coloured outfit for himself in order to share in some of the glory afforded to other costumed heroes. Unfortunately, his first tentative attempt at masked heroics ends with him being labelled a thief and then being manipulated by Black Widow; it really doesn’t take much more than a sultry glance and some irresistible charm from Madame Natasha for him to not only join her cause but to fall in love with her at first sight and, very quickly, Hawkeye’s initial plan to usurp his peers has been twisted into battling Iron Man on the urging of his newfound partner. The result is a surprisingly layered character; we don’t learn much about Hawkeye (his name and full origins are a mystery here) except that he craves acknowledgement of his unparalleled skills and is easily manipulated by a pretty face, and yet I find myself completely relating to his plight. While you could argue that he’s a naïve buffoon who allows himself to be manipulated, I see him as angry and misguided and trying to do the right thing but unable to resist the allure of the gorgeous Black Widow. Even more amusing his how completely clueless Iron Man is to all of this; he doesn’t even realise Black Widow is involved in the plot, treats Hawkeye as a mere annoyance, and is more concerned about his personal troubles than the archer’s threat. In the end, this was an entertaining introduction to Marvel’s most famous archer, who would go on to show additional layers to his personality and motivations in subsequent appearances, and I think the main takeaway from this was the tragedy that Hawkeye wished to be a celebrated hero like Iron Man and was quickly and easily led down a darker path mere moments into his debut as a costumed avenger.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you read “Hawkeye, The Marksman!” when it was first published? If so, what did you think to it at the time and what were your thoughts on Hawkeye? Did you enjoy his portrayal as a spurned archer looking for adulation or did you find him perhaps a bit corny? What did you think to Stark’s personal drama and did you enjoy Black Widow’s repeated attempts to defeat Iron Man during this time? What are some of your favourite Hawkeye stories and moments? Do you think he’s earned his place as an Avenger or do you find him to be a bit pointless? Whatever your thoughts on Hawkeye, feel free to sign up and leave them below or drop a comment on my social media, and check out my review of his Disney+ series.

Game Corner [Turtle Tuesday]: Teenage Mutant Ninja Turtles (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: 12 May 1989
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Amiga, Amstrad CPC, Atari ST, Commodore 64, MS-DOS, MSX, Nintendo Entertainment System (NES), Nintendo Switch, Nintendo Wii, PC, PlayChoice-10, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S, ZX Spectrum

The Background:
The Teenage Mutant Ninja Turtles (or Teenage Mutant Hero Turtles here in the UK) were the in thing for kids in the eighties or nineties thanks, largely, to the popularity of the Teenage Mutant Ninja Turtles (1987 to 1996) cartoon and an extensive toy line. A couple of years before Konami brought the “Heroes in a Half-Shell” to the arcades, the developers helped to make the NES a household name here in the UK with this adventure title, produced at a time when videogames (especially those on Nintendo’s ground-breaking platform) were built to last by ramping up their difficulty. Reportedly the first TMNT product to release in Japan, the game suffered from glitches and exploits across all its versions and is often cited as one of the hardest NES games of all time thanks, largely, to it featuring in an early episode of The Angry Video Game Nerd. regardless, the game was a huge success at the time and sold over four million copies worldwide despite mixed reviews, with some praising the controls and graphics and others flagged the lack of polish and recognisable elements from the franchise. Although readily available at the time on a variety of consoles, Teenage Mutant Ninja Turtles has been pretty difficult to come by after being removed from the Wii Shop Channel in 2012, that is until this Cowabunga Collection released for modern consoles alongside a host of other TMNT games and quality of life features.

The Plot:
The Turtles are on a mission to retrieve the Life Transformer Gun from their archnemesis, Oroku Saki/The Shredder, who has kidnapped their friends and is terrorising New York City with bombs, ninjas, and his army of robots.

Gameplay:
Unlike the vast majority of TMNT videogames, the original NES Teenage Mutant Ninja Turtles title is a 2D, sidescrolling action platformer that allows you to switch between the four titular turtles at any time via the pause screen. Being as it was an NES title, your controls and options are somewhat limited, but also effective; X sees you attacking with your turtle’s signature weapon and A allows you to jump, and you can both hold A for a higher and longer jump and attack while in mid-air or crouching. The TMNT are separated not only by the colour of their bandanas but by the range, speed, and power of their weapons; Donatello has the longest reach and is great for dispatching enemies above or below with his bo staff, for example. He and Raphael also seem to dish out more damage, destroying some enemies in one hit that would take Leonardo and Michelangelo two or three, however Leo and Mike have better options for attack with an arc or a swing. You’ll also comes across a number of secondary weapons with limited ammo, which you can switch to using the Xbox controller’s ‘View’ button and will find some pick-ups that activate automatically to carry you across gaps. Each turtle has their own health bar, and the game “helpfully” alerts you when you’re at low health by emitting a warning wound, so you’ll need to switch between them to get past trickier sections with fire pits and the like. If a turtle’s health is depleted, he’ll be captured and unplayable until found and rescued, though it’s game over if all four are captured.

Navigate through mazes, repetitive areas, and the infamous electric seaweed to rescue your allies.

The game is split into two very distinct sections; the first is a top down overworld, a recreation of New York City and the surrounding district, which is split into six areas that act as the stages of the game. Here, you can wander about, attacking enemies and avoiding larger vehicles such as Roller Cars, carpet-bombing fighter jets, and helicopters with search lights. At one point, you’ll hop into the turtles’ Party Wagon, which allows you to blast at Roller Cars and enemies on the overworld with X, though you’ll need to search for a handful of high-powered missiles to destroy barriers with X and progress further. The second part of the game is the 2D, sidescrolling action stages, which are accessed via manholes placed all over the overworld or by entering certain buildings. These drop you into claustrophobic sewers, aircraft hangers, enemy warehouses, and robot factories and see you navigating past enemies, hazards, and tricky jumps to small blocks or platforms to either progress, find health and pick-ups, rescue a comrade, or access new areas, like the rooftops and caves. Not only to enemies respawn when you leave the screen for just a second, but hazards are numerous; you’ll be stuck on conveyor belts, walking across some smaller gaps and trying to jump across others to tiny blocks, and hopping over spike and lava pits. At some points, you’ll be dumped back onto the outside if you fall while jumping across the rooftops or landing in the raging sewer waters, and you’ll also have to contend with spiked ceilings and instant-kill crushing spiked walls near the end of the game. Easily the game’s most infamous section is encountered pretty early on when, after reaching the damn, you’re given 2:20 to navigate an underwater section full of electrical bolts and electrifying seaweed in search of eight bombs to disarm. While it’s true that this is a difficult section thanks to the unfair hit boxes, the tight time limit, and the labyrinthine nature of the section, it’s made all the easier with the Cowabunga Collection’s rewind feature and you can tank through some of it using well-timed character swaps.

Graphics and Sound:  
Since it’s an NES title, the graphics are obviously somewhat dated; the top-down sections on the overworld aren’t great, with movement being noticeably clunky, and the game’s reliance on mazes and looping paths can get annoying when you’re stumbling around the airport trying to find the correct path or dodging searchlights in the dark to find the right manhole. The variety in these top-down locations is appreciated, though; you’re in the city, visit a dam, pop along the JFK Airport, and infiltrate the Shredder’s secret base under cover of darkness, and the game opens with a pretty ambitions character introduction screen and is accompanied by some fitting chip tunes to help ease even the most annoying sections, and each stage ends with a rendition of the TMNT theme to punctuate your victory. When you pause the game, you’ll get access to a pretty basic grid-like map that isn’t much help but it’s better than nothing; April O’Neil and Splinter will also offer some limited advice to give you an idea of what you’re looking for or how to defeat the game’s bosses, but these features are stripped from you in the final area as you’re “lost”.

Although limited by the hardware, the game’s fairly distinctive and graphically ambitious.

The 2D sections are where the game shines since you can actually see the TMNT in action, though the actual sprites obviously don’t emote or animate all that much unless they’re being swept away by the current. Mostly, the controls work just fine; you’re generally restricted in your horizontal and vertical movement so it’s rare that you have to make precise jumps but, when you do, they have to be pretty bang-on. Hit boxes are quite big, which is an issue in such close quarters, and backgrounds can be disappointingly bland and repetitive; all that separates one sewer section from another is the amount of brown and green, for example, so it can be easy to get lost, especially in sections that have to warping about trying to find the right exit. Things pick up a bit as you progress, with large background elements being used as static boss sprites, and you can avoid any slowdown or sprite flickering by turning them off with the Cowabunga Collection’s enhancements (though a fair amount still remains, perhaps unavoidably). The game’s story is primarily told through limited text and some art portraits, but the game doesn’t include any credits and it’s a bit cheap how the enemies constantly respawn but the health items and other pick-ups don’t, meaning you sometimes have to backtrack into dangerous areas to restock your health and ammo.

Enemies and Bosses:
Considering the source material has a near inexhaustible cast of characters to choose from, Teenage Mutant Ninja Turtles features some truly bizarre and misplaced enemies; I may not be able to remember every TMNT character but I could barely recognise any of the enemies encountered here, with the shuriken-throwing Foot Soldiers and the Mousers being the most familiar for me. There are some really weird baddies here, ones that are far too generic for a TMNT game and sadly symptomatic of this era of gaming; we’ve got robot bugs, spider-like jumpers, flaming men who spit out smaller minions, a large porcupine that shoots spines at you, a big bald asshole with a chainsaw, flying eye drones, this weird blank slate of a humanoid who becomes invulnerable when crouched down, another bald asshole who tosses boomerangs, crawling eyes, giant mutated frogs and fleas, and some truly aggravating Dimension X Troopers who hover about firing lasers right at you, no matter where you are, and always attack in groups! Some of these enemies will act as mini bosses, gaining a health bar and teaching you their attack patterns and such, but most of the time they’ll swarm the screen just to annoy you and screw up your jumps.

You’ll need to defeat TMNT mainstays and a robo-turtle to rescue April and Splinter.

Each stage of the game ends in a boss battle, generally with the life of one of the TMNT’s allies at stake; Bebop goes solo in this game as Rocksteady is holding April hostage, though he attacks in very much the same way as he always does, by charging at you with a head of steam, punching you when you get close, and jumping at you with a kick. It’s pretty simple to stay at the right side of the screen, jumping up to where Rocksteady and April are to avoid Bebop’s limited attacks, and smack him with your weapons. Rocksteady gets in on the action at the end of the warehouse stage and follows very much the same pattern; while April sits all tied up, Rocksteady charges at you with his horn, tries to jump at you, and fires bullets at you. However, you can destroy these projectiles, which is always helpful, and you can absolutely cheese this by hopping on top of the crates on the right-hand side and using Donatello’s crouch attack to defeat him without taking a single hit! When you finally figure out where the rope is and how to get across the rooftops, you’ll find Splinter held hostage by a dark version of Leonardo; this guy attacks exactly as Leo would when you play as him, with sword swipes and such, but draining his health reveals that he was the “Mecaturtle” (not to be confused with Metalhead…) all along. The Mecaturtle hovers about using its rocket boots and fires homing missiles at you, punching when up close, but there’s a lot of room to dodge and land hits.

Bosses get bigger and tougher near the end, though the Shredder’s a bit of a joke.

After fighting through the Shredder’s robot factory, you’ll battle one of the more visually impressive bosses of the game – a giant Mouser that’s rendered as a background element and reminds me of the titular war machine from the original Metal Gear (Konami, 1987). While it looks intimidating, its lack of movement and predictability make this a pretty easy boss; it fires twin laser beams from its eyes that are simple to avoid, the smaller Mousers it drops are easily defeated, and you can easily smash away at the weak point in its mouth using Donatello’s ridiculously long bo staff. Naturally, you’ll eventually make your way to the Technodrome, which also acts as a large, impressive, and formidable boss battle; the humongous machine idles along on its treadmill base, frying you with electrical currents from its front and back spokes and protected by two turrets and an endless supply of Foot Soldiers. You need to fight against the pull of the treadmill, fend off the ninjas, and attack the Technodrome’s giant eye to eventually blow open an entrance, but this is easily the toughest and cheapest boss battle in the game. Once you fight your way through the insanity of the Technodrome, the game ends with a one-on-one encounter with the Shredder; after teleporting in with a burst of lightning, he jumps about the enclosed arena trying to punch you and firing deadly shots from his one-hit-jill de-evolution pistol. However, it’s laughably easy to avoid this and stay out of his way, especially with Donatello, and you can even trap him in a corner using Leo’s rapid sword swings to make short work of the would-be-conqueror.

Power-Ups and Bonuses:
As ever, you’ll occasionally find pizza strewn about in the 2D sections to refill either two bars of your health with a slice, four with half a pizza, and the entire bar with a whole pizza. Like all of the game’s items, these are quite rare and hard to track down thanks to the maze-like nature of the levels, and you’ll need to remember to switch to a turtle with low health when you spot one to keep everyone in tip-top condition. You can also find a turtle-face icon that looks like its should be an extra life but actually grants your temporary invincibility and puts you into an awkward frenzy. In one specific area of the game, you’ll also need to track down missiles for the Party Wagon to destroy the barrier son the overworld, though you can just about get by with one load of ten if you plan your route and shots correctly. Areas three and four also hide the rope item, which you’ll need to automatically cross large gaps across rooftops in area four.You can also pick up additional weapons, which you can switch to with the ‘View’ button and which act as projectiles, with each having a limited amount of ammo. Sometimes enemies will drop additional ammo, but mostly you’ll just stumble upon the weapons out in the open in 2D sections and they’re extremely effective, killing many enemies in one hit. You can grab shurikens, tossing either one or a triple-shuriken spread for maximum coverage, a boomerang, and a “kaiai”, which fires out a powerful energy wave.

Additional Features:
In a change from 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. Luckily, the Cowabunga Collection remedies that, awarding 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. While the enhancements only allow you to remove slowdown and sprite flicker, you can still rewind the game with the Left Bumper and access save states using Right Bumper, and choose to watch the game play itself if that’s your jam.

The Summary:
I was actually surprised by how much I enjoyed the TMNT’s first venture onto the NES. It helped that I knew all about some of its more frustrating and obscure moments thanks to watching the Angry Video Game Nerd and the reputation that game as earned over the years online as one of the most difficult NES titles. While the game’s presentation and execution are a bit janky, opting for a restrictive and confusing 2D sidescroller rather than a mindless beat-‘em-up, I liked that each turtle was selectable at any time and shared their own health and weapons. While they all control the same, they’re made unique by their individual weapons, which can be particularly game-breaking in certain situations, and I liked the top-down sections of the game, despite how confusing it can be to navigate at times. What lets the game down is the oddball nature of the enemies on show; it’s almost as if this could’ve been any NES action game as the enemies are decidedly off-brand for the TMNT, and the environments just aren’t detailed or distinctive enough to really make an impact or make best use of the license. The respawning enemies and labyrinthine gameplay certainly add to the game’s difficulty; some of the enemies are needlessly cheap and make it extremely difficult to not take damage. However, I enjoyed the boss battles, especially the presentation of the giant Mouser and the Technodrome, and it’s fun to add a little more depth to the TMNT beyond just repetitively pummelling enemies. Tense, frustrating, and head scratching at times, Teenage Mutant Ninja Turtles has a fair amount of action packed into it for such a limited title and it’s definitely worth checking out, especially with the enhancements offered by the Cowabunga Collection, which definitely reduce the challenge offered by this influential NES title.

My Rating:

Rating: 3 out of 5.

Pretty Good

Was Teenage Mutant Ninja Turtles a part of your NES library back in the day? What did you think to gameplay and presentation of the game, especially regarding its maze-like aspects? Which of the characters was your favourite to play as and which boss was the most exciting for you? Were you able to make it through the underwater section? What did you think to the additional features added to the Cowabunga Collection? What’s your favourite challenging game from the NES days? I have a comments section down below where you can share your opinions on this classic NES title, or you can start the discussion on my social media.

Mini Game Corner: Desert Strike: Return to the Gulf (Mega Drive)

Released: March 1992
Developer: Electronic Arts
Also Available For: Amiga, MS-DOS, Mac OS, Master System, Lynx, Game Gear, Game Boy, SEGA Mega Drive Mini II, Super Nintendo Entertainment System (SNES), PlayStation Portable

A Brief Background:
By 15 March 1991, the Gulf War came to an end; after about six months of conflict and thousands left dead, the atrocities of the war would be felt for years to come and, naturally, this meant that Desert Strike caused some controversy when it was released due to the Gulf War being fresh in people’s minds. Desert Strike was spearheaded by Mike Posehn, who built off the air rescue mechanics of Choplifter (Dan Gorlin, 1982) by incorporating nonlinear, mission-based gameplay in a sandbox environment that eschewed typical videogame mechanics like bosses and power-ups. Inspired by Matchbox toys, Posehn designed the 3D models to resemble toys and programmed the game in such a way that players would be forced to restart if they went off-mission. Several months were spent perfecting the game’s physics and controls, all of which served it well upon release and Desert Strike has been highly praised as one of the Mega Drive’s top titles; reviews praised the graphics, the mission variety, and the strategy involved in tackling missions, though the difficulty curve and its more frustrating moments proved to be a cause of contention. Though many may have forgotten the series in recent years, Desert Strike kicked off a slew of similarlythemed sequels that built and improved upon the original’s formula; I used to play the Amiga version all the time back in the day and knew that the series was a must-buy once I really started collecting for the Mega Drive.

First Impressions:
Desert Strike is a top-down, isometric shooter in which players take the controls of an Apache helicopter and undertake a number of missions in a sandbox-like map in the middle of the Gulf Desert. At the start of the game, you can pick from a variety of control and gameplay options: by default, A fires your Hellfire missiles, B fires your Hydra missiles, and C fires your chain gun, but you can customise these to your liking. You can also choose to control the helicopter either from the cockpit (which makes movement a lot easier) from above (which leaves less room for error), or “with momentum” (the default setting, which has the helicopter move more realistically). I chose “from cockpit” and never had any issues with the control scheme; the helicopter is surprisingly manoeuvrable considering you’re essentially flying over a grid, and you can easily reverse away and bank out of firing range if need be. Once you’re happy with your controls, you can pick a co-pilot; while you’ll control the helicopter’s flying and weapons, the co-pilot you choose can greatly impact your gameplay as some cause the winch to jam while others are a bit more trigger happy. From there, you can either start from the game’s first campaign or enter a password to skip ahead to a later level, and you’ll be awarded with one of these codes after successfully completing each campaign. Sadly, despite some pumping tunes blaring during the title sequence and cutscenes, Desert Strike is devoid of in-game music, leaving only the sounds of your helicopter blades and weapons to hold your attention. Each of the campaigns also takes place on the exact same map, though the sand colour changes to indicate a different time of day and you’ll find different buildings, vehicles, and enemy placements in each campaign.

Check your map to identify mission objectives and targets to destroy or POWs to rescue.

While you need to press C on the title screen to view the game’s story, mission debriefing and cutscenes will take place before each campaign (and during the mission when you rescue prisoners of war (POWs) or capture enemy commanders) using large, detailed, and partially animated sprite art and onscreen text. Once you start the campaign, you’ll need to fly from the frigate and to the desert, and right away you’ll see just how large the game map is. You can view the map from the pause menu and use the directional pad to switch between different mission objectives and points of interest on the map, which allows you to easily see where your next target is and what resources you can acquire along the way. You can also view the status of your missions, and get additional information about each one (this tells you how many POWs you need to rescue, or how many targets you need to destroy, in order to clear the mission). The instruction manual stresses that you complete each mission in order; if you don’t destroy the radar dishes first, you’ll encounter greater enemy resistance throughout the campaign, but it’s also advisable to clear out enemies or do some prep work on your way to your next objective (for example, if you’re going to fly past where an enemy spy is hiding, break them out and pick them up before destroying the power plant, then loop past the fuel on your way to taking out a SCUD Launcher). Since onscreen text is limited to warning you when you’re in a danger zone or low on fuel and armour and other situational notifications, you’ll only be able to keep track of your ammo, armour, fuel, lives, current load, and current score from the pause menu. Your helicopter’s chain gun is your weakest weapon, but also holds around a thousand rounds, meaning it’s sometimes better to hang back, angle yourself just right, and use the gun to blow open buildings rather than waste your more powerful missiles. Ammo crates are scattered all over the map, but ammunition is scarce; if you’re too trigger happy, you’ll have a hard (or almost impossible) time destroying the campaign’s bigger targets or tackling more formidable enemy units, like tanks and Rapiers.

Campaigns quickly get very challenging as you’re given a variety of missions to complete.

Your helicopter can take a decent amount of damage, but you’ll be reduced to smouldering wreckage under sustained heavy fire or if you’re not careful and bash into rocks or buildings. You start the game with three lives and, when they’re exhausted, you have to restart the entire campaign over. You can, however, earn additional lives by accumulating a high score or hop back into the later missions using the password system. If you die mid-campaign, you’ll respawn right where you failed but your weapons won’t be replenished after each death. You’ll get a bit of extra fuel, though, but it’s usually not enough to get to one of the handful of fuel drums also scattered across the map. As a result, you really have to think about the best routes and the most efficient way of tackling the missions; fuel, ammo, and armour all need to be considered so you can’t just fly in all guns blazing, and you can only carry six passengers at a time so you’ll need to be mindful of where the nearest landing zone is, too. Resources and passengers are automatically picked up by flying over them, which drops a winch for you to latch onto them. Your helicopter will also land so your co-pilot can get out and rescue targets, which leaves you flying about fending of heavily-armed enemy forces before recovering them, and you also won’t lose fuel when flying over the sea, which is useful in the game’s later campaigns. Missions are generally grouped into two categories: destroying targets and recovering targets. Radar dishes, power stations, airfields, and chemical weapons facilities all need taking out and you’ll need to recover both POWs and enemy commanders to learn the exact location of things like SCUD Launchers or bomb shelters. You’ll be orchestrating jail breaks, rescuing United Nations ambassadors, uncovering and destroying missile silos (before they launch their ordinance), airlifting soldiers from life rafts out in the ocean, and angling yourself just right to stop oil spills as you progress through the game. Practically every target is either defended by or soon reinforced by enemy forces, ranging from soldiers packing both machine guns and rocket launchers to tanks, AAA turrets, mobile Rapier launchers, and even an enemy helicopter in one of the later missions. There are no traditional bosses to speak of, but the more heavy-duty enemy vehicles can easily catch you in a crossfire, especially if you’ve wasted all your best ammo blasting buildings. Things would be a lot easier if you could restock your weapons, fuel, and armour at the frigate but this isn’t an option; rescuinf missing soldiers can restock your armour but resources are so scarce that you’re easily left with no better option than to completely start over since you won’t have the necessary weapons or fuel to continue, making for a challenging gameplay experience

My Progression:
I’ve played Desert Strike, and its sequel, before; as mentioned, I had it on the Amiga and I remember borrowing both from friends back in the day, but my memories are a little vague on the specifics. After replaying it on the Mega Drive, though, I can only conclude that my version must have been one of the many Amiga games I had that was cracked, allowing me to play with such benefits as infinite fuel, armour, and ammo as Desert Strike really is one of the most challenging Mega Drive titles I’ve played. Thankfully, it’s not unfair, exactly, just extremely frugal with its fuel, armour, and ammo and you really need to have a plan of attack in mind before taking on your objectives. If you run out of missiles destroying enemy vehicles or targets, you’ll never be able to destroy five out of the six SCUD Launchers before they fire their missiles, for example, so you shouldn’t just blast away willy-nilly or pick up ammo crates unless you need them, and while you do get extra points for destroying other targets and picking up soldiers, it’s best to stay on-task and only attack and rescue those that you need to. All of this is to say that I couldn’t get past the second campaign, and it was only through a great deal of trial and error that I was even able to beat the first campaign (!), which requires you to destroy three radar dishes, take out a power station, destroy some heavily-defended airfields, and then rescue a secret agent from a bunker while fending off enemy forces.

You’ll be hard pressed to take on the game’s later missions even with the level skip passwords.

Campaign two starts out with much of the same, asking you to destroy radar dishes, a power station, and a chemical weapons facility, but the resources are far scarcer are there are a lot more passengers that need picking up between the jail break and SCUD commanders, meaning you’ll be doing a lot of back and forth between landing zones. I was able to achieve all of these objectives except for destroying the SCUD Launchers as I was completely out of missiles by the time they appeared on my map and thus unable to destroy them before they launched their load. Even using the ten lives code didn’t really help here as I kept running out of the resources I needed to complete the campaign, so I used a password to jump ahead to the other campaigns and see how they fared. As you progress, not only do the number and aggression of the enemy forces increase, but so do your mission objectives: Campaign three has you rescuing U.N. ambassadors, destroying a chemical weapons complex, locating and destroying missile silos before they can launch, destroying a power station, blowing a hole in the Madman’s yacht and rescuing his hostages while fending off speedboats, and then protecting your co-pilot as he drives a bus to safety. I believe I died trying to locate the enemy ambassadors, so I tried the final campaign and was similarly met with failure. At first, you only get two objectives: destroy the tanks attacking an oil field and drop some commandos off to take the complex over and stop oil pumping into the sea with well-timed shots, but additional missions pop up soon after, including locating bomb shelters and destroying specific garbage trucks carrying bomb parts, but I was all out of ammo, fuel, and lives before I really got a chance to go any further than that.

Despite the fact that I couldn’t actually complete the game, and barely managed to clear even one campaign, I still really enjoy Desert Strike. While enemies and the game’s speed aren’t exactly action-packed or at a breakneck speed, combat is exhilarating as you need to try and circle around or stay out of firing range to quickly take out enemies or blow open buildings, without catching their attention and to conserve your more powerful weapons. The controls are surprisingly slick, and there’s a lot of little things to see and do in each campaign, from vehicles idling down the road, security checkpoints, POWs fighting with the enemy, enemy fire damaging buildings, and the amount of objectives crammed into each mission is staggering. In fact, there may be almost too much to do, certainly too much for the limited resources available; thus, Desert Strike is a game that involves a lot of strategy and asks that you plan out your route and how you tackle objectives and then restock your weapons, though the developers were really stingy with the fuel, ammo, and armour, which means that this isn’t really a game you can just casually playthrough. Still, it remains an under-rated Mega Drive classic and I’d love to hear your thoughts on Desert 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 sequel.

Back Issues: Whiz Comics #2

Story Title: “Introducing Captain Marvel!” (or simply just “Capt. Marvel!”)
Published:
February 1940
Writer: Bill Parker
Artists: C.C. Beck

The Background:
After DC Comics (then known as National Comics) saw incredible success with their benchmark superheroes, Clark Kent/Superman and Bruce Wayne/Batman, the comic book industry was ripe for a whole slew of new costumed heroes to take the stage. Not wanting to miss out on the action, Fawcett Publications set about establishing their own colourful superheroes, each sporting the powers of Greco-Roman Gods, but it was Ralph Daigh who decided to combine them into one superpowered entity to directly oppose Superman, which he initially dubbed “Captain Thunder”. Taken by the concept, both writer Bill Parker and artist C.C. Beck saw the concept as a chance to tell a story that hearkened back to the folk-tales and myths of old. Initially, Captain Thunder debuted in the pages of a comic published as both Flash Comics and Thrill Comics but, when trademark issues arose concerning all of these names, artist Pete Costanza suggested the alternative name of “Captain Marvelous”, soon shortened to Captain Marvel, and the Big Red Cheese proved to be a massive success when his debut issue sold over 500,000 copies. Sadly, legal issues would continue to dog the character even after Fawcett was absorbed into DC Comics and Captain Marvel started rubbing shoulders with the Man of Steel and the Justice League, creating some confusion about the character’s name since Marvel Comics had since established their own Captain Marvel, leading to the Big Red Cheese often being dubbed “Shazam” instead. Whatever you want to call him, Captain Marvel has quite the legacy; he’s shared his powers with a colourful extended family (including a bumbling uncle and a talking tiger!), clashed with Superman and been involved in some of DC’s biggest crossover and Crisis events, and his phenomenal success on the big screen in 2019 led to not only a sequel and a spin-off but a newfound surge in popularity for the magical man/boy superhero.

The Review:
Our story begins with a youngster in a bright red jumper and jeans hanging around outside the city subway trying to sell newspapers. He’s approached by a mysterious man in a black overcoat and fedora and we learn that, despite his clean-cut appearance, the boy is homeless and sleeps in the subway to stay warm. The mystery man bids the lad to follow him into a danky subway tunnel and, naïve as he is, the boy goes along; there, he boards a strangely garish-looking subway car and thinks absolutely nothing of it when he’s transported to an ominous subterranean cavern. Seriously, the boy barely says a word and seems perfectly happy to be whisked away by this darkly-garbed figure to the bowls of the city. His youthful trust (or stupidity, you decide) leads to him entering a vast underground hall where crude, cartoonish carvings of the Seven Deadly Enemies of Man (Pride, Envy, Greed, Hatred, Selfishness, Laziness, and Injustice) adorn the walls of the cavern, which is lit only by flaming torches and home to an enigmatic, heavily bearded old man who sits on a huge marble throne. The old man (who bares more than a passing resemblance to God) introduces himself as Shazam and demonstrates his all-knowing demeanour by identifying the boy as Billy Batson. Even more incredibly, upon speaking his name, Shazam causes a bolt of lighting to fill the cave and the names of six Gods and their attributes to magically appear on the wall behind him: Solomon (wisdom), Hercules (strength), Atlas (stamina), Zeus (power), Achilles (courage), and Mercury (speed).

Naïve Billy is taken to meet Shazam and transformed into a superhuman being!

Shazam explains that he has utilised the powers of these Gods to defend the Earth from the forces of evil for three-thousand years; in that time, he claims to have “seen everything – known everything” and, rather than using his incredible magic to prove this, falls back on a “historama” – a “super-television screen capable of depicting past, present and future events” – to show how Shazam watched as Billy was driven from his childhood home after the death of his parents by his wicked uncle, who sought to get his grubby hands on the money and bonds Billy was willed by his father. This is, apparently, enough of an explanation as to why Shazam brought Billy to his mysterious cave; after battling injustice and cruelty for centuries, Shazam is looking for a successor to carry on his work as “the strongest and mightiest man in the world”, Captain Marvel. Upon speaking the old man’s name, Billy is transformed by a magical lightning bolt into a tall, physically powerful adult male in a bright red costume and fancy side-cape and unquestionably pledges to continue Shazam’s legacy. After Captain Marvel speaks the magic word once more, however, Shazam appears to be crushed under a massive granite block that’s randomly suspended over his head. Okay… Anyway, in a flash of lightning, Billy’s back to his normal self and outside the subway with his newspapers, and left thinking that it was all a dream. The next morning, a couple of no-good gangsters buy one of Billy’s papers to read up on their boss’s handiwork: a madman known as “The Phantom Scientist” has threatened the United States radio system and is demanding $50,000,000 for…something. Suspecting the two, Billy follows the gangsters to “the swanky Skytower apartments” but is turned away by a pushy doorman. He then tries to get word to the radio “head”, Sterling Morris, by dashing into his office after the receptionist tries to shoo him away. Unfortunately, Morris dismisses Billy’s story as hogwash simply because the gangsters are holed up at somewhere as reputable the Skytower apartments.

Captain Marvel disrupts Sivana’s plan and earns his child alter ego a job as a radio reporter.

Undeterred, Billy vows to find the Phantom’s laboratory and even manages to convince Morris to award him a job as a radio announcer if he succeeds in this goal. Since he can’t enter Skytower apartments directly, he takes the elevator to the rooftop of the nearby office building and, deciding that he didn’t dream up his extraordinary encounter the other night after all, transforms to Captain Marvel with his magic word. Captain Marvel easily clears the gap between the two buildings with a mighty leap (like Superman in his first appearance, the Big Red Cheese can’t fly yet) and, in an astounding piece of luck, finds himself right outside of the Phantom’s laboratory. Inside, he learns of the Phantom’s true identity: he’s Sivana, a balding, gnarled little man who operates through a number of hired goons and plans to put an end to any and all radio broadcasts at midnight unless his hefty ransom is paid. Having seen enough, Captain Marvel bursts in, hurling one of Sivana’s men into his complex “radio-silencer” machine, smashing it to smithereens. The other man flees to a private elevator but to no avail; Captain Marvel rips the door from its hinges and then hauls the elevator up with his incredible strength, laying the goon out with a wallop to the back of his head. With the mooks tied up, Captain Marvel addresses Sivana directly using the mad scientist’s gigantic television screen, with both vowing to confront each other again…though only Captain Marvel delivers a death threat to the odd little madman. With Sivana’s plan thwarted, Captain Marvel turns back to Billy and calls Morris over; though perplexed, Morris is suitably impressed by Billy’s actions and the plucky boy earns himself a job as a radio reporter, while also vowing to continue fighting the good fight as Captain Marvel!

The Summary:
I’ve not read much of Captain Marvel. I think the only solo stuff of his I’ve read prior to this was the initial Power of Shazam (Ordway, et al, 1995 to 1999) run. Other than that, he’s rarely cropped up in other DC stories and crossovers I’ve read, but I’ve always wanted to read a little more from the character as I find him pretty interesting as a source of wish fulfilment. What kid hasn’t wanted to become a superhero, after all, and the idea of a homeless little boy suddenly being able to transform into a literal superman has a great deal of appeal. As ever with Captain Marvel’s stories, the art is of a slightly different calibre to his contemporaries, favouring a more whimsical and cartoonish style that, for all the colour and pop-art appeal, really falls flat when it comes to portraying backgrounds and environments. Shazam’s cave, for example, is quite poorly rendered compared to the other, more realistic locations. C.C. Beck shines in rendering facial expressions, his work being very reminiscent of pulp stories and characters like Samuel Bradley/Sam Bradley, and he even brings to like quasi-science-fiction elements like Sivana’s technology in adorable detail that is perfectly in keeping with the technology of the time, but just a touch more fanciful but not in a way that’s needlessly overdesigned like some of Jack Kirby’s work.

Captain Marvel impresses, despite some narrative hiccups in his debut story.

Narratively, Captain Marvel’s debut is a bit wonky, however. We don’t really get to learn much about Billy beyond what Shazam shows us with his “historama” and it’s really odd that he so willingly went along with the dark stranger. Who even was that, anyway? He just disappeared once they got to Shazam’s cave and there was no real explanation behind him. I think having it be Shazam himself might’ve been a little better, but it kind of made Billy look like a naïve fool. His reaction to meeting Shazam is also very one-sided in the old man’s favour; Billy questions none of it, instantly accepts his new mission, and yet doesn’t even explore his superpowers since he dismisses it all as a dream. He has some pep to him, I’ll give him that, in the way he barges in to see Morris and hoodwinks the guy into giving him a job, but there’s not much to Billy and no personality shift between the boy and his superpowered alter ego. Captain Marvel himself looks great, but we don’t really see many of his powers on show; he does a leap, tosses some goons around, and that’s it, so he’s hardly on par with Superman in terms of abilities in the context of this issue. Sivana’s plot was also a bit low-key; I mean, disrupting radio stations for money? Is that really the best he can come up with? Overall, though, I did enjoy it, even if the narrative is a bit scattered and questionable; I definitely think subsequent retellings and revisions have made Captain Marvel’s origin and personality more interesting and diverse, though.

My Rating:

Rating: 3 out of 5.

Pretty Good

Were you a fan of Captain Marvel’s debut story? What did you think Billy’s presentation and the depiction of his first meeting with Shazam? Were you impressed by Captain Marvel’s powers and costume? What did you think to Sivana’s threat? Which of the Captain Marvel family is your favourite? What are some of your favourite Captain Marvel stories and moments? Whatever your thoughts Captain Marvel, feel free to leave them below or drop a comment on my social media.

Movie Night: Black Panther: Wakanda Forever 

Released: 11 November 2022
Director: Ryan Coogler
Distributor:
Walt Disney Studios Motion Pictures
Budget: $250 million
Stars:
Letitia Wright, Tenoch Huerta, Angela Bassett, Danai Gurira, Lupita Nyong’o, Winston Duke, Dominique Thorne, and Martin Freeman

The Plot:
With Wakanda in mourning after the tragic death of their beloved monarch, T’Challa/The Black Panther (Chadwick Boseman), Princess Shuri (Wright) is forced to step into the unlikely role of ruler and protector when her nation is threatened by their imperious K’uk’ulkan, Namor (Huerta), who wishes to wipe out the surface world.

The Background:
Readers of Marvel Comics’ Fantastic Four were introduced to the first-ever black superpowered character, the Black Panther, for the first time in 1966. After a Wesley Snipes-led live-action adaptation languished in Development Hell for decades, the Black Panther finally made his debut in Captain America: Civil War (Russo and Russo, 2016), setting the character up for his own critically and financially successful solo film that impressed with its performances and candid themes of racial oppression. Sadly, the character’s future was thrown into doubt when star Chadwick Boseman sadly passed away after secretly battling cancer; Marvel Studios head honcho Kevin Feige promised that the role wouldn’t be recast to ensure a lasting legacy for Boseman, surprising and devastating writer/director Ryan Coogler, who had been working with Feige and Chadwick to develop the character’s reign as Wakanda’s monarch. Rather than recast or utilise a CGI double, the script was reworked to expand upon the supporting characters and culture of Wakanda. The script also introduced Marvel’s first Mutant, Prince Namor McKenzie/The Sub-Mariner, to the Marvel Cinematic Universe (MCU), albeit with a heavily altered background; to avoid comparisons with Arthur Curry/Aquaman, the script changed Namor from a prince of Atlantis to the God-king of a hidden, underwater Mesoamerican subculture and leaning into star Tenoch Huerta’s Mexican heritage to bring the complex anti-hero to life, ankle wings and all. Switching Atlantis for Talokan, the film took visual inspiration from Mayan culture and Jack Kirby’s comic book imagery to bring Namor’s undersea kingdom to life, and employed anamorphic lenses to warp the screen with the fog of loss to reflect the cast and crew’s grief over Chadwick’s passing. Although COVID-19 didn’t affect the film’s release, a series of injuries and delays did interrupt filming and star Letitia Wright attracted some controversy after speaking out about the COVID-19 vaccination. Regardless, Black Panther: Wakanda Forever released to largely unanimous praise but reviews were a little mixed; critics praised the film as a celebration of Chadwick’s life and the individual performances but many took issue with the film’s length, worldbuilding and believed it struggled with Chadwick’s absence. Still, the film was a financial success, bringing in over $355 million at the box office and setting up not just another Disney+ spin-off but also sparking discussions for a third entry in the franchise.

The Review:
Like many, if not all of us, I was stunned to learn of Chadwick’s passing in 2020; it really did come out of nowhere and raised some uncomfortable questions about the future for the character of the Black Panther. Obviously, real world tragedies like this are more important than any fictional narrative but it was still a difficult situation for the MCU to address; a recast could anger Chadwick’s fans, ignoring his passing could be seen as disrespectful, and the question of whether anyone would accept a new character taking on the Black Panther mantle led to some pretty despicable shows of toxic masculinity across the internet despite the fact that Shuri has adopted the role in the source material. Personally, as much as I enjoyed Black Panther (Coogler, 2018), it almost felt as though it might be best to downplay Wakanda’s influence in the MCU going forward; perhaps merge any future stories into other movies, such as their upcoming Fantastic Four reboot, since the situation was so delicate. Instead, the decision was made to forge ahead and immortalise Chadwick’s legacy with a celebration of his life and to allow every involved, the creators, characters, actors, and the audience, to commemorate his life and mourn his loss collectively in this sequel. Even with this in mind, I was very surprised to see the film open on the eve of T’Challa’s death not long after the events of Avengers: Endgame (Russo and Russo, 2019); like the late Chadwick, T’Challa was stricken by a fatal illness and suffered in silence, with his condition being discovered far too late for Shuri’s advanced technology to be of any help. Indeed, she was so desperate to try and artificially recreate the mystical heart-shaped herb to cure her brother than she spent all her time in her lab and even prayed to the panther god Bast for help, only to be devastated to learn of T’Challa’s untimely passing despite her best efforts.

Wakanda mourns their loss, but none feel T’Challa’s passing more so than Queen Ramonda and Shuri.

The entire nation of Wakanda was united in mourning for their fallen king and protector; Wakanda’s traditions teach that death is simply the first step on a great journey in the afterlife, a belief that brings little solace to Shuri. With one foot planted in science and the other in spirituality, she’s conflicted over the loss, finding little comfort in the assertions of her mother, Queen Ramonda (Bassett), that T’Challa lives on in spirit around them. Instead, she’s abandoned her efforts to recreate the heart-shaped herb, believing that it and the symbol of the Black Panther are relics of the past that should be laid to rest with her brother, and has been busying herself crafting new weapons and technology for Wakanda’s all-female army, the Dora Milaje, much to the chagrin of her mother and General Okoye (Gurira). In the wake of T’Challa’s death, Queen Ramonda has had to forge on as Wakanda’s sovereign ruler; though the tribes of Wakanda are fully united and behind her, with even the hulking M’Baku (Duke) and his Jabari tribe now represented on the council, Wakanda has come under fire from the United Nations as the world’s superpowers begin to feel threatened by Wakanda’s advanced technology and exclusive access to Vibranium. Although T’Challa opened Wakanda’s borders and established a number of outreach centres across the glove to help oppressed and struggling people, Queen Ramonda resolutely promises swift and aggressive retribution against any party or nation that tries to take Wakanda’s resources (especially their Vibranium) by force, upsetting the geo-political perception of the nation and putting Wakanda at risk of all-out war.

Shuri forges new relationships to work through her grief, including protecting Riri from Namor.

Of all the returning characters, Shuri obviously receives the most obvious growth; in the first film, she was an outspoken rebel, as arrogant in her scientific acumen as Anthony “Tony” Stark/Iron Man (Robert Downey Jr.) and who openly mocked Wakanda’s traditions. Now, she’s a broken young woman struggling with a burning desire for vengeance; grief is consuming her and has hardened her demeanour, yet her moral integrity is strong enough to oppose Namor’s desire to kill scientific prodigy Riri Williams (Thorne) after she creates a machine capable of detecting Vibranium, purely on a whim, and threatens to expose the lost underwater nation of Talokan to the world. Although clearly wanting to be seen as an intimidating figure, Namor makes an effort to appeal to Shuri, bringing her to the depths of Talokan and sharing both his backstory and some of the history of his aquatic people. Believing he’s found a kindred spirit in Shuri and that she will join him in launching a pre-emptive strike against the surface world, Namor proposes an alliance while both threatening Riri’s life and promising that Talokan’s superpowered forces, further empowered by their own Vibranium weapons, are no match for Wakanda. Ultimately, Shuri chooses to protect Riri, who meant no harm and poses no threat to anyone, incurring Namor’s wrath; his attack upon Wakanda sees the capital city partially flooded, eventually evacuated, and leaves untold numbers dead, including Queen Ramonda. With this act, Namor only further stokes the raging fire burning within Shuri; having literally lost her entire family, she now finds herself promoted to sovereign ruler and having to live up to expectations that were never asked of her before, and is finally compelled to continue her research into the heart-shaped herb so that the Black Panther can live again and give her the means to take her revenge upon Namor.

In addition to fleshing out returning characters, the film introduces a new child prodigy to the MCU.

T’Challa’s passing means a greater focus on Wakanda’s supporting characters; as mentioned, M’Baku and the Jabari are now fully integrated into Wakanda society, though he remains a proud and outspoken man mountain. He’s given greater depth, however, by him assuming the role of Shuri’s protector and confidante; charged by T’Challa with providing Shuri with council, he urges her to embrace her role as Wakanda’s leader and protector while also warning against provoking endless war against Talokan and killing their God-king since this would set not only her down a self-destructive path but bring ruin to their homeland. The stoic and implacable Okoye is equally devastated by her king’s passing; as loyal as ever, she convinces Queen Ramonda to allow Shuri to accompany her to Cambridge, Massachusetts to intercept Riri, only to end up being disgraced and discharged from her duties after failing to protect them from Namor’s forces. Despite her resistance to utilising Shuri’s technology, Okoye upgrades to a superhero persona of her own by the end of the film as she and fellow Dora Milaje Aneka (Michaela Coel) make use of Shuri’s “Midnight Angel” armour in the final battle against the Talokan warriors. While Riri’s involvement in the movie is somewhat akin to the introduction of Peter Parker/Spider-Man (Tom Holland) to the MCU and has more than a few parallels to Iron Man’s origin, she quickly forms a bond with Shuri, Okoye, and Nakia (Nyong’o), with the four being united in their grief and common enemy. Since the first movie, Nakia has left Wakanda and become a schoolteacher; the pain of T’Challa’s passing was too great for her to attend his funeral, but she readily agrees to rescue Shuri and Riri from the outskirts of Talokan after Okoye’s dismissal. Everett K. Ross (Freeman) of the Central Intelligence Agency (CIA) also returns in a small role as an outside ally to Wakanda; with the United States legitimately considering going to war with Wakanda over their Vibranium, he tries to convince the Secretary of State (Richard Schiff) and CIA director Valentina Allegra de Fontaine (Julia Louis-Dreyfus) of the Talokan plot only to be arrested on charges of treason by Valentina, who’s revealed to be his ex-wife, further placing him in Wakanda’s debt. Ross is right to be concerned; Talokan is a serious threat not just to Wakanda but to the entire world. Their people’s origins are as seeped in mysticism as the Wakandans, with their ancestors being directed to the same heart-shaped herb by divine intervention, however this one was found near an underwater deposit of Vibranium and thus mutated the Talokan into a water-dwelling species.

While his enforcers aren’t very memorable, Namor is a complex and alluring anti-hero.

Establishing a fully functional city deep beneath the ocean, one seeped in Mesoamerica traditions and aesthetics, the Talokan have been ruled for centuries by their God-king, Namor, whom they refer to as “K’uk’ulkan” (or “Feathered Serpent God”). Born a Mutant, able to fly thanks to wings on his ankles and drawing both superhuman strength and oxygen from the water directly through his skin, Namor is the child of two worlds but has absolutely no love for the surface world. After witnessing first-hand the aggression of colonisers and invaders, he has prepared a dedicated and formidable water-dwelling army to strike back against humanity before they can even think about trying to raid Talokan’s depths for their resources and Vibranium. Although charming, alluring individual who makes intelligent and persuasive arguments, Namor is nonetheless an aggressive and driven warrior who’s willing to threaten not just Wakanda but also Riri’s life since he doesn’t want her creating any more machines that could expose Talokan. While the Talokans are far more tribalistic in their ways and strategies, they’re no less dangerous; they’re capable of luring targets to their deaths with a hypnotic siren’s song, boast superhuman strength and speed and Vibranium weapons, employ destructive concussive water grenades, and can both command water and travel through the sea on whales. Namor’s chief enforcers are Namora (Mabel Cadena) and Attuma (Alex Livinalli), two characters with little personality or development beyond forging a rivalry with Nakia and Okoye, respectively, but I can forgive this as the film rightfully forces on fleshing out Namor’s character. He’s a very layered antagonist, assuming more of an anti-hero role since he fights to protect his people and prove Talokan’s strength rather than simply for sheer bloodlust but, as understandable as his motives are, he still strikes a devastating blow against Wakanda and Shuri when both were already struggling with their grief and comes very close to sparking a global conflict.

The Nitty-Gritty:
As you might expect, a major theme in Black Panther: Wakanda Forever is grief. Although Wakanda celebrates death and makes a big exhibition about honouring T’Challa and seeing him off to the Ancestral Plain in glorious fashion, it’s of little comfort to Shuri. Even Queen Ramonda and Okoye, who staunchly uphold the traditions and beliefs of Wakanda to the letter, after clearly shaken by their loss, and the pain was so great that it drove Nakia away from her homeland for six years. Since she’s a scientist first and foremost, Shuri struggles to find the same comfort in her spiritualism as her mother and isn’t ready to let go of her pain, fearing that it would mean forgetting her brother or lead her to resent the entire world in her grief. Although she’s putting on the face of a strong leader, Queen Ramonda has been deeply affected by the loss of her husband and child; when Okoye delivers news that Shuri has been lost as well, the queen launches into an emotional outburst while stripping the general of her duties, showing just how deep her pain runs. Shuri’s own pain is only exacerbated by her mother’s death; although she was awestruck by Talokan and felt a kinship with Namor’s tragic childhood, she resorts to pure, unbridled vengeance after he attacks Wakanda. Her determination to see Namor dead unsettles even M’Baku, who is resolutely against killing Namor and risking a lifetime of war against Talokan’s formidable forces, yet Shuri is able to convince…no, demand…his loyalty and assistance by finally asserting herself as Wakanda’s leader and protector, showing just how far her character has grown given the hardships she’s suffered.

Namor and the Talokan deliver some of the film’s most impressive visuals and action sequences.

Black Panther impressed with its picturesque beauty and its sequel is certainly no slouch in this department; Wakanda is bathed in the red-orange glow of dusk and bustling with celebrations and tributes to their fallen king, with new aspects of their culture being highlighted as a result of this loss. Their technological acumen remains as advanced as ever; Shuri now has the capability of replicating organic life, eventually extracting the essence of the heart-shaped herb from Namor’s bracelet to repopulate the flower, and has become far more reliant on her interactive artificial intelligence, Griot (Trevor Noah), in creating new weapons and tools for her people. Riri holds her own in this area as well; like Stark, he’s able to cobble together unimaginably advanced tech from spare parts and her own initiative, building not only a machine that can detect Vibranium but also a fully-functioning (if crude) Iron Man-esque suit for herself. Astounded by the resources on offer in Wakanda, she’s able to create a much more impressive armoured suit, one that’s sleek and aerodynamic and gives her the tools to play and active role in the finale but is inexplicably taken from her by Shuri so that Riri can rediscover her origins in her upcoming Disney+ spinoff. However, as impressive as all this is, one of Black Panther: Wakanda Forever’s primary goals is on establishing the underwater nation and race of Talokan. Their city, which is reminiscent of Mayan architecture and society, is hidden deep beneath the ocean depths; unlike Aquaman’s (Wan, 2018) elaborate and fantastical representation of Atlantis, Talokan is dark, devoid of tangible gravity, and is seeped in a tribalistic mentality the sees them worship the seemingly ageless Namor like a God. Namor brings light to his kingdom through an artificial sun, has equipped them with the tools to pose a significant threat to surface dwellers, and reveals in this worship, sporting ceremonial beads and pieces of armour, comprised of Vibranium, to cut an intimidating figure. While his race is depicted with blue skin on the surface, speaking in an ancient dialect and utilising special masks to breath out of the water, Namor is freely able to come and go as he pleases and speaks a variety of languages. Namor also delivers some of the film’s best action sequences; while the majority of the action is centred on wide-scale conflict between Wakanda and Talokan, Namor darts around the sky in a really unique way, cutting through bodies and vehicles alike and is both touted, and presented, as an incredibly formidable superhuman force against which Wakanda’s armies potentially stand now chance.

Ultimately, Shuri assumes her brother’s role and leads Wakanda against the Talokan forces.

This is, of course, unless Shuri is able to synthesise the heart-shaped herb; since all of Wakanda’s supply was torched by N’Jadaka/Erik Stevens/ Killmonger (Michael B. Jordan) in the last film, their enhancing properties and the mantle of the Black Panther had remained dormant as Shuri has focused on other things. Namor’s threat leads her to finally making a breakthrough and, as Wakanda’s ruler, drinking the herb’s liquid to enter the Ancestral Plane. There, rather than meeting with her beloved family, she has an emotional confrontation with Killmonger’s spirit as he tries to foster the rage building inside of her. Indeed, upon assuming he mantle of the Black Panther, Shuri is hellbent on drawing Namor out, weakening him with intense heat, and battling him to the death to make him pay for killing her mother and endangering her people. Despite showcasing a superhuman agility and a multitude of technological armaments built into her nanotech Black Panther suit, Shuri is no match for Namor one-on-one so she works with Riri not only to perfect her Ironheart armour but also to trap Namor in a super-heated prison that will sap his strength and even the odds. While her allies battle the Talokans in the middle of the Atlantic Ocean, Namor and the Black Panther have a brutal fight in the sweltering desert that leaves the K’uk’ulkan severely dehydrated and scarred by Shuri’s talons and the young princess impaled on a pole. Through sheer force of will, she’s able to free herself, sever (or, at least, severely wound) one of Namor’s ankle wings, and force him to yield after catching him in a burst of jet flame. Queen Ramonda’s spirit is able to calm Shuri’s rage and convince her to show Namor mercy and the conflict comes to an end; however, while Namora expresses disappointment in Namor’s surrender, he insists that it’s all part of a larger plan to allow Talokan with Wakanda for an inevitable conflict against the surface world and the question of Wakanda’s position within the geo-political climate is left up for debate. Although Shuri appears to step away from her role as Wakanda’s ruler, she finally achieves a measure of peace, burning her ceremonial funeral garments and discovering a lifeline to her lost family in the surprising appearance of Nakia and T’Challa’s young son, Toussaint/T’Challa (Divine Love Konadu-Sun) and having forged new relationships with both Everett Ross and Riri Williams and a newfound level of respect for the likes of Okoye and M’Baku.

The Summary:
Black Panther: Wakanda Forever had an unenviable task; not only did it have to follow up one of the most influential and well-regarded superhero movies of all time, but it had to tackle the tragic passing of its star actor. Fittingly, the film is dedicated to Chadwick and the first part, especially, is focused on giving him a celebratory send off and allowing us to all collective mourn his passing. It’s a tall order to ask anyone, man or woman (or otherwise), to fill his shoes and I think there’s always going to be that cloud of trepidation surrounding the character going forward, but the film did a really good job of exploring that journey and those emotions through Shuri. Her development into a much more hardened and well-rounded character was great to see, and hit a lot of similar beats to T’Challa’s journey in the MCU with her learning to work past her personal grief and rage for a greater cause. The film also nicely established that the MCU can continue trucking along quite nicely by building up secondary characters; increasing the prominence of the likes of Okoye and M’Baku gives Shuri a strong support network and introducing new characters lie Riri Williams continues to expand the MCU, even if her role could’ve easily been cut from the film without impacting the narrative all that much. For me, though, the true highlight was Namor; I loved the changes they made to his backstory and how multifaceted his character and motivations were. He continues the staple of having more human and understandable villains who are more shades of grey than purely black or white and added another new visual flair to the already jam-packed variety of the MCU not just in his appearance and portrayal but in the presentation of Talokan. I think we’ll come to find Black Panther: Wakanda Forever one of the most pivotal MCU films going forward, not just for establishing these new characters but also for the way it alters the existing lore; big things are clearly brewing, and I think this will be where that all links back to. Overall, this was an enjoyable experience; it was a tasteful tribute to Chadwick and treated his memory with dignity and respect while actually tackling the subject of death head-on in a way most superhero films simply gloss over.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy Black Panther: Wakanda Forever? What did you think to the way it handled Chadwick Boseman’s passing? Were you happy to see Shuri step into the title role or would you have preferred a different character take up the mantle? What did you think to Namor, the changes made to him and the presentation of his culture and abilities? Where would you like to see Wakanda go in the future? What do you think to the building intrigue surrounding Valentina Allegra de Fontaine? Whatever you think about Black Panther: Wakanda Forever, feel free to share your thoughts and memories of Chadwick Boseman in the comments below or on my social media.

Wrestling Recap: Team Hogan vs. Team André (Survivor Series ’87)

The Date: 18 November 2001
The Venue: Greensboro Coliseum Complex; Greensboro, North Carolina
The Commentary: Gorilla Monsoon and Jesse “The Body” Ventura
The Referee: Joey Marella
The Stipulation: Ten-man elimination tag team match
The Competitors: Team Hogan (WWF Champion Hulk Hogan, Bam Bam Bigelow, Don “The Rock” Muraco, Ken Patera, and “Mr. Wonderful” Paul Orndorff), Team André (André the Giant, “The Natural” Butch Reed, King Kong Bundy, One Man Gang, and “Ravishing” Rick Rude)

The Build-Up:
Over its many decades as the dominating force in sports entertainment, World Wrestling Entertainment (WWE) has been known for creating some of the industry’s most successful competitors, changing the face of pay-per-view entertainment, and delivering genre-defining match types and wrestling cards. In 1987, the World Wrestling Federation (WWF, as it was known then) had taken their first step towards global domination with the successful gamble that was WrestleMania, a pay-per-view showcase of their greatest talent that brought the organisation into the mainstream with celebrity cameos. With the National Wrestling Alliance (NWA) due to broadcast their Starrcade event over the Thanksgiving weekend, WWF chairman Vince McMahon add the Survivor Series event to the WWF’s calendar and strong-armed many cable companies into showing his event instead of Starrcade or risk losing out on WrestleMania IV. The entire event was comprised of four ten-man elimination tag team matches, with the main event pitting WWF Champion Hulk Hogan and his team against bitter rival André the Giant and his team of bad guys (or “heels”). The motivation behind the two forming teams and squaring off came from André’s heel turn earlier that year, which saw him memorably challenge the Hulkster at WrestleMania III only to be planted with an iconic body slam. Since André was managed by one of wrestling’s greatest heel managers, Bobby “The Brain” Heenan, it made sense for him to ally with Heenan’s smorgasbord of man-mountain wrestlers, though Hogan wasn’t short on allies either, with the recently debuting Bam Bam Bigelow and the now-righteous (or “babyface”) Ken Patera joining Hogan’s team to get some payback against Heenan and his goons.

The Match:
Honestly, I’ve had an on-again, off-again relationship with the Survivor Series over my many years as a wrestling fan. When there’s an actual storyline behind it and the teams make sense, it can be a fun concept but, often, the WWE cobble together teams just because the event is coming up and they even stupidly diluted the concept by having a separate Bragging Rights event that really should’ve just been merged with the traditional Survivor Series card. The WWE fluctuates its focus on tag teams at the best of times and large teams (or “stables”) of wrestlers are difficult to come by in the modern WWE landscape, which can make justifying a ten-man elimination match difficult. However, when it works and is used sparingly, it can be a unique concept and, from what I can tell from my research, it made sense to form these two massive teams and extend the Hogan/André rivalry in a way that both protected the latter, whose health was deteriorating rapidly at this point, and build anticipation for their inevitable rematch for the WWF Championship. The match began with Heenan in the ring giving a special introduction to the “Eighth Wonder of the World”, who lumbered to the ring and greeted his teammates. Jesse Venture raised the question of whether Hulk Hogan could truly trust Paul Orndorff who, until recently had been more of a heel, teasing the potential for dissention within Hogan’s team but, when interviewed by “Mean” Gene Okerlund backstage, Team Hogan seemed incredibly fired up for the match. Each man made his way to the ring to an ever-increasing rapture from the crowd, which exploded into a crescendo as the Hulkster came down the aisle way carrying Ol’ Glory, his focus squarely on André (and playing to the audience).

Although Rick Rude took the brunt of the early assault, it was Butch Reed who was the first to be eliminated.

Don Muraco and Rick Rude started the match for their respective teams, with the two exchanging blows in the corner before Rude took advantage with an eye rake. A boot to the gut cut off Rude’s attack, however, and Rude tagged in Paul Orndorff, who came off the top rope with an elbow strike. A shot to the gut and a knee strike saw Rude on the receiving end of more offense before Orndorff rammed him head-first into Hogan’s boot and tagged in the champion. Hogan planted Rude with a clothesline and then dropped three elbows in quick succession before tagging in Bam Bam Bigelow, slamming Rude and setting him up for a big body splash from Bigelow, which he followed with a military press before tagging in Ken Patera. Although Patera attacked right away, Rude was able to collapse in his corner, finally allowing another heel, Butch Reed, to get in the ring. Reed didn’t fare too well, however, easily being taken down and rolled up into the first pin attempt of the match and falling afoul of a dropkick courtesy of Don Muraco. Orndorff then showed up his teammate by tagging in and delivering two dropkicks of his own and even getting a cheap shot in on King Kong Bundy before dodging a Reed elbow shot in the corner and bringing the Hulkster back into the match for a double clothesline. Hogan then hit the Atomic Leg Drop and Reed was eliminated without even throwing a single punch; Hogan was spared from tangling with André after tagging in Patera during his celebration. Since André only wanted Hogan, though, he immediately tagged in Bundy to face the Olympian.

Thanks to eye rakes and cheap tactics, the heels scored two eliminations in quick succession.

Patera went on the attack right away, even downing Bundy with a clothesline, but he was too slow to keep the One Man Gang from tagging in to lock up with Orndorff. One Man Gang initially, very briefly, actually got to show some offense but Orndorff fired back with a slew of punches that rocked the big man; a counter in the corner shut Orndorff down, however, and allowed Rude to come back in and start working him over…until Orndorff scored with a clothesline, a body slam, and an elbow drop for a two count. Muraco came back in to hit a stiff clothesline but a thumb to the eye allowed Rude to create some separation and tag in the One Many Gang but Muraco was able to avoid a corner charge, roll over to his corner, and tag in Patera, who survived another eye rake to hit an awkward running crossbody for another near fall. Although Patera hit a running knee to the corner, another thumb to the eye allowed the One Man Gang to put a beating on the Olympian in the heel corner with the assistance of his teammates. A standing front facelock slowed the match to a crawl and then the One Man Gang managed to pin Patera for the three count following an awkward “double clothesline” for an anti-climactic elimination. Hogan immediately went after the One Man Gang, throwing hands, rushing him into a corner, and then bringing in Bam Bam Bigelow for a double Big Boot. Whatever momentum Bam Bam had built up went right out the window, however, when the two big men clumsily bumped heads off a double shoulder block, which saw Rude and Orndorff go at it again. Orndorff panted Rude with a suplex, another elbow drop, and a flapjack before Bundy ran in to interrupt a piledriver attempt; this was enough for Rude to score a roll up with a handful of tights to eliminate Mr. Wonderful from the match.

After twenty-five minutes of plodding action, Hogan and André finally squared off once more.

Rude made the mistake of flexing to rile up the crowd, meaning Muraco planted him with an atomic drop and a clothesline before bringing in Bam Bam to deliver a big side kick. A big suplex set Rude up for a rare running knee strike from Hogan, who then brought Muraco in for a powerslam and that was enough to take Rude out of the match and even the odds at three-on-three. Bundy came in and started beating on Muraco, downing him with a back elbow smash, but he missed a running knee strike; Muraco targeted Bundy’s leg with a series of attacks but Bundy was able to fight him off and bring the One Man Gang back in. The Rock’s attempts to fight off the One Man Gang saw him crushed under the big man’s weight; he was able to kick out at two, however, so the One Man Gang threw him into an inelegant headbutt from André which, when coupled with a body splash, was enough to eliminate the Rock. The One Man Gang switched his focus to Bam Bam Bigelow, crushing his chest when he went for a sunset flip pin and bringing in Bundy to hit a powerful clothesline that turned Bam Bam inside out. Hogan broke up the pin attempt but Bundy stayed in control and brought the One Man Gang back in, who shut down Bam Bam’s counterattack with, what else, but a thumb to the eye before choking him on the ring ropes. Bundy came back in for a knee to the gut and a double axehandle smash before quickly tagging the One Man Gang back in. A back elbow caught Bam Bam right in the eye and Hogan, and the crowd, were absolutely desperate for the big man to make the tag as Bundy came back for some more punishment. Bam Bam managed to avoid the elbow drop, and kick out of a pin attempt, and finally made the tag after rolling to the corner and avoiding a big chop from André. Hogan attacked his rival with a flurry of punches; they exchanged strikes and chops in the corner before Hogan slamming André’s face into the top turnbuckle, but his offense was interrupted when Bundy pulled him from the ring.

Bam Bam fought valiantly but ultimately fell, leading to Hogan to attack André after the match.

The two brawled at ringside, with Hogan slamming both Bundy and the One Man Gang on the outside, but he took so long messing about with the two that he got counted out! The crowd was incensed as Hogan was forced from the ring, leaving Bam Bam all alone in a three-on-one situation, much to Hogan’s disgust. Showing no fear, Bam Bam went right for Bundy, planting him with a clothesline and scoring a two count off an elbow drop and a falling headbutt. After dodging a Bundy charge in the corner, Bam Bam finally eliminated the big man with an impressive slingshot splash from the ring apron but he was too fatigued to fend off the One Man Gang, who immediately choked and beat him on the ropes. Still, Bam Bam easily kicked out of a clothesline (that looked to give the One Man Gang a heart attack) and had the wherewithal to dodge a splash off the top rope. This one mistake cost the One Man Gang and meant the match boiled down to Bam Bam and the lumbering André, who wasted no time smacking Bam Bam around with big chops and headbutts. Bam Bam used the ropes and his comparative quickness to avoid André’s plodding attacks but a missed splash in the corner saw him taking some shoulder blocks to the spine and being easily pinned following a half-underhook, facelock slam…suplex…thing. As André was announced the winner, Hogan stormed the ring and attacked the Giant with the WWF Championship, stealing the spotlight and entertaining the raucous crowd with his trademark flexing while André seethed on the outside. I don’t really like to rag on this era of wrestling too much; things were obviously very different back then, but this was a bit of a let-down considering some of the star power and storylines featured in it. Obviously, André couldn’t really do a lot and needed to be protected but we barely got to see him and Hogan go at it again, much less really see the Giant in any kind of action. It works on the one hand to show him as this unbeatable “final boss” but…we know he can be beaten as we saw Hogan pin him at WrestleMania III so I think I would’ve preferred to see him and Hogan as the final two and them brawl to a double count out. Interestingly, this ended up primarily being a showcase for Bam Bam; he was the last man on Team Hogan and impressed the most with his athleticism for such a big man but, on the flip side, there was way too much boring, plodding offense from the One Man Gang and King Kong Bundy was barely a factor in it as well. As a first go-around for the concept, the WWF definitely put some of their biggest names into it but it’s clear a lot of them were limited in their mobility and having Hogan get counted out only to run in for the cheap heat at the end made this a pretty mediocre affair.

The Aftermath:
Naturally, the issues between Hulk Hogan and André the Giant continued to be a focal point of the WWF’s programming; André joined forces with “The Million Dollar Man” Ted DiBiase and the two continued to harass Hogan until he agreed to another championship match at The Main Event. This time, André came out on top, though he immediately sold the belt to DiBiase at it was subsequently held up for grabs in a tournament at WrestleMania IV. Don Muraco, Butch Reed, the One Man Gang, Bam Bam Bigelow, and Rick Rude all made it onto the WrestleMania IV card as well, participating in the same tournament, but they would all fall short. Even Hogan and André lost the chance to regain the belt thanks to a double disqualification, so the vacant belt went to “Macho Man” Randy Savage for the first time after he defeated DiBiase in the main event. As for the Survivor Series, the event continued to be an annual part of the WWF/WWE calendar, with multi-man and woman matches taking place regularly every year. The event would be shaken up somewhat by being used as the staging ground for the final clash between the WWF and the alliance of World Championship Wrestling (WCW) and Extreme Championship Wrestling (ECW) and also saw the first appearance of the Elimination Chamber match and clashes between the WWE’s flagship shows, Raw and SmackDown!

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to the inaugural Survivor Series match? Were you excited to see Hulk Hogan and André the Giant across the ring from each other and thus disappointed that they barely interacted in the match? Who was the stand-out performer for you in this clash? Do you think André winning was the right decision? Were you also annoyed that Hogan got counted out? Which Survivor Series match or event is your favourite? How was your Thanksgiving this year? Whatever your thoughts on Survivor Series, feel free to leave them below or drop a comment on my social media.

Screen Time [Gazpacho Soup Day]: Red Dwarf (Series One)


In the episode “Me2” (Bye, 1988) of the classic British science-fiction comedy show Red Dwarf (1988 to 2020), it is revealed the Arnold Rimmer’s (Chris Barrie) last words were “Gazpacho soup!” and that he made a point to celebrate November 25th as “Gazpacho Soup Day” after a particularly traumatising visit to the Captain’s Table. While this is the perfect date to celebrate the long-running cult series, it clashed with another celebration this year so I’m a day late, but better late than never…


Series One

Air Date: 15 February 1988 to 21 March 1988
Director: Ed Bye
Original Network: BBC2
Stars: Chris Barrie, Craig Charles, Danny John-Jules, Norman Lovett, C. P. Grogan, and Mac McDonald

The Background:
In the mid-1980s, creative duo Rob Grant and Doug Naylor created a sci-fi comedy show for BBC Radio 4, Dave Hollins: Space Cadet; this, along with influences from sci-fi classics like Dark Star (John Carpenter, 1974) and The Hitchhiker’s Guide to the Galaxy (Adams, 1978; Bell, 1981), served as the basis for what would become Red Dwarf. Putting character and comedy before genre, their concept of a comedy set in space featuring dysfunctional characters in an extraordinary setting was initially a hard sell due to its sci-fi trappings. Originally, Alfred Molina was cast in the role of Second Technician Arnold J. Rimmer but, when he dropped out due to difficulties with the character and concept, impressionist Chris Barrie (who’d previously worked with Grant and Naylor) stepped into the role. Liverpudlian “punk poet” Craig Charles was cast as Third Technician Dave Lister and, despite being an hour late to his appointment, singer and dancer Danny John-Jules was cast as “The Cat”, with the actors tackling their roles as being larger-than-life caricatures of themselves. Sardonic stand-up comedian Norman Lovett was cast the the ship’s neutronic computer, Holly, and gained a bit of a reputation, insisting on appearing on camera rather than merely a voice over and refusing to work unless his confiscated football was returned to him. Against all the odds and despite a tight budget, Red Dwarf finally made it to TV screens; however, while five million viewers tuned in to watch “The End” (Bye, 1988), those numbers dropped over the course of the series. Nevertheless, audience feedback was so strong that the BBC commissioned a second series, where the show really hit its stride and became a cult hit. About ten years later, Grant and Naylor revisited the first three seasons and enhanced them with additional digital effects, replacing many model shots and even excising some lines and jokes, which resulted in these Remastered episodes being largely criticised. Still, following this first series, Red Dwarf proved consistently popular even as the duo experimented with more outlandish concepts. After they parted ways and Red Dwarf disappearing altogether, the show returned with a three-episode special, which led to a questionable revival that focused on the far more jaded principal cast members.

The Plot:
When the crew of deep space mining ship Red Dwarf are all killed following a radiation leak, the ship drifts aimless in space for three million years. When the background radiation dies down the ship’s computer, Holly, releases slovenly technician Dave Lister from his incarceration in suspended animation and he’s left alone in the endless void with only the hologramatic recreation of his overbearing superior and bunk mate, Arnold Rimmer, and a creature who evolved from the ship’s cat for company.

The Review:
I grew up watching Red Dwarf, but perhaps not in the way you’d expect. My dad was a big fan of the series and had taped each episode as they aired so we could easily just go to the shelf and shove in a VHS tape to watch it whenever we wanted, but our collection originally started from series two (Bye, 1988). In fact, I’m pretty sure that we were up to series four (ibid/Paul Jackson, 1991) or five (Various, 1992) before I had even seen the first series. This was because, back in the early nineties, re-runs didn’t really work the way they do now; we didn’t have catch-up TV or streaming services, VHS tapes were extortionately expensive and often only contained two or three episodes, and there weren’t any channels like Gold or Dave that constantly showed repeats. I remember being stupidly excited when the first series was announced to be returning to BBC2 in anticipation of the latest series, only to find that the first series was very different to what I have experienced so far, even from the technically similar second series. Of all the classic series’ of Red Dwarf, series one is easily my least favourite and, even now, I rarely choose to watch it over the second or third (Bye, 1989); while I can understand that the show was establishing itself and finding its footing, many of the episodes drag and aren’t very visually interesting to look at. You can tell from the live audience’s reactions that this sentiment was shared as many of the jokes fall a bit flat and the audience seems confused about the premise. This wouldn’t be an issue in the next series and wouldn’t reoccur until Grant and Naylor stopped working together and the show took a noticeable nosedive, but it’s unmistakable here and does somewhat stunt my enjoyment of the first series despite there being a few standout moments and episodes.

The show’s premise is surprisingly dark, with the human race extinct except for one slob.

The show begins with the titular mining vessel fully crewed and out in the depths of space. According to Officer Frank Todhunter (Robert Bathurst), the ship houses 169 crew members, from dosgbody technicians like Rimmer and Lister to officers and the ship’s captain, Frank Hollister (McDonald). The dynamic between Lister and Rimmer is established in the very first sequence of the first episode; Lister, a lowly Third Technician, is a lifelong slacker and career slob who is endlessly bored by their mundane duties, which include unclogging food dispensing machines. To amuse himself, Lister likes to wind Rimmer up with singing, humming, and other annoying habits, which has earned him no less than 247 complaints from his superior and bunk-mate. Truth be told, Rimmer is equally as unsatisfied with his job, which isn’t assigned to the ship’s service robots (known as “Skutters”) simply because the machines have a better union. However, Rimmer, believes wholeheartedly in the importance of their essential routine maintenance in keeping the ship and her crew safe on their long journey and is a stickler for the rules and professionalism even though it’s earned him a reputation as a “Smeghead”. This is the primary reason why Lister is so insubordinate towards Rimmer; he can’t stand Rimmer’s stuck up, kiss-ass attitude and would much prefer he got the rod out of his ass, but Rimmer is determined to impress and advance his career to get the respect he feels he deserves. Although Rimmer believes Lister is content to simply slob around with no ambition, Lister actually has a few dreams; his first love is music and he’s an enthusiastic (if terrible) guitar player; he also plans to buy a farm on Fiji where he can breed horses and own a sheep and a cow. He believes he’ll achieve this goal since he saves money by not buying deodorant, socks, and soap and because the prices on Fiji are ridiculously low thanks to a volcanic eruption leaving most of the land three feet below sea level. While Rimmer mocks this plan, Lister is determined to make it work, ideally, with Navigation Officer Kristine Kochanski (Grogan) by his side. Unlike in later series’, Kochanski is Lister’s dream girl who he has been working on plucking up the courage to ask out rather than a former flame who he longed to get back with, and he always makes sure to flirt with her during his many trips to the captain’s office.

Lister’s slovenly ways grate on Rimmer and conflicts with his status as the Cat’s “God”.

While Lister’s insubordinate attitude sees him getting numerous write-ups and reprimands, it’s his housing of an illegal animal that ends up with him being sentenced to the stasis booth for breaking the ship’s quarantine procedures. Refusing to give up his pregnant cat, Frankenstein, Lister is released to find that the entire crew has been wiped out by a radiation leak thanks to Rimmer’s sloppy work. Unlike in the novelisations, where Lister falls into a deep and self-destructive depression following the revelation that everyone he knows (literally everyone) is dead, Lister takes this news surprisingly well; he’s gutted that Kochanski’s dead and that his plan will never come to fruition but still coherent enough to crack jokes about overdue library books. “Balance of Power” (Bye, 1988) offers a glimpse into Lister’s despair as he sits alone in the bar, remembering the fun times with his friends; before the accident, Lister was surrounded by the equally slovenly Petersen (Mark Williams), Chen (Paul Bradley), and Selby (David Gillespie) and the three of them delighted in mocking Rimmer whenever possible, drinking, smoking, and slacking off together at every opportunity. He feels their loss deeply, but is largely ruled by his regret at never making a move on Kochanski, and his pining for her is a recurring theme throughout the series as he tries, and fails, to convince Rimmer to allow him to spend some time with her hologram. Unlike Rimmer, who believes wholeheartedly in the existence of aliens, Lister is of the belief that humanity is alone in the vast universe, but jumps at the chance to pull a prank on Rimmer when he mistakenly believes a garbage pod contains the remains of the fictional “Quagaar” race. Lister does suffer a crisis of conscience, however, when he learns that, during this three million year sleep, the cats evolved into a humanoid species, Felix sapiens, that worshipped him as a God, “Cloister the Stupid”, who would lead them to the promised land of “Fuchal”. The extent of this thread is explored in “Waiting for God” (Bye, 1988), where Lister learns from smell reading the Cat’s books and bible that the cats engaged in violent wars over differing interpretations of Lister’s dreams of opening a hot dog and doughnut diner on Fiji. Lister is distraught at having been “misquoted” but gains a modicum of catharsis when he’s able to pose as his holy self and help bring some peace to a blind, disillusioned, and dying elderly an elderly cat priest (Noel Coleman).

The neurotic Rimmer’s insistence on barking orders often leads to his humiliation.

A huge part of the series is the love/hate relationship between Lister and Rimmer, with both despising the other’s annoying habits and accusing them of holding them back. While Lister doesn’t really care all that much what people think of him, Rimmer is obsessed by it, constantly trying to impress his superiors and pass his engineer’s exam, only to be met with a series of embarrassing failures, including writing “I am a fish” four-hundred times. So desperate is Rimmer to pass his exams and become an officer that he often resorts to cheating (either using illegal “learning drugs” or writing the answers on his arms and legs as an “aid to memory”), but it’s also stated that his tendency to self-sabotage is just as to blame for his failures as his lack of capability as he wastes weeks creating revision schedules rather than actually revising. Lister is constantly frustrated by Rimmer’s neurotic ways and insistence on following rules and procedures, but Holly explains that he brought Rimmer back as a hologram rather than one of Lister’s friends since he was statistically the best person to keep him sane. Rimmer’s newfound intangibility and sudden death only adds to his neuroses; the first thing he does upon seeing Lister is blame him for choosing the save Frankenstein and thus not being able to help replace the drive plate, before whining that any dreams he had of advancing his career or having a sex life have been forever lost thanks to him now being dead. Rimmer finds solace in maintaining his officious and aggravating personality; he goes out of his way to insult and bring down Lister for being a lazy slob, and throws his weight around as the ship’s highest ranking officer to order Holly to perform menial tasks for him and give him access to the crew’s confidential files, which always results in Rimmer being embarrassed in some way. Interestingly, while Rimmer is later personified by his abject cowardice, he actually tries to attack the Cat when they’re properly introduced and shows so co-dependency on his slovenly bunk mate; he’s distraught at the idea of being turned off when Lister plans to go back into stasis and constantly denies Lister access to Kochanski’s hologram disc simply out of fear of whatever little life he has left being snuffed out completely.

The vain and self-obsessed Cat is more concerned with his appearance than helping others.

Rimmer also has little time or patience for the Cat, a suave, sharply-dressed, hyperactive humanoid with a propensity for dancing, traversing the ship via the air ducts, stopping to admire himself, and claiming everything he sees as his. Though he exhibits knowledge of his species’ reverence for Cloister/Lister, he’s not really a true believer and is more interested in sex, food, and looking good and disparagingly refers to Lister as a “monkey”. His curiosity often causes problems for Rimmer, who has restricted Lister’s access to his vices (mostly cigarettes and booze) to try and coerce him into co-operating with menial tasks; Rimmer’s horrified when the Cat finds Lister’s cigarettes and claims them for himself since they’re so shiny and manages to convince him to return the fags in exchange for being taught how to use the vending machines. This backfires on Rimmer and the Cat, however; not only does the Cat betray him, costing him some leverage in trying to talk Lister out of taking the chef’s exam and thus becoming his superior officer, the Cat gorges himself on fish and ends up suffers from stomach pains. The Cat is largely used as a comedic break; he wanders the corridors “investigating” and looking for food and showing off his “shiny thing”, a yo-yo that fascinates and excites him in its simplicity, much to Rimmer’s disgust and irritation. In “Confidence and Paranoia” (Bye, 1988), the Cat momentarily expresses concern when he spies Lister’s unconscious body but quickly moves on, more concerned with finding something to have sex with and then showing no interest in helping when Rimmer tries begging him for assistance since he’s more focused on playing with his Chicken Marengo. Later, when Lister recovers, the Cat does try to cheer him up with “presents” but ends up stealing his pillow and blanket and trying to take a nap, and even seems genuinely hurt when Rimmer snaps at him. The Cat plays a large role in the series, however, despite his comparative lack on screen time; not only is Lister deeply shaken by his influence over the Cat’s society, he’s determined to keep the Cat from losing a tooth in “Future Echoes” (Bye, 1988) in order to prevent his own inevitable and violent death. Though he’s unsuccessful, and the Cat is largely incredulous to the drama between Lister and Rimmer throughout the series, the Cat does end up socialising with Lister on a few occasions and has some fun moments, such as becoming paranoid about the presence of a dog, taking a crap in Rimmer’s boots, and roller-skating around with a megaphone and large bouquet of flowers trying to court any lady cats.

Driven senile from isolation, Holly is more capable of pulling pranks than running the ship.

Finally, there’s the ship’s computer, Holly, who boasts that he has an IQ of six-thousand (“the same IQ as six-thousand PE teachers”). Before the accident, Holly was merely a glorified announcement system, but three million years of isolation have driven him “a bit peculiar” and resulted in him dropping any formalities and indulging in decidedly un-computer-like conduct. Despite his high IQ, Holly has quite a few limitations; he can only sustain one hologram at a time, he can’t observe or communicate with anyone or anything in the cargo hold, and he’s frequently forgetful, meaning that he’s initially overwhelmed when he has to figure out the precise calculations needed to navigate the ship when it exceeds the speed of light following three million years of constant acceleration. To properly marshal his efforts, he even sets up an answering machine to keep people from bothering him, and he’s ill equipped to handle the lightspeed trip, which overwhelms him once it occurs (as he puts it, “me bottle’s gone!”) Rimmer also makes constant menial demands of him, demanding haircuts and answers to problems happening on the ship without consideration for Holly’s feelings or duties. As a result, Holly enjoys pulling pranks on Rimmer almost as much as Lister does, messing about with his hair and image file to give him Peterson’s arm and keeping the truth of the garbage pod from him for “a laugh”. Holly’s propensity for jokes and pulling pranks also extends to Lister, however; he later tries to stave off his boredom in “Me2” with an early April Fool’s joke where he claims that Norweb have dispatched fighters to claim debts owed by Lister. He also constantly interrupts Lister’s attempts to enjoy a heart-breaking film in “Confidence and Paranoia” when he finds himself at a loose end after reading every book ever written. Frustrated at the constant interruptions, Lister agrees to erase Holly’s knowledge of Agatha Christie in lieu of the computer’s inability to create a lifelike replica of a woman, only to be exasperated when Holly has no idea of what’s happened!

The Summary:  
One of the first things to note about series one of Red Dwarf is how long and boring the opening title sequence is; sadly, it wouldn’t be until the third series that things would get a bit more interesting and exciting in this regard, and every episode opens with a slow, dramatic, even ominous series of shots showcasing the vastness of the titular mining vessel against the endless black of outer space. It’s not particularly thrilling or engaging, and the presentation (like much of the series’ music) veers oddly towards the ominous rather than the comical. Thankfully, every episode after the first also begins with Holly providing either a bit of context to life onboard the ship, catching people up with the show’s general premise, and dropping a few jokes here and there, almost as a warm-up act to the remainder of the episode. The series also lacks a real appealing visual identity; every corridor looks the same, drab grey (there’s even a joke about this in “Me2” when Rimmer insists on repainting the walls from ocean grey to military grey) and boring grey labels cover all the food and drink throughout the series as well. Even the cigarette packets are unappealing to look at, as are the crew’s uniforms, though this does help Lister, the Cat, and the show’s other colourful guest stars to pop out a bit more with their wild attire. The show’s technology and sci-fi elements are primarily introduced in the first episode and recur in easy to digest ways throughout the series; robotic Skutters glide about the place performing menial tasks (they later showcase some amusing personality quirks, like begging Lister not to leave them with Rimmer, enjoying a movie, and flipping Rimmer off behind his back) and the ship is outfitted with dispensing machines that frequently malfunction. The stasis booth is the focus of the first couple of episodes and essentially functions as a brig for insubordinate crew members, but also allows Lister to survive the radiation leak, but the most prominent technology is Holly’s ability to “resurrect” dead crew members as holograms. We’re introduced to the concept through Flight Coordinator George McIntyre (Robert McCulley) but much of Rimmer’s neurotic behaviour boils down to him being recreated almost perfectly except for the large H on his forehead and the fact that he cannot lift or touch anything and is, essentially, a digital ghost.

The conflict between Lister and Rimmer is at the forefront of the series.

Perhaps more so than any other series of Red Dwarf, series one hinges on the chaotic relationship between Lister and Rimmer. The two cannot stand each other and are constantly finding ways to either put the other down or wind each other up and, while every episode explores their relationship in some way, “Balance of Power” (Bye, 1988) goes all-in with showing just how frustrated Lister is by Rimmer’s oppressive and borderline insane hang-ups. Rimmer despairs of Lister’s hygiene, his taste in music, his lack of ambition, and his slobby nature but is also paranoid about losing his fragile existence in favour of Kochanski. To that end, Rimmer arranges to hide the hologram discs from Lister and refuses to entertain even a short switch off, so Lister resolves to force him to listen to him by passing his chef’s exam. This shakes Rimmer, not just because he believes a chef is a “white-hatted ponce” rather than a real officer, but also because of the very real fear that Lister could actually succeed, especially given that Lister showcases flashes of intelligence and capability throughout the show and he actually tries to revise rather than making excuses like Rimmer. When his attempts at reasoning with Lister fail, he assumes Kochanski’s form and tries to talk Lister out of his efforts; however, while initially crushed by her rejection, Lister quickly sees through Rimmer’s charade, exposing him with ease. Their issues finally come to a head in the final two episodes; interestingly, Rimmer shows genuine concern when Lister’s pneumonia causes physical manifestations of Lister’s Confidence (Craig Ferguson) and Paranoia (Lee Cornes) to appear. In a flash of uncharacteristic concern, and despite how similar Paranoia is to him, Rimmer sees them as dangerous and symptomatic of Lister’s illness since, as long as they exist, Lister can’t recover. Rimmer even tries to distract Paranoia so a Skutter can sneak up on him to sedate him but is unsuccessful, but his concerns are largely out of his selfish desire not to be left alone with just Holly and the Cat for company. In the end, he’s proven to be right, and then gets the last laugh by swapping Kochanski’s disc with his own, creating two Rimmers. At first, both Rimmers and Lister are happy to be rid of each other; Lister delights in being free from Rimmer’s rules and irritations and the Rimmers deck their quarters out with everything they need to motivate (procrastinate) and succeed (self-aggrandise), much to Lister’s amusement.

The series eventually delves deeply into Rimmer’s issues and introduces some fun technology.

However, conflict soon grows between the Rimmers; one is noticeably more driven, more focused, and more demanding than the other and they eventually verbally attack each other and descend into childish squabbling. Lister is able to use this to his advantage, however, to learn the secret of Rimmer’s last words (“Gazpacho soup”). When Rimmer 1 shows up for his erasure in his finest attire and showing off his long service medals, he relates how he embarrassed himself at the Captain’s Table by sending back a bowl of gazpacho soup since he didn’t know it was meant to be served cold. Haunted by the experience, he blamed his ignorance for his subsequent lack of confidence and stunted career, raging at the injustice of such a simple mistake costing him his aspirations. When Lister wipes the other Rimmer, the series seems to end with them finally reaching a level of mutual respect…only for Lister to make a “soup-er” pun to keep their relationship decidedly antagonistic. Gags such as this are commonplace throughout the series, which primarily focuses its dialogue and jokes on grounded, relatable subjects rather than resorting to incomprehensible space jargon. This does happen a few times, however, and mostly lands quite well, but it’s just as amusing seeing Lister accidentally put shaving cream under his armpits, the crew’s interactions with the chirpy Talky the Toaster (John Lenahan), and making topical references about the French and Germans. Probably the best episode of this series is “Future Echoes” for its hilarious use of double takes and time dilations that see Lister have one-sided, out of synch conversations with Rimmer, frantically trying to prevent his death, and him and Rimmer puzzled at how they manage to get two babies on the ship without a woman.

The potential is definitely there but the show would quickly exceed the efforts of its first series.

Primarily, the show is focused on the four main characters; some fun personalities appear in the first episode before being reduced to ashy powder and the memories of them haunt both Lister and Rimmer alike throughout the series. The crew are joined by a couple of additional cast members in the form of Lister’s Confidence (a loud, outspoken, encouraging, and enthusiastic individual who compliments everything about Lister, however slovenly and unappealing) and Paranoia (a twisted little man who criticises everything about Lister and seeks to question him, bring him down, and attack every decision he makes). Frustrated by Rimmer’s overbearing nature, Lister jumps at the chance to spend time with Confidence, who’s won over by his musical “talent” and is so admiring of his “King” that he even keeps Lister’s discarded cigarette butts. Although Lister is a little uncomfortable by Confidence’s blinkered belief in him, he’s inspired by him to search for the hidden personality discs so he can finally be reunited with Kochanski. Lister’s resolve falters when Confidence reveals that he not only destroyed the medical unit but also killed Paranoia to keep them together and he’s distraught when Confidence takes his helmet off in the vacuum of space to bolster his confidence and instantly explodes as a result. Even despite some of its genuinely amusing moments and the pull of nostalgia, I still have to admit that series one is one of my least favourite of the show’s many seasons; everything’s a bit dull and lacking in visual variety and the characters and concepts would be fleshed out far better in even the following series. Even watching the Remastered version of the series doesn’t help as some of the CGI shots, additions, and changes made actually throw off the original jokes. In the end, there’s a lot of potential here; the dynamic between Lister and Rimmer is at the forefront and helps to carry series one to some funny moments, usually at Rimmer’s expense or at Lister’s slovenly ways, but the show definitely found its footing in later series and improved upon the foundations laid down by this first enjoyable, if somewhat awkward, season.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to series one of Red Dwarf? Were you a fan of the show and the concept when it first aired? Did the jokes and gags work for you? What did you think to the chaotic relationship between Lister and Rimmer? Were you a fan of the Cat and his surprisingly dark history? Which episode of series one was your favourite? When did you first discover Red Dwarf and which character, season, and ship is your favourite and why? Would you like to see more seasons and specials, maybe one that finally closes the book on the Red Dwarf story, or do you think it’s best to leave it be for now? How are you celebrating Gazpacho Soup Day today? No matter what you think, feel free to leave a comment about Red Dwarf down in the comments.

Movie Night [F4iday]: Fant4stic


In November 1961, Marvel Comics readers witnessed four intrepid explorers be forever changed by mysterious cosmic rays. Marvel’s “First Family” of superheroes were the first of many colourful superheroes for Marvel Comics and are more than deserving of some attention today.


Released: 7 August 2015
Director: Josh Trank
Distributor: 20th Century Fox
Budget: $120 to 155 million
Stars:
Miles Teller, Michael B. Jordan, Kate Mara, Jamie Bell, Toby Kebbell, Reg E. Cathey, and Tim Blake Nelson

The Plot:
Genius scientist Reed Richards’ (Teller) research into teleportation attracts the attention of Professor Franklin Storm (Cathey), who invites him to help complete Victor Von Doom’s (Kebbell) “Quantum Gate”, which he recklessly travels through to a parallel dimension alongside his co-workers. Though they are transformed by their exposure, Doom is stranded and Reed becomes a fugitive, but he is forced to repair his fractured relationships when Doom plots to harness the dimension’s  power for his own nefarious ends.

The Background:
Considering that there is some controversy surrounding the creation of Marvel’s First Family of superheroes, perhaps it’s fitting that Stan Lee and Jack Kirby’s dysfunctional family of intrepid adventurers has had a rocky road towards a big-budget, live-action adaptation. Although German producer Bernd Eichinger’s attempts to get a film off the ground resulted in the production being shut down and the negatives being confiscated to keep it from seeing the light of day, director Tim Story’s efforts at least resulted in actual movies being released. While the films were both modest successes at the box office, they were met with mixed reviews, despite praise for some of their performances, and plans for further movies and spin-offs were cancelled because of this mediocre reception. 20th Century Fox first announced their intentions to reboot the franchise in 2009; the initial script included another interpretation of Galactus but, when director Josh Trank signed on to the film, he immediately set about reworking the script into something more grounded and realistic. While Trank sought to evoke a specific tone and atmosphere with his new take on the Fantastic Four’s origin, other creators and producers offered contradictory statements regarding the reboot’s connection to Fox’s X-Men franchise (Various, 2000 to 2020), and the film attracted controversy by casting up-and-coming actor Michael B. Jordan in the role of Johnny Storm/The Human Torch, a character traditionally depicted as white (though Trank later revealed that he planned to make the entire Storm family black to create more diversity within the team). Additional problems occurred when 20th Century Fox ordered a number of reshoots after being dissatisfied with Trank’s efforts, and the film was further cut up and changed from Trank’s original vision in the editing room. The result was one of the most ridiculed superhero films ever made; Fant4stic’s underwhelming $167.9 million gross made it a box office flop and critics universally panned it, with even Trank actively distancing himself from the finished product. Although 20th Century Fox initially planned to produce a sequel, the film was quietly removed from their production slate; the characters subsequently became the property of Marvel Studios when Disney purchased 20th Century Fox in 2017 and another reboot was soon announced as part of the Marvel Cinematic Universe.

The Review:
While Tim Story’s Fantastic 4 movies may not have bee the greatest superhero or science-fiction tales ever produced, they were decent enough in their own right and seemed to be heading in the right direction with the second film; a third movie, and a spin-off, seemed likely and I have to say that I was a little let down that we never got to see another entry in that series of films. When I first heard that 20th Century Fox were producing a reboot, I was sceptical until I saw the first few trailers; the movie seemed to be advertised as a cross between Interstellar (Nolan, 2014) and easily Trank’s most notable film, the excellent Chronicle (Trank, 2012), with its darker, gritter approach and focusing more on the scientific aspects of the team. I was actually okay with this, and some of the casting changes, and barring one exception everything seemed to be shaping up okay…until I started hearing that it really wasn’t very good and saw how poorly it performed. When I first saw it, I remember actually thinking it wasn’t that bad, but it’s true that it’s probably my least-watched of the three commercially released movies.

Reed and Ben’s prototype for a teleporter eventually catches the attention of Franklin Storm.

Fant4stic separates itself from its predecessors by beginning in 2007 to show us Reed’s childhood as a child genius (Owen Judge) who has aspirations of building a teleportation device; although he is mocked by students and even his teacher, Mr. Kenny (Dan Castellaneta), for his claims to already be building the device, he catches the eye of young Ben Grimm (Evan Hannemann). While Reed is unfazed by the mockery he receives, Ben comes from a rough neighbourhood and an even rougher home where he is continuously abused by his brutish older brother, Jimmy (Chat Hanks), and forms a fast friendship with Reed when he sees first-hand that the boy’s prototype (powered by a number of Nintendo 64’s and materials scrounged from Ben’s family junkyard) is able to transport matter to an unknown dimension (though it also causes a massive blackout in the process). Seven years later, the now grown-up friends confidently display their newest prototype at their high school’s science fair (despite clearly being in their mid-thirties rather than around seventeen/eighteen); although Reed’s device is still a little wonky and destructive, it nevertheless works but, oddly, Mr. Kenny continues to be unimpressed (labelling it as a magic trick), and Reed is left dejected at the response to his lifelong project.

Doom agrees to work with the team despite his distrust of the suits overseeing the project.

His sprits soon turn, however, when Dr. Storm and his daughter, Sue (Mara), approach him, seeing the potential in Reed’s research and impressed by his progress; Storm has been working on a similar project but has been unable to retrieve matter from the source dimension, and immediately offers Reed a full scholarship to the Baxter Foundation so that he can help them finalise an interdimensional transporter. Reed jumps at the chance to move to the city and be appreciated for his intellect for a change and, though it means being separated from his childhood friend, Ben fully supports his academic endeavours. Reed awkwardly tries to strike up a conversation with Sue, an intelligent young woman in her own right who uses music to help her concentrate on her work and specialises in “pattern recognition”. Still, Storm’s project attracts scrutiny from Doctor Harvey Allen (Nelson), who doesn’t subscribe to Storm’s claims of alternative dimensions, or his tendency to recruit children from science fairs or unpredictable wild cards like Victor Von Doom. Reimagined as a reclusive, unappreciated genius, Victor distrusts the military and governmental officials behind the Baxter Foundation but agrees to return to the project out of his affection and trust for Sue. Initially, Victor is so paranoid that he believes that Reed stole his research, but despite being critical of Reed’s childish drawings, is nevertheless impressed with his efforts; although he has little faith in the future of humanity or Storm’s dreams of using the Quantum Gate to repair the environmental damage done to the world, he’s willing to work alongside Sue and Reed on the proviso that they get to be the first ones through the gate to explore this mysterious other dimension.

The team is joined by Johnny and forever transformed by Planet Zero’s wild energies.

To complete the project, Storm drafts in his outspoken, hotshot son Johnny (Jordan), a rebellious youngster who’s more interested in street racing than putting his incredible engineering talents to good use alongside his father. Resentful of his father’s work, which has left him feeling undervalued, Johnny is forced to join the project after smashing up his car, but forms a fast friendship with Reed after he actually speaks to and treats him with some respect on a peer-to-peer level. In time, the four complete the Quantum Gate and successfully transport a chimp to this other dimension, dubbed “Planet Zero”, a primordial world of chaos that Storm believes holds the key to understanding human evolution and providing clean, renewable energy sources for the entire planet. However, the team is distraught and angered when Allen refuses to allow the four to be the first to travel to Planet Zero, resulting in them deciding the make the trip against orders after getting half-cut on alcohol. Intoxicated, Reed calls Ben and insists that he join them in making the trip, and in a bizarre turn of events Ben is transported alongside Reed, Johnny, and Victor while Sue…stays behind in the control room and wasn’t even asked to be a part of the experiment. In fact, she only finds out that they’re using the machine when her computer alerts her, meaning that she misses out on visiting the new world, which turns out to be an extremely hostile environment and home to a protoplasmic substance. However, when a series of eruptions force them back into the Quantum Gate, Victor is left stranded and the three are bombarded with the strange energy of the planet, which fundamentally alters their genetic structure to bond them with the four elements of the planet (with Sue being caught by a burst of energy from the returning gate).

The four’s powers are presented as monstrous, painful, and unstable genetic abnormalities to be feared.

Unlike in the 1994 movie and Tim Story’s first film, the four are immediately and horrifically changed by this process; Johnny is left a burning body, Ben is buried under a pile of alien rocks, Sue flickers in and out of sight, and Reed’s limbs are left strewn around the ruined laboratory. Following this, the four are subjected to a series of studies and tests by governmental officials as their powers rage out of control. Interestingly, in this version of the story, neither Ben or Johnny can control their powers; Johnny requires a specially-modified suit to regulate his flames, and even Reed struggles to concentrate on keeping himself in proportion, making the four’s abilities far more monstrous and dangerous as a result. Since she wasn’t at ground zero like the others, Sue’s powers are far more stable and, in time and with training, she’s able to control them, but Ben is left in constant pain and horrified by his rock-like appearance. Terrified and guilt-ridden, Reed flees the facility and goes on the run in a desperate attempt to stabilise his condition and find a cure for Ben’s hideous affliction, however this results in Allen manipulating Ben into becoming a weapon for the government and preparing Johnny for the same fate. After a year in hiding, Reed is finally tracked down by Sue, brought in by the enraged Ben, and agrees to complete a new Quantum Gate in return for the resources to cure his friends, and himself, of their dangerous powers, only to find that Victor also survived and has been irrevocably and dangerously altered by Planet Zero.

The Nitty-Gritty:
I mentioned above that Fant4stic is far more focused on the scientific content of the film, and that’s true; once Reed arrives at the Baxter Foundation, he is awestruck by the scope, resources, and technology offered by the facility and much of the film’s first act is devoted entirely to the fledgling team and Victor’s efforts to finalise the Quantum Gate. This involves a hefty montage of such science stuff involving Reed and Victor scribbling on a whiteboard, Sue creating the team’s protective suits, and the construction of the Quantum Gate itself. This is juxtaposed with the four slowly bonding over time, sharing meals and a real enthusiasm for the work they’re doing, though Ben is noticeably absent from the entire team-building process as Reed never once thinks to bring him in on the project.

The government takes an immediate interest in the military applications of the four’s powers.

Once the team returns from Planet Zero, the film takes a dark and dramatic turn; as a stereotypical governmental sleazeball, Allen is determined to not only take advantage of Ben, Johnny, and Sue to sell them as assets to the military, but to also mine the transformative properties of Planet Zero for similar uses. While Johnny is all for using his powers for something worthwhile, and pushing them (and himself) to the limit, Sue is determined to not be used as some tool for the government like Ben, who has become a despondent and stoic killing machine in Reed’s absence. While I question the casting of Jamie Bell in the role of Ben since he lacks the physicality and stature typically associated with the character, he does a pretty good job at portraying a loyal friend to Reed and the Thing’s torment at the emotional and physical pained caused by his grotesque transformation. Kate Mara is a much better fit for Susan Storm compared to Jessica Alba since she’s not some glamorous supermodel cosplaying as the Invisible Girl; instead, she’s a smart and slightly quirky scientist in her own right and has far better chemistry with Reed and Johnny than Alba’s version of the character. All I ever hear is people banging on about the reshoots and Mara’s wig but I can’t say it really bothered me that much or was even something I noticed; similarly, I really enjoyed Teller’s version of Reed as an awkward but likeable young man who is incredibly smart but still very relatable, and Michael B. Jordan delivered a great performance as the Human Torch thanks to his boundless charisma. The only real criticism I had about the casting was to do with some of the script and narrative choices; leaving Ben out of the team means that we don’t really get to see the same rapport between him and Johnny as in the previous movies and comics (Johnny generally directs his snark towards Victor instead), but otherwise this was a really strong cast.

CGI is used to bring the four to life, and for the most part it holds up pretty well and does a decent job.

One area where Fant4stic excels above its predecessors is in the CGI and special effects used to bring the titular heroes to life; while I have to say that I do prefer a practical suit to be used for the Thing, the CGI employed here goes a long way to emphasising just how monstrous and fearsome this version of the character is. A hulking, destructive being of superhuman strength and durability, the tragedy of the Thing is only heightened by his grotesque appearance and his being turned into a weapon by Allen. Similarly, the fire effects used to render the Human Torch are worlds better than in the previous film and probably some of the best fire effects I’ve ever seen, resulting in him being a fittingly blazing inferno. Sue’s invisibility is about the same, though there’s more of a blue tint to her forcefields and such; generally, her powers are used more to protect the others from harm and to allow the Thing to get the drop on Doom in the finale, meaning the vast potential of her abilities is again set aside in favour of trying to highlight each member of the time. Finally, there’s Reed; while he looks a little plasticy when he’s all stretched out following his return to Earth, his elasticity mostly looks much better (while his cobbled together suit isn’t massively comic accurate, it seems more suited to the CGI than the blue used in the last films) and we even get a scene that better showcases his ability to disguise his features.

Doom ends up being a raggedy, obsessive ass who wants to reshape the world in his image.

Rather than being a despicable monarch or a sleazy corporate scumbag, this version of Victor Von Doom is an arrogant, cynical slimeball who believes himself to be the most intelligent person in any room and who is obsessed with Sue (why that has to keep happening in these films is beyond me). Determined that the world will remember his name for his contributions to science, he refuses to be forgotten in favour of some hot-shot astronaut and his obsessions lead to him blundering into Planet Zero’s protoplasmic substance without thought for the consequences, causing the planet to erupt around them, granting the four their powers, and leaving him stranded on Planet Zero, where he is consumed by its strange energies. Infused with his suit and with a mysterious, otherworldly power coursing through his veins, Victor is transformed into a monstrous and vicious being who exhibits deadly telekinetic powers that he uses to explode people’s heads, repel bullets, and lay waste to the facility in order to return to Planet Zero. Driven mad by his powers and time in isolation, Victor takes the name “Doom” and plans to turn the destructive energies of Planet Zero against the Earth in order to forever transform it, reshaping it in his own image in order to avenge himself on those who have wronged him, killing both Allen and Storm in the process and refusing to listen to reason. To put an end to Doom’s plot to destroy the world using a black hole, the four travel to Planet Zero, where they find themselves overwhelmed by Doom’s command of the landscape; when their individual efforts to stop Doom are met with failure, the four set aside their differences in order to work together to defeat him. Following a co-ordinated assault using all of their powers in unison, the four are able to set Doom up so that the Thing can smash him into his own energy beam, disintegrating him and sparing the Earth (though the immediate area is left devastated). In the aftermath, the four are commended by the United States government and enter into an agreement where they are afforded the freedom to operate independently in return for lending their services for the good of the world as a superpowered team.

The Summary:
I’m a bit torn, to be honest; I feel there’s a lot of potential in Fant4stic, especially in the cast and the general direction that the film took. Focusing on the science and being this more gritty, grim retelling of the team’s origin was a good way to separate it from what had come before (which, to be fair, is essential for a good reboot), but I can see why this would have put off long-term or even casual Fantastic Four fans. There are some stumbles in the story that I seriously doubt even a director’s cut could fix; not having Ben be part of the Quantum Gate team until the machine is complete being chief among them, as is Sue not accompanying the team to Planet Zero, both of which were very strange choices to make. I liked that the film tied the team’s origin in with an adaptation of the Negative Zone to help mix things up, and having the Thing be tormented by physical pain and turned into a tool for the military was an interesting wrinkle to add to the story, as was the focus on the government desiring to harness and manipulate the team’s powers and those of Planet Zero. As ever, it’s the depiction of Doom where the film falters; had the script stuck to the original idea of him being a herald for Galactus, this may have helped with this new depiction of the character, but this is still a far cry from the maniacal despot of the comics and I almost feel like it would’ve been better to leave Doom’s fate unresolved and have the team battle a Planet Zero native, someone like Annihilus maybe, and tie up Doom’s loose end in the sequel. But, then again, I doubt even that change would have helped a sequel being produced, and that’s a real shame as I feel like a follow-up could have really improved upon the missed potential of this film and given everyone a bit more time to shine. Overall, I find myself actually enjoying this more than I expected, but it’s maybe a little too far away from the source material and the core of what makes these characters work, though I don’t actually think it deserves as much hate as it often gets.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to Fant4stic? Were you a fan of the new cast and their depictions of the characters and what did you think to Johnny Storm being race swapped? Were you disappointed that Ben wasn’t a part of the machine’s construction and that Sue didn’t travel to Planet Zero? What did you think to the depiction of Victor Von Doom this time around? Do you think CGI is a better way to bring the Thing to life or did you prefer the practical suits of the previous films? Would you have liked to see a sequel to this film, or an extended director’s cut release someday? How have you been celebrating the debut of Marvel’s First Family this month? Whatever your thoughts on Fant4stic, leave a comment below.