The Date: 29 March 1998 The Venue: FleetCenter; Boston, Massachusetts The Commentary: Jim “J.R.” Ross and Jerry “The King” Lawler The Referee: Jack Doan The Stakes: Semi-main event, personal rivalry between siblings
The Build-Up: In the entire history of the World Wrestling Federation (WWF), and perhaps all of wrestling, there is, arguably, no greater and more tumultuous story than the history between Kane and the Undertaker. The Deadman had embarked on a reign of terror ever since his debut at the 1990 Survivor Series event, seemingly under the control or influence of a mysterious urn wielded by his revolting manager, Paul Bearer. However, the Undertaker’s relationship with Bearer soured after Bearer turned his back on the Deadman in favour of Mankind. In retribution, the Undertaker used his supernatural powers to blast Bearer in the face with a fireball at In Your House 14: Revenge of the ‘Taker but was tormented by Bearer’s subsequent claims that the Undertaker’s younger brother, Kane, had actually survived the fire that claimed the lives of their parents and was looking for revenge. These claims turned out to be all-too-true when, right as the Undertaker was about to defeat his long-time rival in the first-ever Hell in a Cell match on October 5th, 1997 (the day after my twelfth birthday, which sadly clashes with Global James Bond Day) at Badd Blood: In Your House, the lights went out, ominous organ music played, and a gigantic man garbed in red and black stormed the ring, literally tearing the cell’s door off, ignited the ring posts, and planted the stunned Undertaker with his own finishing manoeuvre, the Tombstone Piledriver as Kane made his shocking debut. Mute, superhumanly strong, and seemingly impervious to pain, Kane immediately embarked on a path of destruction in a bid to goad his brother into a match; the Undertaker, however, constantly refused to fight his brother but was finally pushed too far after Kane and Bearer attacked him at the 1998 Royal Rumble event. The two placed him inside a casket and setting it ablaze, seemingly killing the Undertaker, but the Deadman made another of his trademark dramatic returns and, now, was begrudgingly ready to face his brother, one-on-one, at WrestleMania XIV.
The Match: As you might expect, given the dramatic and destructive conflict between the Undertaker and Kane and the convoluted backstory between the two, the match is preceded by another of the WWF’s fantastic video packages highlighting Bearer’s claims that “Kane is alive!” and Kane’s breath-taking debut at Badd Blood .The emphasis of the hype package is primarily on Bearer’s obsession with using Kane to extract revenge against the Undertaker and the Deadman’s refusal to fight his own flesh and blood; one thing that’s actually very interesting about this feud, even here in its early days, is that both men are kind of portrayed as tweeners. Neither man is really a face or a heel as ‘Taker is clearly being targeted, so the fans are reluctant to boo him even though he inadvertently killed his parents, and Kane was just too bad-ass, too alluring, and too impressive for people to truly boo him. Instead, it seems tensions were palpable for their inevitable conflict and everyone totally bought into the ridiculous story, suspending disbelief to simply enjoy the supernatural elements of their story and watch two massive guys go at each other after weeks and weeks of build-up. Nowhere is this unusual face/dichotomy more evident than during Kane’s entrance, where he famously stalked to the ring surrounded by flames and red lighting and delivered a Tombstone to Pete Rose, who had spent a couple of minutes insulting the crowd, their city, state, and baseball team. This, seemingly, signalled that Kane was actually a babyface despite everything that he had done leading up to this match, but then he switches right back into being more of a heel in his assault of the Undertaker. Like I say, Kane and the Undertaker was basically beyond the usual clichés of “good” and “evil”; they simply were and did whatever they wanted, whenever they wanted to, to whomever they felt like and people cheered regardless because it was always entertaining to see what these two big, beefy, semi-supernatural men would get up to next.
Kane’s power and strength impressed, especially in the early going.
Of course, the Undertaker made a suitable dramatic and ominous entrance; flanked by several torch-carrying druids, the Deadman slowly stalked to the ring following a bolt of lightning and garbed in a gothic, almost vampire-like caped outfit and sporting a temporary black teardrop tattoo on his face. Kane, however, showed no signs of intimidation (or any emotion at all, considering his face was entirely obscured by his iconic mask, but you can feel his boiling, brewing anger thanks to Jacobs’ fantastic body language and subtle gestures) leading to an iconic face-to-face stare down between the two before the Undertaker broke the tension with a big right hand and a furious assault in the ring corner. However, a common theme throughout the match, especially in the early going, is Kane’s indomitable power and ability to answer, and counter, the Undertaker’s offense at every turn; he manhandles the Undertaker on numerous occasions, overpowering him, reversing his attempts to whip Kane into the ropes and the corners, and quickly takes control of the early stages of the match by brutalising the Undertaker with his superior physical power. Kane even showed off his impressive agility by springboarding off the ring ropes to knock the Undertaker to the outside at one point, though the Undertaker was no slouch in this department either as he uncharacteristically hopped up onto Kane’s shoulders form an awkward-looking Facebuster-type move and, later, dove right over the top rope and crashing through the Spanish announce table in what looked like one hell of a crash landing!
After a nasty dive through the announce table, the Undertaker and Kane traded Tombstones!
All throughout the match, Paul Bearer is a constant presence; standing at ringside, he continuously shouts encouragement and directions to Kane and taunts to the Undertaker. As the fight inevitably tumbled to the ringside area, Bearer distracted the referee so that Kane could bring the steel steps crashing down across the Undertaker’s spine. This, and similar assaults, allowed the Undertaker to truly take control of the match as he slowly, methodically, beat the Undertaker into submission, with Bearer getting a few shots in on the Deadman at every opportunity. Kane, however, allowed hubris and his emotion and obsession with hurting the Undertaker potentially keep him from winning the match as he pulled the Undertaker up from a potential three count following a Chokeslam. Kane, however, presses his advantage after ‘Taker crashes through the announce table and was prepared to finish his brother off with his patented Diving Clothesline but was enraged when the Deadman kicked out of the pin and the two ended up trading punches before Kane overpowered the Undertaker and reversed his Tombstone attempt into a Tombstone of his own! ‘Taker, however, kicked out to a surprisingly mild reaction from the crowd (the silence that followed suggests a degree of shock at this event since Tombstone kickouts weren’t as overplayed and highly anticipated as they would become in later years). Undertaker got his second wind following this and, with Kane finally showing signs of fatigue, was able to plant his brother with a Chokeslam and then returned the favour with a Tombstone…only for Kane to kick out!
It took three Tombstones to put Kane away and ‘Taker didn’t look like a winner after the match!
Despite being on the defensive for the majority of the match, J.R. constantly points out that the Deadman is making every effort to cover up from Kane’s punches and suggests that he may be playing a long game and banking on Kane tiring himself out with his furious and relentless assault. While this means that he has to endure what J.R. claims is the most brutal and physically dominating attack than he has ever experienced, this turns out to be the case and the result is a fantastic showcase for Glenn Jacobs’ popular masked character as Kane looks like an instant superstar thanks to all of the offense he gets in and the dominating position he is in throughout the entirety of the match. Nowhere is Kane’s tenacity emphasised more than in the closing minutes of the match; having kicked out of the first Tombstone, Kane continued to sit up, to get to his feet, and to stalk his brother and, despite eating another Tombstone, simply would not stay down until ‘Taker hit a third and final Tombstone to finally put his brother away. However, Kane and Paul Bearer ended up standing tall as Bearer put the boots to ‘Taker after the bell rang and Kane delivered a massive Tombstone Piledriver to his brother onto a steel chair to emphatically send the message that the Undertaker may have won the battle…but the war was far from over!
The Aftermath: The feud between the Undertaker and Kane was far from over following this match; the two would clash again the very next month at Unforgiven: In Your House in the first-ever Inferno Match, which Kane, again, would lose. The two would eventually go their separate ways and even formed a tentative alliance that saw the Undertaker help Kane to defeat Stone Cold Steve Austin for the WWF Championship at the 1998 King of the Ring event and become embroiled in Vince McMahon’s ongoing feud with Austin over the championship throughout the summer. The two continually crossed paths as both reluctant allies and bitter rivals throughout 1998, with Kane slowly turning babyface and Undertaker turning heel in the process thanks to numerous twists and turns in their storied relationship. Such drama would follow both men throughout their subsequent careers as they continually switched allegiances and alternated between being one of the most dominant duos in the entire industry and being two of the bitterest rivals but, no matter what form their appearance or relationship took, you could always be assured of an absolute spectacle whenever Kane and the Undertaker share the ring together.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
What did you think to the contest between Kane and the Undertaker at WrestleMania XIV? How would you rate it compared to their other bouts and which of their feuds, matches, and moments is your favourite? Were you a fan of Kane’s when he debuted and were you hyped for his first match against his brother? Which of the two were you rooting for, given the tumultuous nature of the storyline? How are you celebrating Kane’s debut this year, what are some of your favourite matches and moments from Kane’s long and complex career, and what dream match would you have liked to see him involved in? Whatever your thoughts, drop a comment below and let me know what you think about Kane.
Released: 7 September 2019 Director: Richard Stanley Distributor: RLJE Films Budget: $6 to 12 million Stars: Nicolas Cage, Joely Richardson, Madeleine Arthur, Brendan Meyer, Julian Hilliard, and Elliot Knight
The Plot: Nathan Gardner (Cage) and his family have moved out to his late father’s farm following his wife Theresa’s (Richardson) mastectomy. Their simple life of raising alpacas is interrupted when a strange alien meteorite lands in their garden and a strange, unquantifiable and seemingly intelligent and malevolent living colour begins to infect and infest the local wildlife, the animals, and the Gardner family in increasingly strange and horrific ways.
The Background: Being a big fan of horror, fantasy, and Stephen King’s, it’s perhaps almost inevitable that, at some point in my admittedly-limited scope of reading, I would have heard of the works of H. P. Lovecraft. Born in 1890, Howard Phillips Lovecraft is perhaps one of horror/fantasy fiction’s most surreal and complex writers; known for conjuring nightmarish imagery and madness-inducing concepts and creatures, Lovecraft created an interconnected set of works that delved into the deepest, darkest fears of the human psyche and posited the idea that humanity is a mere speak in the grand scheme of the cosmos. In 1927, Lovecraft penned “The Colour Out of Space”, a story which he hoped would buck the trend for traditional, humanoid depictions of alien life forms. Interestingly, despite the immense mainstream success of his more notable stories, like “The Call of Cthulhu” (Lovecraft, 1926), Lovecraft considered “The Colour Out of Space” to be his favourite work and the story saw a number of adaptations over the years before director Richard Stanley began putting together this modern-day adaptation. Though planned as the first in a trilogy of films based on Lovecraft’s works, the film’s limited release and near-minuscule box office may scarper those plans despite it receiving generally positive reviews.
The Review: If there’s one thing that might put the general audience off of viewing Color Out of Space (beyond the Americanised title), it’s the inclusion of Nicolas Cage in the lead role. Far from the blockbuster action hero he was in the nineties, Cage has somewhat reinvented himself in recent years, taking on more experimental and outlandish roles in productions with a fraction of the budget and release he is known for. Indeed, his reputation in Hollywood has become almost farcical as he brings a manic, unpredictable energy to each role he plays so you’re never really quite sure of what to expect when he shows up in a film.
Cage makes for a surprisingly relatable, ordinary man affected by an extraordinary event.
It’s fitting, then, that Cage is cast in a film based on a Lovecraftian tale; Lovecraft was notorious for conjuring up unspeakable entities that would turn the minds of us insignificant humans to a fine paste so it’s actually surprisingly remarkable foresight on the filmmakers’ part to cast the infamously kooky Cage in the lead role of Nathan Gardener. At the beginning of the film, Gardener is your typical everyman; a doting and devoted husband and father, he’s just trying to eek out a living on his father’s old farm and to return his family to some sort of normalcy after his wife’s battle with cancer. Cage brings a quiet, subdued energy to this portion of the role; you can tell he still deeply loves and cares for his wife and kids and is struggling to keep things together after all they’ve been through but he is. Nevertheless, a relatable and vulnerable character whom you buy as just a regular Dad trying to do what’s best.
Cage can always be relied upon to bring the crazy to any film he is cast in.
Things immediately take a turn into the bizarre and the surreal when the mysterious meteorite crashes into their garden; though Nathan isn’t the first to truly feel the effects of the alien Colour, he is the first to react to it, smelling a pungent stench that no others can before slowly being transformed and twisted by the influence of the titular Colour. Before long, he’s spouting all kinds of weird nonsense, exploding into unpredictable and even violent outbursts, and clearly becoming possessed by this unquantifiable alien influence to the point where he almost becomes a kind of avatar for the Colour and the closest thing the film has to a tangible antagonist.
Theresa is horrifically influenced by the presence of the Colour.
Of course, it’s not just the Nic Cage show; Joely Richardson plays his wife, Theresa, a relatively normal, everyday woman who is just trying to get back on track with her work, family, and sense of self confidence after her battle with cancer. She is, unfortunately, the first of the family to really feel the influence of the Colour, slipping into a zombie-like stupor and accidentally slicing off two of her fingers. As the Colour’s influence grows, her conversations and interactions with Nathan and the kids become increasingly disjointed and erratic but, through it all, her primary concern is for the welfare of her children (which, as I’ll discuss in a bit, turns out to be her downfall).
I really enjoyed, and believed, the chemistry between Benny and Lavinia.
As for the Gardener’s kids, Color Out of Space features some pretty decent casting; Lavinia (Arthur) is the couple’s only daughter, a Wiccan who is just on the cusp of growing old and rebellious enough to resent her family but is still devoted enough to truly care for her younger brother, Jack (Hilliard) and have a pretty believable friendly rivalry with her older brother, Benny (Meyer). Benny is depicted as a bit of an absent-minded stoner and the young muscle of the family as he’s constantly being roped into helping his father with the farm’s course and his outrageous alpacas but, despite annoyance and apathy being etched onto his face, he never once complains or throws a tantrum over this; as with all of the Gardener’s, family unity remains at the heart of these characters, however rocky that ground might have become before the film begins. And then there’s Jack, a cute and naïve sort of kid who has a natural curiosity and a fitting child-like whimsy about him. While his older siblings comment on the Colour’s influence but don’t truly succumb to it (with the eventual exception of Lavinia), Jack is the first one to really acknowledge the Colour’s alien presence, seemingly hearing and seeing it and attempting to communicate with it. Sadly, his affection for the Colour (which he views as a kind of imaginary friend) leads him to nothing but a heartbreakingly gruesome fate thanks the Colour’s apparent malevolence (or, perhaps, naivety).
The Nitty-Gritty: One of the things that often proves so difficult for filmmakers when it comes to adapting the works of Lovecraft is just how obscure and indescribable his many horrific creations are; perhaps, of all of Lovecraft’s monsters, the Colour is the most “unfilmable” since the written word is far better at positing a living, alien Colour that is beyond human comprehension. Film is, obviously, an inherently visual medium so a colour must be shown onscreen and I feel that the filmmaker’s realised the Colour in perhaps the best way they possibly could. Rather than a traditional alien beast, the Colour is just that; a twisted, distorted sentient spectrum of light that is at once beautiful and horrific, blinding and awe-inspiring, resembling a flash of pure light one moment and then a vortex of extraterrestrial intent the next. For the most part, the Colour is realised in an unsettling hue of purple, magenta, and pink surrounded by a clear distortion of physical reality; when it emerges from the Gardener’s well, it almost resembles a tentacled monstrosity but it is wisely never really given a true, quantifiable physical form.
Theresa and Jack suffer a horrific fate due to the Colour’s touch…
Instead, the Colour acts through the things it influences, whether that is water, plants, or animals. It affects and distorts time and space, making moments drag out or flash past in an instant, causing characters to experience aggressive mood swings and events to seemingly happen at random and with no explanation. At first, the Colour’s influence is subtle, induced trance-like states, sending the Gardener’s animals into a frenzy, and making Lavinia sick when she drinks the tainted water but, all too soon, its influence begins to take on a more malicious note. When the Colour directly interacts with other creatures, it distorts and mutates them in gruesome ways; the Gardener’s alpacas end up fused together into a squealing, nightmarish beast like something from the imagination of David Cronenberg or John Carpenter. Described as “just a colour…but it burns”, it’s as tough the Colour were attempting to figure out the life forms it has found itself living with and, since it is unable to recognise them, transforms them and the surrounding area into forms it is more accustomed to. This is directly speculated upon by another of the Colour’s victims, Ezra (Tommy Chong), who is left a hollowed out dusk that decays into fragments of sizzling colour when he is discovered.
Lavinia offers a glimpse of the nightmare hellscape the Colour calls home…
Yet it is Theresa and Jack who arguably suffer the most due to the Colour’s influence; in trying to shield Jack from the Colour, Theresa and her young son become enveloped by its light and the result is a mutilated, agonisingly disgusting amalgamation of the two that, thankfully, is masterfully never lingered on for more than a few seconds at a time. While Nathan affords his beloved alpacas a mercifully swift death, the Colour’s influence drives him mad with distraction, allowing the Jack/Theresa creature to mutate into a ghastly spider-like….thing that attacks Lavinia in a monstrous fury before finally being put out of its misery. In the end, after the Colour has claimed her entire family, Lavinia falls back on her Wiccan ways, drawing solace from her copy of the Necronomicon and attempting to cast a series of spells and prayers to shield herself and her family, this leads to her self-mutilating herself in a vain attempt to ward off the Colour but she too becomes possessed by its influence, affording us a glimpse of the nightmarishly indescribable world that the Colour originated from before it blasts its way back to the space between waking worlds, taking the Gardener’s, their farm, and most of the surrounding area with it and leaving behind a sole survivor, Ward Phillips (Knight), a visiting Hydrologist who tries to help the family and ends up traumatised by the horrific events he bares witness to.
The Summary: I’ve read my way through my fair share of Lovecraft’s tales and, of them, “The Colour Out of Space” was indeed one of the stronger stories. Though Lovecraft’s writing can be, at times, impenetrable and obtuse, “The Colour Out of Space” told a relatively simple tale of a normal, everyday family coming onto contact with a force of nature far beyond that of human comprehension and I have to say that Color Out of Space does a commendable job of not only bringing Lovecraft’s story to life but also expanding upon it with influence form his other works. With stellar, believable performances from top to bottom and some truly incredible special effects work (both on the Colour itself and the monstrosities it creates), Color Out of Space is quite the psychological thrill-ride with plenty of gory and gruesome moments to satiate more impatient audience members. It’s one of those films that truly leaves you questioning what is beyond our world, offering little in the way of explanations for the events that unfold, and dropping normal, everyday, relatable characters into an extraordinary and terrifying situation that has a suitably bleak and thought-provoking conclusion.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
What did you think to Color Out of Space? Did you appreciate the film’s subtle, nuance, mounting dread and atmosphere or was it, perhaps, too surreal and slow for you? Have you read the original short story, or any Lovecraft for that matter? What did you think to how the film realised the Colour and do you think it could have been done better or differently? Which Lovecraft story is your favourite and why? What other Lovecraft works would you like to see get a big-screen adaptation? Whatever your thoughts, feel free to leave a comment below.
Released: 22 October 1982 Director: Ted Kotcheff Distributor: Orion Pictures Budget: $15 million Stars: Sylvester Stallone, Brian Dennehy, Jack Starrett, Bill McKinney, and Richard Crenna
The Plot: After returning to the United States from the Vietnam War, former United States Army Special Forces soldier John J. Rambo (Stallone) faces not adulation, admiration, or a hero’s welcome but, rather, persecution and abuse at the hands of small-town sheriff William Teasle (Dennehy). Driven into the woods and suffering from post-traumatic stress and nightmarish memories of his time as a prisoner of war, Rambo wages a one-man war against his tormentors using only his unparalleled survival skills and finely-tune guerrilla tactics.
The Background: First Blood is an adaptation of a novel by the same name, which was written by David Morrell and published in 1972. Influenced by Rogue Male(Household, 1939) and horrific stories of the Vietnam War told by his students, Morrell’s book was well-received upon release but the subsequent movie adaptation languished in development hell for ten years. Production began in earnest when Sylvester Stallone signed on to the project; Stallone, who was a proven box office commodity after the success of the first three Rocky films (Various, 1976 to 1982) also wrote around seven different versions of the film’s script but, while an ending was filmed that reflected the bleak conclusion of the novel and Rambo’s death, it was ultimately cut at the agreement of Stallone and Kotcheff. Interestingly, upon release, First Blood was met with mixed reviews, although the actors’ performances were highly praised (with Stallone’s being notably well-received). Regardless, First Blood more than made up for this with its frankly staggering $125.2 million box office and contemporary reviews not only regard the film much more favourably but First Blood is widely regarded as one of the best films of 1982 and one of the most enduring and influential movies of its genre.
The Review: When we’re first introduced to Rambo, he’s little more than a vagrant wandering across the country in a bid to reunite with an old war buddy. Literally carrying his entire life over his shoulder, he’s a simple man just trying to reconnect with a world that has largely passed him by. Sadly, however, his attempts are largely in vain; his friend, Delmar Barry, has died after exposure to Agent Orange and it’s clear that Rambo is basically a stranger in his own country.
Teasle immediately takes a dislike to Rambo based on his rugged appearance alone.
However, this is made undeniably explicit when Rambo crosses paths with Sheriff Teasle, who immediately pegs him as a troublemaking drifter on sight alone. Teasle’s judgement of Rambo boils down to little more than his own personal bias and animosity, no matter how hard he tries to justify himself. I’m sure the ironically-named town of Hope is a nice, quiet little town and that Teasle is proud of the tight ship he runs but his persecution of Rambo is completely unfounded and unnecessarily aggressive. Of course, things only escalate after Rambo is arrested on paper thin charges of vagrancy and carrying a concealed weapon; while being processed, Rambo runs afoul of Teasle’s equally-despicable Deputy Sergeant Arthur Galt (Starrett) and suffers nightmarish flashbacks to his time as a prisoner of war. And, honestly, who can blame him after the disgraceful treatment he receives at Galt’s hands; Galt wallops Rambo with his nightstick, orders him to be hosed down and holds him in an unorthodox choke with that same nightstick but he goes too far when he attempts to have Rambo shaved with a straight razor.
Rambo carries both the physical and mental scars of his time as a P.O.W.
Triggered into a maniacal rage, Rambo easily takes out Teasle’s men with his bare hands and flees into the nearby woods. Earlier, Galt had described Rambo as a wild animal and his initial outburst and escape through town certainly support that; Rambo is an animalistic force of brute strength and unbridled rage, all brought on by flashbacks to his torture. Covered in scars and clearly still haunted by his experiences in Vietnam, Rambo is a force to be reckoned with and the police department vastly underestimate his capabilities. This comes to a head in their ensuing attempts to hunt him down; Teasle spares no expense in tracking Rambo down, pursuing him deep into the woods (and destroying his patrol car in the process), bringing in the dogs, calling in the helicopter for air support, and even drafting in the National Guard for support (who come packing a rocket launcher, no less!) It’s a monumental effort just to capture one man who, so far, is guilty of very little other than walking into town and being forced to relive the worst experiences of his life. Teasle’s obsession completely blinds him to Rambo’s obvious threat even after he is told of Rambo’s unmatched capabilities by Colonel Sam Trautman (Crenna) and directly leads to the accidental death of Galt after he takes this obsession to another level and ends up falling to his death as a result.
Rambo incapacitates his oppressors and pursuers through strictly non-lethal means.
This is, of course, a significant element of First Blood that separates it from the subsequent sequels. Rambo isn’t some ruthless killing machine here; instead, he’s a tortured, desperate man pushed to the edge by ignorant and abusive bigots but, despite his unbridled rage and brute savagery, Rambo doesn’t directly kill anyone in his debut film. Indeed, Rambo goes to great lengths to ensure that his pursuers are incapacitated non-lethally, setting elaborate traps and falling back on his extensive and peerless survival training. The result is actually far more impressive as it emphasises Rambo’s skill, ability, and restraint and he’s clearly deeply affected by Galt’s death. He just wanted to be left alone and would have harmlessly passed through town without incident but, when backed against the wall, easily disables Teasle’s men, and gives him every opportunity to “let it go” but is just pushed further and further until he has no other option than to wage a one-man war against the entire town…all with non-lethal force.
The Nitty-Gritty: First Blood is a deeply moving and bleak representation of the animosity and persecution many Vietnam veterans, and other war heroes, faced back then (and, I’m sure, even now); Rambo did absolutely nothing wrong but was set off by Teasle’s victimisation and Galt’s antagonism. Indeed, the only one of Teasle’s men to actually speak out against their treatment and vendetta against Rambo is the young deputy Mitch Rogers (David Caruso), the one voice of reason in Teasle’s department who begrudgingly follows his orders despite realising the very real threat Rambo poses.
Teasle is unimpressed with Trautman’s warnings of Rambo’s incredible skills.
Of course, Rambo’s history and true danger are related to an unimpressed Teasle by Trautman; Trautman, who takes full responsibility for Rambo’s training, regards Rambo as the literal best of the best, a man trained to survive in the wild with very little resources and who actually thrives under such circumstances. He urges, practically pleads with, Teasle to simply let Rambo slip away, fully confidant that he’ll surrender willingly if allowed to pass on (which is seen to be true when Rambo tries, and fails, to surrender following Galt’s death) but Teasle adamantly refuses to believe that one man can outwit his entire show of force even after everything he’s already seen. Sadly, Trautman’s attempts to quell Rambo’s anger also fall on deaf ears as, by the time he is able to contact him, Rambo has fully committed himself to the fight against Teasle and is basically reliving the war out in the woods.
Rambo’s unique survival skills make him a formidable warrior out in the wilds.
Teasle’s obsessive vendetta against Rambo is only fuelled after Gart’s death and he absolutely refuses to be dissuaded from his crusade no matter how many horror stories Trautman tells him. While Teasle’s humanity is practically non-existent, he does exhibit a bit more than just bigotry and hatred after it appears that Rambo has died; feeling cheated out of his victory, he nonetheless attempts to apologise for his abrasive actions to Trautman. However, it turns out that Trautman’s warnings were all based on irrefutable fact and we clearly see how adaptable and skilled Rambo is; he quickly retrieves his knife, acquires a police radio and other weapons from Teasle’s men, and is able to fashion all kinds of traps using just the woods alone never mind when he commandeers and army supply truck and rolls into town for the explosive finale.
In the end, Rambo breaks down in tears at the torture and abuse he has suffered and surrenders.
In the end, Rambo’s downfall comes not from Teasle or the hundreds of guns pointing his way but from his own traumatic experiences; while his time in Vietnam affords him unprecedented survival skills and allows him to live off the land and overcome superior forces with little more than his wits, it also scarred him both literally and figuratively. Everything he experiences in Hope is a reminder of his time in the war: the straight razor reminds him of his torture, he’s basically reliving his time in the jungles of Vietnam out in the woods, and he is basically attacking an enemy encampment when he storms the town in the end. With Teasle at his mercy, Rambo finally breaks down in despair at the loss of his entire team and the horrors he witnessed in Vietnam; the only one who understands him is Trautman, who validates Rambo’s heart-breaking monologue about the trauma and disrespect he has experienced both in and outside of the Untied States and the film concludes with Teasle injured, but alive, and Rambo surrendering himself to his old mentor and overwhelmed by the atrocities he has had to commit and suffer through.
The Summary: First Blood is an intense and moving experience; essentially a glorified manhunt for the majority of its runtime, it tells the story of a highly trained and skilled soldier pushed to the edge by abusive and cruel cops and forced to both relive, and live with, the horrors and atrocities he faced in combat. Hounded at every turn and judged for his appearance as much as his status as a former soldier, Rambo receives only persecution and abuse rather than admiration or respect and, in the end, his tormentors pay for their mistreatment not with their lives but with their pride. Despite the insurmountable odds against him, Rambo succeeds through sheer grit and determination and is the original one-man army and yet, despite all of this, all he wanted was a little respect and to be left alone. Indeed, so tormented by his experiences is Rambo, and so tired of conflict and killing, that he refuses to kill any of his tormentors even when he has every chance (and right) to do so, making First Blood a haunting action/thriller. A thinking man’s action film, First Blood is a stark reminder of the horrors of war and the foul treatment they received back in the day, as though it was their fault that they were forced to fight and kill for their country; it’s very different to the bombastic and over the top, action-packed sequels that followed it and so might not be for everyone but it remains a sobering and impact film in its own right.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
Are you a fan of First Blood? Did you watch it back when it was first released and, if so, how did you find it in the context of the time? How do you feel it holds up today, especially compared to the sequels, and were you disappointed that the sequels veered more towards action and death than introspective commentary on the horrors of war? What did you think to Rambo’s survival skills and Teasle’s baseless persecution and obsession with him? Do you think the film should have ended in the same way as the book and with the cut scene of Rambo dying? Which of the Rambo films is your favourite? Whatever you think, comment below and let me know and check out my review of the sequel.
To celebrate the simultaneous worldwide release of Mortal Kombat (Midway, 1992) on home consoles, 13 September 1993 was dubbed “Mortal Monday”. Mortal Kombat’s move to home consoles impacted not only the ongoing “Console War” between SEGA and Nintendo but also videogames forever thanks to its controversial violence. Fittingly, to commemorate this game-changing event, I’ve been dedicating every Monday of September to celebrating the Mortal Kombat franchise.
Released: 17 November 2020 Originally Released: 23 April 2019 Developer: NetherRealm Studios Also Available For: Nintendo Switch, PC, PlayStation 4, PlayStation 5, Stadia, Xbox Series X
The Background: Mortal Kombat was a phenomenal success for Midway; thanks to its controversial violence and unique digitised graphics, the game stood out from the likes of Street Fighter II: The World Warrior(Capcom, 1991). While the franchise went from strength to strength during the 2D era of gaming, Mortal Kombat struggled to really stand out amidst a slew of revolutionary 3D fighters and, following the lacklustre release of Mortal Kombat vs. DC Universe(Midway Games, 2008), the series looked to be in serious trouble after Midway went bankrupt in 2010. Thankfully, Warner Bros. Interactive stepped in and the Mortal Kombat team was rebranded as NetherRealm Studios. Their first order of business was to get their violent franchise back on track, which they did with Mortal Kombat (NetherRealm Studios, 2009), a particularly well-received reboot of the surprisingly convoluted lore. This gritty, violent reboot again stirred controversy but sales of the game alone were enough to cover the costs of Midway’s acquisition and work on a follow-up soon began.
After the disappointing Mortal Kombat vs. DC Universe, Mortal Kombat made an impressive comeback.
Mortal Kombat X (ibid, 2015) instantly impressed and out-did its predecessor in every way, being both the most violent entry and having the biggest launch in the franchise’s long history at the time. Mortal Kombat X also scored very well and the success of the game earned it not just a host of additional downloadable content (DLC) but also an expanded version, Mortal Kombat XL, in 2016. Keen to capitalise on the good will they had earned back with these releases, NetherRealm announced the development of Mortal Kombat 11 at the Games Awards 2018, a game that saw the triumphant return of actor Cary-Hiroyuki Tagawa to the role of Shang Tsung and sold over eight million copies by October 2020. Like its predecessors, Mortal Kombat 11 received an expanded addition that included all of its DLC fighters and even additional story mode content and was met with favourable reviews, though some criticised the randomisation of the game’s unlockables and the overreliance on grinding, mechanics that, for me, affected the appeal of Injustice 2 (ibid, 2017).
The Plot: After the defeat of Shinnok at the conclusion of Mortal Kombat X, Raiden has become corrupted by the Elder God’s amulet and, angered at the Thunder God’s repeatedly meddling in the fabric of space and time, the keeper of time (and Shinnok’s mother), Kronika, plots to rewrite history to erase Raiden from existence. With past versions of classic Mortal Kombat characters showing up all over the place, and Earthrealm’s most dangerous and long-dead enemies forging an alliance to usher in Kronika’s “New Era”, Earthrealm’s Special Forces and allies face a battle against time itself to keep the realms from being torn asunder.
Gameplay: As you might expect by now, Mortal Kombat 11 Ultimate is a 2.5D fighting game in which players can pick from one of thirty-seven characters and battle through the game’s single-player story mode, fight one-on-one against another player or computer-controlled opponent, battle their way though a variety of arcade-style towers, or challenge other players to a variety on online battles. Battles take place in a best-of-three format and against a time limit, though you can alter these settings (and many others, including the difficulty of computer-controlled opponents) from the game’s comprehensive menu to speed up gameplay or make it more accessible.
One of the things I love about Mortal Kombat is that gameplay and combos are generally easy to pick up.
As in the other 3D Mortal Kombat fighters, fights in Mortal Kombat 11 are extremely accessible and easy to master. You can attack your opponent with punches with either X or Y, kicks with A or B, block with RT, throw (again, this is more like a grapple) with LB or X and Y and a directional input, and interact with the game’s environments when indicated with RB. You can also dash towards and away from your opponent, jump in or crouch down to attack or avoid projectiles, and string together combos by pressing the attack buttons and using directional inputs quickly. The game features a comprehensive tutorial mode that teaches you all of the basics and intricacies of the game’s combat, which gets deeper and more complex depending on your skill level and who you play as but is still extremely easy for even novice players to pick up and pull off a few simple combos.
In addition to trademark special moves, characters can also pull off gruesome Fatal Blows.
Each character also boasts a number of special moves, also pulled off by a few simple button and directional inputs (back, forward, X, for example, or forward, down, B); these can be stringed together with combos and augmented with a well-timed press of RB (this will, however, drain a meter at the bottom of the screen but this will quickly refill in time). Unlike in the last two games, though, you can no longer build your meter towards a gruesome X-Ray move; instead, when your health is sufficiently depleted, you’ll have the option of pulling off a “Fatal Blow” once per fight (not per round) to mash your opponent into mush. While these are suitably impressive, violent, and gory, I have to say that I miss being able to build up to and pull off a momentum-changing special move whenever I want rather than when I’m near death. While special moves are pretty easy to perform, you can review them at any time from the pause menu and even “tag” team so they appear onscreen for easy reference, but I would have liked the option to pick and choose which ones are displayed for quick reference.
Fatalities are more visceral and gory than ever and see you dismembering and eviscerating your opponent.
As horrific as the Fatal Blows can be, though, the real star of the show is, once again, the game’s Fatalities, the trademark of the franchise. At the end of the deciding round (usually round two), you’ll be told to “Finish Him!!” (or her…) and given a short period of time to stand in a specific spot and enter another button combination to tear your opponent to pieces, usually resulting in their guts, brains, and eyes bursting from their body or them being shredded and blown apart. Every character has three Fatalities available to them: one that is readily available, one that is locked and must be unlocked in the Krypt (or looked up online…), and one that is assigned to pulling off special Fatalities in certain stages (“Stage Fatalities”, like the classic uppercut into an acid pit) and you can also find (or purchase) “Easy Fatality Tokens” to pull them off more easily and practice them in the Fatality Tutorial.
There’s more than one way to finish your opponent, including a couple of non-lethal options.
Fatalities aren’t the only way to finish your opponent, though; by following a specific set of instructions during a fight (such as not blocking or hitting a certain number of moves and ending the decisive round with a specific attack), you can once again end your foe with a “Brutality” (although, as Factions are no longer included, Faction Kills are also not present this time). You can also pull off a non-lethal “Friendship” if you don’t wish to eviscerate your opponent and even replenish a small portion of their health by showing “Mercy” to allow the fight to continue a little longer. There are benefits to finishing off your opponent, though, as this will award you Hearts, one of four different forms of in-game currency, additional Koins (the primary form on in-game currency), and contribute to your player level and allow you to unlock additional bonuses.
Once again, it’s going to take a lot of grinding to earn enough to unlock everything in the game.
One of the biggest complaints I had about Injustice 2 was the sheer abundance of different in-game currencies and the unfortunate emphasis on grinding for levels and unlockables and the randomness of the game’s loot crates. Sadly, Mortal Kombat 11 carries a lot of this forward; there are numerous customisation options available to you, from backgrounds and icons for your gamer card to individual gear and skins for each character but pretty much all of them are locked behind the game’s time-consuming grinding system. You earn Koins, Soul Fragments, Hearts, and Time Crystals by playing every single one of the game’s modes; while each of these can be spent in the Krypt to unlock chests and release souls (which will net you additional currency, skins, gear, augments, and Konsumables), Time Crystals can be spent in the in-game shop but, as items in the shop at so expensive, you’re encouraged to spend real world money to unlock additional stuff.
Battle through Klassic and online towers to earn rewards, see character endings, and unlock gear.
Unfortunately, while each character has a whole load of gear and skins and customisation options available to them, these are locked behind grinding; you can find many of these in the Krypt but others are unlocked by playing story mode, completing the character tutorials, or besting the game’s many towers. As in the classic 2D games, you can once again pick between three different towers (Novice, Warrior, and Champion); which tower you pick determines the amount of fighters you’ll face and the degree of the rewards you’ll earn from completion. You can also take on the Endless tower to face and endless number of opponents until you quit or are defeated and the Survival tower in which the damage you receive from each fight carries over to the next. Similar to Mortal Kombat X and Injustice 2, you can also challenge a number of different online towers, the “Towers of Time”; these provide you with a variety of challenges but are only available for a set amount of time before they’re replaced with a fresh challenge. However, you even access this mode you first need to clear a number of tutorials first, which seemed a bit redundant, and you will need to pay and also perform certain tasks (such as a certain amount of attacks or specials) to complete each character’s specific tower and unlock more gear and skins for them.
Timelines collide in the story mode, which occassionally asks you to pick between two fighters.
A big part of the game is its story mode; once again, the story is broken down into twelve chapters, with each chapter assigned to at least one character but, every now and then, you’ll be given the option of picking between two characters. It doesn’t really matter which character you pick, though, as you don’t even need to tick off all of these options to 100% the story mode and it hardly affects the narrative at all. Despite the fact that you can’t finish off and kill your opponents, the story mode is a great way to earn Koins and gear and get to grips with each character; the story sees characters from the past return to life as Kronika attempts to rewrite history, which effectively undoes a lot of the development done to the series in Mortal Kombat X but it’s a good excuse to have classic characters return to the series. You can set the difficulty setting for the story mode whenever you like but there are no Achievements tied to beating it or any of the other mode son higher difficulties but you do generally earn better rewards for taking on more difficult challenges.
Graphics and Sound: Mortal Kombat 11 looks fantastic; character faces still look a bit shiny and odd at times (particularly the females) but there’s even less distinction between the in-game graphics and the many cutscenes you’ll see as you play through the story. Every character is full of life and little quirks, such as Liu Kang constantly hopping from foot to foot in true Bruce Lee style, Kano nonchalantly spitting on the floor, and Skarlet cutting herself open. If the winning fighter is too close to their fallen foe when a round ends, they’ll back away with their own unique animation and voice clips and taunts can be heard throughout each fight as you pull of special moves, combos, and gain victories. Unfortunately, as always, the developers continue to render the character’s different endings using a motion comic aesthetic and voice over rather than utilise the full motion CGI cutscenes used to great effect in the game’s story, which continues to be a disappoint for me and I’ve never really understood this choice.
While environmental interactions seem limited, they’re still a great way to deal some damage.
Where Mortal Kombat 11 fails a little bit is in the stages; stages are a big part of any fighting game but especially Mortal Kombat and NetherRealm Studios’ recent efforts since they introduced the concept of interacting with various parts of the environment. This returns again, allowing you to skewer opponents with spears, throw bodies at them, wall run out of harms way, or toss or wield a variety of weapons (such as a chainsaw and a sledgehammer) to deal additional damage. These will often finally utilise the gruesome x-ray feature that was a big part of the last two games (which can also be triggered with certain special moves and augmented specials) but it feels as though there are a lot less opportunities to interact with the background and pull off Stage Fatalities than normal, making environments look and feel very alive but being disappointingly light on interactive elements despite all of the cameos and interesting elements at work in the background.
The game goes to great lengths to recreate iconic environments and locations from the first two games.
One thing I did like, though, was the return of some classic stages from past Mortal Kombat games, such as the courtyard and the dead pool; the best stage for this is, easily, the Retrocade stage, which randomly generates pixel-perfect recreations of classic Mortal Kombat stages complete with music. The game also goes above and beyond to recreate Shang Tsung’s island in immaculate detail in the Krypt; not only does it feature every stage from the first Mortal Kombat but it also recreates scenes and locations from the brilliant Mortal Kombat (Anderson, 1995) and cameos and references to numerous Mortal Kombat characters, which makes it a fantastic area to explore that is sadly let down by how confusing the Krypt’s map system is. Not only that but Cary-Hiroyuki Tagawa lends his voice and likeness to Tsung once again, adding his unmatched gravitas to the character, and you can even buy a skin pack that adds skins for Sonya Blade, Johnny Blaze, and Raiden that adds three more likenesses and voices from the film.
As gruesome and visceral as the Fatalities are, the Fatal Blows are gloriously rendered in macabre detail.
While the game does excel in its many cutscenes and does a great job of telling its story with just the right level of cheese and seriousness, the main draw of the game is in its violence and gore and Mortal Kombat 11 certainly delivers in that respect. Skin is literally peeled from the bones, eyeballs fly in geysers of blood, bodies are dismembered, split into pieces, dissolved, and shredded, and limbs are torn apart in a variety of ghastly ways and it’s always a joy to see the horrifying ways characters are going to mutilate their opponents. The Fatal Blows are sometimes just as good, if not better, as any of the game’s Fatalities, with characters being stabbed, shot, and blasted in ways that would surely kill them only for the characters to hop right back up afterwards. While character’s clothes and accessories don’t rip or tear during the fights, they do seem to get stained by blood at times and skin can be seen baring wounds and scars from battle.
Enemies and Bosses: As a fighting game, every single character in Mortal Kombat 11 is your enemy and you’ll be forced to do battle with all of them at least once, at some point, as you play through the story mode and arcade towers. Because every character controls and fights a little differently, with some focusing on ranged attacks or brawling while others emphasis slow but hard-hitting attacks, it’s best to sample each for yourself and to get an idea of your favourite character’s different abilities and variations in order to achieve success. Also crucial is mastering a handful of the game’s combos; many are as simple as X, X, Y or X, Y, X but others require directional inputs, longer button presses, and the co-ordinated stringing together of frame-perfect attacks and special moves. Luckily, though, every character usually has one or two simple combos for you to master so it’s simple enough for players of any skill level to pick up and play.
Your attack strategy may have to change depending on who you are fighting or playing as.
Some characters, though, play a little differently to others and this affects not only how you play but also how you fight them. Shang Tsung, for example, can not only steal the soul of his opponent, which not only drains their health but also has him assume their form and moveset for a short period, but can also morph into various masked ninjas from the franchise; Shao Kahn primarily attacks with his massive hammer, which can make his attacks slower; Jax Briggs can charge up his metal arms with punches and other attacks, which allows him to pull off his projectile attacks; and Erron Black can whip out a shotgun, which allows him to fire at and melee attack his opponent but also needs reloading and to be manually put away. Other opponents can be a lot cheaper than others; Noob Saibot, for example, is always a bit of a pain because of his vast array of teleporting attacks and the same applies to Mileena, who’s capable of quickly teleporting about the place and launching sais at you. There are also some returning favourites you’ll have to watch out for, such as Sub-Zero’s ice ball, Scorpion’s kunai spear, and Liu Kang’s lightning quick kicks and fireballs but the new characters have their own tricks to watch out for, too. Geras, for example, loves to spam his little sand pit trap and Certrion will spawn elemental hazards out of thin air to trap and hurt you.
Cyrax and Sektor can only be fought in the story and you’ll face tough boss battles in the Towers.
When playing through the game’s story mode, you’ll also have to fight a couple of familiar faces in the form of Cyrax and Sektor. These cybernetic ninjas sadly don’t make the cut this time around so they essentially fill the role of mini bosses, in a way, despite appearing quite early on in the story mode. In addition, there will also be time sin the story (and in certain towers) where you have to face two opponents in a handicap match very similar to the “Endurance” matches from the first game, which see your opponents automatically tag into battle once their comrade has fallen while you’re forced to continue with whatever health you have left. When taking on the Towers of Time, you’ll get to battle against a character that has been augmented to “boss” status; this means that you can’t use Konsumables and that your opponent will be super tough, requiring multiple players to take on the challenge while its active to help bring them down and earn rewards.
After Kronika is defeated you must choose between facing Fire God Liu Kang or Shang Tsung.
When you play the story mode or battle through one of the other towers, your final opponent will be Kronika, an unplayable boss character who presents a unique challenge compared to the likes of Shinnok and Shao Kahn. The battle against Kronika takes place in one round but is split between three fights against her and three different locations and time periods, with each phase seeing you having to battle a randomly generated opponent. Unlike other characters, Kronika cannot be thrown, staggered, or hit with a Fatal Blow; when you try any of these attacks and certain combos, she’ll take damage but you won’t see the usual animations play out, which can leave you open to one of her devastating attacks. Kronika likes to teleport around the arena and summon energy balls and projectiles but her most lethal attack is a time warp that renders you helpless and drains a massive chunk of your health bar, which basically means that it’s best to reach her final phase with as much health as possible or else you have to replay the entire fight from the beginning. At the conclusion of the Aftermath story mode, you have the choice of facing either Shang Tsung (who has usurped Kronika’s powers) or “Fire God” Liu Kang (a merged form of Liu Kang and Raiden) as your final opponent. Unlike Kronika, though, these are standard battles and subject to all the normal gameplay mechanics, meaning you’re free to hit your Fatal Blows and augmented special moves and combos without fear of being left vulnerable. Indeed, as long as you’re proficient enough with a few combos and special moves, these fights should be noticeably easier than the one against Kronika though be wary as Shang Tsung and Liu Kang are also much more versatile in their attacks than Kronika, who favours bursts of temporal energy over combo strings.
Power-Ups and Bonuses: Like in Injustice 2, each character has a number of gear that can be equipped but, thankfully, unlike in that game, these do not affect the character’s stats or abilities and are merely cosmetic. As you battle with your character, their gear will level up and unlock up to three augment slots and you can then equip augments to their gear to increase their special attacks, defence, and other attributes to make them more efficient. Similar to Mortal Kombat X, each character has a number of variations available to them but, this time, it’s up to you to equip and assign these variations to each character; these are limited to three slots, which allow you to assign different special moves and abilities to each character to differentiate them (you can have Scorpion, for example, focus on flame or kunai attacks, or mix and match them). You can also assign different intros and outros for each variation (once you unlock these) and tweak their artificial intelligence (A.I.) stats to make them more focused on reversals or brawling, for example, or a more balanced fighter when taking part in A.I. Battles.
Equip Konsumables and augments to give you buffs and power-ups and make Towers a little easier.
To help you clear these modes, you can choose to have the computer battle through each tower on your behalf and also use up to four Konsumables to tip the odds in your favour. These allow you to flick the right analogue stick and call upon assistance from other characters or effects (such as a brief acid rain, missiles, or similar projectiles) and/or earn additional rewards from battle or performing finishers. Other times, especially in the Towers of Time, your opponents will have access to similar Konsumables and augments, which essentially recreates the Test Your Luck feature from Mortal Kombat (2009), and you’ll again have the option of teaming up with others to take on super tough boss battles.Each time you take on a tower, you’ll be asked to take on a number of “Dragon Challenges”; these appear at the bottom of the screen and ask you to do such tasks as switching stance, ducking, jumping, or performing (or not performing) a certain number of actions throughout the fight and the more you complete, the more additional Koins you can earn so I recommend drawing the fight out so that you can pull off as many as possible.
Additional Features: There are fifty-eight Achievements on offer in Mortal Kombat 11 and, unlike most games, most of these are tied to repetitive actions rather than playing though the story mode. You’ll earn an Achievement for pulling off a certain number of Fatalities and Brutalities, one for performing two Fatalities with every character who isn’t a DLC fighter (which is a good way to test out each fighter), using a certain number of Konsumables, and opening a certain number of chests in the Krypt, for example. You’ll also earn Achievements for clearing the Klassic Tower with first one and then ten characters (why not all of them is beyond me), running five miles in the Krypt, and for taking part in A.I. and online battles and clearing half of (and all) of the main story mode.
All of the DLC is included as standard but, sadly, there are no additional Achievements tied to these.
Sadly, however, the Achievements do not extend to any of the DLC fighters or story content; there are no Achievements to be earned from clearing Aftermath or specifically tied to any of the DLC fighters, which is a real shame when you’ve got RoboCop and the Terminator in your game and when you consider that Mortal Kombat XL had sixty Achievements to earn, with an extra thirteen added with its DLC fighters. On the one hand, this does mean that it’s a lot easier to get Achievements in Mortal Kombat 11 since there are far less devoted to online play but, on the other, I was disappointed that the Achievements didn’t encourage more replayability and variety; instead, it’s all repetitive actions and nonstop grinding and I’d be pretty pissed off to have paid £40-odd for the Aftermath DLC and all those fighter packs only to find that they don’t come with any extra Achievements.
Some familiar faces and movie icons feature as guest fighters…and also the Joker, who I could live without.
Speaking of which, Aftermath and all of the DLC fighter packs and skins are included in Mortal Kombat 11 Ultimate (…except for those released after the game) but you should be aware that your previous save data from the base Mortal Kombat 11 is not compatible with Ultimate. This means that you can play Aftermath right away, if you want, and thus complete the actual story since the main story just kind of ends unresolved. The additional fighters include the likes of Spawn, RoboCop, the Terminator, and even John Rambo (with Keith David, Peter Weller, and Sylvester Stallone all lending their voice talents (and likeness, in Rambo’s case) to the game. You can also play as returning characters such as Sindel, Fujin, and one of my favourites, Rain though I question the inclusion of the Joker as I really think Pennywise the Dancing Clown would have fit a lot better. There are also a number of cheeky DC Comics skins and gear to equip that turn Cassie Cage into Harley Quinn, Geras into Darkseid, Kitana into Catwoman, and Baraka into Killer Croc and you can even dress Jacqui Briggs up in Spawn’s costume.
The Krypt is full of Easter Eggs and references to both the 1995 movie and the franchise’s long histor.y
Aside from fighting, much your time is also spent exploring the Krypt and spending all of your hard-earned currency on skins, gear, augments, and the like. The Krypt is the biggest it has ever been, encompassing the entirety of Shang Tsung’s island and is full of treasure chests, death traps, and references to the videogames and movies. Unfortunately, though, as great as the Krypt is for Easter Eggs and such, it’s a bitch to navigate; you can create shortcuts by smashing through walls and pulling levers and such but the map is dreadful and it can be extremely difficult to get to where you need to be as it relies on an awkward coordinate system. It’s also ridiculously expensive to open the chests, which can lead to you spending over 10,000 Koins just for some useless icons and concept art and it’ll cost you 100 Soul Fragments and 250 Hearts every time you want to open one of those chests. There’s a lot to see and do, though, with new areas to stumble across and fun little Easter Eggs to find but, again, no Achievements really tied to this; when I find the statue of Reptile’s reptilian form from the movie or examine Drahmin’s mask or find Goro’s corpse, I’d expect at least a fun little 5G Achievement but…nope.
The Summary: I knew that we would eventually be getting Mortal Kombat 11 Ultimate and specifically held off from purchasing the base game or Aftermath while waiting for this release, which bundles 99% of the game’s content all onto one disc (well…technically it’s two…) for you to play at your leisure (after the lengthy download and installation process, of course). In many ways, I wasn’t disappointed; Mortal Kombat has never looked better, with blood and guts and gore being rendered in exquisitely visceral detail and the recreation of Shang Tsung’s island for the Krypt is stunning, full of little details and references that really reward my many years of fandom. Equally, the story mode and fights are brought to life fantastically and the scaled back approach to gear and customisation is appreciated since it means I don’t have to worry about my character being underpowered if they look how I want.
Mortal Kombat has arguably never looked better but the emphasis on grinding lets the game down.
Unfortunately, though, there are a few things that let it down. The Fatal Blow system is great but seems catered more to new players and a defensive playstyle; tying so much of the game to online servers results in a lot of dodgy slowdown and loading on the menus at times; locking everything behind the towers and such is fine but forcing players to grind for in-game currency to spend on even challenging those towers is not; the handful of Achievements might be pretty simple to get but there’s not a lot of variety or fun to them; and I question some of the choices made for the roster. First of all…why thirty-seven fighters? Why not go all-in and bring it up to a nice, even forty? Where are Takeda Takahasi and Kung Jin, the actual descendant of the Great Kung Lao? They weren’t exactly my favourite characters from Mortal Kombat X but they were just as important to the “new generation” of fighters as Cassie and Jacqui but they’re missing yet that lumbering oaf Kotal Kahn is still there. In the end, there’s a lot of fun to be had in Mortal Kombat 11 but it’s notably more finite and time-consuming than in the last two Mortal Kombat games; it’s not as bad with the randomness and loot boxes as Injustice 2 but some of the better skins and gear and such is still annoying locked away and will take a lot of time and effort to unlock, which is especially aggravating when the game uses four different types of in-game currency and yet your options for actually purchasing new stuff in-game are severely limited.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
What are your thoughts on Mortal Kombat 11: Ultimate? Did you wait for this version to come out or did you buy the base game and DLC separate? Either way, do you think there was enough value for your money or, like me, were you disappointed to find the DLC didn’t have any new Achievements to earn? Which fighter in the game (or the franchise) is your favourite and why? What did you think to the story mode and the use of competing timelines to bring back classic characters? Were there any characters or features missing from the game for you? What did you think to the online options and the different towers the game had to offer? Which Mortal Kombat game, movie, comic, or other piece of media is your favourite? Whatever your thoughts on Mortal Kombat 11, or Mortal Kombat in general, leave a comment down below.
In September 1961, DC Comics published “Flash of Two Worlds” (Fox, et al), a landmark story that brought together the Golden Age Jay Garrick and the Silver Age Barry Allen. In the process, DC Comics created the multiverse, an infinite number of parallel universes that allowed all stories and characters to exist and I’ve been celebrating this ground-breaking concept every Sunday of this month!
Released: 23 February 2010 Director: Sam Liu and Lauren Montgomery Distributor: Warner Home Video Budget: Unknown Stars: William Baldwin, Mark Harmon, Gina Torres, James Woods, Brian Bloom, and Chris Noth
The Plot: In an alternate version of Earth, the Crime Syndicate (evil doppelgängers to the Justice League) rule with an iron fist. When the Lex Luthor (Noth) of this parallel world travels across the dimensions, the Justice League find themselves battling against their dark mirrors to decide the fate of all worlds.
The Background: Following the much-laudedBatman: The Animated Series (1992 to 1999) and the conclusion of Batman Beyond (1999 to 2001), co-creator Bruce Timm spearheaded easily the biggest and most ambitious DC animated show of that era, Justice League (2001 to 2004), and then out did himself with the exhaustive roster of Justice League Unlimited (2004 to 2006). Both cartoons were incredibly well-received and helped contribute to the continued success and popularity of the DC Animated Universe. Originally, Timm intended to produce an animated feature named Justice League: Worlds Collideto bridge the gap between Justice League and Justice League Unlimited that would draw inspiration from the seminal story “Crisis on Earth-Three!” (Fox, et al, 1964). However, these plans were scrapped by Warner Brothers, who were in the middle of producing a series of direct-to-video animated films with no ties to any existing continuity, and the script was consequently rewritten to avoid directly referencing either show. Despite this, Justice League: Crisis on Two Earths shared a very similar style to Timm’s earlier works and, considering the first issue of the ground-breaking Crisis on Infinite Earths(Wolfman, et al, 1986) was first publish in this month back in 1986 I figured this would be as good a time as any to look back at this often overlooked animated feature.
The Review: The multiverse is quite a daunting and confusing concept, to be honest; even I, a self-confessed comic book enthusiast, struggle with the notion at times and I feel it only really works in comics, where readers are used to the idea after a few decades of dimensional-hopping antics, and television (especially cartoons), since long-running series’ just have more time to introduce and explore the concept. In that regard, Crisis of Two Earths eases viewers into the idea of parallel worlds by primarily focusing on the idea of two alternative worlds and also its opening sequence, in which we see our beloved heroes radically changed, monstrous even, and killing a heroic version of the Joker, the Jester (James Patrick Stuart), and being opposed by a far more virtuous incarnation of Lex Luthor. We then switch over to our Earth, where a more recognisable version of the Justice League are finishing up the construction of their Watchtower space station and their teleportation device; right away, we’re introduced to two concepts that form the basis of the film: the Flash (Josh Keaton) is the comic relief and Batman (Baldwin) is a bit of a grouch. Flash is full of the quips and amusing pop culture references but Batman is a stubborn pragmatist; even when clearly outmatched by Superwoman’s (Torres) power, he preserves through a broken rib and is able to subdue her with anaesthetic gas, proving his capability despite his lack of super powers.
An alternative Lex Luthor recruits the Justice League to help liberate his world.
When the alternative Luthor arrives, he is immediately apprehended and brought to the attention of the League; Superman (Harmon) confirms that the duplicate isn’t their Lex and the Luthor brings the League up to speed with the issue of the Crime Syndicate of his Earth. On this alternate world, Luthor was the leader of the Justice League but the Syndicate has rendered their world a virtual dictatorship thanks to their power and maliciousness, held in check only by the threat of a nuclear retaliation. Superman, naturally, doesn’t trust Luthor but J’onn (Jonathan Adams) confirms that the alternative refuge is telling the truth. The League debate the merits, logistics, and morals of assisting Luthor’s world and, though Green Lantern (Nolan North) is opposed to it, it is Batman who is most against the mission since they struggle to maintain order on their world. Regardless, the majority agree to assist.
Owlman and Superwoman exercise the Syndicate’s diabolical will with relish.
The Crime Syndicate, specifically Owlman (Woods), are interrupted in their search for the “Quantum Trigger” by the arrival of the Justice League and a fight breaks out. This gives the film a chance to showcase a variety of evil versions of classic heroes, “Made Men”, such as Black Lightning, Vixen, and Elongated Man. Though the League are able to get the upper hand, Luthor forces them to retreat to avoid facing even more of the Syndicate’s Made Men and, in the process, they end up in a battle with the Captain Super family (evil versions of the Shazam/Captain Marvel family). This takes the battle from inside to the cloudy skies of this parallel world as Wonder Woman (Vanessa Marshall) is able to commandeer Owlman’s ship and use its cloaking device to escape the fray. The Crime Syndicate are revealed to run their organisation like a super-powered crime family, with Ultraman (Bloom, using a bit of a stereotypical Italian mobster accent) acting as the head of the “family”, who have thousands of lieutenants working beneath them (the aforementioned Made Men) and dividing their territories between them. Thanks to their power, they are able to bribe and forcible coerce the world’s government and other officials into bowing to their every whim but Owlman takes this to the next level by constructing the Quantum Eigenstate Device (Q.E.D.), a bomb that will give them the ability to hold the entire world hostage. While the public largely wishes to simply acquiesce to the Syndicate’s demands to maintain some kind of peace, their dictatorship is openly challenged by Rose Wilson (Freddi Rogers), daughter of Slade Wilson (Brice Davison), who is the President of the United States in this world.
Owlman has plans of his own to destroy all life on every Earth.
Unlike the League, which is a largely unified team ruled by democracy, the Syndicate is a fragile alliance of egos and greed; Ultraman rules through sheer power and intimidation but Owlman and Superwoman conspire behind his back. Owlman plans to use the Q.E.D. to destroy all life without mercy or conscious since the discovery of an infinite number of parallel worlds has shattered his grasp on reality. Believing that no decision he, or anyone, makes has any meaning since whatever they accomplish means nothing elsewhere in the multiverse, he plans to find “Earth-Prime” in order to use the Q.E.D. to annihilate all life everywhere, which Superman, a self-confessed murdering psychopath, finds to be one hell of a turn on. Although Luthor recruits the League to help, he insists on taking on and defeating Ultraman himself since “if it’s going to mean anything after [the League] is gone, it has to be [Luthor]”. Luthor is able to match blows with Ultraman thanks to his armoured suit and having acquired a piece of Blue Kryptonite, the only substance that can hurt and weaken Ultraman. Because of this, Luthor is able to defeat and humiliate Ultraman in public and have him arrested for his crimes; however, as gallant as his actions are, he is chewed out by the President for risking further retaliations from the remaining members of the Syndicate and Ultraman is allowed to go free in a desperate attempt to keep a shaky truce with the Syndicate.
The Nitty-Gritty: Many of the film’s action sequences, though exciting, are, understandably, all too lacking in context; thanks to the wildly different designs of the parallel worlds Made Men, it’s not always easy to tell who is cameoing when and most of them don’t have any speaking lines, making them little more than disposable grunts who exist simply to showcase the stranglehold the Syndicate have on their world and give the League someone to beat up without fighting the same handful of Syndicate members all the time. Because of the large roster and many different characters running around the film, there’s obviously not enough time for everyone to really get much to do; Green Lantern, for example, is a bit of a non-factor and, while J’onn does get an interesting side plot revolving a romantic attraction to Rose, the majority of the League exist simply to battle with the evil doppelgängers. This is exacerbated when Batman calls in heroes from his world to help fend off Superwoman and the Super family, resulting in yet more cameos and characters taking up the film’s run time; don’t get me wrong, it’s great to see so many heroes onscreen at once and all these villainous versions of normally heroic characters but I also feel like the focus should have been more on the League/Syndicate members since those are the only fights that really mean anything.
As you might expect, the film (eventually) degenerates into an all-out brawl.
Thankfully, the film does eventually focus up once Rose provides the League with the location of the Syndicate’s headquarters (spoilers: it’s on the Moon) and the two teams engage in an all-out brawl with their doppelgängers. Green Lantern’s evil counterpart, Power Ring (North), is about as useless as heroic double; Superman, for all her strength and aggression, lacks the finesse and combat acumen of Wonder Woman; and Ultraman’s sadistic focus on destruction means he not only destroys much of the environment but is easily outwitted by Superman. Of course, the battle between the Flash and Johnny Quick (Stuart) comes down to a test of their super speed but, amidst all the mindless brawling, Owlman is able to escape with the Q.E.D. to enact his insane plan to destroy all realities. Faced with the threat of mutually assured destruction, the League and the Syndicate form a shaky truce simply to save their own hides.
Batman ultimately sacrifices Johnny Quick and kills his counterpart to save the multiverse.
A side plot throughout the film is that the Flash believes Batman doesn’t like or respect him and the idea that Batman is this irritable, obstinate loner. However, when they need someone to power the Quantum Trigger, Batman has Johnny Quick take the Flash’s place as the conduit to spare his teammate’s life since he knows that the effort will kill the speedster. While this is a great way to show that Batman does truly care for the Flash and his teammates, it’s a little out of character since he knew that the effort would kill Johnny so he willingly sacrificed a life to confront Owlman and then, rather hypocritically, lectured his counterpart about his willingness to kill untold numbers of people with the Q.E.D. Somewhat unsurprisingly, given that Batman is generally the focus of all of DC’s animated endeavours, the film culminates in a battle of ideologies and skill between him and Owlman, with the depths of his doppelgänger’s psychosis revealed so completely that Batman has no choice but to doom Owlman to destruction on a desolate, barren alternate world, saving the multiverse in the process but at the cost of Johnny’s life.
The Summery: Justice League: Crisis on Two Earths is a pretty decent little animated film; it’s full of action and lots of big, explosive, and visually interesting fights but the main draw of the film, for me, is the philosophical and ideological differences between the Justice League and the Crime Syndicate, specifically between Batman and Owlman, this dichotomy is given the most focus throughout the film, which is probably the right choice but it does mean that we don’t really get to see just how different the Syndicate are to their heroic counterparts beyond them being super-powered mobsters and psychopaths. If you watched any of the Justice League and Justice League Unlimited episodes based around the Justice Lords, it’s arguable that you could say the film’s concept is somewhat redundant and has already been explored but I think there’s enough here to separate the film from those episodes, mostly thanks to the abundance of cameos and the iconography of the Crime Syndicate. While the film doesn’t complete align with those cartoons, I think you can easily suspend disbelief to see it as a bridge between Justice League and Justice League Unlimited since it ends with the League preparing for a massive recruitment drive but it also works pretty well as a standalone animated feature…as long as you’re already somewhat familiar with DC’s characters and some of their more complex concepts.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
Have you ever seen Justice League: Crisis on Two Earths; if so, what did you think to it and where would you rank it against the other DC animated movies? Which character was your favourite and what did you think to the film’s voice cast? Which evil doppelgänger would have liked to see more of and what do you think about the concept of the Crime Syndicate and the DC multiverse? Did you ever watch the Justice League cartoons and, if so, what were some of your favourite characters and moments? How are you celebrating the publication of Crisis on Infinite Earths this month? Whatever your thoughts on DC’s animated ventures, the multiverse, and the Justice League, feel free to leave a comment below.
In the decades since his first dramatic appearance in the pages of Detective Comics, Bruce Wayne/Batman has become a mainstream, worldwide, pop culture icon. The brainchild of writer Bob Kane, Batman was brought to life by artist Bill Finger and has been a popular staple of DC Comics and countless movies, videogames, and cartoons over the years. Although “Batman Day” was a few days ago, any day is a perfect excuse to celebrate comic’s grim and broody vigilante.
Released: 23 June 1989 Director: Tim Burton Distributor: Warner Bros. Pictures Budget: $34 million Stars: Michael Keaton, Jack Nicholson, Kim Basinger, Robert Wuhl, and Michael Gough
The Plot: Criminals of Gotham City are terrified by the armour-clad vigilante, the “Batman” (Keaton), secretly wealthy loner Bruce Wayne. Wayne’s vendetta against crime is confused when he falls for intrepid reporter Vicki Vale (Basinger) and mobster Jack Napier (Nicholson) transformers into the hideous Joker and begins terrorising Gotham with tainted beauty products.
The Background: By the end of the eighties, Batman had undergone a long period of reinvention to transform him from a colourful, camp, family friendly figure and into a more serious, darker character. A lot of this can, of course, be attributed to the works of Frank Miller, which fully embraced the darker aspects of the character and it was this version of the character that producers Benjamin Melniker and Michael E. Uslan wanted to bring to life after they purchased the film rights to the character from DC Comics. The script underwent numerous drafts before Sam Hamm was brought in by director Tim Burton to produce the final screenplay. Burton, despite not being much of a comic book aficionado, related to the duality of the Bruce/Batman dynamic and the dark, gothic undertones of the character and was hired off the back of the financial success of Pee-wee’s Big Adventure (Burton, 1985) andBeetlejuice(ibid, 1988). While Jack Nicholson was the top choice for the Joker, Burton ultimately cast Keaton in the title role (despite many of Hollywood’s leading men being considered) after directing him in the aforementioned Beetlejuice and considering him perfect for his (as in Burton’s) subdued, haunted, “Everyman” interpretation. The casting of “Mr. Mom” caused much controversy at the time, as did chaotic script rewrites during filming. Despite all this, Batman was a tremendous critical and commercial success; “Batmania” swept the nation, resulting in a mammoth gross of over $411 million and, despite some criticisms concerning its dark tone and Batman’s lack of screen time, Batman was met with largely favourable reviews, kick-starting a slew of sequels and forever setting the bar for live-action adaptations of the character going forward.
The Review: Batman begins by immediately establishing its tone as a far darker take on the character thanks, largely, to Danny Elfman’s fantastic and unparalleled Batman theme; bombastic, operatic, and tinged with a gothic undertone, Elfman’s Batman theme was as much a part of Batman as the suit or the cinematography. There’s no messing about with Batman having to “earn” his theme or building towards some kind of heroic crescendo; it simply blasts at you alongside the film’s title to literally scream “Batman”. Following this, we’re introduced to Gotham City, a dark, dreary, and grimy city that has a timeless quality thanks to its mixed of thirties, fifties, and eighties clothing and architecture. The city is almost a character unto itself with its gothic trappings, dingy back alleyways, and looming, ominous presence that is only made more threatening by the abundance of street crime.
Batman has a reputation as an urban myth amongst the street thugs of Gotham City.
Thankfully, we’re quickly introduced to the titular vigilante but, while Batman makes an impression by slowly dropping into frame and then dispatching two thugs with ease and efficiency, what really adds to his mystique is horror stories of his presence that literally has criminals in fear of “The Bat”. Batman then adds to his mystique by taking two shots directly to the chest and rising again and threatening one of the thugs to spread the word about his presence. It’s a powerful, incredibly effectively introduction to the character, who speaks with a low, threatening whisper and is seen to actually strike fear into the hearts of the city’s criminals rather than simply targeting organised crime. This is something I feel is key to Batman’s character; he was, after all, born out of a random act of violence so it bothers me when it gets unduly distracted by corruption or supervillains. Indeed, Gotham’s biggest crime boss, Carl Grissom (Jack Palance), and his “number one guy” Jack Napier are more concerned with district attorney Harvey Dent (Billy Dee Williams) than they are with the Batman. Having operated for six months and earned a reputation as an urban vigilante, Batman is, instead, the dread of criminals everywhere, the ire of policemen like Lieutenant Max Eckhardt (William Hootkins) and Police Commissioner Jim Gordon (Pat Hingle), and the obsession of Gotham Globe reporter Alexander Knox (Wuhl). That’s not to say that corruption isn’t rife in Gotham, however, as Eckhardt is on Grissom’s take, and the city is slowly crumbling under Grissom’s influence and the state of their economy.
Vicki becomes besotted with Bruce but ends up little more than a damsel in distress.
Batman is also a fascination of news photographer Vicki Vale, who specifically comes to Gotham after reading Knox’s stories and “likes bats” (which is a…little weird, to be honest). Intrigued by Bruce upon first meeting him, she agrees to meet with him on a date (which is amusing in its awkwardness, with Bruce’s confusion at the dining room a particular highlight) and ends up in bed with him. She is then greatly perturbed when Bruce fails to show any interest in her or return her calls, slowly becoming as interested obsessed with Bruce as Knox is with Batman; she senses that the opulence of luxury doesn’t seem to fit with Bruce’s demeanour and is shocked to discover the trauma he experienced as a child. While an emotional catalyst and an interesting enough character in her own right, Vicki very quickly becomes little more than a screaming damsel-in-distress; the Joker becomes infatuated with her, turning his rivalry with Batman into more of a love triangle than a violent battle of wills and ideals, and Batman’s final confrontation with the Joker is as much about rescuing her as it is about revenge. It’s telling that Bruce Wayne doesn’t actually appear in the film until after Batman and Napier have been introduced; Bruce, a wealthy bachelor, is not as prominent a figure as you may expect. While he hosts a fundraiser at Wayne Manor, he’s like a ghost in his own home and is known more for his affluent wealth than his physical appearance (while I can understand Vicki not knowing who he is since she’s new in town, Knox doesn’t recognise him either). An awkward, distracted individual, he seems uncomfortable in his own skin but this may be because he’s (shock-of-shocks!) secretly the Batman! With cameras secretly hidden all over his mansion, Bruce monitors his guests from the cavernous Batcave and seems far more comfortable hiding behind the grim visage of the Batman. Haunted by his parents’ deaths and driven by an obsession to use his pain for good, Bruce has crafted a ferocious persona to dispense justice but is losing his grip on his humanity in the process.
Sadistic mobster Jack Napier is a turned into a maniacal lunatic by an acid bath.
Napier, who has a reputation for being a “nutball” even before he takes an acid bath, is Grissom’s right-hand man; egotistical and self-absorbed, Napier is so arrogant that he’s even sleeping with Grissom’s moll, Alicia (Jerry Hall), on the side and considers himself untouchable. Unfortunately for him, this isn’t the case as he is set up by Grissom and supposed to be killed by the police while cleaning out Axis Chemicals; while he gets a measure of payback by shooting Eckhardt in cold blood, he ends up taking a bullet to the face thanks to his shot ricocheting off Batman’s gauntlet and then plunging into an acid pit despite Batman’s best efforts. Although he survives the dip, he is horrifically scarred and mutilated by the injury, and the acid, which breaks his already fractured psyche and gives birth to a colourful, maniacal supervillain: The Joker! Sporting a wicked permanent smile and clearly off his rocker, the Joker is a flamboyant, sadistic villain who quickly executes his former boss and assumes control of his operation. Though initially a glorified gangster with a flair for the comedic, the Joker quickly becomes a charismatic and dangerous threat to the city when he plots to taint beauty supplies with the same concoction that transformed him. Obsessed with art, he believes himself to be a living work of art and wishes to turn all of Gotham into a pale-faced, permanently-smiling pile of bodies but quickly becomes jealous of Batman for stealing all of the headlines and “[getting] all of [his] press”. As random and weird as all this seems, it’s very similar to a lot of the Joker’s madcap plots from the comics and eventually culminates in him riding an elaborate parade through the city while his “Smilex” gas covers those in attendance.
Batman and his gear all look bad-ass, if incredibly impractical.
You might have noticed that I haven’t spoken about Batman all that much and there’s a reason for that; Nicholson’s energetic charisma and scene-stealing performance dominates the majority of the film, with scenes such as when he fries a mob boss with his lethal joy buzzer and executes another with a poison pen being notable highlights. Still, when Batman does appear, he immediately takes control of the screen; dressed head to toe in black armour, Batman cuts an intimidating (if restrictive) figure. However, while it is noticeable that Keaton cannot turn his head, the film does a commendable job of hiding the limitations of the suit and it is always perfectly shot, seeped in darkness and shadow and always shown in the most dynamic way possible. While Batman’s fight scenes are a bit clunky and awkward, he has a bevvy of gadgets at his disposal, the most impressive of which is his sleek, powerful Batmobile. Rather than a sports car or a tank, this is an aerodynamic and intimidating vehicle which bursts through the city streets with a burst of flame and sports such optional extras as machine guns and an impenetrable shield. However, if the Batmobile is, somehow, too blasé for you, Batman also pilots the Batwing for the finale! This, as you might expect, results in some very impressive and detailed model shots and miniatures as Batman glides gracefully through the dark night skies…only to be promptly shot down by the Joker’s comically oversized pistol!
The Nitty-Gritty: While Batman remains a very impressive and engaging take on the character, it does over emphasise his “Everyman” qualities a little too much. There’s no suggestion that Bruce spent any time travelling the world or training to be the peak of human mental and physical perfection; instead, it seems like Bruce spent all his time, effort, and money in building his suit, cave, and many Bat-gadgets. Still, while the lack of any real physical presence on Bruce’s part is a little disappointing, he makes up for it with his intelligence; a common part of the character that is often downplayed is his status as the world’s greatest detective and, while this isn’t massively emphasised in Batman, it does get some exposure in Bruce’s ability to figure out how the Joker is poisoning the city. It’s easy to forget that Batman features some fantastic actors; Jack Palance was a big name in the eighties and, while his role is small, he’s perfectly cast as a cantankerous mob boss and it’s great to see Billy Dee Williams but he hardly factors into the film at all and it’s a real shame that he got shafted in the sequels as he’s a charismatic and magnetic presence even in his brief screen time. Similarly, Commissioner Gordon is barely in the film but Pat Hingle plays the character with a gruff weariness that helps him to stand out in his few scenes. The upside to this, though, is the exploration of Bruce’s psyche through Vicki’s investigation; while Batman doesn’t go into massive amounts of detail in exploring why Bruce does what he does, there’s enough here to give a sense of the character’s obsession and trauma and the film is more concerned with portraying Batman as an urban myth (which I absolutely love as I feel this is how the character should be portrayed most of the time) and his eventual acceptance as an ally of the city and its police department.
Batman’s suit might be restrictive but it looks absolutely amazing and cuts an imposing silhouette.
Bruce also makes up for his unimpressive physique and stature with a focused intensity; it’s all about the eyes with Keaton and he exudes a tortured demeanour, especially in private, where he lapses into a brooding countenance and pushes away all other distractions in favour of focusing purely on his investigation into the Joker. This is a version of Bruce Wayne who categorically needs the suit to become Batman; even now, the Batsuit is impressive and remains one of my favourites for the way it manages to balance being anatomically correct, somewhat impractical, and intimidating all at the same time. Yes, Keaton is a bit clumsy and awkward at times but, as I said, the film makes every effort to hide the suit’s limitations and it works fantastically; Keaton looks threatening and absolutely bad-ass in the suit and it played a large part in throwing off Batman’s reputation as a camp and colourful superhero.
Alfred’s concern for Bruce’s well-being sees him subtlety attempt to deter Bruce’s crusade.
Perhaps the most interesting aspect of this portrayal of Batman, though, is how unhinged the character appears to be; Vicki even tells Batman that many believe him to be as dangerous and psychotic as the Joker and Bruce definitely seems to be on the razor’s edge of sanity throughout the film. This is best seen in one of my favourite scenes in the film, which is the confrontation between Bruce and the Joker in Vicki’s apartment; here, Bruce’s façade slips noticeably, outrageously, and he flies into a maniac rage as he threatens the Joker. It’s intense and massively over the top and punctuated by the Joker’s ridiculous admonition: “Never rub another man’s rhubarb!” Bruce’s mental stability is of particular concern to his long-serving butler and father figure, Alfred Pennyworth (Gough), who dotes on Bruce like a grandfather and supports his endeavours but is continuously seen to be concerned for Bruce’s welfare and encourages him to leave his double life behind and settle down with Vicki, whom he sees as a positive influence on Bruce’s life and demeanour. This is explicitly stated at least twice in the film (once when Bruce is laboriously going over Napier’s criminal file and later when Alfred voices his wish to not have to grieve for Bruce as he does for his parents) and is precisely the reason why Alfred later allows Vicki into the Batcave. Unlike so many people, I never had a problem with this plot point as it makes perfect sense; Alfred wants Bruce to settle down, live a normal life, and to abandon his crusade and, when Bruce flounders in admitting his double life to Vicki, Alfred intercedes and forces him to reconcile his two lives.
The decision to tie the Joker to Batman’s origin has somewhat tarnished the film.
Of course, the real star of the show here is Jack Nicholson as the Joker; clearly revelling in the role, Nicholson looks to be having the time of his life and his Joker, despite being middle-aged and lacking the slim figure of his comic book counterpart. As colourful and iconic as his portrayal may be, however, it’s forever tarnished by the decision to have Napier be the man responsible for killing Bruce’s parents. As a kid, I didn’t really mind this all that much as this event hadn’t really been a major part of any of the Batman stories I’d read at the time and, even now, it doesn’t really enrage me that much and I can see why the change was made. It’s a quick and easy way to add a little more animosity to the Joker and Batman’s relationship and, without it, the love triangle aspect of the film would have been far more noticeable but I can’t say I’m a massive fan of the change, or the decision to give the Joker a name. Sadly, subsequent films learned very little from Batman’s few mistakes, with Spider-Man 3 (Raimi, 2007) making a similar bizarre retcon and Joker (Phillips, 2019) crafting an entire new alter ego for the character.
The Summary: Batman remains an iconic and enduring film, for me at least; nostalgia plays a big part in this, of course, but I still maintain that this is one of the best adaptations of the character ever made. Keaton was fantastic in the title role and I had absolutely no problem with his Batman killing; he’s hardly a serial killer and subdues criminals far more often than killing them and, considering the Joker’s role in the death of his parents, it makes sense that he’d go out of his way to kill the Joker. It’s harder to explain the death of that random Joker thug in the bell tower but, as I’ve stressed on numerous occasions, Batman’s line of work is violent and dangerous and collateral damage is to be expected. With a fantastic and memorable soundtrack and absolutely spectacular sense of visual style, Batman is definitely more style over substance but there is a lot of nuance to the film; as a deconstruction of this version of the character, it works really well and Burton definitely explores the dark, tortured, lonely aspects of Bruce’s character in his own unique way. His interpretation of the character may be a little skewed but the spirit of Batman’s character is masterfully evoked and Batman definitely set the standard not just for subsequent adaptations of the character but for all superhero films by proving that superhero movies could be dark, serious adaptations while still being over the top, comedic, and entertaining.
My Rating:
⭐⭐⭐⭐⭐
Rating: 5 out of 5.
Fantastic
What are your thoughts on Batman? How does it hold up for you today and where would you rank it against other Batman movies? What did you think to Michael Keaton’s portrayal of the character? Do you think he managed to embody Batman’s brooding nature or were you put off by his unimpressive physique? Were you a fan of Jack Nicholson’s turn as the Joker? What did you think to the reveal that he was responsible for the Wayne’s deaths and Alfred’s decision to let Vicki into the Batcave? Were you a fan of the Batsuit, the Batmobile, and the film’s visual style or do you think Burton maybe missed the point of Batman? How did you celebrate Batman Day and what are some of your favourite stories, characters, moments, and adaptations of the character’s long history? Whatever you think, share your comments down below.
To celebrate the simultaneous worldwide release of Mortal Kombat (Midway, 1992) on home consoles 13 September 1993 was dubbed “Mortal Monday”. Mortal Kombat’s move to home consoles impacted not only the ongoing “Console War” between SEGA and Nintendo but also videogames forever thanks to its controversial violence. Fittingly, to commemorate this game-changing event, I’ve been dedicating every Monday of September to celebrating the Mortal Kombat franchise.
Released: 1 March 2016 Originally Released: 13 April 2015 Developer: NetherRealm Studios Also Available For: PlayStation 4 and Xbox Series X (XL Edition); PC and Mobile (Standard Edition)
After MK9 breathed new life into the franchise, Mortal Kombat X took the story in a new direction.
Production of the next game in the series began in 2012 and much of the hype and marketing focused on the game featuring the most brutal and gruesome Fatalities in the series to date. Mortal Kombat X expanded upon not only the mechanics and story of its predecessor but also the content, featuring a wealth of new online modes that would come to be a signature of NetherRealm Studios, alongside far more downloadable content (DLC) than its predecessor. Sales and reviews of the game were incredibly strong, leading to the release of the XL version of the game about a year later; this version included all of the DLC and additional content released and continuing the game’s strong critical response and all but guaranteeing the production of the eleventh entry in the series.
The Plot: Although Shao Kahn and his Outworld forces were defeated in Mortal Kombat (2009), much of Earthrealm’s forces were killed and enslaved by Quan Chi’s dark sorcery and put in service of his master, the fallen Elder God Shinnok. After Johnny Cage uses his mysterious latent powers to defeat Shinnok and many of their friends and allies are restored, a new generation of Earthrealm warriors are forced to put aside their egos and arrogance in order to prevent Shinnok’s resurrection and continue the uneasy truce Earthrealm has forged with Outworld.
Gameplay: Like its predecessor, Mortal Kombat XL is a 2.5D fighting game in which players select one of thirty-three characters and take on the game’s single-player story mode, battle one-on-one against another player or computer-controlled opponent, or challenge a variety of arcade-style towers or other players in a variety of online battles. As is the Mortal Kombat tradition, fights take place in a three round format and against a time limit, though you can customise these settings (and many others, such as the difficulty of computer-controlled opponents) from in game’s options to speed up gameplay or make things more accessible.
While the controls stay the same, the overall fighting mechanics have been improved upon considerably.
Essentially, the game’s fighting mechanics are exactly the same as in the last game but tweaked and improved in numerous ways. You can throw punches with either X or Y, kicks with A or B, hold RT to block, perform a grapple-like throw with LB (or X and Y and a directional input), dash towards or away from your opponent (or hold RT to run, though this consumes the new stamina meter), jump in or crouch to attack or avoid projectiles, and string together combos by pressing the attack buttons and using directional inputs quickly. The game also expands on the tutorial of its predecessor to teach you the basics of the in-game combat, which gets deeper and more intricate as you learn more about the game’s combo system and stringing together basic attacks, combos, and special moves but, thanks to a refined and simplified control scheme and a much more user-friendly move list that is accessible by pausing a fight at any time, it’s very easy for even new players to perform a few simple combos and succeed in most fights.
You can now select three different fighting styles and X-Rays are more brutal than ever!
With a few simple directional and button inputs, you can also pull off a number of special moves, ranging from projectiles to grapples and elemental or telekinetic slams. This time around, though, every character has at least three different “variations” that alters their special moves and fighting style; this adds a great deal of variety to the game’s fights and means that you can focus on ranged attacks, grapples, or even summon minions to provide a modicum of assistance and can help make each character accessible to your fighting style. As you perform combos, special moves, and absorb damage, you’ll once again fill up the Super Meter at the bottom of the screen; this meter fills much faster than in the last game, allowing you to enhance your special moves with RT and pull off combo breakers much faster and more frequently. Once it’s completely full, you can once again pull off a devastating X-Ray move but, this time, you also have the option of enhancing your moves further with another tap of RT (though this will burn up your meter) and perform reversals and “block breakers” without draining your meter.
Grab an interactable object to put beat your foe and then rip their head off in gruesome fashion.
While the tag team system has been completely abandoned in Mortal Kombat XL, there are numerous opportunities in every stage for you to interact with the environment with a press of RB. This allows you to swing from vines, flip up walls, throw innocent bystanders, or use weapons to avoid incoming attacks or dish out a bit more damage to your opponent. Most stages have at least three of these but some have more, or less, and you can even set the game up to give you an audio indication of when you can interact with the environment or turn them off completely (though I don’t get why you’d do that). Of course, once you’ve drained your opponent’s health bar completely and won the decisive round of the fight, you’ll be given the chance to finish off your foe; by positioning yourself correctly and inputting some directional inputs and button presses fast enough, you’ll pull off a gruesome Fatality that will leave your opponent dismembered (usually with their brains, eyes, and/or other organs spilling from their remains).
Brutalities and Faction Kills offer new and horrific ways to leave your opponent a mangled corpse.
Every character has at least two Fatalities (in addition to special “Stage Fatalities” that can be performed on certain stages) available to them and, while you’ll have to unlock their inputs in the Krypt or look them up online in order to pull them off, you can view them at any time from the pause menu, practice them in the Fatality Tutorial mode, and earn (or buy) “Easy Fatality Tokens” to assist you. While “Babalities” (and all silly elements) are no longer present, Mortal Kombat XL sees “Brutalities” return to the franchise; by following a specific set of instructions during a fight (such as ending the fight with a throw or a stage interaction or performing a certain number of attacks during the final round), you’ll mutilate your foe with a sudden, vicious kill move. Another new addition to the game is that you’ll be asked to join one of four “Factions” for the purposes of online play; as part of this, you’ll also be able to pull off one of five “Faction Kills” by standing a jump distance away from your opponent during the “Finish Him/Her!!” command, holding block, and entering specific directional inputs.
Mortal Kombat XL expands upon your options for on- and offline play to add a lot of variety.
Every time you win a fight, you’ll earn Koins to spend in the Krypt, experience points (XP) to level up your user profile (which can also be customised with unlockable icons and backgrounds by winning fights, exploring the Krypt, and completing simple daily challenges), and points to aid your Faction. This allows you to increase your rank in your Faction, unlock access to more Faction Kills, and help your Faction to beat the others in an ongoing struggle for dominance. This is further aided by full on Faction War through a variety of towers and the regular Invasion of a super tough boss character that everyone in your Faction has to work to whittle down for more rewards, and you can change your Faction at any time to explore their different Faction Kills. Towers themselves are greatly expanded this time around; the traditional arcade ladder still has you tackling eight random opponents before battling Goro and Shinnok and unlocking your character’s ending but you can also take on daily, hourly, and premium challenge towers, and Test Your Might returns (though the other “Test” mini games are absent) in the tower mode as well. You can also tackle an Endless tower and a Survival mode that sees any damage you take carry over to the next fight and you can even create Tower Challenges for your friends to try out.
The story is a generational tale of new warriors rising up to combat the resurrected Shinnok.
Mortal Kombat (2009) sought to revitalise the franchise by retelling the events of the first three games in a cohesive way and making big changes for the series and Mortal Kombat XL’s story expands upon this greatly. Essentially a retelling of the events of Mortal Kombat 4 (Midway Games, 1997), the story deals with the emergence of a new generation of fighters and the building of inter-realm relations between Earthrealm and Outworld. Divided into twelve chapters, the story again has you playing as one character for each chapter, which continues to be an effective way of getting to grips with a wide variety of the game’s roster (though, again, you still can’t perform Fatalities in the story mode), and you can replay them at any time. While you won’t have to worry about fighting two characters at once this time, you will have to be on your toes as you’ll be asked to perform a handful of quick-time events (QTEs) during the story, which also features cameos not only from unplayable characters like Sareena, Li Mei, and Smoke but DLC characters like Tanya and Bo’ Rai Cho. Because the last game left many of the series staple character undead minions of Quan Chi, much of the story’s focus is on Johnny Cage rather than Liu Kang and the new generation of fighters (Cassie Cage, Kung Jin, Takeda Takahasi, and Jacqui Briggs) but, sadly, a lot of the unique appeal of these new characters is somewhat undermined by the inclusion of their parents (the more popular series staples like Johnny, Sonya Blade, and Jax). Equally, the story immediately backpedals on a lot of the changes made in the last game; Sub-Zero is no longer a cyborg, Scorpion is human now, and both of them (and Jax) have been freed from Quan Chi’s influence, which is a shame as it would have been cool to see a streamlined design for Cyber Sub-Zero but it is cool seeing Scorpion’s human form.
Graphics and Sound: As great as Mortal Kombat (2009) looked, Mortal Kombat XL is a massive step forwards in terms of its graphics, presentation, and gore; character faces can be a bit shiny and unnerving in the story mode cutscenes but you won’t really notice this minor issue when locked in combat. Similarly, there’s basically no distinction between the cutscenes and in-game graphics, with only a change of lighting and camera positioning separating the two.
Mortal Kombat has never looked better but these improvements still don’t carry over to the endings.
This means that the game is presented so convincingly that it’s basically like playing a high quality CG cutscene and the character’s little quirks and mannerisms are emphasised even further; the winning character will back away from their fallen opponent between rounds, characters spit taunts after landing combos and special moves, and each one is injected with a high degree of personality to make them shine (Ferra and Torr, being two characters fighting in tandem with each other, are the perfect example of this but you’ll also get little moments like characters reloading or straightening their outfit). Even better is the fact that pre-fight introductions have been greatly expanded; characters will now trade dialogue with their opponent, which changes depending on who you’re facing and leads to some interesting references to previous games and rivalries. It thus remains a shame that NetherRealm Studios continue to offset all these impressive graphics with the motion comic-like sequences used to convey each character’s ending.
Stages come to life through numerous interactable elements, which also offer more unique Stage Fatalities.
Mortal Kombat XL’s stages are equally far more detailed and full of even more life than ever before thanks to the wide variety of stage interactions on offer. Aside from the returning Pit stage (which still has random fighters battling it out in the background), stages in Mortal Kombat XL are both new and immediately familiar; the Dead Woods and Sky Temple stages recall the Living Forest and the Courtyard, respectively, for example. You’ll also battle on a boat in the middle of a tumultuous storm as bodies rise and fall with the waves in the background, outside of the Lin Kuei palace, in the middle of a dense jungle, and even before the very life force of Earthrealm itself. Each stage has a fantastic field of depth and brought to life through the different interactions and Stage Fatalities on offer, which allow you to bash your foe’s skull in, toss hot coals at them, uppercut them into the sights of a machine gun, or feed them to a hungry kraken.
X-Rays and Fatalities are more gruesome and disgusting than ever and emphasise dismemberment.
Characters still carry cuts and the wounds from their battle but their clothing no longer rips or tears as fights progress. However, the game’s graphical upgrade does mean more gore and more brutal Fatalities and X-Ray moves. X-Rays now lose the distorting x-ray effect and clearly show bones, muscles, and arteries snapping and splitting in gruesome, over the top detail as characters stab their foe through the eyes and deliver bone-breaking shots to their limbs. Similarly, Fatalities are much longer and gorier than ever and make Mortal Kombat (2009)’s look tame in comparison: Kung Lao forces his opponent face-first into his razor sharp buzzsaw-like hat, Kenshi cuts them into little bloody chunks with his telekinetically-controlled sword, Takeda and Ermac uses their whip and psychic powers, respectively, to rip out their opponent’s insides, and Reptile dissolves his foe in pools of acid. The game takes full advantage of its greater processing power to show guts and brains plopping out from their dismembered remains and characters being torn apart in explicit, sickening detail and there’s a definite sense that Mortal Kombat XL’s Fatalities were purposely designed to be as entertainingly disturbing as possible.
Enemies and Bosses: As before, every character in Mortal Kombat XL will be your enemy at some point as you play through the story mode and many different towers; this time around, though, you don’t just need to worry about the fact that every character plays and controls a little differently but also has a variation that can fundamentally alter the way they fight. You might be expecting Scorpion, for example, to fight with his trademark kunai and fire breath but one of his variations adds additional sword attacks and another allows him to toss demons at you or hold you in place. This means that you’re asked to adapt your playstyle on the fly and experiment not only with different characters but their different variations as well; Kotal Kahn might be a lumbering, unwieldy lug but his War God variation affords him greater reach with his sword and D’Vorah might be a massive pain in the ass of a character but her different variations give her different rush and projectile attacks. It’s all about experimenting and seeing which variation of which character best suits your play style and finding ways to counteract the different moves and abilities afforded by your opponent’s variations.
The new characters are okay, if a little redundant and underwhelming, with Takeda shining the most.
Of course, there are quite a few new characters on offer in Mortal Kombat XL but, as unique as characters like Erron Black and Takeda are thanks to their long-range weaponry and whips, respectively, characters like Cassie and Jacqui are merely faster, weaker shadows of their parents (Johnny, Sonya, and Jax). Personally, as much as I like Johnny, Sonya, and Jax, I feel like the game missed a trick by not removing them from the roster and simply having their moves represented solely in the variations of their kids as it would help them stand out more but, as it is, I’d always pick to play as the iconic and capable Johnny than Cassie. Kung Jin, despite being related to Kung Lao, is basically a new version of Nightwolf, which hurts him a little, and Ferra/Torr (despite their unique symbiotic gameplay) are little more than an ape-like beast. Of all the new characters, Takeda was my favourite to play as thanks to how overpowered and versatile his whips were but the four generational characters left a lot to be desired in terms of their design and attire (but then, to be fair, Johnny also gets a pretty disappointing default attire this time around).
While there aren’t any secret fighters, Goro has been tweaked to be less of a cheap spam artist.
When playing the story mode, you’ll have to battle against Tanya at one point, which was the first hint towards some of the DLC characters that would round out the game’s roster. Similarly, originally, Goro was only available as a pre-order bonus and would await you as the penultimate boss in the traditional arcade ladder. Thankfully, Goro is nowhere near as cheap or as tough as in Mortal Kombat (2009); a far more balanced character, he still tanks your attacks with armour and is capable of dishing out a great deal of damage but it doesn’t feel like the game (and the character) has suddenly been ramped up when you face him (you can even perform finishing moves on him this time around). Fighting Goro really helps to emphasise how much fairer Mortal Kombat XL is over its predecessor; Breakers and parry moves are still a pain in the ass but the computer no longer hides behind their blocks and is nowhere near as cheap and frustrating as in Mortal Kombat (2009).
Even in his most demonic form, Shinnok is no Shao Kahn, which a good thing as the fight is actually fair!
At the conclusion of the story mode (and waiting at the end of the classic tower) is Shinnok (who is, unlike Shao Kahn in the last game, also a playable character). The fight against Shinnok is a standard two round affair that is far easier than battling Shao Kahn; first of all, you don’t have to worry about Shinnok hiding behind armour and spamming moves that drain half or all of your health in a few attacks and can freely jump in and attack Shinnok with a string of combos rather than camping out at the far edge of the screen and spamming your projectiles. Defeat him, however, and he transforms into the boss-exclusive “Corrupted Shinnok”, a demonic form that looks far more intimidating than it actually is. You are still free to attack at your leisure and however you prefer, which makes beating the arcade ladder much easier and far less frustrating than in the last game. Sadly, though, there are no secret or hidden fights to be found this time around, which is a shame.
Power-Ups and Bonuses: Although it scales back on the available mini games and distractions, Mortal Kombat XL sees the return of the Test Your Might mini game and the Test Your Luck mode. Test Your Might is now confined to the towers and has you, once again, mashing buttons until the targeting reticule is in optimum position so you can hit LT and RT to smash a variety of materials. This quickly becomes incredibly difficult, though, and sees you frantically mashing buttons only to fail and see your character being killed as a result. Test Your Luck allows you to have up to seven different modifiers that will randomly select your opponent and cause a number of positive and negative effects to alter the fight; this can cause acid to rain down, Cyrax’s bombs to fly into the fight, dashing, blocking, or Breakers being disabled, an instant boost for your Super Meter or health, or characters to randomly fall asleep among many others. It remains a very fun and entertaining additional mode that adds a lot of chaos and variety to the game and there’s even a whole tower dedicated to this mode to really spice up your fights.
Test Your Luck and Dragon Challenges help to spice up fights considerably with random elements.
When tackling the Living Towers (either as part of a Faction or the timed tower challenges), you’ll also be tasked with completing a “Dragon Challenge” as indicated by an ethereal dragon flying around your next fight. This gives you the option of performing a specific task (such as landing certain attacks or not blocking) during the fight to earn additional Koins, XP, and points for your Faction. When tackling the Living Towers and Faction Towers, you’ll also find that your opponents are far more capable than in the regular arcade ladder on the easiest setting and that fights are often subject to Test Your Luck-style modifiers and, though Kombat Kodes are no longer a thing, you can evoke the spirit of those codes using the Kustom Kombat mode to set modifiers and fight-altering effects when fighting against a friend.
Additional Features: Mortal Kombat XL offers sixty Achievements for you to earn, with only two being directly tied to the completion of the story mode. The others encourage you to experiment with all the different characters, variations, and game modes on offer, giving you Achievements for winning fights with every character variation, completing towers, performing jumps, throws, and Fatalities, and battling online. Best of all, the developers added thirteen additional Achievements when they released the DLC packs, with many of these directly tied to the DLC fighters, though a great deal of the game’s Achievements are tied to battling online, which can be tricky given how stupidly good players always seem to be online.
Mortal Kombat XL‘s guest fighters were a mixed bag but included some fun, smart, and fitting choices.
As in the last game, the DLC characters unfortunately don’t come with additional costumes but their appearance does change when you select their variations (Alien has a variation that spawns Baraka’s trademark arm blades, for example; both Jason Voorhees and Leatherface’s appearances alter to reflect their looks in different movies, and you can even choose to play as Cyber Sub-Zero by pressing up twice when selecting Triborg’s variation). The DLC fighters are an…interesting bunch; on the one hand, the game offers what I would consider to be underwhelming characters like Tanya and Bo’ Rai Cho (I seriously don’t get why Rain wasn’t upgraded to the main roster after the last game) while also bringing back an obscure character like Tremor and making the brilliant decision of combining the cybernetic ninjas into one character. Then there are the guest fighters; Predator was an awesome, inspiring inclusion (as was the skin packs that accompanied him) and including Alien was a logical choice but, as great as Jason is (one of his variations has him returning to life with a small bit of health after being defeated), it feels like a missed opportunity to have him in a game where Freddy Krueger is absent. Leatherface is a decent enough inclusion, to be sure, but hardly conjures the same visual as Freddy when set against Jason.
Explore the bigger, more detailed Krypt to spend your Koins on finisher inputs, concept art, and more.
Thankfully, though, the DLC characters aren’t completely mute this time around and there were loads of additional skins released for the game (some that were only unlockable by linking up to the mobile game) that include classic outfits (and Fatalities) and character cosplay. All of these are included as part of the XL version of the game but NetherRealm Studios did release a few additional skins after the XL edition released so, while it is the definitive, most complete version of the game, it’s not got 100% of the content as a result. Returning from Mortal Kombat (2009) is the Krypt, which is now a far more elaborate first-person jaunt through spooky, gothic environments; this time, you can also acquire a number of iconic items (such as Reptile’s Claw, Scorpion’s Spear, and Raiden’s Staff) to open up new areas and explore further. In the Krypt, you’ll be able to spend your Koins opening a whole bunch of chests to unlock concept art, finishing moves, and other goodies but, if that’s all too much work for you (and, honestly, it can be), you can pay real-world money to unlock everything in the Krypt.
There’s a lot of variety on offer thanks to Factions, online modes, and ever-changing towers.
Otherwise, you’ll earn rewards and Koins the old-fashioned way: grinding. Lots and lots of grinding. You’ll do this primarily by besting the game’s many towers with each fighter, performing finishing moves, and battling online. Online fights include standard one-on-one affairs and the “King of the Hill” mode where you sit and watch other players fight until it’s your turn and offer (and receive) “Respect” points. Sadly, however, I found online play far too difficult to be enjoyable; I don’t know what it is but online players always seem to move at lightning speed, stringing together nearly endless combos and attacking with an aggression that makes it almost impossible for you to win without a bit of luck and a lot of spamming. There is some attempt to encourage collaboration through the Faction mechanic but it’s tentative, at best; when an Invasion Boss becomes available, you’ll battle them alone rather than directly alongside other players and your Faction can easily win (or lose) without you being involved in any of the decisions at all.
The Summary: Mortal Kombat XL takes everything that worked in Mortal Kombat (2009) and ramps it up to eleven; not only are the graphics leaps and bounds beyond the last game, the gameplay mechanics have been tweaked and adjusted and expanded upon to make the game far more accessible and enjoyable. The inclusion of intractable stage elements adds an additional layer to every fight and increases your immersion in the game and, thanks to the Super Meter filling faster and the wide array of offensive and defensive options available to you, fights are faster and more entertainingly gruesome than ever. Best of all, even with the continued inclusion of Breakers, parries, and having to hold block to press up for some finishing moves, the computer-controlled opponents are far less likely to hide behind their block or just smack you out of the air so fights are much more fun rather than becoming frustrating or annoying.
For me, Mortal Kombat XL is the best of NetherRealm Studios’ revived Mortal Kombat titles by far.
There’s very little at fault in Mortal Kombat XL for me; of all the NetherRealm Studios Mortal Kombat games, it’s easily my favourite and expands the story into new territory. While it’s a shame that some story elements were abandoned and a lot of the new characters are a bit underwhelming, the benefits on offer far outweigh the negative. Mortal Kombat XL also comes before NetherRealm Studios got greedy and locked everything behind numerous in-game currencies, grinding, and real-world purchases; the DLC was really well done and actually included additional Achievements, I enjoyed all of the different skins, and the game expands upon the Challenge Tower of the last game into a wide variety of different gameplay modes to keep you coming back for more (as if the horrific Fatalities weren’t enough).
My Rating:
⭐⭐⭐⭐⭐
Rating: 5 out of 5.
Fantastic
What did you think to the XL edition of Mortal Kombat X? Did you buy the base game and all the DLC packs separately or, like me, did you wait for this complete edition to release before buying the game? What did you think to the DLC characters this time around and the additional Achievements and skins made available? What did you think to the game’s story; did you like it as a retelling of Mortal Kombat 4 and an expansion into new territory or were you disappointed by the new fighters? What did you think to the new features, like the variations, Factions, and Living Towers, and which Faction was your preference? Were there any characters or features missing from the game for you? Which Mortal Kombat game, movie, comic, or other piece of media is your favourite? Whatever your thoughts on Mortal Kombat XL, or Mortal Kombat in general, leave a comment down below.
In September 1961, DC Comics published a little story called “Flash of Two Worlds” (Fox, et al), a landmark story that featured in The Flash #123 and brought together two generations of the Flash: the Golden Age Jay Garrick and the Silver Age Barry Allen. In the process, DC Comics created the concept of the multiverse, the idea that DC Comics continuity was comprised of an infinite number of parallel universes that allowed any and all stories and characters to exist and, more importantly, interact and I’ve been celebrating this ground-breaking concept every Sunday of September!
Story Title: “The Battle of the Century!” (Includes four chapters: “A Dual of Titans”, “When Heroes Clash!”, “The Call of Battle!”, and “The Doomsday Decision”) Published: March 1976 Writer: Gerry Conway Artists: Ross Andru and Dick Giordano
The Background: Despite the fact that the two companies were both producing colourful, superpowered costumed heroes in a cut-throat industry, relations between DC Comics and Marvel Comics have been surprisingly collaborative and amicable over the years (they’ve certainly been more civil with each other than many of the toxic “fans” I see arguing on social media every day…) Sure, there’s been lawsuits and underhanded tactics from both companies, but not only were the legendary Stan Lee and the disreputable sham Bob Kane actually good friends but the two companies both borrowed from and inspired each other and they’ve even collaborated on numerous joint publications in the past. The idea of pitting Clark Kent/Superman against Peter Parker/Spider-Man was first suggested by author and literary agent David Obst, who pitched the idea to Marvel Comics publisher Stan Lee and DC Comics editorial director Carmine Infantino as a live-action feature film. Writer Gerry Conway and artist Ross Andru, two of the few who had worked on both characters in the past, were brought in to bring the concept to life, which was treated as more of a fantasy tale (despite the fact that DC had introduced the concept of the “Multiverse” over a decade previously). The comic, which generally sells for quite a high price these days, wouldn’t be the last time Superman and Spider-Man (or DC and Marvel, for that matter) crossed paths as the two would collaborate on a number of inter-company crossovers during the eighties and nineties.
The Review: Our story begins with just another normal, boring day in Metropolis as a gigantic mechanical construct is tearing its way through the city. Even Superman laments the frequency of such events but is unable to see who is controlling the robot thanks to it being lined with lead and is equally unable to stop it thanks to its incredible strength, an “inertia ray”, and gravity beams being emitted from its mechanical feet that crush Superman with “ten times the gravity of Krypton”. All of this means that Superman is smashed through the nearby buildings (which are, we later learn, conveniently empty despite the fact that the robot is rampaging through downtown Metropolis with reckless abandon and Superman even has to save innocent civilians from falling debris) and is unable to keep the robot from stealing a computer console from Scientific and Technological Advanced Research Laboratories (S.T.A.R. Labs). Indeed, Superman is so distracted with trying to retrieve this from the robot’s head that he completely misses that the mastermind directing the machine’s attack was none other than Lex Luthor himself!
Superman tracks Luthor down, gets his ass kicked again, and rescues Luthor from certain death.
Superman returns to his civilian life as Clark Kent, reporter for the Daily Planet (owned by Galaxy Communications at the time), who avoids one of Steve Lombard’s mean and unprofessional pranks thanks to his super powers, gets chewed out by his boss, Morgan Edge, for not covering the attack (quite why Edge chooses to target Clark over Lois Lane or Lombard is beyond me), and realises from watching the footage back that he can track the robot’s obvious trail of destruction and gigantic footprints to Metropolis Bay There, beneath the water, he immediately discovers (and is attacked by) a walking undersea laboratory. Inside the lab, Superman confronts Luthor and after trying, and failing, to convince him to renounce his evil ways and rekindle heir former friendship, is attacked by a series of high-intensity laser beams. Though he’s able to dart through them, one blasts him into his eyes and, thanks to essentially being red sun radiation (which weakens Superman), dazes him and causes him to wreck Luthor’s lab. Luthor manages to spirit away the programming circuit he stole from S.T.A.R. Labs but ends up being apprehended by Superman after almost drowning to death.
Spider-Man almost immediately tracks Doc Ock down and puts him out for the count for the cops.
The story then switches to New York City right as Spider-Man is swinging in to take care of a handful of crooks who are in the middle of robbing the Metropolitan Museum. Of course Spidey easily trounces the crooks with his spider-powers but things quickly escalate when the mastermind behind the plan, Doctor Otto Octavius/Doctor Octopus, suddenly attacks with his mechanical limbs and, thanks to the element of surprise (and a good old whack to the back of the head), is able to temporarily knock Spider-Man unconscious and escape in his ridiculous looking “Flying Octopus” craft with boxes and boxes of loot. After fleeing from the police (who naturally assume Spider-Man to have been involved in the robbery), Spidey (as Peter Parker, obviously) presents the photographs of the entire event to his boss, J. Jonah Jameson, but earns the cantankerous editor’s wrath when Jameson prints the shots unseen and is left with nothing but a blurry, instinct picture on page one of his newspaper, the Daily Bugle. When his spider-sense suddenly alerts him to a passing blimp overhead, Peter ditches Mary Jane Watson and heads off to investigate as Spider-Man only to discover (after having to think on the fly thanks to his web fluid having run dry) that the blimp was disguising Doc Ock and his flying machine. The ensuing fight wrecks the blimp, causing it (and them) to crash into the Central Park reservoir and, with one swift punch to the jaw, Spidey successfully apprehends Doc Ock and heads off to try and smooth things over with Mary Jane.
Mere hours after being locked in an escape proof prison, Luthor escapes and takes Doc Ock with him.
As luck (or fate, or simple plot convenience) would have it, both Lex Luthor and Doc Ock end up being shipped off to “Federal Maximum-X Security Penitentiary Number One, the most “escape proof” prison in the world” out in New Mexico and the two immediately bond over their respective losses and enemies and agree to join forces upon escape. Though Doc Ock is sceptical of their chances, Luthor quickly uses a number of small, high-tech devices hidden under a layer of fake skin to disrupt the prison’s security cameras and guards and allow Doc Ock to regain control of his mechanical limbs and literally carry them both to safety within just a few hours of Luthor’s arrival, The story proper begins with Clark, Lois, and other members of the Daily Planet staff attending the world news conference in New York; as you might expect, Peter is also there and, after being berated by Jameson, snaps at his boss and quits his job, shocking (but also impressing) Mary Jane with his sudden outburst. Meanwhile, Clark is stunned to hear that Edge doesn’t want him covering the news conference and, again, alludes to his temptation to replace Clark with a more well-known newscaster. Frustrated that Clark is happy to roll over and allow himself to be forced out of the “biggest story of his career”, Lois storms off in anger at his cowardice and her inability to truly hate him since he’s so charming and likeable. In true Lois Lane fashion, she risks her life climbing up a scaffold to get some better pictures (because Jimmy Olsen couldn’t make the trip, apparently) and nearly falls to her death when she’s saved by Peter. They bond over their respective professional accomplishments, much to Mary Jane’s displeasure, but Peter is left flabbergasted when Superman suddenly swoops in and seemingly vaporises them both right before his eyes!
When reason doesn’t work, Superman nearly kills Spider-Man before the web-slinger calms down.
Clark also witnesses this event and is equally stunned and changes to Superman to investigate while Peter frantically switches to Spider-Man using the staircase (because, in a cute moment, the convention doesn’t have traditional phone booths). The two superheroes instantly run into each other in the skies above the building and come to blows (Superman having assumed, as many often do, that Spidey is connected to his doppelgänger). Although Superman immediately begins to be the voice of reason, Luthor and Doc Ock (who were behind the fake Superman; Luthor’s even still wearing the costume and has the lifelike mask nearby!) decide to escalate their conflict by surreptitiously blasting Spider-Man with red sun radiation to power him up for the fight. Thanks to the red sun radiation, his anger at being pushed around, and believing the Superman has captured or killed the woman he loves, Spider-Man attacks relentlessly; his strength knocks Superman off balance and his fury causes him to stubbornly refuse to listen to reason, all of which makes Superman mad enough to throw a killing blow at Spidey’s head. At the very last second, Superman is able to pull his punch but the resulting “wind-blast” sends Spider-Man flying through buildings and across the city. Disgusted at having nearly killed a man, Superman tries one more time to get Spidey to listen to reason and, when the red sun radiation wears off and amusingly leads to Spidey simply hurting his fists on Superman’s steel-hard body, Spider-Man finally relents. After comparing notes, they quickly bury their issues and agree to work together to uncover the truth about what happened but the proof of the pudding is clear: Spider-Man dominated the fight between the two and had Superman reeling throughout.
Lex Luthor and Doc Ock appropriate the Injustice Gang’s satellite to hold the world to ransom.
Following the “energy residue” of the imposter to the Penn Central railroad yard, Superman shows that he hasn’t quite shaken off the dickish ways of his sixties incarnation by allowing Spider-Man to go in first and run a gauntlet of traps and hazards before he (as in Superman) just ploughs right in there and they both confront the combined might and intelligence of Luthor and Doc Ock. Revealing that Lois and Mary Jane have simply been taken captive to lure the two heroes into a trap, the villains quickly vanish, having been mere projections all along (which you’d think Superman and Spider-Man would be able to register with their enhanced sense but apparently not…), and nearly manage to kill Spidey with a booby trapped computer console before Superman intervenes. Superman then rebuilds the wrecked computer at super speed and down to the smallest detail, apparently somehow managing to repair and restore the destroyed files that would have been on it in the process, which leads the two to Mount Kilimanjaro. There, a local nomadic Masai tribe lead them to another of Luthor’s secret bases. After battling and defeating a superpowered tribesman (who also wields a sword charged with red sun radiation), the two discover that Luthor and Doc Ock have headed to the upper atmosphere and the abandoned satellite headquarters of the Injustice Gang. There, Lois and Mary Jane are held hostage and are privy to the supervillains’ mad scheme: using the programming circuit he stole from S.T.A.R. Labs, Luthor is able to disrupt and hijack Comlab (a massive, missile-like communications tower in orbit) and cause it to fire a “high-intensity laser probe” into the Earth’s atmosphere and hold the world to ransom or face untold death and destruction from the violent storms the laser causes.
Thanks to Spidey, Otto turns on Luthor, Superman stops a deadly tidal wave, and the heroes triumph.
Superman and Spider-Man (piloting a shuttle of his own with surprising efficiency) head up to stop them but are immediately overwhelmed by Luthor’s lasers and captured. Although they catch their foes off-guard by feigning helplessness, Superman and Spider-Man are thrown off balance when Luthor suddenly shuts off the satellite’s artificial gravity (quite how this would affect Superman is beyond me…), which allows the villains to topple the costumed heroes with a humiliating ease. Quickly recovering, the two turn the tide when Superman is able to get close enough to Doc Ock to…remove his glasses! Distracted by recovering his comrade’s glasses, Luthor is unable to defend himself against Spider-Man, and Spidey is able to turn Doc Ock against Luthor by appealing to his greed because, after all, what use is money if Luthor plans to decimate the world? Although this is enough to disable to destructive laser and cause the two villains to come to blows, Superman must still take care of a gigantic tidal wave that threatens to engulf the entire United States! Of course, Superman is able to dispel the wave by flying at it at super speed and, with the villains subdued and the threat ended, Superman and Spider-Man part as allies and return to their respective lives, with both men able to win over (and back) their employers with their exclusive insight into this one of a kind team up.
The Summary: I grew up reading Superman, Batman, and Spider-Man stories from the 1970s so, for me, Superman vs. The Amazing Spider-Man feels like a very familiar and nostalgic little tale. The artwork and characterisations are representative of this era; both the main characters and their villains pop out nicely, with Luthor being more of the scheming supervillain rather than a manipulative businessman. While Spider-Man is just as troubled by his angst and anxieties and spouts the usual quips and puns that were “hip” at the time, Superman is far from an unstoppable demigod while still having one foot in the ridiculously overpowered nature of his Golden Age counterpart. If you’re a fan of Lois and Mary Jane then this isn’t the comic for you; the two barely factor into the plot at all and, arguably, could have been excised completely and the villains’ scheme would have carried on largely unchanged. Similarly, characters like Jameson, Morgan, and Lombard are mainly just there for comic relief or to flesh out and contrast the normal, everyday lives of our two heroes. This is a bit of a missed opportunity, in many ways, as we’re denied a meeting between Jameson and Clark’s usual boss, Perry White, or even a sub-plot where Lois and Mary Jane have to work together to either escape or help stop the villains. Maybe if the story hadn’t suddenly veered off to waste time on the Marais tribe or wasted pages recapping the origins and powers of the heroes and villains we could have seen more of these interactions or had Spider-Man visit Metropolis.
The fight between Superman and Spider-Man, brief as it is, is the main appeal of the comic.
Still, the comic is called Superman vs. The Amazing Spider-Man and we definitely do get that; the two fight for about twelve pages and it’s a fairly evenly matched affair thanks to Spidey being supped-up by Luthor’s special red sun ray. Superman, ever the Boy Scout, spends most of the fight reeling from Spidey’s surprising strength and trying to calm the web-slinger down and, every time he tries to fight back, Spider-Man is right there to shut him down and press the attack. In fact, Superman only throws one punch in the entire fight but it’s enough to send Spidey flying with “the force of a compact hurricane”. Interestingly, there’s a lot of subtext that can be gleaned from this bout; Spidey, representing Marvel Comics, is the young, hot-tempered upstart who hits first and asks questions later and Superman, representing DC Comics, is the older, more level-headed veteran who seeks to resolve conflict peacefully but will strike back if pushed too far. Naturally, the two pool their respective talents far more than they clash and, after resolving their issues, never come to blows or conflict again. I suppose it’s nice that there wasn’t a lame excuse for them to fight again, like hypnotism or whatever, but the actual inciting incident is pretty paper thin (even though he saw “Superman” vaporise Mary Jane and Lois, Peter knows Superman by reputation so you’d think he’d hesitate to suddenly think he’d gone rogue) and I would have liked to see a bit more of how their different approaches to situations clash. We only really got to see this once when they reached the rail yard and it seemed petty and mean on Superman’s part to send Spidey in alone when he (again, as in Superman) could just burst in there without issue. It’s a good job that the clash and interactions between the two heroes pays off as the supervillain team up is a bit lacklustre; Doc Ock is reduced to a mere common criminal and a henchman here, having no real agency and playing very little role in the story other than giving Luthor someone to talk and boast to and acting as Luthor’s muscle. It’s a shame as Doc Ock is one of Spidey’s most devious, intelligent, and imposing villains but he may as well not be in the story at all since everything (from the prison escape, to framing Superman, to the red sun ray, and the orbiting satellite/laser plot) is Luthor’s plan and Lex may as well have teamed up with Flint Marko/The Sandman for all the use Octavius’s arms and demented genius were.
Sadly, the potential of this team is never realised as Doc Ock is reduced to being Luthor’s henchman.
As a result, Luthor comes out of this looking like a scheming, diabolical madman who is happy to threaten and kill millions for a measly ten billion dollars; his genius allows him to create all kinds of fantastic technology and even duplicate red sun radiation to weaken Superman but, in the end, he’s undone because Spidey was able to manipulate Octavius to turn against him. Overall, it’s a decent enough story; well drawn and full of big, action-packed panels when the two heroes clash and take on their foes but the main appeal of Superman vs. The Amazing Spider-Man is, unsurprisingly, in seeing two of Marvel’s premier superheroes butting heads and joining forces. In that regard, the story works but just barely; it reads like a typical, run of the mill Superman story from the time just with a guest appearance by Spider-Man and some of his supporting characters. When the Marvel characters do appear, they’re written exactly as you’d expect from that era as well and no one side really looks better or dominates the other…unless you look at the subtext at work. Superman and Spider-Man appear to be evenly matched in their fight but Spider-Man is clearly the aggressor; Luthor outshines Doc Ock at every turn, relegating him to being a mere henchman, so I guess everything just about evens out on both sides but I can’t help but feel like the story was lacking a little. It would have been nice to see Spidey in Metropolis, more interactions between the two in and out of costume, and the two having to deal with their counterpart’s villains in a more interesting way than flailing around on a space station but there’s an appeal to Superman vs. The Amazing Spider-Man, if only because of the comic’s rarity and the chance to see these two heroes, and worlds, collide for a change so it’s probably worth seeking out for the sheer spectacle of it if nothing else.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
Have you ever read Superman vs. The Amazing Spider-Man? If so, what did you think to it? Do you own a copy of the original comic or do you remember reading it when it was first published? Were you also disappointed that the comic didn’t make better use of its concept, supporting characters, and villains or were you happy with the story we got? Which of the two heroes, and publishers, was/is your preference? Do you enjoy all comic books and superheroes equally or are you one of those toxic fans who actively hates other characters and companies? Would you like to see DC and Marvel collaborate again in the future and, if so, what stories would you like to see? Whatever your thoughts on Superman vs. The Amazing Spider-Man, and comic book crossovers of this kind, drop a comment down below and check out my other multiverse reviews.
With the release of Sonic the Hedgehog 3(SEGA Technical Institute, 1994), gamers were introduced to Knuckles the Echidna. This mischievous, dreadlocked antagonist was created by Takashi Yuda and his debut was made all the more impressive by virtue of the fact that Sonic 3 was too big to fit on one cartridge, which meant that Knuckles was the first of Sonic’s supporting characters to co-star in a main series videogame when Sonic & Knuckles (ibid) was released on this very day in 1994.
Writers: Mike Kanterovich and Ken Penders – Artist: Art Mawhinney
Story Title: “Rites of Passage, Part One” Published: May 1996
Story Title: “Rites of Passage, Part Two” Published: June 1996
Story Title: “Rites of Passage, Part Three” Published: July 1996
The Background: When Sonic the Hedgehog blasted onto the videogame scene in 1991, he was an immediate hit thanks to his debut title being bundled with the Mega Drive and SEGA’s aggressive marketing campaign. His popularity exploded with Sonic the Hedgehog 2(SEGA Technical Institute, 1992), however, and Sonic merchandise was suddenly everywhere: not only did he feature in the Macy’s Day Parade and in cartoons but he also starred in a number of comic books. Following the initial four-part miniseries which mashed together narrative elements of Sonic’s cartoon adventures, Archie Comics began regular publication of what would become the longest-running videogame comic book ever. In time, to capitalise on Sonic’s continued popularity, a number of spin-off comics were produced, with one of the most prominent being the Knuckles the Echidna sister series. What began as a simple enough three issue miniseries soon expanded into a convoluted lore that eventually became the subject of a bitter lawsuit between Archie and writer/artist Ken Penders that forever changed the way subsequent Sonic comic books were handled.
The Review: Sonic’s Friendly Nemesis: Knuckles begins by first promoting the “mystery of Archimedes” and then giving a very brief rundown on Archie’s take on Knuckles, the downfall of the Echidna society, and his floating home. In these early appearances, Angel Island was known by the Western name of Floating Island and, in Archie Comics especially, was held aloft through the power of just the one Chaos Emerald (and not even the Master Emerald at this point) and incredibly advanced technology. With the Echidna’s long gone, nature has reclaimed much of the island, leaving it in disarray and causing long-forgotten secrets to be buried. Knuckles pays a visit to Mount Fate in search of his missing friends, Mighty the Armadillo, Vector the Crocodile, Espio the Chameleon, and Charmy Bee (collectively known as the Chaotix), who he strongly suspects are being held captive there by the mysterious Archimedes. Archimedes has been making Knuckles’ life a bit of a misery in recent issues and stories, taunting him with riddles about his past, and led Knux to discover that, generations ago, the Echidna brothers Edmund and Dimitri tried to use the Chaos Emerald to return Floating Island to Mobius and, in the process, Dimitri became the evil entity later identified as Enerjak, the “Harbinger of Chaos”. The entire experience caused the Echidnas to renounce technology in all its forms and bury their secrets away beneath Mount Fate and, when Knux arrives, he finds that the chamber is well guarded by a number of electronic lasers, booby traps, and other obstacles specifically designed to keep out (or kill) any intruders.
Knuckles’reunion with Chaotix is cut short by the sudden appearance of the all-powerful Enerjak.
As Knuckles explores his surroundings, he arms himself with a concussive blaster (because that’s what I always think when I think of Knuckles: guns!) and forces his way into the grand observatory at the heart of the temple…only to find that his friends are being treated to a glorious spread as guests of Archimedes, who is revealed to be a weird-looking anthropomorphic fire-ant (yeah…I don’t know, either). Considering all of the games, subterfuge, and questionable behaviour shown by Archimedes, Knuckles is understandably enraged and demands answers but any hostilities between the two are interrupted by the arrival of Enerjak, who broke free from his prison when Knuckles triggered Mount Fate’s traps. Although Knuckles dismisses the Pharaoh-esque madman as a fraud, Enerjak boasts the incredible, unmatched power of eleven Chaos Emeralds (Archie Comics had an almost incalculable number of the gems at the time) and proves his power (and to be more than a match for the combined might of Knuckles, Chaotix, and Archimedes) by overpowering them all, taking Chaotix captive, and blasting Knuckles and Archimedes to the blazing hot desert of the Sandopolis Zone. As the two begin the bleak, day-long journey across the outback, they are attacked by a giant sandcrawler. However, the beast is easily defeated and turned into late-night kebabs for the two when Archimedes uses himself as bait (and his ability to teleport) to trick it into colliding head-first with a stack of rocks. Afterwards, Archimedes regales Knuckles (and bores the shit out of me…) with the story of how his people watched as the Echidnas harnessed the power of many Chaos Emeralds to move the entire city of Echidnapolis out of the path of an incoming comet (why they didn’t just evacuate is beyond me) thanks to the fire-ants performing the “ground-breaking ceremony” to effectively birth Floating Island. Archimedes then recounts, in a little bit more detail, how Dimitri later fashioned the “Chaos Siphon” to absorb the power of eleven Chaos Emeralds and ended up burying himself in the process.
Stuck in the boiling desert, Knux is subjected to endless exposition and visions of his father.
Since then, generation after generation of Echidnas were named Guardian of the Chaos Emerald and the fire-ants watched over them, testing them with a rite of passage to ensure that they would be read to combat threats such as Enerjak. While Knux and Archimedes resolve to work together to face Enerjak, they still need to cross the boiling desert; in his desperate hunger, Knux amusingly tries to eat Archimedes and ends up getting his mouth burned as a result. Later, while succumbing to the heat, Knuckles has a vision of his long-dead father, Locke, who does his best Mufasa (James Earl Jones) impersonation and gives him not only the resolve to continue onwards but also a cryptic clue as to how to defeat Enerjak: “The key to your present peril is in our past!” After reinvigorating himself at a mysterious oasis, Knuckles and Archimedes forge onwards towards Nekronopolis, a mighty city erected by Enerjak’s vast Chaos powers. The city, which Enerjak has built as a dark and corrupt reflection of Echidnaopolis, is home to an army of disposable mechanical minions (known as “Mecha-Nauts”) and Enerjak’s imposing citadel. Knuckles decides that the best approach is to tackle the Mecha-Nauts head on, which earns him Archimedes’ disapproval until he reveals that it was part of a plan to lure the machines to a gate so that he could crush them all (or, at least, a lot of them) in one move. However, while they manage to get into the citadel with a minimum of fuss, inside he is confronted by the Chaotix, who have been brainwashed by Enerjak’s magic and attack the two on his command. The fight (which includes a timely reference to The Mask (Russell, 1994) and even, surprisingly, The Shadow (Mulcahy, 1994), two films that both released in the year prior to this issue) goes poorly for the Chaotix; despite them having the numbers advantage, Knuckles and Archimedes are able to hold them off, forcing Enerjak to intervene and render them both unconscious using his powers (kind of making controlling the Chaotix a waste of time…) With Knuckles and Archimedes helpless against Enerjak’s powers, the would-be tyrant recaps his origins again just in case we didn’t realise how he came to be what he is.
Enerjak’s power may be awesome but the fight ends unresolved.
Despite acknowledging that the Guardian and his newfound fire-ant companion are the only two who could possibly oppose him, Enerjak prefers to boast and monologue rather than destroy them while he has the perfect opportunity. Indeed, Knux goads him into releasing them from his energy field, which gives Archimedes the opportunity to contact his fellow fire-ants. While Knuckles creates a distraction by taunting Enerjak and absorbing the brunt of his anger, Archimedes is able to teleport them out of danger so that Knux can (literally) get the drop on him and, though stunned to learn that he is Knuckles’ great-uncle, Enerjak attacks with a ferocity that is only matched by his augmented strength. Still, the two are relatively evenly matched, potentially because Knuckles has successfully goaded Enerjak into a straight-up fist fight and continues to chastise his great-uncle for his selfish ways and lack of honour. Their fight is cut short when Enerjak’s citadel suddenly transforms into a rocket and blasts into space; Knuckles and Archimedes escape thanks to the efforts of the fire-ants and Chaotix are freed from their pointless mind control. In the aftermath, despite Knuckles not really learning anything from him or really acting in a way that’s that impressive, Archimedes gives Knux his respect. Although Enerjak escaped to live to fight another day, the group is victorious and decide not to worry too much about the mysterious happenings that they experienced along the way (such as the oasis disappearing and the aforementioned rocket) but the story concludes with the revelation (to us) that Locke is actually alive and actively monitoring and assisting Knuckles from a hidden, high-tech bunker.
The Summary: Jesus, what a slog. I’ll be the first to admit that Knuckles is my absolute favourite Sonic the Hedgehog character and I remember being so excited when he debuted in Sonic the Comic (1993 to 2002) and to learn that he was a prominent feature in the Archie comics, which were seen as kind of a continuation/parallel to Sonic the Hedgehog/SatAM (1993 to 1994). Knuckles the Echidna was one of the longest-running spin-off of the Archie Sonic comics, which is a testament to the character’s appeal and popularity, but every time I read his solo run I can’t help but be astounded at how boring and preposterous it is. I don’t usually lark to harp on about this sort of thing but my God is the art terrible in these issues! The covers, drawn by the always amazing Patrick “Spaz” Spaziante, are the best part of the artwork in this miniseries as, while Knuckles generally looks kind of okay, a lot of the characters just look really weird and disproportionate. I can kind of understand it as the majority of the Chaotix are really weird character designs already but Archimedes and the rest of the fire-ants just look ugly, man. Environments are very bland and nonsensical as well and all three issues suffer from the same artistic inconsistency that plagued the Archie Sonic comics for about fifty issues or so. There are, however, some impressive moments in the issues, though. In the rare instances where Knuckles is gliding or in action, he looks suitably bold and striking and, while Enerjak’s design is a bit “busy”, he looks pretty distinct and intimidating and I love how he has all this Egyptian-inspired apparel on his armour. Thanks to having absorbed the powers of eleven Chaos Emeralds, he can fly, wields Chaos energy, and is able to render targets under his control or unconscious and seems to have enhanced durability and strength, and can even erect a fully-functional city and robot minions in just a few panels.
Enerjak has a striking design and is certainly powerful but this was a poor outing for him.
Yet, the exact limits of his powers remains a mystery; he is regarded as a bogeyman-type figure by Archimedes and, as we learn, the reason why the Echidnas eventually renounced technology and he’s certainly a maniacal force but the story ends before we really get to delve into exactly what he wants. And that’s interesting because Sonic’s Friendly Nemesis: Knuckles is about 75% dialogue and exposition. Look, I get it; you can’t assume that people who read issue two or three will have read issue one but every issue starts with a bit of swirling text recapping the previous issue’s events so I really don’t think it was necessary to recap the (literal) rise and fall of Echidna society or Enerjak’s origin three Goddamn times! Sure, have Archimedes explain the fire-ant perspective on it all and introduce the idea of Dimitri there and yeah, Enerjak could share his perspective as well, but they’re largely the same and it just felt like needless filler. Add to that the fact that neither Knuckles nor Archimedes ever shuts up and constantly narrates his every thought and action and you have a story that is more a chore than a thrill to get through, which is a shame as I find Enerjak to be a compelling villain and his slug-fest with Knuckles was gearing up to be something good. It doesn’t help that Archie constantly shoe-horned the Chaotix into Knuckles’ stories, bloating the cast to kind of make it like an alternative to Sonic and the Knothole Freedom Fighters and, considering how useless the Chaotix were in this miniseries, it might’ve been better to omit them entirely and focus solely on Knuckles (and Archimedes, I guess, even though I am not a fan of the character) and his efforts to prove himself a worthy Guardian and oppose Enerjak’s ambitions.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
Have you ever read Sonic’s Friendly Nemesis: Knuckles? Did you pick the issues up when they were first released and, if so, what did you think about Knuckles’ first spin-off? What did you think to Archie’s introduction and characterisation of Knuckles and the increasingly-complex depiction of the Echidna society? Were you a fan of Archimedes and Enerjak? Did you like the Chaotix being Knuckles’ running buddies? Which of Archie’s Knuckles stories and/or characters was your favourite and why? Are you celebrating Knuckles’ big day today? Whatever you think about Archie’s Sonic comics, and especially Knuckles, leave a comment down below and let me know.
Released: 10 September 2021 Director: James Wan Distributor: Warner Bros. Pictures Budget: $40 million Stars: Annabelle Wallis, Maddie Hasson, George Young, Michole Briana White, Marina Mazepa/Ray Chase, and Jacqueline McKenzie
The Plot: After her and her abusive husband are attacked at home, Madison Lake-Mitchell (Wallis) is plagued by terrifying visions of gruesome murders that she soon realises are real. Her plight worsens when the killer reveals a link to her mysterious past and she is forced to confront a horrifying secret about herself that has laid dormant for decades.
The Background: The gritty, disturbing horror/thriller Saw(Wan, 2004) not only ushered in a new sub-genre of horror and spawned a long-running and influential series of gory films, it also put director James Wan and writer Leigh Whannell on the map. Since then, the duo have seen even more horror success with their Conjuring universe (Various, 2013 to present) that has enabled them to venture into other genresand produce more experimental horror films. An original idea with no connection to Wan’s similarly-titled graphic novel, Malignant was delayed by the COVID-19 pandemicbut finally released to mostly mixed reviews and is currently on track to be a box office bomb with its $14.7 million worldwide gross.
The Review: Malignant opens in the good old days of the early nineties at the Simion Research Hospital, where Doctor Florence Weaver (McKenzie) works to help children with mental and physical reconstruction after severe trauma. One look at the exterior of the hospital, however, should tell you that the facility is hardly the most benign and there’s a strong implication that Weaver and her associates have been experimenting on the children in their care in bizarre ways. The most destructive and promising of their charges is the mysterious and dangerous Gabriel (Mazepa/Chase), a monstrous young boy who is somehow only able to communicate by broadcasting his thoughts through speakers and radios and who can control electricity. One night, he flies into a violent rage, killing several staff, and Weaver has no choice but to “cut out [his] cancer” since he refuses to respond to their treatments.
Though she survives her attack, Madison loses her baby and starts experiencing disturbing visions.
The story then jumps ahead twenty-eight years to find pregnant Madison in an abusive relationship with her husband, Derek (Jake Abel); this is her third pregnancy and she is desperately hoping for the baby to survive this time as she has tragically suffered miscarriages previously. Although it’s said that Derek has beat on her before, this particular incident is caused specifically because of his heartbreak at having to continuously see his children die before they’re born, something he blames Madison for and, during an argument, he violently smashes her head into the bedroom wall and leaves her with a nasty head wound. That night, though, a shadowy supernatural entity toys with Derek before brutally twisting his head around and then attacking Madison; although she survives the assault, her baby doesn’t, and she’s left devastated and paranoid that the entity is still haunting her.
Sydney supports Madison even as she is haunted by visions of gruesome murders that turn out to be real.
On the plus side, this allows her to reconnect with her cute younger sister, Sydney (Hasson); thanks to Derek’s toxic influence, they haven’t been able to see each other for some time but Sydney stays by her sister’s side during her recovery and supports her even after she begins to suffer gruesome visions of murders. While sleeping or performing menial tasks, Madison is seemingly haunted by visions of a gangly, trenchcoat-wearing killer that leave her paralysed with fear and terrified out of her mind; her fear only grows when she realises that the killings are actually taking place and Sydney goes with her to inform the police in the hopes of catching the man responsible. Even when Madison reveals to Sydney that she (as in Madison) was adopted into Sydney’s family at eight years old, Sydney continues to support her and even conducts her own investigation into Madison’s mysterious past after she undergoes hypnotherapy to try and uncover her strange link to the killer.
Madison’s claims to see murders raise the intrigue and suspicion of the cops.
The brutal killings are investigated by Detectives Kekoa Shaw (Young) and Regina Moss (White); while Regina is more of a stern pragmatist, Kekoa is something of a workaholic and is so focused on his cases and crime scenes that he misses obvious flirtatious advances form the likes of Sydney and the equally cute crime scene investigator Winnie (Ingrid Bisu). While investigating Derek’s death, Regina immediately pegs Madison as the prime suspect due to her abusive nature and but Kekoa is more sympathetic to her plight; Regina is equally unconvinced (and even somewhat insulted) at Sydney’s claims that Madison is having visions of the murders but, while chasing up one of Madison’s visions, Kekoa comes face-to-face with their vicious killer, a seemingly supernatural and superhuman man who claims to be Gabriel. When their traditional methods hit a wall, Kekoa and Regina arrange to have Madison sit with a hypnotherapist and soon their investigation leads them down a dark path that forces Madison to go to her mother, Jeanne (Susanna Thompson), for answers to help fill in the gaps in her memory.
The Nitty-Gritty: If there’s one thing James Wan has become really good at over the years, it’s building a sense of tension and dread; the sporadic and effective use of music definitely helps with this as scenes are either completely silent save for a character’s panicked breathing, punctuated by a chilly melody that rises to a crescendo, or startlingly flip from the mundane to the terrifying with a sharp pull of strings. While such jump scares aren’t for many, I always felt like Wan used them really well in Insidious (Wan, 2010) and his use of them (and music and silence) to help build a foreboding atmosphere is just as good here. it’s a pity, then, that Malignant suffers a bit from uneven pacing; building tension is one thing but the film definitely slows down a bit in the second act and the performances and deliveries don’t exactly make the middle section all that interesting either. The film meanders for some time as though it’s forgotten what it was doing and, when it does get back on track, it does so with a jarringly brutal shift that, while thoroughly bloody and entertaining, end sup feeling a bit rushed.
Horror clichés are given a unique new twist that keeps things interesting.
As a core aspect of Malignant is the question of the killer’s identity, Madison’s mysterious past, and the strange connection they seem to share, it’s difficult to talk about the film without spoiling too much. I will say, though, that anyone who’s had even a passing knowledge of horror films of this kind will probably see the twist coming, however Wan puts an absolutely ghastly spin on this twist that completely turns the film on its head and changes the way you view it. Indeed, much of the film is drawing from horror clichés that have been done before (it’s not the first time a character has had visions of a killer’s actions, for example, or dreamt of/been haunted by a serial killer) but Wan repackages these tropes with his own unique twist and presentation to keep things interesting. Wan further mixes things up with some unique and creative camera angles; when Madison has her visions, her surroundings bleed away into the killer’s location and the camera spins around her dramatically, which is very effective at putting us in her shoes and sharing her dread, and there’s a section where she’s being pursued by an invisible force that’s short entirely from a bird’s-eye view inside her house that is very Sam Raimi.
Gabriel ‘s twisted visage and movements make for an unnerving and inhuman killer.
Quite soon into the film, the killer identifies himself as Gabriel; he exhibits the same croaking, cackling voice as Gabriel and also the same control over electricity and lights. The killer is presented as both supernatural and tangible, appearing as an ominous and genuinely frightening black shadow when in Madison’s dreams and visions and as a lanky figure in a trenchcoat with long hair and wielding a trophy fashioned into a deadly knife. His movements are erratic and inhuman and remind me more than a little of the unsettling Onryō from film series like Ringu/The Ring (Various, 1998 to 2017) and Ju-On/The Grudge (Various, 2001 to 2020); the few times we do see his face, he’s a scarred monster of a man and he exhibits an unnatural control over his limbs and incredible superhuman strength, to say nothing of exerting a seemingly supernatural influence upon Madison. His design is extremely effective and makes for some effective scares; scenes are often framed in a way to keep areas of shadow in the background, meaning you’re constantly on edge waiting to catch a glimpse of the killer, and his tendency to bleed out of the darkness or appear out of nowhere makes for some effective jump scares. The film also benefits from his uncanny and superhuman prowess during one particular scene that sees him effortlessly slaughter almost an entire police precinct and the startling reveal of his true nature and connection to Madison completely changes the context of the film and asks for a repeat viewing.
The Summary: I was intrigued by the trailers for Malignant; obviously, because of the way the world’s been, I wasn’t aware of this film at all until cinema’s opened up again and I found it to be an interesting premise with some creepy visuals. This is reflected in the film; the premise, while nothing groundbreaking, is executed in a unique and interesting way by mixing and matching other horror clichés into a new context and putting a terrifying twist on them. I’ve always said that it’s perfectly fine to go back to the well in movies, especially horror (how many haunted house films have there been, for example?), as long as the filmmakers put an interesting twist on the cliché and Malignant definitely does that. Unfortunately, it’s pretty easy to guess what the main twist is going to be, meaning that you’re just waiting for the film and the characters to catch up. When they do, there’s a horrifying spin on the reveal that helps to get the film back on track but that doesn’t completely make up for a middling middle half of the film and some odd performances and deliveries. Overall, it was an entertaining and chilling horror thriller; I can’t deny that I was expecting a little more from it but I stuck with it and was entertaining by the presentation and the foreboding ambiance being built up throughout the film, though I suspect that it might do better and possibly garner a cult following once it comes to home media.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
Have you seen Malignant? If so, what did you think to it? Did you see the initial twist coming and what did you think to the twisted follow-up to that? What did you think to the film’s use of horror tropes and jump scares? Did you enjoy the film’s performances and the brutal kills? Would you like to see a follow-up to this concept and are you a fan of James Wan’s horror films? Whatever you thought of Malignant, sign up to leave a comment or leave your thoughts on my social media.
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