Movie Night [Turtle Tuesday]: TMNT


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. Even now, the TMNT continue to be an influential and popular commodity, proving that some fads don’t die out…they just get stronger!


Released: 23 March 2007
Director: Kevin Munroe
Distributor: Warner Bros. Pictures / The Weinstein Company
Budget: $34 million
Stars: James Arnold Taylor, Nolan North, Mikey Kelley, Mitchell Whitfield, Patrick Stewart, Zhang Ziyi, and Mako Iwamatsu/Greg Baldwin

The Plot:
Since defeating Oroku Saki/The Shredder, the TMNT have drifted apart; leader Leonardo (Taylor) is training in Central America and hot-headed Raphael (North) is secretly busting heads as the masked vigilante the Nightwatcher. However, the brothers are forced to come together again when thirteen mythical creatures rampage through New York City as part of an ancient ritual.

The Background:
Created by Kevin Eastman and Peter Laird as a violent pastiche of comic book tropes, the TMNT were catapulted to mainstream success by the unbelievably popular 1987 cartoon. Perhaps naturally, this success led to a live-action feature film. Hiwey, although Teenage Mutant Ninja Turtles (Barron, 1990) proved to be a technically impressive financial success and the under-rated Teenage Mutant Ninja Turtles II: The Secret of the Ooze (Pressman, 1991) did well despite comparatively mixed reviews, Teenage Mutant Ninja Turtles III (Gillard, 1993) broke the cycle and both bombed at the box office and was widely derided as one of the lowest points in the franchise. After plans for a fourth film were scrapped and an attempt to produce an all-CGI revival in early-2000 fell through, production on a new TMNT project finally got underway after fifteen years away from cinema screens. The decision to go all-CGI was based on a desire to tell a more surreal story and the escalating budgets of the previous films. Director Kevin Munroe aimed to tell a darker story to appeal to a more mature audience while still staying true to the core appeal of the characters and the continuity established by the previous films. The animation was handled by Imagi Animation Studios, who looked to film noir and Hong Kong action movies to create the film’s visual style, and the movie was dedicated to screen legend Mako after he sadly died shortly after completing his work on the film. With a box office of $95.6 million, TMNT became the second-highest-grossing movie in the franchise but was met with largely negative reviews; critics questioned the overly serious tone, the focus on style over tangible substance, and the nonsensical plot, though the visual style was praised. Although accompanied by a five-issue prequel comic and a mediocre videogame tie-in, plans for a sequel were ultimately scrapped due to TMNT’s poor reception and the later collapse of Imagi Animation Studios, resulting in a completely unrelated live-action/CGI hybrid reboot in 2014 before returning to animation in 2023.

The Review:
It’s always surprising to me how a premise as bonkers as Teenage Mutant Ninja Turtles finds ways to go even further out there with its content and stories. As early as their initial issues, the TMNT were battling robots, travelling across the galaxy, and encountering strange semi-cybernetic alien lifeforms. As much as I prefer the street-level adventures of the TMNT, I have enjoyed their more bizarre escapades and enemies, which have come from different dimensions, timelines, and worlds and have long expanded the TMNT’s world beyond simply battling ninjas on the streets of New York City. However, for the most part, the TMNT’s cinematic adventures tend to be more grounded; this, as much as anything, made Teenage Mutant Ninja Turtle III stand out as quite the anomaly, but TMNT also offers up a surreal plot for the mutant brothers, though the differences between the two can be chalked up to their execution and tone. It helps that TMNT opens with a narration from the always-awesome Laurence Fishburne that not only positions this film into the loose canon of the existing movies (Splinter’s (Iwamatsu/Baldwin) trophy shelf also reinforces this, containing mementos from the previous films, even if the TMNT’s characters are slightly different) but also gives some insight into the legend of warlord Yaotl. Three thousand years ago, the warrior king and his brotherhood carved a path of destruction and conquest across the globe that culminated in him opening a portal into a parallel universe to gain immortality but at the cost of his generals being turned to stone and thirteen immortal monsters being unleashed from the rift, eventually serving as the inspiration for famous mythical monsters over the centuries.

While Leo has been off training, the TMNT have fractured and lost their camaraderie.

When we rejoin the titular turtles, they’ve been fractured; Leonardo has spent over a year in Central America on the orders of his master and father-figure, Splinter. Although Leo’s training ended some time ago, he feels he hasn’t yet fulfilled his mission to become a better leader and has come to believe his efforts to protect the locals as the “Ghost of the Forest” is more important than his duties back home. However, Leo is stunned when his old friend and former news reporter turned-antiquities-dealer April O’Neil (Sarah Michelle Gellar) arrives in Central America looking to source rare pieces for her boss, business tycoon Max Winters (Stewart), and tells him all about how Donatello (Whitfield) now “does machines” by working an exasperating job as a remote tech support, Michelangelo (Kelley) dresses up as “Cowabunga Carl” to act as a children’s entertainer, and Raphael (North) has largely ostracised himself from the group, sleeping all day to recover from his nightly jaunts as the armour-clad vigilante the Nightwatcher. Each of Leo’s brothers are aggravated by their situation in their own way; while Don appears content to let the past go and focus on contributing to their welfare, even Mikey, traditionally the most jovial of the bunch, expresses frustration at how boring their lives have become. While Mikey is in awe of the Nightwatcher, Don isn’t so convinced, believing he’s doing more harm than good, while Raph is obviously all for the vigilante filling the void his “has-been” brothers have left behind. Proud of his son for having grown stronger, Splinter encourages Leo to bring his brothers back together as a team before they return to vigilantism and encourages each of them to see their situation as a learning opportunity to acknowledge their flaws and grow stronger, though there’s a definite sense of scepticism amongst his sons even when Leo returns as they’ve gotten a little rusty working together.

Resentful of Leo’s leadership, Raph frequently clashes with his brother and lashes out in frustration.

Strangely, Leo is also unimpressed by the Nightwatcher’s efforts; while he accepts fellow vigilante Casey Jones (Chris Evans) as a trusted ally and the TMNT have their ninja training to fall back on, Leo believes the Nightwatcher is putting himself in unnecessary danger by meddling in crimefighting. While the others may be unaware of Raph’s nightly activities, Casey isn’t; constantly shirking his chores and missing appointments as April’s muscle thanks to his late-night excursions, Casey not only delights in busting heads alongside Raph but also opens up to him about his fears of a long-term commitment with April since he doesn’t feel mature enough to be the man she needs. Raph also opens up about his frustrations with Leo, which are surprisingly complex; he resents his brother for leaving, but also admits that he would probably do the same if he could only let go of his love for the noisy, violent city they call home. Despite Raph constantly criticising him, Leo tries his best to pull his brothers together but they’ve grown impulsive and immediately disregard his (and even Splinter’s) orders to avoid fighting, which results in them not only failing to subdue the Bigfoot but also taking quite a beating, too. Raph’s recklessness and loyalty to his friend later sees him drugged by a Foot dart and once again finds himself unconscious in April’s care. Luckily, he has one of the Stone Generals’ throwing stars stuck in his shell, and April’s knowledge of ancient lore allows her to piece together not just an explanation behind the monsters that’ve cropped up in the city but also Winters’ involvement in the plot.

Although he seems evil, Winters actually wants to atone for his past and end his immortality.

April is now capable enough to work with Don to calculate when and how the dimensional rift will open and also showcases enough ninja training to join her allies in the finale. April also assists Winters in obtaining the legendary petrified generals but, while he assumes the façade of a charming and affluent collector of ancient relics, Winters secretly hires the remnants of the Foot Clan, led by Shredder’s former lieutenant, Karai (Zhang), to capture the thirteen monsters and bring them to him. When inside Winters’ vast skyscraper, the film veers towards the absurd somewhat; Winters favours a distinct stone-and-marble aesthetic, one that’s made up of centuries of relics and an unnaturally long life amassing an impressive fortune, but that’s also home to an impossibly large, steampunk-themed facility specifically designed to siphon the interdimensional power of the rift by sacrificing the captured monsters. No mere businessman, Winters easily intimidates Karai and the Foot after awakening his old allies, General Aguila (Kevin Michael Richardson), General Serpiente (Paula Mattioli), and General Gato (Fred Tatasciore), imposing, nigh-immortal warriors who eventually conspire against Winters when they realise that his goal is no longer world conquest. Although thirteen monsters cause havoc throughout the city, only a handful feature prominently, and some are barely glimpsed. The first one seen is the gargoyle-like Succubor, which feasts on birds and Raph and Casey witness being captured by the Foot and the Stone Generals. However, the first monster that the TMNT encounters is the Bigfoot, a rampaging, ape-like yeti that manhandles the Foot atop a construction site before being captured by General Aquila. Through the power of a montage, the Foot and the Stone Generals subdue all but two of the legendary monsters in quick succession, meaning the most prominent monster is the diminutive, voracious Jersey Devil, which the Nightwatcher battles in a diner kitchen. After deciding to maintain their immortality and unleash a legion of monsters upon the world, the Stone Generals turn against Winters and substitute Leo for the final monster, reducing these visually interesting creatures to mere plot points.

The Nitty-Gritty:
As much as I enjoyed the first two TMNT movies and admire the excellent suits and animatronics used to bring them to life, there’s no doubt in my mind that going all CGI is a much better way to bring these bizarre characters to screen. In fact, the only downsides I have about the TMNT’s appearances in this movie are that they’re not as easy to tell apart as their predecessors and successors. Yes, they have different weapons, voices, and bandanas but they’re not as physically distinct; like, usually they have different colourings or Raph is bulkier, for example. Additionally, they’re a little too frog-like in their movements. I’m okay with this, however, as they move and fight with a kinetic, superhuman quality that results in some fun and fast-paced sequences. TMNT also gets extra points not just for evoking the original Mirage Comics in its visuals, especially when the TMNT are traversing the city at night, but in its violence. While there’s no blood or bodily dismemberment, there’s a surprising amount of explicit and implicit violence in TMNT; Leo is very heavily implied to have killed the soldiers who ransacked the village under his protection and the film opens with Yaotl and his brotherhood ruthlessly cutting down their enemies. Committing to an all-CGI production certainly allows TMNT to maintain a consistent visual style; while the TMNT and the various monsters are obviously fantastical creatures, this is a hyper-realistic animated world, where stick-thin characters like April co-exist alongside the absurdly broad-shouldered Winters. The entire film is steeped in a murky darkness that really adds to the atmosphere and again harkens back to the original Mirage Comics; Leo’s brutal confrontation with the Nightwatcher notably stands out due to the rain and storm effects adding to the emotional conflict. Although the city can appear a little barren at times, there are a few instances of armed street punks running afoul of the Nightwatcher to help give the location a bit of life.

Raph’s hot-headed attitude leads to him clashing with Leo and being forced to make amends.

It’s not uncommon for TMNT stories to focus on themes of family and brotherhood, but TMNT is the first movie to really delve into these aspects beyond just depicting a sense of camaraderie and rivalry between the four. The film begins with the family dynamic splintered (no pun intended) in a way we rarely see; Leo is in Central America, honing his ninja and leadership skills, leaving his brothers to fend for themselves with menial jobs and a general lack of excitement. Feeling abandoned by his brother and frustrated by being stuck in their underground lair all the time, Raph has taken to stalking the streets as the Nightwatcher; as ever, his hot-headedness and antagonistic attitude causes friction between him and Leo when the latter returns since Raph is slighted by Splinter’s apparent favouritism towards his brother. Thus, while Mike and Don are elated to be reunited with their brother, it’s clear that the group’s effectiveness has waned in his absence and a central aspect of the movie is about them learning to trust each other and work collectively as an ass-kicking unit once more. Raph’s resentment towards Leo eventually boils over, causing him to quit the team and his family. When Leo goes to make amends, he confronts the Nightwatcher and, unaware that it’s Raph under the helmet, tries to reason with him following a thrilling rooftop chase across the city. Leo easily dodges the Nightwatcher’s heavy chains but is stunned to find his hot-tempered brother beneath the helmet; the two have a heated exchange and, with their tempers and egos flared, they engage in a brutal scuffle to settle their differences. Although seemingly evenly matched, Raph comes out on top after breaking Leo’s katana but he’s so ashamed at how close he came to killing his brother that he flees into the rainswept night and is unable to keep Leo from being captured by the Stone Generals. Guilt-ridden, Raph confesses his shame to Splinter; after his father commends Raph’s strength of character, Raph resolves to work with his family and friends to storm Winters’ tower and rescue Leo in order to make amends for his recklessness.

After reuniting as a team and family, the TMNT bring Winters the peace he’s longed for.

The theme of family permeates further as it turns out that Winters’ entire motivation is not for conquest or power, but to rid himself and his generals of their immortality and remove the monsters from the world so they can all finally be at peace. As they have no desire to lose their immortality, the Stone Generals capture the monsters for their own ends and force Karai and the Foot Clan to swear allegiance to them. Thus, the TMNT and their allies are forced to fight through an entire legion of Foot Soldiers in a large-scale fight scene that’s far and away beyond anything we’ve seen in a live-action TMNT movie; even Splinter, April, and Casey get in on the action, easily fending off the Foot’s greater numbers to the infectious beat of P.O.D.’s “Lights Out”. With an intense sky beam acting as a ticking clock before the dimensional rift is reopened, the TMNT breaches the tower and successfully rescue Leo; Raph apologises, gifts Leo new katana, and finally recognises his brother’s place as their leader. To his credit, Leo also acknowledges Raph’s importance to the team and family dynamic, and the heroes are surprised to find Winters actually desire the same goal as them: to save the city, dispense of the monsters, and end his long centuries of agonising immortality. Remaining loyal to Winters out of a sense of honour, Karai forges a temporary truce with her enemies. While Casey and April join her and her ninjas in tracking down the final monster, the TMNT finally come together as an efficient and co-ordinated unit to oppose General Aquila and his stone brethren with Winters and Splinter try to contain the beasts from escaping the swirling vortex. Due to the Stone Generals’ immortality, it doesn’t matter how hard or well the TMNT fight but, luckily for them, the Foot and their allies find the last monster, dispel the portal, and finally free Winters of his immortality. Despite Karai threatening that she and the Foot will resume hostilities on their next meeting, the TMNT return to the city streets finally reunited and stronger than ever; Splinter adds a few more mementos to his collection and the brothers head out into the night ready to defend their city from injustice…together at last.  

The Summary:
I really enjoyed TMNT; when I first saw it, the “Heroes in a Half-Shell” had been absent from cinema screens for way too long and I was really digging the visual presentation of the film at the time. While the TMNT had returned to their darker, more violent roots in the intervening years, it always hits a little different when the TMNT make it to the big screen and push those boundaries a little further. While TMNT adopts a very different visual style, one that’s clearly very different from the previous films, it emulates the same tone and gritty atmosphere as the first film and works nicely as a semi-connected continuation of those movies. I really enjoyed the kinetic action and the animation style used to bring the TMNT to life; for the first time on film, they could hop about and perform all kinds of crazy moves that no suit performer could ever match and could encounter many visually interesting creatures. While it’s unfortunate that the monsters and even the Stone Generals aren’t spotlighted more, the focus on the family dynamic more than makes up for this; this wouldn’t be the first or last time that Leo and Raph would butt heads but it’s realised in an intriguing way here. Raph’s resentment towards Leo clashes with his begrudging respect for him, but he’s ultimately unable to contain his temper, leading to them having one of their most intense battles in the entire franchise. I enjoyed the sub-plot of Raph operating as the Nightwatcher and that there was a little more for April, Casey, and even Splinter to do in the finale, but the twist of the bad guy actually seeking to release himself and his family from their never-ending torment was greatly appreciated. I do think TMNT might have benefitted from playing things a little safer and focusing on Karai’s revenge against the TMNT, but I appreciate that the filmmakers tried to do something new and make the most of the revised genre to deliver a fun, mature, and apparently under-rated return to form for the fightin’ mad mutant turtles.

My Rating:

Rating: 4 out of 5.

Great Stuff

Are you a fan of TMNT? How do you think the film holds up against the other TMNT films? Did you like the all-CGI format or do you prefer the live-action/CGI hybrid format of the previous films? What did you think to the fractured relationship between the TMNT? Did you enjoy seeing Raph operate as the Nightwatcher and go at it with Leo? What did you think to Winters and were you disappointed by the brief screen time of the thirteen monsters? Which of the TMNT is your favourite and why? How are you celebrating the TMNT’s debut this month? Whatever your thoughts on the TMNT, leave a comment down below or share your thoughts on my social media, and be sure to check out the other TMNT content across my site.

Mini Game Corner [X-Men Day]: X-Men (PlayStation 3)


To commemorate, the culmination of their long-running and successful X-Men movies, 20th Century Fox declared May 13th as “X-Men Day”, a day to celebrate all things Mutant and X-Men and celebrate Marvel’s iconic collection of superpowered beings who fight to protect a world that hates and fears them.


Released: 14 December 2010
Originally Released: 31 January 1992
Developer: Backbone Entertainment
Original Developer: Konami
Also Available For: Arcade, Mobile, and Xbox 360

A Brief Background:
After Stan Lee and long-time collaborator Jack Kirby introduced the X-Men in 1963, Mutants have featured prominently not only in Marvel Comics but also in videogames. The first X-Men videogame was essentially a vertical shooter on the Nintendo Entertainment System, but the characters saw their greatest early success in arcade ventures and team-based brawlers. Indeed, in 1992, the arcade scene was still a popular staple of the industry and beat-‘em-ups were at the forefront of that; the biggest names in this genre were Capcom and Konami, who pumped out licensed and first-party titles and defined a generation. X-Men was one of Konami’s most celebrated efforts; based on the vastly different pilot episode of the incredibly popular X-Men animated series (1992 to 1997), X-Men’s widespread acclaim was matched only by its scarcity. The title never made it to home consoles and it would take about twenty years for it to finally be ported from the arcades. This digital-only version was praised for its nostalgia, though criticised for being far too easy, and was sadly delisted from digital store fronts in 2013 due to licensing issues and hasn’t been seen since.

The Plot:
Erik Lehnsherr/Magneto leads an all-out war against humanity with an army of Sentinels and his human-hating loyalists, the Brotherhood of Evil Mutants, even kidnapping his old friend and rival, Professor Charles Xavier/Professor X, and the X-Man Kitty Pryde/Shadowcat. It’s up to the X-Men to use their unique Mutant powers to topple Magneto’s forces, rescue their allies, and put an end to his mad schemes!

The Review:
X-Men is one of the quintessential arcade beat-‘em-ups from the heyday of the era, allowing up to six players to battle it out across eight stages beating the crap out of an unending series of robotic or animalistic enemies and vying to be top of the leaderboards. The controls are as simple as you could want from a game like this: you use Circle or Square to attack, landing a series of combos with each button press and attacks that are unique to each character, jump with X, and perform a jumping attack by pressing Circle or Square in mid-air. When enemies are on the ground, you can press Circle or Square to pound on them or press Square when close to most enemies to throw them across the screen or into other enemies for good crowd control. Unfortunately, there’s no dash attack here and few other attack options available beyond pressing Triangle to unleash your character’s Mutant power, which will drain a bit of your health or cost you a “Mutant Orb”. These attacks are unique to each character and will wipe out all enemies on screen, but have some limitations; James “Logan” Howlett/Wolverine and Scott Summers/Cyclops’s Mutant powers are great for clearing what’s right in front of you but you’ll want to pick Kurt Wagner/Nightcrawler of Piotr “Peter” Rasputin/Colossus if you want to target enemies all around you. Unlike other beat-‘em-ups, there are no weapons to get, no crates or barrels to smash, and no interactive objects to aid you (there are no explosive barrels here, for example); hell, there aren’t even any health pickups to find. Supposedly, the Japanese version of the game does have them, and other pick-ups that are dropped by defeated enemies, and I didn’t see one when I did a quick check after my first playthrough.

Plough through endless robotic enemies using the X-Men’s uncanny Mutant powers!

Indeed, despite its much-deserved reputation as one of the greatest arcade games of all time, there’s not much that makes X-Men particularly innovative. Its appeal comes down to the enjoyable mindlessness of its action, the colourful visuals, and the atrociously entertaining voice acting. The goal here is little more than to travel from the left side of the screen to the right, ploughing through disposable enemies until you reach the boss of each level. You’ll need to watch out for hidden turrets, cliff drops and lava pits, and a bunch of palette-swapped Sentinels who throw rocks, detach their hands, or fire projectiles. They’re joined by bulkier robots armed with cannons who fire missiles, low fireballs, or high laser shots, lizard men who attack with their tails or breathe fire, and even anthropomorphic mud and plant monsters and robotic arms, though these enemies are constantly recycled and become quite samey quite quickly, even when they’re riding in on trucks or these weird gun-toting cyborgs on treadmills. The environments are a bit hit and miss, too; the opening city is suitably wrecked, there’s a thunderstorm raging in the background of the cave stage, you’ll see the Giant Sentinel, X-Jet, and the captured Professor X and Kitty in other stages, but few levels were as visually interesting as the wild jungles of Island M and lava-filled dangers found in “The Trap”. You’ll be transported up and down lifts, as is expected in a beat-‘em-up, but won’t really be battling a host of enemies in these sections; there is one part where you’re confronted by a missile-spewing wall, but you don’t actually have to destroy it, and the only character with anything close to an idle animation is Wolverine, who sheathes and unsheathes his claws when left standing (but don’t linger too long or the game will punish you with an explosive death!)

Magneto’s monstrous Mutant minions are itching to welcome you to die!

Yet, the character and enemy sprites are big, colourful, and evoke both the comic books and the pilot of the animated series. The story, paper-thin as it is, is related through large, partially animated cartoon-esque sprite art and in-game graphics, with Raven Darkhölme/Mystique’s deceptive tricks and the Brotherhood’s explosive, boastful entrances being as notable a highlight as Professor X’s many words of wisdom. Of course, one reason X-Men is so fondly remembered is the awful dialogue, lovingly recreated here so as not to rob us of such meme-worthy statement as “X-Men! Welcome to die!”, “Magneto is in another place”, and “You’re dead, X-Chicken!” In terms of bosses, X-Men doesn’t offer much in the way of challenge or strategy and you can generally get by with a simple technique of jumping in for an attack, landing a quick combo, and jumping out of harm’s way, maybe landing a special attack if you have a spare orb or enough health. This is established from the first encounter with St. John Allerdyce/Pyro and is largely true of all bosses: they’ll burst into the scene, taunt you (leaving themselves vulnerable to an early attack), and use their various powers to whittle down your health. While Pyro is quite nimble and spams screeching flame projectiles and roasts you with a flame burst, Fred Dukes/The Blob is much slower, plodding about and landing big punches or swings with his spiked mace, causing the screen to shake when you knock him down for a few seconds, and tanking your hits. A version of the Wendigo is also fought, with it pouncing at you and performing a head grab/throw combo shared by subsequent bosses, such as Nimrod, another large, clunky, slow boss who’d rather waste time taunting you than attacking in an interesting way. Cain Marko/The Juggernaut is similarly large and cumbersome but makes up for it with a screen-crossing charge and a huge cannon that fires a large blast across the screen. There are also a couple of mini bosses to contend with, such as the mental bolt-throwing Emma Frost/White Queen, a battle against three Egyptian statues, several Pyro clones, and additional encounters with all previous bosses when battling through Asteroid M. You’ll fight Magneto twice; the first time, it’s Mystique in disguise and he/she’s limited to punches and kicks but defeating her sees you battle the true Magneto. This is the toughest fight yet thanks to his impenetrable shield, but his attacks are still limited to slightly faster and very powerful punches and kicks. He also likes to mock you, though, so you can get in a good combo in those moments, and you’ll be immediately trust into another playthrough after the ending and credits roll when playing the American version of the game.

Colourful visuals and fun bosses were offset by some repetitive backgrounds and enemies.

Yes, this version of X-Men allowed you to pick between the American and Japanese versions; the main difference between the two was that you get a free, non-health-sapping Mutant Orb after every boss in the American version, but you start each new life with one in the Japanese version, and there’s apparently more to pick up from defeated enemies in that version, too. X-Men also allowed for local and, at one time, online multiplayer, allowing up to six players to fight together like in the arcade days of old. You can head into the “Options” menu and turn smoothing on or off, set whether you want a wallpaper to fill in the gaps around the action, show or hide the in-game timer used for speed runs and such, change the screen size, and change where the player’s health and lives and score are displayed. Every time you clear a stage, it’s unlocked to select for next time, allowing you to pick up where you left off or freely jump to any level. While you strangely can’t change characters when you die (or, at least, I wasn’t able to; there was no way when the continue countdown appeared and the option was greyed out on the pause menu), you do get unlimited credits and you can test your skills on three difficulty stings: Normal, Hard, and Hardcore, with even more enemies swarming the screen on the harder settings. X-Men had twelve Trophies for players to earn, with Trophies popping when you used a Mutant power five times, earned at last 250 points in one game, completed it on Expert difficulty, and defeated Pyro without using your Mutant powers. Tougher challenges included beating Magneto with every playable character, finishing the game in 25 minutes or less, and being fooled by Mystique in a six-player game (which I achieved by mapping all six characters to one controller). Otherwise, that’s it; there are no skins, no new characters to unlock, and no additional game modes here; just the classic arcade machine in all its punchy, ridiculous, and colourful glory.

The Summary:
It’s such a shame that X-Men got delisted and hasn’t been made widely available for download since 2013; almost as much of a shame that it never came to home consoles back in the day and we were stuck with all those mediocre X-Men platformers. It’s a really fun game that ends just as things are about to become too repetitive and mindless, with a surprising amount of variety to each character despite the lack of pickups and power-ups. Each character plays a little differently (Nightcrawler is fast and has lots of elaborate attack animations while Colossus is much slower and bulkier, for example) and has some fairly good special attacks, though the lack of team-based moves and temporary power-ups is a bit of a shame. Similarly, the environments are quite bland and uninspired, especially compared to other beat-‘em-ups and even the colourful sprites on offer here. Considering the vast library of X-Men characters and enemies, there’s very little enemy variety (potentially because it’s more appropriate to have players smash up robots than people) and, while the bosses make up for this, there’s not much strategy to defeating them. I liked that there was a lot of voice samples used here, and in the engaging tunes, and the quality of the cutscenes was very much like a cartoon, which was very fitting considering the source material. Although X-Men doesn’t offer anything new to the genre and is, in many ways, inferior to other titles that don’t have the luxury of such a big licensing name being attached to them, it’s a short burst of entertaining fun that’s best enjoyed with a couple of friends. I’m really hoping Konami work out some kind of deal to make this accessible to new players sometime soon so I can revisit it again, maybe as a collection of titles or something, and add in some additional materials like concept art, the option for HD graphics, and maybe a couple of extra characters and game modes. If you missed out on playing this version of the game, which is nevertheless the definitive version, there’s always the Arcade1Up cabinet or…you know…emulation, the latter of which I’d highly recommend as this is a great game that should be more easily available to play despite its lack of core features.

My Rating:

Rating: 4 out of 5.

Great Stuff

Were you lucky enough to play X-Men when it came to PlayStation 3 and Xbox 360? Have you ever played it out in the wild? Which character was your favourite and were you surprised by Magneto’s polite welcome to die? Do you agree that the levels and features were a bit sparse, or do you think there was just enough here to compensate? Would you like to see X-Men more widely accessible for modern gamers? What’s the worst (or best) videogame tie-in you’ve ever played? Which X-Men videogame is your favourite and how are you celebrating X-Men Day today? Whatever you think about X-Men, and arcade games in general, feel free to share your thoughts below or leave a comment on my social media.

Game Corner [Dragon Ball Day]: Dragonball FighterZ (Xbox Series X)


DragonBallDay

When the Great Demon King Piccolo was released upon the world, he broadcasted a message on television declaring May 9th as “Piccolo Day”…and promptly celebrated by announcing his ownership over the planet. Since then, May 9th has been officially recognised as “Goku Day” but, to make things simpler, I’m using this as a good excuse to celebrate all things Dragon Ball,


Released: 26 January 2018
Developer: Arc System Works
Also Available For: Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

The Background:
Akira Toriyama’s Dragon Ball franchise, particularly Dragonball Z, is no stranger to videogame adaptations. In 1990, the first Dragonball Z videogame released for the Family Computer (Famicom) and, since then, various titles based on the long-running manga and its popular anime counterpart have been released, generally as shameless rip-offs of Street Fighter II: The World Warrior (Capcom, 1991), tournament fighters or one-on-one beat-‘em-ups that retell the events of the anime over and over again. After Bandai Namco acquired the rights to the franchise in 2009, they routinely released new Dragon Ball titles on an annual basis, with the games now incorporating elements from the long-awaited Dragon Ball Super (2015 to 2018). Following the critical and commercial success of Dragon Ball Xenoverse 2 (Dimps, 2016), the publishers turned to Arc System Works, known for their Guilty Gear fighting games (ibid, 1998 to present), to develop a three-on-three fighter to address issues with power balances. Akira Toriyama designed a brand-new character to act as the game’s antagonist and the game was initially met with a great deal of enthusiasm. This was reflected in the sales, with Dragonball FighterZ becoming the fastest-selling Dragon Ball game at the time, and the reviews, which praised the anime-style visuals and explosive combat, with the game seen as one of the best in the franchise. While some criticised aspects of the gameplay, the game performed well enough to not only be bolstered be additional downloadable content (DLC) but also to receive an updated PlayStation 5 and Xbox Series S/X port.

The Plot:
The Red Ribbon Army continues to plague Son Goku and his allies when the hitherto-unknown Android #21 uses the Dragonballs to resurrect their fiercest foes. Their powers dampened by Android #21’s energy waves and faced with an army of puppet-like clones, the Z Warriors join forces with their worst enemies and a mysterious possessing soul to combat Android #21’s threat.

Gameplay:
Dragonball FighterZ is a 2.5D fighting game in which players initially pick from a roster of twenty-one characters from across the Dragonball Z and Dragonball: Super series’ to take part in fast-paced, cinematic bouts. From the moment you start the game, you’re bombarded with pop-ups, messages, and notifications and that’s before you even start to work out how to navigate the main hub, which is a chibi­-fied recreation of famous locations from the franchise, such as the World Tournament arena and Master Roshi’s island. Thankfully, you can either guide your chubby little avatar to various gameplay options, warp there with the Left Trigger, or bring up the options menu to take a look at the game’s controls. As you might expect, a practice and tutorial mode are included and tutorials are commonplace throughout the “Super Warrior Arc” of the game’s story mode so you can quickly get to grips with the fighting mechanics. Although you’re initially taught the basics in a one-on-one scenario and you have the option of fighting one-on-one (as well as customising the difficulty level of the computer-controlled opponents, setting the rounds and timer limits, and other options before fights outside of the story and Arcade modes), Dragonball FighterZ is primarily a team-based fighter. You pick three characters to form a team and can tag in and out in, which continues to be an aggravation for me as I’ve never really clicked with team-based fighters and find it to be an even more overplayed cliché than a Street Fighter II clone.

Rush in to pummel your foes with attacks or finish them in explosive fashion with your ultimate attack!

Thankfully, Dragonball FighterZ only takes inspiration from Street Fighter II; the fighting mechanics, while obviously similar given the presentation, are noticeably different and perfectly suited to reacting the anime’s explosive, high-intensity battles. X sees you throwing a light attack, Y a medium, and B a heavy (which can send you opponent flying away or through the environment for a “Destructive Finish” if timed correctly). Successive presses of each button pulls off different combo moves; you can mix and match, but the focus is more on mashing, say, Y as your character will automatically pull off a Super Move at the end of that simple combo string, negating the need to perform quarter-turns on the left stick or directional pad. A tosses out a ki blast; you can hold or rapidly tap it and press A after pushing towards your opponent to swat away their projectiles, just like in the anime. Although you can jump, dash, and sidestep towards and away from your opponent, the Right Trigger and Right Bumper allow you to dart at them with a “Dragon Dash” and “Dragon Rush”, respectively, allowing you to close gaps quickly, land a hit, and pull off a quick combo in mid-air or on the ground. These will also break your opponent’s guard, sadly executed by holding away from your foe just as they land an attack. I would much prefer a dedicated block and counter button as pushing back isn’t very reliable, though you can always press Y and B together to instantly teleport behind the opponent for an attack as long as you have at least one bar on your ki gauge.

You’ll need to call upon your allies to help withstand the barrage of attacks from your foes!

The ki gauge builds up as you dish out and take damage, but you can also manually power up by holding X and A together. The more bars you have, the stronger and more elaborate special moves you can pull off and, when you’re at maximum power, you can pull off your character’s ultimate attack using a simple input of a quarter-turn back or towards your opponent and pressing RT or RB afterwards. These ultimate moves certainly are visually impressive and are a great way to end a match, and they’ll also partially destroy the stage for maximum impact. As it’s a team-based fighter, you can call in an assist from one of your teammates at any time with the Left Trigger and Bumper; this allows you to string together massive two- or three-way energy attacks or dish out an even bigger combo, though be warned as you can easily get inescapably caught in your opponent’s team attacks as well. Holding either trigger allows you to switch to one of your team mates; this is essential as switching allows those not in play to regain a bit of health and some characters are better suited for different situations, such as larger characters like Nappa being slow and powerful and smaller characters like Teen Gohan being more agile and nimble. When playing the game’s story mode, the damage you take carries over between fights; you’ll regain some health (and downed characters will be revived) after a victory, but it’s best to switch often during the more intense battles to keep your health up. However, while you can set the difficulty of the computer in local play, arcade bouts become progressively difficult depending on which route you take. The easiest sees you fighting past three teams and the hardest has you battling seven and defeating each route unlocks a harder version for a greater challenge, and you can also play online or take part in a tournament.

As annoying as it is to have to navigate a map screen, the repetitious clone fighting is just as bad.

At first, Dragonball FighterZ seems intimidating but the story mode and practice options help guide you through the basics and the game initially plays very simply. Combos are easy to pull off with just a few mashes of the same button and it’s pretty easy to get into a rhythm of dashing at your opponent, pummelling them with a light combo, then focusing on medium combos with a super finish and calling in a team assist to speed things up. When playing the story mode, you’re actively encouraged to battle as many opponents as possible to grow stronger as, narratively, this unlocks your character’s full power. Each chapter presents a map and a set number of turns; your goal is to move around the map, taking out opponents and earning rewards, on your way to the boss fight. You cannot simply skip to a space and must actively move step by step around the map, which is either painfully linear or slightly more complicated, but always very restrictive and annoying. I never ran out of turns so I’m not sure what happens if you use them all up but I do know that you need to manually save on this screen as a game over mean replaying the entire map from the start, which can be very annoying in the later, more difficult arcs. Generally, fights aren’t very difficult and you’ll breeze through them; even higher-level bouts against Kid Buu or boss battles against the likes of Perfect Cell and Frieza can be painfully easy, but don’t let yourself become complacent. I fought every single opponent across the three arcs, finishing the story at around level forty, and eventually did have to take the battles more seriously as the computer upped its game. You’ll see this difficulty spike more prominently in the arcade mode where, after the first fight or two, you’ll get absolutely decimated if you don’t keep your wits about you. The “Super Warrior Arc” likes to pepper the map with tutorial fights; completing these will earn you extra rewards, and you’ll earn similar additional rewards if you fight Kid Buu when he appears, but otherwise it’s just a series of fights over and over with little variety apart from recuing a new character or the amount of opponents you face or characters you control, meaning it gets very repetitive very quickly.

Graphics and Sound:  
In terms of presentation, Dragonball FighterZ is on a whole new level! Of all the Dragon Ball videogames I’ve played, this is the one that most closely emulates the kinetic action of the anime. Everything from the character designs to the stages, cutscenes, music, and voice acting is all ripped straight from the anime and the attention to detail is really impressive. Unlike some cel-shaded Dragon Ball videogames, Dragonball FighterZ sticks to a 2.5D aesthetic so characters never appear award or blocky and the illusion of playing as hand-animated sprites is very convincing. You can pick to have Japanese or English voices, which I know is a big deal for some “purists”, and the English voice cast all return to tell the game’s interesting (if somewhat derivative) story. The story is basically just a mish-mash of familiar arcs from Dragonball Z but I appreciated that it was an original story for a change and not just retelling the same story over and over, though the game does pepper in some classic story moments if you meet the right criteria for a “Dramatic Finish”. Indeed, it’s the fights where the presentation really shines; sticking to the 2.5D plane is admittedly a little more restrictive than more 3D-orientated Dragon Ball videogames but it makes the action so much easier to follow and all the attacks, special moves, and ultimate attacks are beautifully animated, with the game employing cinematic perspectives and drawing from the anime for the more destructive energy attacks.

The game does a fantastic job of recreating the look and energy of the anime.

Sadly, the game’s stages don’t fare quite as well. There are numerous stages to pick from, all of them very familiar, such as the Supreme Kai’s world, Planet Namek, a futuristic city, the rocky wastelands, and even the depths of space. Some stages will react to your attacks, breaking and crumbling apart around you, and you can even transition to other stages by finishing your opponent with a heavy attack in some locations. Unfortunately, there’s not a lot happening in them; you can’t directly interact with anything, there are no stage hazards to worry about, and they’re simply just there for the characters to have somewhere to fight, which is fine but I like it when there’s a little extra to do. The hub world takes on a completely different visual style; you pick a chibi-style character to wander about with and access different modes, which is cute and a little different but initially a bit puzzling. The story mode’s cutscenes can all be advanced with the press of a button, or skipped entirely, but they’re enjoyable enough. It’s fun seeing Goku interact with Perfect Cell and Frieza and you’ll trigger unique dialogue and interactions the more characters you rescue and recruit, though some characters are reduced to simply being silent clones for you to fight. Outside of the story mode, you can select different colour schemes for your characters but this is disappointingly limited; rather than selecting different skins for characters, they just take on a different hue, with the only bit of creativity I found being that you can apply Vegeta’s original colour scheme. It would’ve been nice to see different gi for certain characters, maybe Yamcha’s bandit look or Adult Gohan’s “Great Saiyaman” persona or Vegeta’s “Majin” form, but sadly we just have to make do with them sporting ill-fitting alternate colours.

Enemies and Bosses:
There are twenty-one playable characters in Dragonball FighterZ; three more are unlockable and a further twenty can be purchased as downloadable content, meaning you’ll face forty-four different fighters from across the franchise between the different game modes. In the story mode, the vast majority of enemies you’ll face are cloned versions of the main roster; these guys sport a black colour scheme with red eyes (a look that is also missing from the colour options, I might add) but are otherwise indistinguishable in their fighting style. The game seems to categorise fighters in three ways: small and fast, balanced, and big, slow, and powerful. Thus, playing as Krillian is not exactly the same experience as playing as Tien Shinhan, which is also different from playing as Majin Buu, even though the button inputs remain largely the same for all characters. Sometime you’ll have to press down, down, A for a move; some characters have you pressing X more than A, and very rarely you’ll find they have unique aspects to their characters. Future Trunks, for example, uses his Z Sword and Frieza can temporarily transform into “Golden Frieza”.

While fighters can feel samey, there’s enough to distinguish them through their feel and specials.

This extends to even more unique traits at times. While both Kid Buu and Piccolo can extend their limbs, Majin Buu, Kid Buu, and Android #21 can turn their enemies into chocolates and sweet treats to deal massive damage and power themselves up. Some characters will even call on other recognisable faces to aid them in battle: Captain Ginyu, for example, sends the Ginyu Force to attack you in place of more traditional projectiles, Nappa spawns in Saibamen, and many of Android #18’s attacks see her working in tandem with her brother, Android #17, who appears only here and in cutscenes unless you shell out for the DLC. Consequently, while it’s useful to have an understanding of how the different fighters play and what they’re capable of, it’s rare that you have to alter your strategy too much, but it does factor into how you play. Android #16, for example, is slow and bulky but makes use of rocket-powered punches and grapples, piledriving you into the ground if you get too close; his ultimate move also sees him left with the tiniest slither of health, so that’s something to consider when fighting. Kid Buu can rain destruction across the arena with his “Human Extinction Attack”, Adult Gohan can power up to his “full potential”, and many characters, like Goku and Vegeta and their variants, make use of screen-filling energy attacks, sometimes even warping about for increased damage.

Alongside repetitive fights, you’ll face Kid Buu and Android #21 in more challenging encounters.

You’ll only encounter actual boss battles in the game’s story modes; here, you’ll battle some recognisable Dragonball Z villains and heroes in each arc, often recruiting them after victory. Generally, you’ll fight the same clones over and over and they don’t pose much challenge until later in the story, and the same is true of guys like Captain Ginyu, Perfect Cell, and Frieza. While they’re sold as formidable opponents, you often fight them with a three-on-one advantage so they can be complete pushovers, especially compared to other teams made up of ki­-spamming assholes like Vegeta and Yamacha. As ever in Dragon Ball videogames, I found that the weak human characters were more of a problem than God-tier enemies like Majin Buu; Yamcha, Tien, and Krillan always seem to cause me issues in these games, though I’m not sure if that’s an actual gameplay feature so they can go toe-to-toe with Super Saiyan God Super Saiyan Goku or if it’s just a mental block on my part. As you explore the various maps, additional battles will spawn in and Kid Buu will sometimes take over a spot. These battles are touted as being tougher since Kid Buu is a few levels higher than you, but don’t actually become more challenging until the last story arc and, by then, you’ve pretty much mastered the fighting mechanics and team-based combos. Thus, the only real “boss” of the story mode is Android #21, a hybrid of android and majin who acts as the final boss for each of the three story chapters. Although she’s capable of consuming foes for massive damage, slicing an explosive energy blade across the arena, and attacking in a flurry of super speed, her most dangerous trait is that she can absorb abilities from her foes using her “Connoisseur Cut” technique. Each time this lands, a bar fills up above her health meter and, when it’s full, she’ll pull off a new attack, one dependant on the type of character she’s facing. Still, while she’s always at a higher level and far more aggressive than other enemies, she only poses a real threat at the end of the “Android 21 Arc”, where you first have to battle her with your team and then alone as you control her “good” half in a battle to the finish.

Power-Ups and Bonuses:
In addition to building your ki gauge in battle, which allows you to pull off more elaborate special attacks, you can also power up your fighter and restore a little health by pressing RB and RT together once per match to enter a “Sparkling” state. By battling with specific fighters on specific stages and performing a specific attack, you can also recreate moments from the anime such as Goku obliterating Frieza on Planet Namek. Every battle earns you various rewards; primarily, you’ll earn Zeni, the currency of the Dragon Ball franchise, to spend in the shop, though there’s really not much worth buying in there. In the story mode, you’ll earn different Player Skills; up to three can be equipped at any one time and these will buff your attack, defence, regenerate health, or fill your ki gauge faster, amongst other perks. You’ll earn higher levels of Player Skills as you progress, but there’s no crafting, combination, or discard system here so it’s pretty basic. You’ll also earn experience points (EXP) in the story mode; earn enough and you’ll level-up, though I can only assume this raises your fighter’s stats as I never actually looked too deeply into it. Unfortunately, only fighters you play as earn EXP so you either need to mix up your team or stick with the same fighters to have the best chance as higher-level opponents definitely present more of a challenge; they’re faster, more aggressive, and string together greater combos and can easily down your lower-level fighters if you’re not careful. Each team member can be further customised to perform one of three assist actions when called into the fight and you will recruit more characters, though not every character will be playable and there are some restrictions based on the narrative. This isn’t the case in local or arcade fights, though you don’t need to worry about EXP or Player Skills or anything here, though you can acquire the seven Dragon Balls by pulling off combos outside of the story mode. Once you have all seven, another combo string will summon Shenron and allow you to pick from four wishes, including reviving an ally or regenerating your health, which is a fun bonus.

Additional Features:
Dragonball Fighter Z offers thirty-five Achievements for you to earn, three of which you’ll automatically earn just by completing the story mode, though you’ll inevitably snag a few more just by playing through it. Defeat Kid Buu, for example, and you’ll snag some G; another will pop for triggering a “special conversation sequence”, and a couple more once you level-up high enough. You’ll also earn Achievements for clearing each of the different arcade mode paths, completing combo challenges and tutorials, and for playing online, but there aren’t many fun ones to get here. There are no Achievements to earn from Destructive Finishes, for example, or recreating the Father/Son Kamehameha against Perfect Cell for a Dramatic Finish or for summoning Shenron, which is a shame. You can purchase items from the shop, but they’re pretty pointless; you mainly buy new chibi avatars, colours, and stickers for use online. You can unlock Android #21 by beating story mode and there are a couple of ways to unlock Super Saiyan God Super Saiyan Goku and Vegeta, from clearing harder arcade paths or the story mode or buying them, but note that you cannot have two of the same character in your team at once (so, you can’t have Vegeta > Future Trunks > and Super Saiyan God Super Saiyan Vegeta in the same team). You can also play online or against a friend in a local battle, saving replays and such, and there are twenty DLC characters to add to the roster, though no additional story modes or Achievements tied to them so it’s probably better to wait for a sale as the packs are quite expensive and I’m not sure I’m that desperate to play as Bardock!

The Summary:
I’d been waiting to play through Dragonball FighterZ for some time. I put it off not because I wasn’t interested in it, but because I wanted to wait to see if the game would be re-released with all the DLC included. Sadly, it wasn’t, so I bit the bullet and went for it, with only my lack of skill at Street Fighter II-style fighting games being a concern. Then it turned out to be a team-based fighter and my concerns grew; then the difficulty curve went all wonky, being ridiculously easy for most of the playthrough and then steeply rising as the story mode progressed or I tackled one of the arcade modes. As someone who is rubbish at “frame cancels” and all that nonsense, I really enjoyed how simple the game’s combat was; with just a few button presses, you can easily recreate the fast-paced, high-impact fighting style of the anime and I loved the big, explosive special moves and the voice acting on offer here. The game looks absolutely gorgeous, too; it’s easily the closest I’ve ever seen to playing the slick, action-packed anime. I also liked that it wasn’t just a retread of the same stories; while the original story might be a bit derivative, it’s still refreshing not to have to play the damn “Cell Games Saga” again! However, there’s a disappointing lack of content here; once you’ve beaten the story and arcade modes, there’s not much to come back to as the roster is pretty thin outside of the three unlockables and DLC characters, with no skins or variants to purchase or unlock. There’s also not much to the combat and gameplay beyond mashing buttons faster and making better use of your teammates; you can plough through most fights without issue and simply tank your way through others, but a little variety would’ve been nice, like maybe take a cue from the variables seen in Mortal Kombat X’s (NetherRealm Studios, 2015) Towers rather than just asking players to complete the same basic tutorials over and over. In the end, while it’s definitely the best looking Dragon Ball game I’ve ever played and I did really enjoy it, Dragonball FighterZ quickly outstayed its welcome with repetitive and mind-numbing fights akin to grinding and a lack of tangible rewards.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Dragonball Z FighterZ? What did you think to the team-based mechanics and action-orientated gameplay? Who was your go-to team? What did you think to the original story and Android #21 as a villain? Were you also disappointed by the lack of skins and playable characters? Did you ever clear all of the arcade pathways? What is your favourite Dragon Ball videogame and how are you celebrating Dragon Ball day today? Whatever your thoughts on Dragonball Z FighterZ, or Dragon Ball in general, leave a comment below or on my social media and check out my other Dragon Ball content!

Game Corner [Turtle Tuesday]: TMNT: Arcade Attack (Nintendo DS)


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. Even now, the TMNT continue to be an influential and popular commodity, proving that some fads don’t die out…they just get stronger!


Released: 9 November 2009
Developer: Ubisoft Nagoya

The Background:
Like so many kids back in the day, I was super into the Teenage Mutant Ninja Turtles (known as Teenage Mutant Hero Turtles here in the United Kingdom). The “Heroes in a Half-Shell” dominated playgrounds in the years prior to the rise of Mighty Morphin’ Power Rangers (1993 to 1996) and Pokémon (1997 to present) thanks to a slew of toys, merchandise, videogames. Konami’s original arcade title largely set the standard for subsequent TMNT videogames, with many of the franchise’s most revered titles being arcade-style beat-‘em-ups. By 2009, almost forty TMNT videogames had been released in arcades and home consoles, with most of them either being sidescrolling beat-‘em-ups or brawlers. It’s perhaps no surprise, then, that developers Ubisoft Nagoya turned to this tried-and-true gameplay style for this Nintendo DS-exclusive title. Unfortunately, there’s not a lot of information out there about the development and thinking behind this game, but I can say that it doesn’t seem to be one of the franchise’s more successful or revered games. While the presentation, references, and concept of the game drew some praise, the gameplay, button configuration, and graphics were criticised and the game was seen as a shallow effort to lure in fans with the promise of a throwback to the celebrated arcade games of old.

The Plot:
After returning from an adventure in the far future, the TMNT are faced with the threat of a cybernetic version of their greatest enemy, Oroku Saki/The Shredder, who sends his futuristic Foot Ninjas back through time in a bid for world domination!

Gameplay:
Teenage Mutant Ninja Turtles: Arcade Attack is a 2.5D sidescrolling beat-‘em-up in which the bulk to the game’s action takes place on the bottom screen, while the top screen displays your current score, rank, and plays the story cutscenes. Players can pick between the four Ninja Turtles, with each one having different strengths and weaknesses in addition to their trademark weapons: Leonardo is an all-rounder, Donatello has the best reach but is the slowest, Raphael has the worst reach but is the most powerful, and Michelangelo is the fastest and most agile of the four. Each of the TMNT has their own combos that are performed with successive presses of B or A, with the former attacking with their weapon and the latter seeing them kick. You can jump with X and perform jumping attacks by pressing B or A in mid-air, or hold down or tap the Y button to block or counterattack enemy attacks. A also allows you to revive your partner when they’re knocked down and to pick up weapons and health restoring food, while Y and B lets you grab and toss or launch enemies and pick up or push objects like barrels and traffic cones. Although there’s no dash function here, you can press the directional pad and Y to back flip out of harm’s way (even launching into a flying kick with A or B) or to sidestep, though I found both of these actions to be finnicky and unreliable. As you wade through enemies, you’ll build up a Co-Op Gauge; when it’s full, and flashing, you can press Y and B together to perform one of three powerful co-op moves, such as a giant swing, a diving shell smash, or the classic tossing of enemies towards the screen. However, I was only ever able to pull off the swing so it’s probably better to try to others with a human partner using the DS’s wireless feature.

Battle through eight boring stages with repetitive and dull gameplay and combat.

Even when you’re playing alone, you’ll be accompanied by a computer-controlled partner who you can select before a stage; the CPU does a decent job of fending off enemies but, while you can revive them, there’s no option for them to return the favour. If you’re defeated, you can spend some Shells to continue on from that point; otherwise, it’s back to the beginning of the stage for you. Shells are earned by performing well in stages; as you pummel enemies, you’ll build up a combo meter that increases your grade. At the end of a stage, this is factored into your overall score (alongside other data, such as how many hits you landed, how much damage you took, whether you used a Shell to continue, and such) and translates into more Shells for you to use to either continue or unlock extra game modes from the main menu. These modes are also made available by playing through the game’s story mode, which is comprised of eight stages, each of which is surprisingly long and light on interactive elements. You’re asked simply to run at an awkward right angle towards the edge of the screen, fighting between one and four enemies at once, with no bonus stages or much in the way of gameplay variety beyond the odd instance where you have to jump up to a higher level, mash B in a quasi-quick-time event when your clash weapons with an enemy, or the obligatory rising/descending elevator stage near the end of the game. There are four difficulty modes to choose from, with enemies being faster, smarter, and tougher on the higher settings in return for higher scores being on offer. The easiest setting, “Normal”, isn’t especially difficult to play through as you rarely face more than four enemies at once, but the enemies can be quite cheap and the gameplay isn’t really rewarding enough to make bashing them up all that enjoyable.

Graphics and Sound:  
TMNT: Arcade Attack seems to be a little confused about its identity; the story is told using animated comic book panels that are modelled after the original Mirage Comics, which is amazing, but the plot seems to be rooted in the continuity of the 2003 to 2009 cartoon series despite the logo being closer to the original 1987 series. The game doesn’t include the classic TMNT theme song, or any notable music or voice acting, which really doesn’t help improve the experience or shake off the sense that this was a slapped together budget title to cash in on the franchise. While the black and white cutscenes are really good and perfectly capture the spirit of the original comics (and even include some funny running gags such as Mikey struggling with his nunchakus), the in-game graphics opt for a bright, colourful cel-shaded style that is similar to Teenage Mutant Ninja Turtles: Turtles in Time Re-Shelled (Ubisoft Singapore, 2009) but far less appealing; character models are distinctly low resolution, blocky, and lack idle animations. Their attacks are nice and fluid, however, and they have entrance and stage victory animations, and it is fun seeing them pull off more elaborate attacks when you punch in button combos, but the models are a far cry from the appealing sprite work of its predecessors.

While the cutscenes are great, the in-game presentation is generally clunky and lifeless.

Environments equally as disappointing; the game does its best to recreate the locations of previous TMNT brawlers, placing you on the city streets, in a construction site, having you battle trough dark alleyways, the surprisingly clean sewers, across rooftops, and through an office building but there’s no real personality or excitement in these environments. Even when you get transported to the far future, you’re restricted to a traditional Japanese temple and a futuristic lab, with only cyberspace really having much to offer in terms of visuals. None of the stages have any hazards or obstacles to avoid; there’s not much really happening in the background, enemies simply drop in from the top of the screen or dramatically appear on screen rather than bursting from behind signs and such, and the stages go on for far too long, which really makes the game a drag. You’re also restricted in your movements; you can’t always move beyond the awkward angle of the game’s linear path, or backtrack too far, and you’re never asked to climb ladders or to transition to other screens as the game does all of this automatically. Stages do try to be a little distinct from each other by featuring different breakable objects, from tyre stacks to discarded televisions and pixelated cubes, but it’s not enough to make the environments any more interesting and, again, they pale in comparison to the 2D arcade games of yesteryear.

Enemies and Bosses:
Since this game is all over the place with its visual identity, I’m not really sure what you’re fighting here half the time. You start off beating up nameless, disposable street punks; the bigger variants attack with a hockey stick and can tank through your attacks, and you’ll learn that most of the enemies can block your attacks and grab and hurl you just like you can to them. Other punks will toss grenades, which can be hard to see and avoid as they seem to drop them right as you’re jumping in for an attack, but once you reach Stage 3 you’ll find some cybernetically enhanced members of the Foot Clan. As ever, these come in different colours and with different weapons; the basic ninjas can slide tackle you, others toss concussive grenades or shuriken, others wield laser pistols or will rush at you with katana swipes, and others shoot arrows or rockets. You’ll also battle hoards of Mousers, who swarm the screen and jump and bite at you or blast you with laser projectiles from their mouths, but at least you don’t have to worry about them clamping down on your hands and you can toss enemies into each other for extra damage and even send them flying with breakdance-style wake-up attacks.

Only four of the five bosses are worth talking about, and they’re all sadly disappointing experiences.

Eight stages means five bosses (strangely, the first, third, and sixth stages don’t have boss battle…), each sporting a life bar but lacking disposable minions to distract and frustrate you. Your first test is against a golden Foot Ninja variant who wields two katana swords, back flips about the place, slides at you, and sports a jump attack. He’s not too difficult to take out as he’s basically just a tougher version of the regular Foot Ninjas, but Hun represents the game’s first real challenge. This hulking bruiser carries a bazooka that allows him to not only fire missiles from a distance but also doubles as a devastating melee weapon; he can absolutely tank your hits and smash you in the middle of a combo, too, so it’s best to wait for him to taunt you or become momentarily stunned from his attacks. Karai attacks at the end of the sewer stage; easily the fastest boss, she attacks with katana blades, tosses shuriken from mid-air, flies at you with a kick, and loves to endlessly block your attacks to make the battle needlessly long and aggravating. A cybernetically enhanced version of Doctor Baxter Stockman awaits in the far-flung future, proving the most versatile boss so far. His enhancements let him hover about with a burst of flaming jet, he knocks you flying with an electrical burst if you get too close, has a sliding uppercut and an electrically-charged fist, and blasts a Kamehameha-like laser across the screen that leaves him momentarily vulnerable to a good combo. Finally, you’ll battle the Cyber Shredder in cyberspace; this fearsome foe sweeps the arena with a wide red laser, flies at you with a spinning attack, emits a concussive blast after being knocked down, causes the ground to burst into flames, whips at you with a tentacle-like appendage, and dashes with a claw swipe or knee strike. The trick here is to hit and run, really; just leap in, hit a combo, and side step away until he’s open for another flurry and he’ll eventually go down.

Power-Ups and Bonuses:
As is to be expected from a TMNT game, you can restore your health by eating pizza found by smashing various objects around each stage; additionally, if you find some chop suey, you’ll restore a portion of your health. This is the first TMNT videogame I’ve ever played where you can actually pick up and use additional weapons; wooden boards, steel pipes, and stop signs can be tossed at enemies or used as temporary melee weapons and you can even toss shuriken, grenades, and destructible objects (though the latter will greatly reduce your walking speed).

Additional Features:
Perform well in each stage and you’ll earn yourself Shells that can be used as a continue if you’re defeated or to unlock additional gameplay modes. You can take on a Stage Attack to compete for the highest score and rank, a Survival mode against an endless wave of enemies, and a boss rush, all of which must be purchased with your Shells. Completing the story unlocks every stage in the game for you to replay at your leisure, though there’s no way to rewatch the game’s cutscenes outside of playing the story. While there aren’t any skins or unlockable characters, the TMNT do receive a futuristic glow up from Stage 6, though you can’t apply these at will, and of course TMNT: Arcade Attack can be played on higher difficulties or alongside a friend if they also have a copy of the game.

The Summary:
I’ve played a lot of Teenage Mutant Ninja Turtles videogames and, while many of them are basically mindless beat-‘em-ups with little on offer than the simple thrill of beating the piss out of countless colourful enemies, they still had more on offer than this misfire of a title. I get the idea behind Teenage Mutant Ninja Turtles: Arcade Attack: a quick, cheap, arcade-style brawler to appeal to fans of the TMNT’s old beat-‘em-ups, but the execution falls flat in almost every department except for the motion comic-like cutscenes and the shallow diversity of the combos. There’s a lot about the game that’s modelled after these arcade titles, particularly in the environments and the simple, pick-up-and-play format, but it just can’t live up to those titles because of the way it presents itself. Not only is it all over the place in terms of its identity, the presentation of the gameplay has this weird isometric angle, there are hardly ever any enemies onscreen, and the lack of environmental hazards or visual interest really hurts the title. It’s a shame as this would’ve been so easy to get right if the game had simply been a 2D brawler with 3D style backgrounds, or even more akin to Turtles in Time Re-Shelled, which was a far better 2.5D conversion of the classic arcade visuals. A disappointing lack of bosses and recognisable TMNT characters and enemies also keeps the game from being as good as it could be, as does the monotony of the strangely long stages, and I wasn’t impressed by the revive function not really working in single player. There are some decent unlockables, at least, but it’s undeniable that there are better TMNT games to play, with Teenage Mutant Ninja Turtles 3: Mutant Nightmare (Konami Computer Entertainment Studios, 2005) looking like a far better option for DS players.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played Teenage Mutant Ninja Turtles: Arcade Attack? How do you think it holds up against previous TMNT beat-‘em-ups? Which of the TMNT was your favourite to play as and why? Did you enjoy the Mirage Comics-style cutscenes and do you agree that the game’s identity is a bit muddled? Were you disappointed by the graphics, environments, and bosses? Did you ever unlock and clear every mode in the game? Which TMNT videogame is your favourite? How are you celebrating the TMNT’s debut this month? Whatever your thoughts on the TMNT, leave a comment down below or on my social media and pop back for more TMNT action!

Mini Game Corner [May the Fourth]: Star Wars Episode I: Jedi Power Battles (PlayStation)


May 4th is known the world over as Star Wars Day thanks to being one of the most fitting and amusing puns ever devised (“May the Fourth be with you” in place of the traditional “May the Force be with you”). The first and most popular of what can easily become a three day celebration of the influential science-fiction series, the day stands as the perfect excuse for Star Wars fans to celebrate the beloved franchise in various ways.


Released: 4 April 2000
Developer: LucasArts
Also Available For: Dreamcast and Game Boy Advance

A Brief Background:
Almost immediately following its 1977 debut, George Lucas’ science-fiction “space opera” became a massive multimedia juggernaut that expanded to include sequels, prequels, spin-offs, novels, videogames, comic books, and more. After wrapping up his Original Trilogy, Lucas was hesitant to return to the franchise, but the success of the “Expanded Universe” books led to a revived interest in Star Wars and Lucas not only produced “Special Edition” versions of the Original Trilogy in 1997 but also the divisive first chapter in his Prequel Trilogy, Star Wars: Episode I: The Phantom Menace (Lucas, 1999). Despite many lacklustre to average reviews, the film made over $1 billion at the box office and was accompanied by a huge marketing campaign. All these new toys, books, and comics were joined by ten different videogame adaptations released across numerous platforms, though this is the one I most remember playing as my friends and I used to muck about with it back in the day. The developers of Jedi Power Battles used paper cut outs to design the layout and features of the game’s environments and strived to give each character their own unique appearance, abilities, and lightsaber colours. Although numerous fixes and improvements were made to the subsequent Dreamcast version, this version of the game was received rather poorly; reviews criticised the game’s high level of difficulty and awful controls, though the co-op mechanics and arcade-style gameplay was highlighted as a positive.

First Impressions:
Star Wars: Episode I: Jedi Power Battles is a 2.5D, arcade-style hack-and-slash adventure game that includes a little light puzzle solving, some aggravating platforming sections, and a touch of role-playing functionality. Up to two players can play at any one time, which can be useful for taking on the droid army of the Trade Federation but can cause some serious gameplay issues; for one thing, players share the Credit pool, so your game can end pretty quickly if you get defeated too many times. You also have to be mindful not to stray too far behind; if you linger or get left behind when your friend gets too far ahead, you’ll lose a life, and the game will end that much faster. Players can pick from five Jedi characters – Obi-Wan Kenobi, Qui-Gon Jinn, Mace Windu, Adi Gallia and Plo Koon – who all share the same basic control scheme. There are five control schemes to pick from, but the default sees you using Square, Triangle, and X to swing your lightsaber horizontally, heavily, or vertically, respectively, and Circle being used to jump and double jump. There aren’t any jumping attacks here, but you can string together combos using Triangle, X, and Circle and you can also run by holding R2. If you hold L1, you’ll block incoming attacks; tapping it will deflect laser bolts, which is a great way to defeat faraway enemies but keep an eye on your block meter as this depletes (and automatically fills) over time. You can lock on to the nearest enemy with R1, which also sees you circle that enemy and perform a dodge roll but be sure to disengage the lock on if you’re near an edge or hazard as you’re likely to get hurt or lose a life.

Team up with a friend to double the frustration and difficulty of this clunky hack-and-slash game.

Holding L2 allows you to use each character’s four unique Force powers; this also depletes a meter, and you’ll need to grab power-ups to replenish it, and these powers allow you to perform short, defensive, long-range, and special attacks by holding L2 and pressing Triangle, Circle, X, or Square. To start with, Obi-Wan has a saber dash and tosses a thermal detonator, Qui-Gon unleashes a shockwave to send enemies flying and tosses a pulse grenade, Mace Windu protects himself with a saber shield and also tosses a thermal detonator, Adi Gallia can mesmerise foes and protect herself with an energy shield, and Plo Koon has a saber cyclone attack and stim pack. As you defeat enemies, you’ll gain “Jedi Points”; defeating enemies with style, different combos, or with a variety of attacks rewards more Jedi Points while attacking protocol droids or local Naboo wildlife costs you points. These points are tallied up at the end of each level and can be traded in to extend your health or Force meter and also award new combo attacks and Force abilities, though the game doesn’t list these anywhere, so you’ll just have to remember or make a note of them. Finally, you can also find some helpful power-ups dotted around; beyond the usual health and Force-restoring items, you can grab an extra Credit, hit checkpoints for when you inevitably die, add a special item (like the thermal detonator) to your inventory, extend or power-up your lightsaber, and either refill all your meters or halve them for an added challenge. There are two difficulty modes to pick from, “Easy” and “Jedi” mode; I tried “Easy” and the game still presents quite a challenge. While regular battle droids go down pretty easily, their coloured variants are surprisingly tough and they can send you flying with melee attacks up close or absolutely wreck you with laser bolts from afar if you’re not careful!

Hazards, tough enemies, and annoying platforming sections drag down this ugly-looking title.

The presentation on offer here is pretty good by 2000 PlayStation standards; we get the traditional Star Wars opening and story scroll, pixelated screenshots from the movie, and a full score that is ripped right from John Williams’ orchestral suite. After being treated to a CG opening sequence that strangely places the five main characters in a black void, you’ll behold some of the ugliest polygonal representations of these characters ever created; I don’t begrudge Jedi Power Battles too much for this as this is genuinely what a lot of games looked like back then and, to be fair, the character models don’t look too bad once you’re playing the game and the camera isn’t zoomed in on their blocky faces. They don’t have any idle animations, but their combat moves are pretty swift and satisfying; it’s a shame, then, that the controls are so awkward. Despite allowing analogue control, the game feels very clunky; if you’re not locked on to a target, you’ll swing wildly (and slowly) at thin air and, when you are locked on, you’re trapped in one-on-one combat with the target and vulnerable to other enemies. Where the game really falls apart, though, is in the platforming; in the first stage (a pretty decent recreation of the Trade Federation’s battleship), you’ll need to jump across gaps in bridges, avoid electrified floors and hazards, and hop across pistons. In the second stage, the jungles of Naboo, you need to jump up giant mushroom-like platforms and across large branches and treetops, which is especially difficult to do because of the immovable camera. It can be very difficult to judge where you are and how far away things are from you; while characters do grab ledges to give you some leeway, it’s all too easy to just slip off to your death, be shot out of the air, or miss-time a jump and have to start all over. Gameplay is mixed up a little in the second stage, where you must run away from the Trade Federation’s droid carriers amidst a stampede of dinosaur-like creatures towards the camera in a shameless rip-off of Crash Bandicoot (Naughty Dog, 1996). The game’s environments, while detailed and very true to the movie, are very ugly at times; again, this is just how games were back then but it’s a bit of sensory overload at times as textures warp around you and the game world struggles to stay in one piece.

My Progression:
As I mentioned, I’ve played Jedi Power Battles before in my youth; it was a long time ago but I knew I wanted the game in my PlayStation library once I started seriously collecting for the console, so I was excited to get into it and sure that I’d be able to finish the game one way or another. I picked Qui-Gon Jinn on “Easy” mode and got to work and, to start with, things weren’t too bad; when you’re running through corridors slicing up droids, the game is quite fun. But then you see the gaps, experience the awful jumping mechanics, and see how the game’s graphics are used against you; there’s one point where it looks like you need to jump between these electrical currents, but you actually need to jump along the side of the screen and will die if you drop down, which isn’t clear at all. Later, your path is blocked by some Droidekas, but they’re actually not that difficult to defeat, and you need to battle through some control rooms full of destructible elements to get to the hanger. After avoiding dropping to my death, I battled two bosses; the first was a large droid with two long, spiked arms and a platform for a head and the second was a droid ship that flew around firing lasers at me on a small gantry as droids distracted me. The first was definitely a challenge; the droid is quite large, and it can be hard to outrun or jump over its charge and spindly arms, but the hardest part of the second boss was dispatching the battle droids before they could ruin my chance to parry the bolts back at the ship.

Sadly, the game proved too frustrating for me to experience its later levels and battles.

Things fell apart in the second level, though; after being trampled to death in the opening stampede, I managed to get to safety and was charged with “protecting” Jar Jar Binks, who you’ll spot flailing about in the backgrounds. Before you can do that, though, you have to wade through a small army of battle droids (or, as I did later, simply race past them as it’s faster!) and take to higher ground. This was extremely frustrating as it was really hard to jump to the mushroom platforms; if you fall from too high up even in this section, you’ll die, to say nothing of being pummelled, blasted, or falling as you traverse the higher path. This sets you back quite a bit but there is an extra life you can snag before the mushroom tree, effectively giving you infinite continues; once you pass it, you enter a cave and must battle a giant worm creature. This thing appears to only be vulnerable on its underside, but it spits out these homing projectiles that can stun lock you, slams into the ground, and spins around with a tail attack. Deal enough damage and it retreats to the side and spits out small termite-like creatures, but this was where I had to call it a day as the worm just decimated my health bar in seconds and I didn’t want to have to play through the frustrating jungle section to try it again. It’s a bit of a shame as well because I know that later levels of the game represent other aspects of the movie, such as infiltrating the Naboo capital, utilising vehicles, and battling Darth Maul. There are also additional characters you can unlock after completing the game, such as the aforementioned Darth Maul and even Queen Padmé Amidala (who plays differently since she doesn’t have any Jedi abilities). Unfortunately, there are no passwords or cheat codes to help with progression in this game, doubling frustration and disappointment; once all your Credits are exhausted, you have to replay the last stage from the beginning, which is very tedious with the stunted camera and janky controls, all of which meant that I was barely able to limp through the first mission let alone even consider trying to conquer the Naboo jungles again!

I waited for years to play Star Wars: Episode I: Jedi Power Battles again; I had fond memories of it from my youth and was really excited to get into it, but it seems that my memories were tainted by time. Although the game has a bombastic score and aspects of the lightsaber combat are exciting, it looks atrocious, even by PlayStation’s standards, and the controls are sluggish and awkward. This probably wouldn’t have been so bad if it had been a mindless hack-and-slash with simple push/pull puzzles and a bit of jumping, but placing such a great emphasis on platforming when your depth perception and game engine are already frustrating is just asking for trouble. The game offers quite the challenge, even on “Easy” mode and even more so in two-player; just targeting and attacking an enemy without being blasted by another or slipping to your death is hard enough, to say nothing of the needless limitation on continues and messed up controls. It’s a shame as I was really looking forward to slicing my way through a fun melee title, but I don’t think I’ll be coming back to Jedi Power Battles any time soon. But perhaps you’ve beaten it without any issues. Perhaps I’m missing something, like playing as a different character or not sucking so hard? Maybe you know of a better Episode I­-branded videogame? Whatever the case, there’s a comments section below and my social media is always open to hear your thoughts, good or bad, so feel free to share them and go check out my other Star Wars content!

Game Corner [National Superhero Day]: Marvel: Ultimate Alliance 2 (Xbox 360)


In 1995, Marvel Comics created “National Superhero Day” and, in the process, provided comics and superhero fans the world over with a great excuse to celebrate their favourite characters and publications.


Released: 15 September 2009
Developer: Vicarious Visions
Also Available For: Nintendo DS, Nintendo Wii, PC, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation Portable (PSP), Xbox One

The Background:
Few videogame publishers are as closely associated with Marvel Comics than Activision, who have been spearheading adaptations of some of Marvel’s most popular characters since 2000. Of course, these weren’t all smash hits but some of their titles are counted as being among the best outings for the likes of Peter Parker/Spider-Man and the X-Men. In 2004, Activision teamed with Raven Software and achieved big success with X-Men Legends, a team-based brawler that mixed role-playing elements and co-op gameplay, and its sequel, so the two expanded to incorporate the larger Marvel universe with Marvel: Ultimate Alliance (Raven Software, 2006), a sadly delisted title that was met with generally favourable reviews. For the sequel, Activision turned to Vicarious Visions, who developed the game engine for the first game, and tweaked the gameplay to focus on team-based “Fusion” attacks to encourage players to experiment with different character combinations. Rather than tell an original story like the first game, or deliver on the many optional endings for Marvel: Ultimate Alliance, the sequel drew inspiration from the controversial “Civil War” story arc (Millar, et al, 2006 to 2007) that saw Marvel’s heroes divided over a governmental registration act, though the game was met with positive reviews. The action-packed gameplay and branching storyline were particularly praised, though some decried the stripped down roleplaying mechanics; the game was also delisted in 2020 and it would take just under ten years for another developer to produce a third entry.

The Plot:
After a series of devastating attacks on the United States, the American government passes the Superhero Registration Act (SRA), forcing all super-powered individuals to act under official regulation, to reduce the chaos that results from their battles. The superhero community is left divided; Tony Stark/Iron Man and his followers champion the Act while Steve Rogers/Captain America and his oppose it, but the two warring factions soon find themselves battling a new enemy that threatens global peace. 

Gameplay:
Like its predecessor, Marvel: Ultimate Alliance 2 is a team-based brawler with limited roleplaying mechanics, exploration options, and puzzle elements. Players can (eventually) assemble a team of four from a roster of around twenty-five characters, many of which return from the last game alongside some newcomers, though your options are limited by story-mandated restrictions and the decision you make partway through to side with the Pro-Registration side or the Anti-Registration side. Regardless of which character you pick, your basic combat and control mechanics remain the same: tapping A executes a light attack while B throws a heavy attack; you can hold B to charge up a stronger strike and mix these together to form basic combos, such as a pop-up attack to break an opponent’s guard. X lets you activate doors and consoles, grab anything from crates to cars to toss at enemies, pull shields off foes and even grab enemies to pummel or throw them to their doom. Y lets you jump; press an attack button in mid-air and you’ll crash to the ground with a slam and press Y again for a double jump or to web-sling, fly, or dart along on a glider or ice bridge depending on who you’re playing as. The Left Bumper allows you to block incoming attacks or dodge out of the way by wiggling the left stick at the same time; there are also times when you’ll need to hit LB to deflect incoming projectiles. The Right Bumper allows you to heal yourself or your allies or revive a fallen comrade as long as you have a Heal Token in stock; these are found scattered across each location, usually spawning in during boss encounters or after defeating enemies, and you can hold up to two at a time.

Characters boast new superpowers and can combine abilities in devastating Fusion attacks.

Although up to four players can play Marvel: Ultimate Alliance 2 simultaneously; you can also play alone with some competent A.I. companions and freely switch to another character using the directional pad when playing solo. You can press in the right stick for a handy arrow to point you to your next objective or bring up the game map from the pause menu. Each character as a life and stamina bar; the former is filled when you collect red Health Orbs or level-up and the latter fills automatically, and each character also comes equipped with their own Super Powers, which you activate by holding the Right Trigger and pressing A, B, X, or Y. Many of these are shared across characters, but with a unique flare to each; Spider-Man can web enemies towards him, for example, while Matt Murdock/Daredevil homes in with his grapple cane, but both can lash at foes with their whip-like weapons. Most characters tend to have a ranged attack (Johnny Storm/The Human Torch’s flaming projectiles, Iron Man’s Repulsor blasts, Ororo Munroe/Storm’s lightning strikes, etc) and a clearing attack (Doctor Bruce Banner/The Hulk’s ground pound, Doctor Reed Richards/Mister Fantastic’s tornado spin, and Remy LeBeau/Gambit’s kinetically-charged card barrage, etc), but some also have abilities that buff either their attacks or their team (Doctor Jean Grey/Phoenix can automatically revive characters or add fire damage to her attacks, Danny Rand/Iron Fist’s “Healing Hand” technique heals him, and Captain America can temporarily reduce the damage he takes, for example). Not only can these be improved by earning experience points (XP) and levelling-up and spending “Ability Points” (AP) in the character menu, but you can now combine powers for powerful “Fusion” abilities. As you dish out damage, you’ll build up the Fusion Meter and you can store up to two Fusion Stars at once and combine powers by holding the Left Trigger and pressing either A, B, X, or Y to team up with one of your allies. This produces various effects depending on the combination but, again, many of them are very similar and only made unique by the way the characters team up. For example, you can perform the iconic “Fastball Special” by combining James “Logan” Howlett/Wolverine, Daredevil, Iron Fist, and Mr. Fantastic with bruisers like the Hulk, Ben Grimm/The Thing, or Mac Gargan/Venom. Venom, Hulk, and the Thing can also do a dual stomping attack and you’ll be able to suck enemies in with tornados from the likes of Storm and Thor Odinson while adding elemental attacks to these twisters with the Human Torch and Phoenix.

Puzzles and objectives are simpler than ever and dialogue trees give the illusion of dramatic discord.

No matter the combination of characters, you’ll be prompted to tap A to increase the radius, target specific enemies, or hit successive foes to score extra points and unlock additional abilities and buffs for your characters. Tapping or holding X is also the most common way you’ll be solving the game’s puzzles; generally, you’re tasked with clearing out all nearby enemies and then activating a console or door with X, but sometimes you’ll need to push or pull amplifiers and giant batteries to power up (or down) generators or pass through barriers, rip off control panels, or destroy projectors. Other objectives include destroying anti-aircraft guns, defeating certain enemies, activating consoles in the correct order, and moving stone columns around to unlock doorways and paths, and some missions also contain optional objectives (such as destroying weapon stockpiles or teleporter pads) that net you additional rewards. Additionally, while you’re often told over your comms that you need to act quickly, only certain objectives actually carry a time limit (you’re given less than six minutes to defeat certain bosses, dispose of bombs, or escape collapsing facilities, for example) and you’re often given options to pick from in dialogue trees that will earn you buffs for being “aggressive”, “diplomatic”, or “defensive”. However, as near as I can tell, this doesn’t really alter the story or your character relationships like picking between Pro- and Anti-Reg, which will restrict the characters available to you and alter both the bosses and mission objectives you’re given (protecting or destroying a Strategic Hazard Intervention Espionage Logistics Directorate (S.H.I.E.L.D.) convoy, for example, or raiding or defending a S.H.I.E.L.D. base). Other missions will see you joined by an additional fifth character (technically not a non-playable character as many, like Captain America and Nick Fury, are playable) who will provide support; however, you can’t select them during gameplay, and you’ll still be met with failure if all four of your team are knocked out.

Graphics and Sound:  
There’s been a decent graphical upgrade between Marvel: Ultimate Alliance and its sequel, namely in the sense that the game is far less dark than before and environments are a little more varied, though the same issues with things becoming repetitive and visually dull persist despite how many additional destructible elements have been added. The game starts in Latveria and sees you infiltrating both the castle town, with its many statues of dictator Doctor Victor Von Doom, and Dr. Doom’s main castle, a location that featured in the last game and is now far more linear and less confusing. This is true of all of Marvel: Ultimate Alliance 2’s locations; it’s very rare that’ll you’ll need to explore off the beaten track, mazes and repeating areas are pretty much non-existent, and everything is much more straightforward this time around, which is great in the sense that levels tended to drag on a bit and be frustrating in the first game but disappointing as you don’t have much to do in, say, Wakanda, except follow a straight path taking out enemies and gun placements and simply walking past the waterfalls, jungles, and tribal trappings in the background. Additionally, Marvel: Ultimate Alliance 2 is way less fantastical; there are no trips to Atlantis, Asgard, or Hell here and, instead, you have to make do with such inspiring locations as…downtown, the rooftops of Hell’s Kitchen, train tracks, and high-tech facilities. Some, like Phineas Mason/The Tinkerer’s lab, T’Challa/The Black Panther’s throne room, and the Negative Zone prison are actually visually very interesting but, for the most part, this is a far more grounded affair, and the game loses a lot of its madcap appeal as a result since the focus is on the more grounded struggles of the Civil War.

While the characters and cutscenes look good, the game is noticeably less visually interesting than its predecessor.

This disappointment is also felt in the game’s soundtrack, which once again opts for very generic, military-esque tunes and rock-inspired beats that serve only to make the mindless gameplay all the more tedious. The voice acting and cutscenes are a lot better this time around; there’s still an obvious graphical difference between pre-rendered cutscenes and in-game graphics, but there’s more focus on character interactions and debating the merits of the SRA. Characters will continue to offer commentary during gameplay, with Wade W. Wilson/Deadpool regularly breaking the fourth wall and characters alerting you when they’re on low health, plus you sometimes get bonuses and additional dialogue if you have certain characters speak to each other. Character models seem better this time around, though; the animations used to bring their powers to life feel more unique and tailored to each hero, though it is disappointing (though, at the same time, understandable) that the same Fusion animations are recycled for certain team-ups. Once again, you’ll be operating out of various hub worlds, like Stark Tower and the White Star base, where you can chat to other characters and find collectibles, and performing certain deeds during gameplay will net you extra costumes (though, sadly, each character only has one this time around). Unfortunately, though, you won’t be treated to as many bizarre and wacky Easter Eggs or endings as before; you only really get one game-changing choice to make here, meaning there are only two endings to see, which is a shame as I really enjoyed all the different consequences of your actions in the first game and how it led to more replay value, whereas here you’re limited to picking Pro- or Anti-Reg.

Enemies and Bosses:
A slew of disposable goons will be set against you throughout Marvel: Ultimate Alliance 2, from Dr. Doom’s soldiers and robots to S.H.I.E.L.D. forces and the nanite-controlled minions of “The Fold”, a rogue A.I. that springs up in the game’s final act to reunite the warring superheroes. Regardless of who you’re fighting, you’ll come across the same recycled enemy tropes again and again: gun-toting soldiers, grunts with shields, ones who block your attack or inflict elemental statuses on you (such as burning, electrocution, and poisoning), and larger mechs. Helicopters will need to be taken out by tossing their grenades back at them, enemies will fire missiles and rockets at you; some have swords, some need to be stunned with your charged attack, some are shielded, and some toss explosive barrels your way. You’ll also have to watch for flame-spitting turrets, laser guns imbedded in walls, loose wires, and flaming hazards that’ll need a dose of coolant (or Bobby Drake/Iceman’s ice powers) to get past. It all gets very repetitive very quickly; the basic enemies aren’t much of a threat to you with your various powers and abilities but can quickly whittle your health down as they start mixing and matched and increasing in number, with more enemies onscreen than the last game and many of them being called in to boost or interrupt the many mini and main boss battles that you’ll have to contend with throughout the story. Like the last game, a who’s-who of Marvel’s most obscure and memorable villains are encountered throughout the game’s three acts, many of which crop up again, often in tandem with other villains.

The Tinkerer, Lucia von Bardas, and the damn Titanium Man represent a dramatic difficulty spike.

The first supervillain you’ll face is Max Dillon/Electro, who teleports around a church in a burst of electricity, performs an electrical blast attack, and can recharge his powers at the capacitors dotted throughout the area. After that, you’ll come up against Bentley Wittman/The Wizard and Steven Hudak/The Scorcher, with the former capable of erecting a shield and the latter roasting you with flame blasts, but your first real boss battle is against the Tinkerer. The Tinkerer stomps about in a large, spider-like tank mech that fires homing missiles, stamps the ground and sets it aflame, and sweeps that area with a laser blast. He’s also supported by an endless swarm of robotic minions, but you can use these to build up your Fusion Meter to target the Tinkerer’s legs and turn his mech into scrap metal. The Shocker/Herman Schultz’s stunning pulses must then be endured to rescue Carol Danvers/Ms. Marvel, then you’ll have your first of many encounters with the scythe-handed Eric Williams/Grim Reaper, one of the most recurring mini bosses who’s actually pretty tough thanks to his fast speed and quick, targeted slashes. Electro, the Scorcher, the Shocker, and the Wizard all reappear during the chaotic battle against cyborg Lucia von Bardas, which takes place on the deck of a ship. You’ll need to avoid her blasts and destroy the four cannons in each corner of the deck, which is easier said than done as Lucia defends three of them with flaming jets and you’ll have to contend with her supervillain bodyguards. Lucia also rains bombs from the sky, protects herself (and her minions) with energy shields, regularly hovers out of reach, and compounds the entire fight with a time limit. In the last part of the game’s first act, which takes part in Washington, D.C., you’ll have to do battle with Deadpool (who teleports about and riddles you with uzi bullets) and hit a bit of a brick wall when you go up against the mysterious Titanium Man. At first this isn’t so hard (he sends you flying, slows you with a pulse, and showers you with a laser spread) but things get much tougher in the second phase, where he turns invisible, is bolstered by minions and floating cannons, sends out loads of annoying vortexes, and there are no checkpoints during this battle, making it all the more frustrating.

While Bishop and Deathstrike can be aggravating, the Yellowjacket boss fight was actually pretty fun.

After this, you’ll be forced to pick a side and this alters the characters you pick and fight against; I went with Anti-Registration (because, frankly, the was the right choice all along) so I’ll primarily talk about those bosses. First up is a scuffle with Natalia Romanova/The Black Widow, who keeps you at bay with her pistols, cartwheel kicks, and grenades, and your first battle with Colonel James Rhodes/War Machine, who’s basically a mirror of Iron Man and attacks with a rocket-powered punch and missiles, though both are pretty easy fights here, especially compared to the one against Lucas Bishop. Your energy attacks will actually heal the grenade-toting Bishop, so try to focus on physical attacks, but you’ll deal the greatest damage against him if you attack and destroy the terminals he plugs himself into. This actually gets pretty tricky as you have to hit three power terminals to cause feedback, then hit four nodes on other terminals to stop him regaining health, and finally hit all six nodes when he draws energy from the middle of the terminals, all while avoiding his rushes and shockwave attacks. In comparison, Melissa Gold/Songbird is a bit of a joke since all you have to worry about are her pink sonic waves, but the difficulty ramps up again when you butt heads with Yuriko Oyama/Lady Deathstrike, who attacks with her Adamantium claws like a whirling dervish. Though the Thing saves your ass, you’ll have to contend with S.H.I.E.L.D.’s soldiers and robots in the second phase; Deathstrike will repair these mechs, so it pays to quickly take them out, but that’s not easy thanks to her speed and aggression. Thankfully, this is followed by a fun and visually interesting fight against Doctor Henry “Hank” Pym/Yellowjacket, who pounds and slaps at you in his gigantic form; you need to attack his massive fists to build up your Fusion Meter and stun him, only then can you unleash a Fusion attack to deal big damage to him, though you’ll have to watch for his double-fist slam and the minions who swarm the rooftops. When in the unstable chemical plant, you’ll have a quick run-ins with Bullseye (who I had no issues with despite his triple-shot projectile), Simon Williams/Wonder Man (who’s also not too hard despite teleporting about the place and sporting powerful melee attacks), and even an unexpected alliance between Jennifer Walters/She-Hulk and Mark Raxton/Molten Man that sees you avoiding the former’s jumping slams and the latter’s flame bursts.

You’ll face different bosses depending on which side you choose, which also impacts the game’s difficulty.

You’ll also contend with a more formidable version of War Machine and have a brief fight with Iron Man (who’s basically the same as War Machine but with fancier laser attacks) before he tags in Mr. Fantastic (who’s actually a bit of a pain thanks to his stretchy limbs bursting up from the floor and his tornado spin). Iron Man and Mr. Fantastic prove quite the double team when you battle them together; even with Captain America on hand to help and with victory coming by defeating Iron Man alone, this can be a tough fight as Mr. Fantastic sometimes glitches and perpetually spins in place and Iron Man flies around the arena sending energy projectiles your way. Finally, you’ll need to help Nick Fury dispose of some bombs while fending off a joint attack from Doctor Norman Osborn/The Green Goblin and Venom; the former flies around dropping grenades or tosses pumpkin bombs in your face while the latter attacks with their tendrils and even webs up the bomb disposal vent and commandeers the Goblin’s glider! On the Pro-Reg side, you’ll have to quell Eli Bradley/Patriot after your betrayal, fend off Jessica Drew/Spider-Woman rather than Black Widow and Hercules instead of Wonder Man, as well as tangle with Nathanial Summers/Cable, who proves highly resistant to damage, constantly teleports about the place, and forces you to rely on your standard attacks and super powers since there are no minions to help build up your Fusion Meter. Ritchie Gilmore/Prodigy, Angelica Jones/Firestar, Tandy Bowen/Dagger, Piotr Rasputin/Colossus, and Jamie Madrox/Multiple Man also crop up, with the latter being quite the obstacle if you don’t have the right teammates, while Tom Foster/Goliath takes Yellowjacket’s place. Instead of fighting War Machine, Mr. Fantastic, and Iron Man, you’ll take on Iron Fist, Luke Cage/Power Man, and Captain America, with this latter fight complicated by plumes of fire and the Cage and Cap being able to pull off Fusion attacks!

After battling numerous foes, you’ll need all your powers to defeat the nanite-infused Nick Fury.

Before you enter the Negative Zone prison,  Commander Maria Hill hands over a key card without issue and Robbie Baldwin/Penance is subdued and recruited after a brief fight. Terrance Sorenson/Equinox proved much tougher thanks to the nearby turrets and his health-draining elemental attacks, and you’ll battle the nanite-infected Grim Reaper, Bullseye, and Molten Man to rescue Luke Cage and Firestar. To escape the prison with the nanite samples, you’ll take on the combined might of David Cannon/Whirlwind, Karla Sofen/Moonstone, and Rachel Leighton/Diamondback; though Captain America and Iron Man help out, this can be a frustrating fight as Whirlwind is constantly spinning about and minions are always spawning in but focusing on one mini boss can help mitigate the danger. While in Wakanda, you’ll fight off Alexander Summers/Havok (whose concussive powers are bolstered by nearby vibrational pillars), the combined threat of Hulk-clone Rick Jones/A-Bomb and Vance Astrovik/Justice (who shields his nanite ally), and once again deal with the duo of Green Goblin and Venom, this time in the Black Panther’s throne room and with a wider, more versatile space for them to avoid your attacks (though having a flame-orientated character or buffs will help against Venom). Wonder Man and Spider-Woman guard the entrance to the Fold’s Iceland base, with both proving tougher than before, while She-Hulk, Firestar, Colossus, and Whirlwind await inside guarding amplifiers. You’ll also battle the Tinkerer again here; this time, he’s almost constantly shielded by the Fold’s enhanced elites, who you’ll need to destroy in order to deal damage to the mad inventor, though the sheer influx of enemies can make this a gruelling prospect. Finally, after battling on a rising elevator and reaching the top of the Fold’s amplifier tower, you’ll fight the nanite-infected Nick Fury. Using a coloured holographic projection, Fury emulates the powers of other characters and bosses to constantly keep you on your toes; he strikes with lightning, sends out energy pulses, rapidly moves and teleports all over the place, creates duplicates, absorbs and projects energy, blasts out a stream of light, and causes the ground to erupt in flames. Although a frustrating and long-winded bout, this was actually easier than some other bosses; switch characters to whoever’s closest, unleash your rapidly-filling Fusion Meter, and remember to deflect his projectiles when prompted and you should emerge victorious without having to expend a single revive, which is more than I can say for the damn Titanium Man!

Power-Ups and Bonuses:
As mentioned, combat yields XP that levels you and your team up; all characters level-up regardless of whether you use them or not, but levelling-up alone isn’t enough to power-up your team. You need to spend AP boosting their four superpowers and all four will only be unlocked by levelling-up; thankfully, AP is easily earned by beating enemies, rapidly tapping A during Fusion attacks, and smashing crates and other onscreen destructibles. Each character also has “Passive” abilities that can be upgraded in the character menu; many of these are locked to a specific side, so you’ll never have full access to all abilities in a single playthrough, and they provide buffs such as raising your chances of landing a critical hit, allowing more frequent use of your powers, regenerating health, reducing damage, and increasing the stamina you gain. Defeating mini bosses and bosses also rewards you with medals that provide additional “Boosts”; you can manually or automatically equip up to three of these at a time to increase your health, teamwork, resistance to or ability to inflict elemental attacks, and other similar bonuses. It also pays to utilise your comic book knowledge; if you make a team comprised entirely of X-Men or the Fantastic Four, for example, you’ll get an additional boost to aid you. Finally, extra rewards are on offer for performing three “Heroic Deeds” per character; these range from defeating fifty enemies, performing specific Fusion attacks, or using certain superpowers and will unlock a new costume or ability for each character, as well as being a fun aside.

Additional Features:
There are fifty Achievements to snag in Marvel: Ultimate Alliance 2, with sixteen being tied to the story mode alone, though you’ll need to do two playthroughs and experience both the Pro- and Anti-Reg missions to earn them all. You’ll also earn Achievements for completing missions in co-op mode, clearing the game on “Legendary” difficulty, performing ten Fusions with a friend, earning high scores from Fusions, unlocking costumes, collecting boosts, and finding the various dossiers and audio logs scattered throughout the game. You’ll unlock additional characters not just through the story mode, but also by collecting Asgardian Ruins, pieces of the M’kraan Crystal, and Gamma Regulators; some characters’ alternate costumes also act as skins, such as General Thaddeus “Thunderbolt” Ross/Red Hulk and Eddie Brock/Venom. You’ll also find simulator discs scattered about that once again let you take on special simulator missions from the game’s hub worlds, can put your Marvel knowledge to the test in various trivia games for more XP, and will be given the option of starting a new game, with all your unlocks and stats, but at the cost of your existing save file. There is no option to replay previous missions as far as I can tell so you’ll need to start over if you missed anything. I’d also advise making use of the manual save function as often as possible, especially before you pick a side so you don’t have to start right from the beginning to see the other side of the story. If you were lucky enough to own this game before it got delisted, you can also expand the roster with some downloadable characters, like Cletus Kasady/Carnage and Erik Lehnsherr/Magneto, though this feature is obviously unavailable these days; additionally, other versions of Marvel: Ultimate Alliance 2 include console-specific characters, like Eric Brooks/Blade.

The Summary:
I was always hesitant about getting into Marvel: Ultimate Alliance 2, simply because of my hatred for the diabolical Civil War storyline. Even with that bias to one side, I wasn’t impressed that the sequel stripped back the story and scope of the franchise so much; the first game arguably tried to do a bit too much and touch base with a bunch of different locations and characters in the Marvel universe, but at least it embraced the bonkers spirit of the source material and wasn’t as blinkered as the sequel. I really missed the unpredictability at the first game; here, the only replay value is in picking a different side, especially as all characters are available to you in the finale, so all you’re really left with is the new-fangled Fusion mechanic. Sadly, this isn’t as good as the game makes it out to be; once you’ve seen a handful of them, you’ve basically seen them all and they weren’t as impressive as I had hoped. I also wasn’t a big fan of some of the character choices and the lack of extra skins, though overall I think I preferred the gameplay and combat; it’s still mindless and tedious and gets old really quickly, but at least the different superpowers felt a little more dynamic this time. While I have no complaints about the game’s linearity since it made it faster to play, it is a shame that exploration has been cut way back this time around and that many of the level-up and customisation mechanics have been stripped down. Once again, the game’s biggest issue is cramming so much into it; it’s great for a Marvel fan but it does impact the enjoyment and memorability of the mini bosses since a lot of them are just the same thing over and over with the same tactics used to overcome them. Overall, I feel Marvel: Ultimate Alliance 2 is no better or worse than the first game: I miss the different gameplay mechanics and visual variety of the first game, but the sequel feels a bit more refined and focused; I don’t like how grounded and restricted it is, but the graphics and ability options are a step up. I think the best thing to do (if you can afford it) is have both and play them back to back for a complete experience but if I honestly had to pick which one was better, I’d go with the first one since I’m much more inclined to play it and see what wacky endings I can earn rather than seeing the SRA repealed or lessened by the end of this game.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever played Marvel: Ultimate Alliance 2? If so, how do you think it compares to the first game? Which side did you pick and who made it into your team? What did you think to the new Fusion mechanic and the changes to the roster? Were you disappointed that the boss battles were still mostly tedious exercises and that the scope was scaled so far back? Did you ever complete all the Heroic Deeds and simulator missions? How are you celebrating National Superhero Day today? Whatever your thoughts, leave a comment below or on my social media, and be sure to check out my other superhero and comic book content across the site!

Mini Game Corner: Alien³: The Gun (Arcade)

Released: 1993
Developer: SEGA

A Brief Background:
The Alien franchise (Various, 1979 to present) has certainly had a long and complicated history with videogame adaptations that includes real-time strategies, crossover titles, survival/horror experiences, and a fair number of first-person shooters. Similar to how director James Cameron more than met the challenge of delivering a sequel to Ridley Scott’s commercial and highly influential Alien (ibid, 1976), Konami produced a popular arcade port of Aliens (Cameron, 1984) that came to be regarded as one of the best games in the franchise. However, Konami lost the rights to the Aliens license by the time the divisive third film was released; hampered by production woes, delays, and script problems, it took some time for Alien³ (Fincher, 1992) to become a cult favourite for many fans. It was, however, accompanied by two videogame adaptations, the first being a decent, if confusing, run-and-gun adventure, and the second being this arcade-exclusive rail shooter. In many ways a precursor to SEGA’s later success with the House of the Dead series (SEGA/Wow Entertainment, 1996 to 2022), Alien³: The Gun was lauded as one of the best light gun shooters around at the time, one that successfully merged the atmospheric horror elements of the film with the action-packed enjoyment of a rail shooter.

The Review:
I’m tackling my review of Alien³: The Gun a little differently to my other game reviews; it’s still going to be a shorter review because of how short the game is, but I did finish it so I want to go over my thoughts in a little more detail and give it a proper rating. The first thing I need to say is that the game’s title is pretty ridiculous; yes, Alien³: The Gun tells you everything you need to know but could they really not have come up with something a little more interesting and exciting for a subtitle than just The Gun? Secondly, I emulated this game and the ROM I played was a little buggy; elements like the heads-up display (HUD), aiming reticule, foreground, and background would often be invisible or appear corrupted, which was a bit of an issue but I was still able to power through the game thanks to the gift of unlimited credits. Finally, Alien³: The Gun is an Alien³ game only in the sense that it takes place on Fiorina “Fury” 161 and contains locations and Xenomorphs that mirror the film, but it’s actually more like a sequel to the movie and has far more in common with Aliens than the third movie. Rather than playing as Lieutenant Ellen Ripley, you and a friend take on the role of two United States Colonial Marines charged with investigating the Sulaco and cleaning up the rampant Xenomorph infestation on Fury 161, though movie stills are used at certain points to convey story beats like the Alien’s demise from the end of the film. Your standard issue pulse rifle has two basic fire modes; the first is a rapid-fire function tied to a firepower meter and the second sees you tossing out a limited supply of grenades (or “bombs”) to clear all onscreen enemies. If you simply hold down the trigger, you’ll run out of firepower and be left vulnerable as the game automatically moves you through the various corridors and locations; when you input a coin to continue, your bombs will clear a path for you and you acquire a flamethrower to mix things up or restore your health by shooting supplements.

You’ll gun down swarms of Aliens in a game whose action is closer to Aliens than Alien³.

Your main objective is to survive each stage of the game, wipe out any Xenomorphs, robots, or androids in your path, and take out the boss waiting at the end of the stage. There are five stages but, at various points, you’re asked to pick a floor or door or need to shoot through a door to reach a different area, which leads to different routes, thus adding a bit of replay value to the game. You start off on the Sulaco, which is now infested with Alien eggs; Facehuggers leap at the screen and Xenomorph warriors scuttle about on the floors, walls, and ceilings, slashing at you and being left a quivering mess of green goo as you blast off their limbs. Sentry turrets also take shots at you, dead bodies are everywhere, and you’ll be treated to the familiar squeals of defeated Aliens and a few voice samples as you progress. While the Sulaco is obviously based on the location seen in Aliens, right down to the cryo-sleep chamber, the rest of the game’s stages take place either on the storm-swept surface of Fury 161 or in the prison and refinery on the planet. You’ll blast through the mess hall, infirmary, tunnels, and furnace as you go but watch out for the prisoners; not only do you need to avoid shooting them, but you’ll also have to try and save them when Aliens grab them from the vents. Other memorable moments from Alien³ are also surprisingly recreated, such as the scene where the inmates use themselves as bait to trap the Alien in the corridors (they even explode like in the movie), you encountering a Xenomorph in the bowels of the prison, and a final confrontation with the Alien in the lead works. The amount of enemies or prisoners you killed and the damage you took is tallied up at the end of each stage; do well and you’ll gain a higher rank and score higher on the high score table, though this is mainly for bragging rights.

Alien variety is a bit lacking, and nowhere is this clearer than in the final, unimpressive boss.

Although Alien³: The Gun doesn’t feature any of the recognisable music from any of the films, the action comes thick and fast; since it’s a rail shooter, you’re given very little time to breathe and, unlike other light gun games, there’s no cover or reload options so you’re left ploughing ahead into the claws of swarms of Aliens. Weyland-Yutani androids and robots pad out the enemies you’ll encounter, and you’ll see other Alien variants, such as bipedal ones like in Alien³ and “warrior” Aliens like those from Aliens and even Chestbursters (with some even exploding out of the chests of the prisoners!) Each stage ends with a boss battle that basically amounts to you being guided around an enclosed space and blasting at a larger foe until their health bar is depleted; the first boss you’ll face is the “Super Face-Hugger”, a bigger variant that scuttles about, pops back up time and time again no matter how much it appears to be dead, and spits acid at you. After escaping the flaming wreckage of your shuttle and braving the harsh landscape of Fury 161, which is swarming with Aliens and salvage robots, you’ll battle a massive tank-like vehicle. Target its cannons and turrets and it’ll eventually detach and hover in the sky shooting missiles at you! After passing through a pitch-black area with your infrared goggles, you’ll fight a larger Alien drone at the prison entrance. This critter is pretty fast and agile for such a big bugger; it also slashes at you, whips you with its tail, and charges at you with a headbutt and basically sets the standard for the subsequent Alien boss fights. You’ll battle Alien³’s bipedal creature, the “Super Dogburster”, in the bowels of the prison; this one also charges at you and likes to hide behind the many pillars but has the added threat of spitting purple goop from afar to damage you and briefly obscure your vision. After surviving the tunnels, you fight another large Alien by the lead works; this time, you’re stuck in place but it’s pretty simple to stun-lock the Alien until it flees. You catch up to it at the blast furnace and must unload everything you have to force it into the lead works; though it appears defeated, it’ll claw its way back out and you’ll need to shoot the pipes overhead to rapidly cool it and finish it off. After that, you have one last challenge to beat and, thankfully, it’s not a Xenomorph Queen! Instead, you’re confronted by an “unidentified man” (who I assume is Bishop II from the movie) who unloads on you with a flamethrower after learning that you destroyed all the Aliens; simply shoot at him until he stops getting up and you’ll earn yourself a bit of text to wrap things up and a place on the high score table.

The Summary:
I love a good, action-packed light gun game; they’re mindless fun but, sometimes, that’s exactly what you want and Alien³: The Gun certain delivers in this regard. Unfortunately, like its home console cousin, Alien³: The Gun is a little restricted by being associated with the Alien³ movie. It’s pretty obvious that this is an Aliens game dressed up to resemble Alien³; you have all the same weapons, sound effects, and even a few locations from Aliens featuring prominently against the background of Fury 161 to bolster Alien³’s far more subdued and bleak narrative. I can understand that, as it’s hardly exciting to make an action-shooter based on a movie with only one Alien in it, but it begs the question of why anyone thought a videogame adaptation of the slower, more contemplative Alien³ was a good idea. Still, that aside, this is a really fun game; it’s painfully short and light on additional weapons and such, but there’s some great attention to detail sprinkled throughout. You can blast off Alien limbs, destroy many parts of the environment (both for fun and to damage foes), and it’s interesting that the developers added in a limited branching path system; it doesn’t change the game that much, but it adds replay value, if nothing else. The Aliens are fun to blast into smithereens, the weather effects on the planet’s surface add a bit of atmosphere, and I enjoyed how aspects of the film were recreated, especially in the mess hall and candle-lit corridors. The bosses could’ve had a little more variety, for sure; as much as I applaud the game for not wheeling out an Alien Queen, it feels like Alien³: The Gun has less Alien variety than other Alien videogames from around this time and plays things a little too safe by just offering bigger, scarier versions of the Xenomorph. In the end, there are obviously better rail shooters out there, but you could do a lot worse than giving Alien³: The Gun a shot; of all the Alien³ videogame adaptations, it’s the best (though not the most faithful) simply for its brevity and the fast-paced, explosive action it offers.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever played Alien³: The Gun? If so, how do you think it compares to the home console adaptation of Alien³? Were you disappointed to see the bleak, atmospheric Alien³ adapted into an all-action shooter? Which of the branching paths did you take and what did you think to the boss variety on offer here? Are you a fan of Alien³? While Alien videogame is your favourite and how are you celebrating Alien Day this year? Whatever you think about Alien³: The Gun, or Alien³ in general, share your thoughts below or drop a comment on my social media, and go check out my other Alien reviews across the site.

Movie Night [National Anime Day]: Death Note Relight 1: Visions of a God


15 April has been designated National Anime Day to celebrate the stylistic genre, which achieved mainstream success thanks to animators like Osamu Tezuka.


Released: 31 August 2007
Director: Tetsurō Araki
Distributor: Madhouse
Budget: Unknown
Stars: Brad Swaile, Alessandro Juliani, Brian Drummond, Shannon Chan Kent, and Chris Britton

The Plot:
In the Shinigami realm, the mischievous Ryuk (Drummond) regales his fellow Death Gods with tales of his time in the human world, specifically the complex game of cat-and-mouse between Light Yagami (Swaile), who used Ryuk’s killer notebook to punish criminals, and the eccentric “L” (Juliani), a detective determined to bring Light’s alter ego, “Kira”, to justice.

The Background:
Death Note (stylised as “DEATH NOTE”) was a manga created by author Tsugumi Ohba and illustrated by Takeshi Obata that began as a very broad and basic concept regarding Shinigami and a series of strict rules. Ohba and Obata developed a system where they would draft storyboards alongside their editor; Ohba visualised the panels during his downtime and Obata was apparently afforded a great deal of creative freedom for his artwork. Published in Weekly Shōnen Jump between 1 December 2003 and 15 May 2006, Death Note was incredibly successful and widely praised for its art, compelling characters, and complex plots and was so popular that it received an equally well-regarded thirty-seven episode anime between 3 October 2006 and 26 June 2007 and two highly praised live-action, Japanese adaptations. To coincide with the end of the anime, two feature-length specials were produced that retold the story, with new footage linking the condensed format. Many have criticised the films for simply existing as a recap of the anime and a shameless cash-grab, ones that might do a good job of telling a more concise story but ultimately have little appeal for those that have already watched the entire anime series.

The Review:
If you’re familiar with the anime version of Death Note, then Death Note Relight may hold few surprises for you; the bulk of the special’s runtime is made up of re-edited scenes and sequences from the anime, recontextualised into a condensed version of the story that acts as both a celebration of the anime and a fantastic way to digest its first twenty-six episodes or so. Death Note Relight is framed as a flashback, of sorts, a tale told by Ryuk to another, unnamed Shinigami (Unknown) who is bored of their realm and wishes to hear stories of Ryuk’s time on Earth before heading there himself. Although unimpressed by the Shinigami’s gift of a rotten apple, Ryuk agrees to share his tale and the story quickly introduces us to budding criminologist Light Yagami who, angered by the various injustices sweeping the world, vowed to stamp out crime and change society for the better using the titular Death Note, a notebook from the Shinigami world that allows the writer to kill and alter the lives of any names written in its pages, in order to become a God of a new world order.

Using Ryuk’s Death Note, Light executes criminals in order to establish a new world order as “Kira”.

A genius prodigy, Light found himself easily bored in classes and by his academic success; although his curiosity was aroused when the Death Note randomly fell from the sky to the campus grounds, he believed the notebook to be a sick prank but couldn’t help himself from trying it out based on the helpful instructions written inside. Realising that the notebook was legitimate, Light soon found himself consumed by a murderous need to punish evildoers everywhere, and quickly overcame his horror at Ryuk’s appearance, apparently ready to face the consequences of his actions with a blasé arrogance. However, even Light was stunned to find that Ryuk approached him not to punish him, but to enjoy the show, with the only consequences of using the notebook being that Ryuk himself would take Light’s life when the time came and the would-be God would be trapped in purgatory afterwards. Despite these warnings, Light continues to use the Death Note to punish those he deems guilty and quickly becomes renowned as a bringer of justice, with his followers dubbing him “Kira” and praising his actions and swift brutality. Although he isn’t happy with the pseudonym, Light can’t help but be pleased by the following he builds and the influence he’s already having, but his joy is short-lived when he’s publicly challenged by the secretive and equally intelligent private detective “L”. Slighted by accusations of his methods, Light doesn’t hesitate to try and kill L, switching from a twisted sense of moral justice to a manic desire to prove his superiority over his newfound rival, even if it means murdering lawmen or those who dare to speak out against his divine actions.

The eccentric L’s suspicions about Light are accurate but he’s frustrated by a lack of evidence.

Naturally, Kira’s actions quickly attract the attention of the International Criminal Police Organisation (ICPO), who were so confused and frustrated by the random series of heart attacks and murders of criminals that they quickly embrace L’s input despite his controversial methods and odd behaviour. An enigmatic figure whose deductive skills are as legendary as his arrogance, L both shocks his colleagues, including Light’s father, detective superintendent Soichiro Yagami (Britton), and impresses Ryuk with his ability to outsmart Light using body doubles, aliases, and distorted voices. Soichiro and his staff are stunned to find that L (who allows them to address him as “Ryuzaki”) is an emaciated, pale, soft-spoken young man with a penchant for sweet treats provided by his handler, Watari (French Tickner). Regardless, L exhibits near-superhuman insight into the Kira murders; simply by observing Kira’s methods, L accurately deduces Kira’s personality and basically everything about him except for how he executes his victims and his true identity. Naturally, volunteers are few and far between since many quit the case to avoid being targeted by Kira, leaving L with Soichiro and a handful of his most loyal officers at his disposal and L somewhat alienates even these men when he proposes closely monitoring them and their families since he suspects that Kira is closely linked to the police department. This leads to surveillance cameras being placed around the Yagami house and public messages being broadcast to try and flush Kira out but, thanks to Ryuk, Light is fully aware of this and goes to great lengths to continue his studies and his vigilante actions while appearing to be just a fastidious student. Though impressed by this, L remains convinced that there’s more to Light but is frustrated by a lack of evidence, and ultimately agrees to officially bring Light into the investigation when the even more dangerous “Kira II” appears.

Guided by Rem, Kira fanatic Misa will do anything, even kill and shorten her life, to earn Light’s love.

At first, Light is fairly routine in his approach to the Death Note and is content to allow his victims to die of simple heart attacks; however, once he learns of the police investigation into Kira, he starts to become more elaborate and complex in his methods. He threatens Federal Bureau of Investigation (FBI) agent Raye Penbar (Michael Adamthwaite) and his family with death to learn the names of every FBI agent assigned to the case (and then kills him anyway), which sets his fiancée, Naomi Misora (Tabitha St Germain), on a path of vengeance against Kira. A coincidence of fate sees Light cross paths with Naomi, whose attempts to protect herself with a fake name fail spectacularly when Light emotionally manipulates her into trusting him with her true name, thereby allowing him to compel her to kill herself through the Death Note’s power. Thanks to the Death Note’s ability to alter the lives and destinies of those written in it, Light covers his tracks and picks off both criminals and police officers alike to continue operating as Kira, but even he lacks the “Shinigami Eyes” that Kira II, beloved celebrity Misa Amane/Misa-Misa (Kent), possesses. A Kira fanatic who believes so strongly in his work that she’s willing to indiscriminately murder police officers and anyone who dares to speak against Kira, Misa owes her life to the diminutive Shingami Gelus (Michael Dobson), who broke a cardinal rule of his kind and saved her life at the cost of his own; out of loyalty to Gelus, Rem (Colleen Wheeler) guides and protects Misa on her quest to join forces with Kira. Thanks to the Shinigami Eyes, she’s able to seek out Light and pledges to follow his every word if he agrees to be her boyfriend, even entrusting him with her Death Note and happy for him to use her however he sees fit out of appreciation for him, as Kira, unwittingly punishing the man who killed her parents.

The Nitty-Gritty:
The Death Note Relight films are, so far, my only exposure to the anime version of the manga and, from what I’ve seen, there’s certainly enough visual impetus to check out the anime; in fact, the only reason I haven’t yet is simply due to lack of time. The animation and level of detail in Death Note Relight is truly astounding, however; the Shinigami realm, in particular, is a notable highlight. A realm of desolate darkness, gothic architecture, and a veritable bone graveyard as far as the broiling grey clouds allow you to see, the realm is a bleak, nightmarish landscape where the Shinigami sit around, toiling with boredom and unable to find a decent meal. The human world is equally impressive; there’s a fantastic use of lighting and shadows, especially whenever Ryuk appears or Light’s obsessive demeanour is explored, which effectively showcases that Light is seeping further and further into the darkness of the Shinigami world he more he experiments with the Death Note’s capabilities and the more his morality deteriorates. This is also emphasised in the constant framing of eyes; L’s are always half-open and shrouded in shadow, either due to poor natural light or his mop of hair, while Light’s dramatically change colour to an ominous purple-red whenever he’s conspiring to kill to revelling in his sadistic form of justice.

Even the impressive and aloof Shinigami end up subjected to Light’s malicious machinations…

As ever, the most visually impressive and thematically intriguing aspect of Death Note, for me anyway, are the Shinigami; Ryuk appears as a towering, gaunt, gothic figure, never blinking and with a permanent shark’s grin on his face. He observes and comments upon Light’s actions with an unbiased glee, delighting in Light’s murderous actions, and becomes deeply invested in the game of cat-and-mouse between him and L simply because it provides him with a source of amusement for the first time in ages. However, while Ryuk follows Light about, hovering over his shoulder unseen by anyone who hasn’t touched the Death Note, he certainly doesn’t play favourites; he can see the names and life span of others with his Shinigami Eyes but only offers to share this gift in exchange for half Light’s natural life, and rarely offers Light any assistance simply because he finds it amusing to see how Light deals with each obstacle in his path towards Godhood. However, Light coerces the omniscient Shinigami’s assistance in locating the surveillance devices placed throughout his house by threatening to deny Ryuk his beloved apples, which have the same addictive properties to Shinigami as alcohol and cigarettes, showcasing that even a God of Death isn’t beyond Light’s scheming. Ryuk is contrasted by Rem, the skeletal, androgynous (but clearly more recognisably female) Shinigami who has vowed to protect Misa in Gelus’s place. Unlike Ryuk, Rem is far more protective of her Death Note handler; she reluctantly wipes Misa’s memory when she’s held in captivity, threatens to kill Light if he doesn’t find a way to rescue her, actively intervenes to protect her when she infiltrates the Yotsuba Group, and reveals to L and the other officers that Light has been fooling them with fake rules. Rem is horrified both when Misa further shortens her lifespan by dealing with Ryuk and when she realises that Light has manipulated events to take her out of the equation, forcing Rem to kill to keep Misa alive, destroying herself as a result and galvanising Light’s sense of superiority over even the Shinigami.

The intriguing dynamic between Light and L remains despite the special rushing through certain events.

Due to Death Note Relight being comprised of snippets and key moments from the first twenty-six episodes of the anime, there are some issues with the special’s pacing; while I’m familiar with the general story thanks to the live-action films and anyone who’s watched the anime would be able to follow along without much issue, the uninitiated may be put off by how the special breezes through certain aspects of the story, jumping from beat to beat to recap the most narratively important aspects of the anime. Consequently, there’s a disconnect regarding Light’s character, for example; we don’t really get to see him before he acquires the Death Note, which means he appears far more malevolent and self-centered rather than tragic and morally corrupt. A lot of L’s initial mystery is quickly swept aside when Ryuzaki reveals himself so he can work more effectively with Soichiro’s task force, and even Misa’s introduction feels a little rushed considering how important she is to the second half of the story. Regardless, the essential intrigue of Light’s descent into egomaniacal obsession and his tense back and forth with L remain in Death Note Relight; both know so much about each other and yet so little, specifically their true identities, either of which would result in ultimate victory for the other. Light gains a significant advantage when he agrees to team with Misa, but his attempts to manipulate events so he can discover L’s real name are compounded by L’s suspicions about him, which means Light can’t just arrange L’s death without incriminating himself, and L’s incarceration of Misa since she’s far less adept at covering her tracks than Light.

Light’s manipulations put him on track to becoming the God of the new world.

This would spell victory for L if Misa didn’t willingly forfeit her ownership and memories of the Death Note in order to protect Light; however, L is baffled when Light willingly allows himself to be incarcerated and briefly succumbs to despair after his deductions seem incorrect. When Light suddenly changes his demeanour after giving up his own memories as part of a complex plot to manipulate events in his favour, a brief scuffle breaks out between the two that ends with Light being chained to L and uncovering a link between Kira and the Yotsuba Group, which has profited from the killings perpetrated by Light’s patsy, Kyosuke Higuchi (Andrew Kavadas). Higuchi plots to use the Death Note to take over Yotsuba and coerce Misa into marrying him and, when he’s apprehended following an action-packed car chase, L and the others finally learn about the Death Note and the presence of the Shinigami. L is so stunned by this that he completely misses that Light has undergone another dramatic change after reacquiring the Death Note; regaining all of his memories, Light revels in his victory and intellectual superiority, though his plot to murder L stumbles when Misa’s unable to recall L’s true name, forcing her to reduce her lifespan even further to earn Light’s love and respect. Just as L attempts to test the rules of the Death Note, he’s aghast when Watari suddenly dies of a heart attack and all their data is deleted thanks to Rem, who sacrificed her existence to ensure Misa’s safety. Rem also writes L’s name in the Death Note, killing the eccentric and tragic detective and awarding Light ultimate victory. Light plays the part of an enraged, grieving victim well but, once the mourners disperse from L’s grave, Light descends into maniacal laughter; he boasts of his triumph and superiority over his rival and promises to entertain Ryuk further with the creation of his new world. The special comes to an end with Ryuk ruminating over Light’s perceived Godhood and wishing the unnamed Shinigami well in his search for excitement on Earth after all his experiences with Light.

The Summary:
As I mentioned at the beginning of this review, I just don’t have the time or motivation to sit down and watch every episode of the Death Note anime, especially if I was to put together an in-depth review. So, for me, Death Note Relight 1: Visions of a God is a fantastic way to experience the general sense of the anime’s story in a relatively painless two hour stint. I make this distinction only because it can’t be denied that the story suffers a bit from the re-edit; if I were to go into this completely blind, I might find some of the characters a bit one-dimensional, the lore of the world a little undercooked, and the pacing a bit suspect as the story jumps between a series of barely-connected events without much cohesion. However, I am initiated so this isn’t a massive issue for me and all the things I love about Death Note are here, from Light’s unbearable smugness, L’s quirky demeanour, and the always impressive Shinigami. The moral implications of the Death Note and Kira’s actions aren’t delved into too deeply (he’s simply seen as a murderer who needs to be stopped, regardless of who he’s targeting), robbing Visions of a God of some of Death Note’s normal nuance, but the character study and dynamic between Light and L is still fascinating to watch. The sequences are all gorgeously animated as well, with fantastic use of atmosphere and a hard rock soundtrack to give even tense dialogue a bit of a punch, and it ends on a cliff-hanger that’s just enticing enough to encourage a watch of the second part. Overall, I think there’s a lot to like here for die-hard and casual Death Note fans alike but Visions of a God is a must-have for anyone who’s a fan of the series but doesn’t want to waste an entire weekend binge-watching the anime.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Death Note Relight 1: Visions of a God? Did you think it was a bit pointless considering the entire story was told in the anime series or did you enjoy the condensed story? What did you think to Light, his campaign against crime, and his tense rivalry with L? Which of the Shinigami is your favourite and how would you use a Death Note? What was your introduction to anime and how are you celebrating National Anime Day today? Whatever your thoughts on Death Note, or anime in general, feel free to share them in the comments or on my social media.

Mini Game Corner: Alien³ (Mega Drive)

Released: October 1992
Developer: Probe Software
Also Available For: Amiga, Commodore 64, Game Boy, Game Gear, Master System, Nintendo Entertainment System (NES), Sega Genesis, Super Nintendo Entertainment System (SNES)

A Brief Background:
Over the years, the Alien franchise (Various, 1979 to present) has had a long and complicated history with videogame adaptations; from pixelated garbage to first-person shooters, real-time strategies and crossover titles, to survival/horror experiences. Just as director James Cameron more than met the challenge of following up on Ridley Scott’s financially successful and highly influential Alien (ibid, 1976), so too did Konami produce a popular arcade port of Aliens (Cameron, 1984) that is widely regarded as one of the best games in the franchise. Unfortunately, Konami lost the Aliens license by the time the divisive third film hit cinemas; fraught with production issues, delays, and script troubles, Alien³ (Fincher, 1992) might not have been as critically or commercially successful as its predecessors, but in time it became a cult favourite for many fans and it spawned two videogame adaptations: this multi-platform run-and-gun adventure and an arcade-exclusive rail shooter the following year. Unlike its contentious source material, Alien³ was quite well received at the time; reviews praised the presentation and fidelity to the movie, as well as its arcade-style gameplay though some did struggle with the troublesome controls and music.

First Impressions:
At first glance, Alien³ seems to share many similarities with the Aliens (Konami, 1990) arcade game; the visuals, especially the sprites, onscreen text, and environments, are strikingly similar and Ripley even wields many of the weapons featured in that game. However, the moment you actually start playing the game, you realise that it’s an entirely different beast, one that has a bit of an identity crisis. For starters, as mentioned, Ripley is armed to the teeth; she’s got the iconic Aliens pulse rifle, a flamethrower, a grenade launcher, and regular grenades, making her decidedly more formidable than she was in the source material, where the entire point was that she and the inmates had to come up with out the box solutions to deal with the resident Xenomorph. Secondly, and most crucially, the game isn’t just a mindless run-and-gun; instead, you’re given a strict time limit to complete a specific objective in each stage and reach the exit, and the game’s locations take on a far less linear, much more labyrinthine structure that closely mirrors the panic and claustrophobia of the movie. Ripley is tasked with rescuing inmates and destroying the Xenomorph infestation, objectives that are somewhat aided by the onscreen Aliens-style motion tracker and the various vents and ladders that help her to get around each location.

Although heavily armed, Ripley’s greatest challenges are the timer and maze-like levels.

Alien³ utilises a simple control scheme, but one I had to shuffle about a bit; by default, A switches your weapon, B jumps, and C fires, but I swapped fire to A and switch to C as that was more comfortable for me. You can pick between one and nine continues, but these are actually how many lives you have, and whether you want to play on Easy, Normal, or Hard mode. I chose nine lives and the Easy difficulty and still found the game to be quite challenging; the timer is a constant headache, meaning you need a lot of trial and error to find the optimal route around each stage, something that is hampered by dead ends, hazards (such as fans and my pet hate, fall damage), and the Xenomorphs. Aliens will crawl out of the ground and along the ceilings and walls, dropping on you and charging at you, though you thankfully don’t have to worry about them constantly respawning or acid damage. Later, Facehuggers apparently also show up and you have to shake them off with the directional pad, though I never saw any in my playthrough. You’ll occasionally have to make some blind jumps to avoid slippery slopes or make use of moving platforms to reach new areas, as well as activating consoles to open doors (or simply blowing them open with a grenade). If you fail to rescue all of the prisoners in time, a gory scene plays out showing them, and Ripley, succumbing to their Chestbursters, and you’ll have to replay the entire stage from the start all over again, which is a real pain in the ass.

My Progression:
As I said, Alien³ has a bit of an identity crisis. Judging by Ripley’s weaponry and the way the Aliens are presented, it seems like the developers wanted to make something more akin to the action-orientated Aliens but were stuck adapting the most recent movie. The game impresses quite well with its arcade-style graphics; Fury 161 is recreated nicely, including a wasteland up top and different layers within, and Ripley has a basic alternative pose when left idle. Each stage is preceded by a drooling Alien face and the music is quite jaunty, which is at odds with the bleak source material but helps keep you engaged in the action. Sadly, the gameplay and steep difficulty curve are where Alien³ falls apart; the time limit is way too tight and health and ammo pickups are so scarce that it’s a chore just getting through even the first stage. I was just about able to tank my way through to the third stage, where the layout just became too confusing to continue and I was forced to quit.

Sadly, the game’s difficulty, stringent timer, and lack of passwords make progression a chore.

This wouldn’t be a problem if Alien³ incorporated a password system, but it doesn’t; there are cheats out there, but I couldn’t get any of them to work so I’m not sure if I’ll ever progress further into the game, especially as you can’t seem to earn extra lives or continues. Looking ahead, the game sees Ripley venturing into the blood-stained medical wing, a cargo area and butchery also feature, and the game even includes an Alien nest that is, again, visually ripped straight out of Aliens. Xenomorph eggs pop out Facehuggers, slime drools from above, and various ridge-headed versions of the Xenomorph act as “Level Guardians”, spitting acid, jumping about the place, making use of higher platforms, and players will need to fend off two at once in a large industrial area in order to get their final score tally and earn the extremely lacklustre text ending in with Ripley simply leaves the prison without any repercussions. I’m surprised that the developers resisted the urge to have Ripley fight an Alien Queen, as is often standard for Alien videogames, though these boss battles seem to increase in difficulty simply because the area you battle them in increases in size, giving them more places to hide and surprise you with some acid projectiles from behind the prominent foreground images.

Alien³ is a  strange entry in the franchise to adapt into a videogame, and it seems like the developers shared this philosophy; there’s a reason why the game has more in common, in terms of action and gameplay, with the Aliens arcade game than the actual movie on which it’s based and that’s the fact that Alien³  would work much better as a point-and-click adventure or a survival-horror style title, two genres that probably wouldn’t have been successful at the time or on the Mega Drive. It’s not a bad game, really, it’s just the difficulty curve is way too steep; either the game needed a password system or the timer needed to go, but without either it’s a real test of your skill and patience to get anywhere beyond the first few stages. I liked the level of detail, even though things were a bit stiff and janky at times (Ripley sometimes struggled to go down ladders), and the use of gore when you inevitably mess up. The lack of enemy variety was a bit of an issue, though; Alien games, especially  around this time, tended to go a bit bonkers with Alien variants but Alien³ plays things way too safe. In the end, it was a largely forgettable and disappointing experience for me, especially as it could’ve been so much more if the Aliens arcade game had simply been ported instead. Still, maybe I just suck; maybe you actually really enjoyed this game. Maybe you had no issue rescuing all the prisoners and navigating the maze-like levels. Or, maybe, you prefer a different Alien³  videogame, or a different Alien game entirely. Whatever your thoughts and feedback, feel free to drop a comment below or on my social media and be sure to check out my other Alien content on the site.

Movie Night: Madame Web

Released: 14 February 2024
Director: S. J. Clarkson
Distributor: Sony Pictures Releasing
Budget: $80 million
Stars: Dakota Johnson, Tahar Rahim, Sydney Sweeney, Celeste O’Connor, Isabela Merced, and Adam Scott

The Plot:
After a near-death experience,.paramedic Cassandra “Cassie” Webb (Johnson) begins seeing glimpses of the future revolving around Ezekiel Sims (Rahim), a superpowered businessman determined to kill three teenagers before they can kill him in the future as Spider-Women, compelling Cassie to begrudgingly discover the truth of her past and protect the girls.

The Background:
After Sam Raimi’s Spider-Man trilogy (2000 to 2007) proved a phenomenal success, Marc Webb’s reboot films proved sadly mediocre and led to an unprecedented agreement between Sony Pictures and Marvel Studios that allowed the iconic wall-crawler to appear in the Marvel Cinematic Universe (MCU) and Sony to release tangentially-connected spin-offs featuring Spidey’s villains and side characters. Encouraged by the financial (if not critical) reception of their Venom (Various, 2018 to present) movies (and seemingly undeterred after the car-crash reception of Morbius (Espinosa, 2022)), Sony not only signed off on a solo project for Sergei Kravinoff/Kraven the Hunter, but also the enigmatic clairvoyant Cassandra Webb/Madame Web. Created by Dennis O’Neil and John Romita Jr., Madame Web first appeared in The Amazing Spider-Man #210 and significantly influenced Spider-Man’s battles against multiversal forces, but is perhaps best known for her inclusion in the Spider-Man animated series (1994 to 1998), where she was voiced by Joan Lee (wife of the legendary Stan Lee). Writing began on a Madame Web feature while Morbius was still in production and saw numerous rewrites, even after director S. J. Clarkson signed on and retooled it into Sony’s first female-centric Marvel film. Producer Lorenzo di Bonaventura expressed difficulties in adapting Madame Web’s clairvoyance to the screen and emphasising secrecy surrounding the project given her relative obscurity, a fact explicitly addressed by the inclusion of other, more recognisable Spider-Women. The cast appear to have been mislead as to the status of the film in the wider MCU; this may explain the bizarre marketing campaign that saw star Dakota Johnson seemingly openly criticise the film, though she wasn’t the only one. After numerous delays, Madame Web released to scathing reviews; the film made just shy of $100 million at the box office and critics attacked the poor dialogue and script, lacklustre special effects and pacing, and the blatant false advertising regarding three of the lead characters.

The Review:
So, if I had a whole bunch of negativity towards making standalone, Spider-Man-less films about the likes of Eddie Brock/Venom and Doctor Michael Morbius, you can be damn sure that I was baffled to the point of insanity by the decision to make a solo Madame Web movie. Not only is she an extremely obscure Spider-Man character, but her depiction is generally as a wizened, blind mentor who manipulates Spider-Man like a chess piece as part of Marvel’s on-again/off-again insistence on convoluting Spidey’s origins and mythos with semi-paranormal cosmic ideas of Spider Totems and “Webs of Fate”. It’s ironic, really, as the concept could have worked a little better if Madame Web had been depicted as a Professor Charles Xavier/Professor X-type figure, mentoring and recruiting Spider-Women to oppose the Inheritors, despite my dislike for them, because at least then the focus would be on the spider-powered women and not this thoroughly unlikeable paramedic who, despite choosing a carer where she’s sworn to protect lives and being depicted as a workaholic who rushes to do that very thing, is reluctant to help the three girls targeted by Ezekiel Sims. Much of Cassie’s reluctance stems from her lingering feelings of abandonment, confusion about her true self and past, and what’s framed as an unconventional upbringing since her mother, Constance (Kerry Bishé), died during childbirth and Cassie was raised in the foster system, left with only mementos of her mother, Constance’s research into the near-mythical spiders of the Peruvian jungles, and the mistaken, childish belief that Constance cared more about her arachnids than raising her daughter. Consequently, Cassie has a bit of an abrasive edge to her; while she tirelessly works to save lives alongside her friend and partner, Ben Parker (Scott), she’s uncomfortable with receiving gratitude for this, has no idea how to act around children, and would much rather spend time in her apartment with a local stray cat than socialise with her colleagues or even Ben’s pregnant sister-in-law, Mary Parker (Emma Roberts). Her anxiety and social awkwardness is only exacerbated after she nearly drowns and is sporadically bombarded by visions of the past and near future, all framed by a mysterious web-like pattern, though she initially dismisses these visions and it takes her a ridiculously long amount of time to realise that they’re not only true, but that the fates she is witnessing can be changed.

Three girls destined for greatness must rely on Cassie’s sporadic clairvoyance to survive.

Central to her visions are four individuals – a violent killer clad in a somewhat-familiar spider-themed costume and possessing superhuman strength and spider-like abilities, and three twenty-somethings teenagers that Cassie sees horribly murdered by this assassin time and again. As fate would have it, their destinies are all intertwined and lead Cassie to encounter the three girls individually to establish some surface-level characteristics for the three that are partially developed as the film chugs along. Julia Cornwall (Sweeney) is the quiet, shy girl who’s struggling with her parents’ divorce, Anya Corazon (Merced) is both book smart (she literally wears a t-shirt proclaiming her love of “math”) and dealing with fending for herself after her father’s deportation, and skater Mattie Franklin (O’Connor) is the streetwise rude girl with a chip on her shoulder since she comes from money. The three couldn’t be more different but quickly form a genuinely enjoyable sisterhood after they’re saved by Cassie; while initially distrusting of her, they eventually come to believe in her janky clairvoyance after she saves them from Ezekiel multiple times. However, Cassie is seemingly impulsively compelled to do this, and it takes her a while to realise the responsibility she has towards the girls; she routinely abandons them, chastises them, and even jets off to Peru to investigate her origins and undergo a spiritual journey that finally teaches her that she has an obligation to protect the three with her abilities. The three girls do their best with the materials, appearing fun and likeable and adding some pathos to their characters through their shared feelings of abandonment, but the script is rarely in their favour. The same is true for Cassie, who constantly narrates her life like an idiot and acts very irrationally for a paramedic, though eventually she settles into the role of a reluctant surrogate mother and protector to the girls.

Ezekiel targets the girls to save his own life, but is a pretty weak and one-note villain.

The girls are targeted by Ezekiel since he’s been plagued by visions of his death at their hands at some point in his future. Previously working alongside Constance, Ezekiel betrayed and killed her to get his hands on a mysterious spider that granted him his amazing powers, but also cursed him with the knowledge of his impending death. In the interim, he built a vast, indistinct corporate empire and has become obsessed with finding and killing the three Spider-Women who’ve haunted his nightmares, aided by his “girl in the chair”, Amaria (Zosia Mamet), who hacks into the police database and CCTV cameras all over the city to track the girls down. It’s not made clear why the Spider-Women would hunt down and kill Ezekiel in the future, or what he’s done that makes him such a diabolic villain except one confirmed kill, but boy does he like to mumble and grumble about how badly he wants them dead and his desire to ensure he lives on! As if having all the wealth and technology he needs at his disposal isn’t enough, Ezekiel also possesses spider-like powers; he can walk and climb on walls, leap vast distances, possesses superhuman strength and reflexes, and can poison his victims with a touch, eventually causing cardiac arrest. He also seems to display some degree of clairvoyance and psychic power to rival that of Cassie, communicating to her on the astral plane at one point, and dresses in an admittedly cool looking outfit when out on the prowl. How he changes in and out of this isn’t made clear either, however, as he’s often seen wearing the form-fitting suit in one scene and then fully in his business attire in the next with no explanation, and he’s routinely humiliated by Cassie since she can anticipate his actions ahead of time. While Cassie doesn’t demonstrate the same superhuman powers, the three girls do in the frantically-edited visions of the future, though it’s unclear how, when, or why they gained superhuman powers. Ezekiel does, however, share his powers with the mysterious Las Arañas, a secret Peruvian tribe who dress in makeshift jungle attire that’s very similar to Spider-Man’s and try to save Constance when she’s wounded, delivering Cassie and then later making her realise that her mother ventured into the jungle to save her, not because she didn’t care about her. Frankly, I find this whole aspect to be borderline insulting; I hate the idea of a tribe of Spider-People and of a spider species that can grant these powers as it diminishes Spider-Man’s uniqueness, though the depiction of the spider-powered people clambering and leaping about the place is pretty good and surprisingly horrific, especially when Ezekiel is tossing bodies around in Cassie’s visions.

The Nitty-Gritty:
There’s a shared feeling of abandonment between the four female leads; all of them feel like outsiders to some degree, isolated from others and even their families since they either don’t have a parental figure, or their parents don’t seem to care about them. While their individual personalities initially clash because of their different backgrounds and current social standing, they quickly bond once they realise how much they have in common, with the three girls, especially, forming a makeshift sisterhood due to their current circumstances. Although Julia is Cassie’s most vocal supporter, they initially believe she’s either crazy or just another adult they can’t rely on and decide to go against Cassie’s warnings and fend for themselves, an action that very nearly sees them all killed by Ezekiel before Cassie intervenes. She chastises them, angry at their irresponsible and reckless actions, but struggles to give them the answers they want and to properly care for them since he’s apparently so maladjusted that she can barely stand to be around her handful of friends, much less look after three scared teenagers. Thus, she turns to Ben to shelter the girls while she tries to find answers in Peru; this turns out to be a good decision since Ben is a much more emotionally stable individual. He deeply cares for his sister and is extremely excited about being an uncle, but is also devoted to his friend and partner, to the point where he resuscitates Cassie after she drowns, begs her to socialise with his family and their colleagues, and agrees to look after the girls even though he has no idea what kind of danger they’re in. As good as Adam Scott was in the role (I particularly liked the banter he shared with Cassie, which hinted at a former attraction, and his struggles to keep up with the girls), the only reason he’s here is for fan service: yes, he’s playing the future Uncle Ben and, through him, we even see the birth of his nephew (who ridiculously goes without a name) and get hints towards his future, despite Madame Web taking place in its own separate continuity from previous Spider-Man movies. There’s also something really weird about Julia, Anya, and Mattie all being older than Peter and the frustration of the three running around in normal street clothes instead of the awesome Spider-Women suits we barely get a glimpse of in their future.

In the absence of the Spider-Women, we’re left relying on Cassie’s visions and Ezekiel’s threat.

Yes, Madame Web is another great example of Sony lying to us; the trailers and posters showcased Julia, Anya, and Mattie as fully-empowered Spider-Women but this isn’t the case at all. I guessed that we wouldn’t see them suit up until the very end, but the truth is far worse; they only wear their costumes in fleeting visions, with no explanation of how they get their powers, and the film has the gall to setup a potential sequel that actually addresses these issues, but to me it’s a dropped ball that completely derails the movie. The bulk of Madame Web is focused on Cassie’s struggles to reconcile her past and understand her newfound powers; there are numerous scenes of her witnessing snapshots of the future, meaning we get a lot of time loops and confused looks from Cassie that border on the maniacal as she tries to understand what’s happening. Primarily, though, these visions are used as fake outs; almost every time, the scene will show Ezekiel coming in, wrecking fools, and killing his targets in an almost effortless manner, only to suddenly snap back to Cassie and show her taking action to avoid this fate. It’s all very reminiscent of the Final Destination films (Various, 2000 to present), which is fitting but kind of lowers a lot of the stakes since you can just assume every violent scene or action sequence is just a vision. When Ezekiel does get a chance to fight, he’s effectively peerless; none of the protagonists have the strength or ability to go toe-to-toe with him, meaning Cassie drives a lot of cars into him and catches him off-guard with her clairvoyant powers, leaving him perplexed and looking stupid. When the Las Arañas appear, it’s all shot with an unsettling, nightmarish shaky-cam filter that makes their appearances and abilities not only difficult to pin down, but also appear needlessly cartoonish.  There are some decent effects at times, such as when Cassie takes her spiritual journey and interacts with the Web of Fate and the lingering memory of her mother, and things are surprisingly grounded for a Sony Spider-Man-adjacent movie, with Ezekiel being unable to swing from webs and more reliant on his physical abilities. This, in conjunction with his intimidating costume, does paint him as a formidable figure; he’s almost like a slasher villain at times, draining the life from his victims, breaking their limbs, and pouncing like an animal, but this persona is awkwardly juxtaposed with his pandering civilian identity, where he may as well twirl an old-timey moustache as he spouts generic villain dialogue with little charisma or conviction.

Cassie accepts her fate to defeat Ezekiel and mentor the future Spider-Women.

So, all these recent revelations help Cassie make sense of her mother’s notebooks; while she previously resented Constance’s apparent fixation on her spider research, she realises that her destiny has been intertwined with Ezekiel’s since before her birth and takes herself to Peru to find answers. There, a Las Arañas, Santiago (José María Yazpik), helps her to realise that her mother was trying to cure her of some disease and that she has a greater destiny, one that will bestow her with “great power” once she accepts the “responsibility” that comes from her abilities. Before, she saved and sheltered the girls simply because it was the right thing to do; she had little interest in watching over them or bonding with them, or of their greater destinies as Spider-Women, but her spiritual journey motivates her to actively shield them from Ezekiel’s wrath, and gives her greater control over her future sight. After rescuing them and allowing Ben and Mary to get to safety, Cassie takes the girls to a fireworks warehouse and they finally set aside their differences to set a trap for Ezekiel, planting flares all over the place to cause a series of explosions. This actually causes quite a few issues for the protagonists, however, as the explosions destroy the helicopter Cassie called in to rescue them and eventually sees Julia, Anya, and Mattie separated and facing fatal falls. Luckily, Cassie masters her powers enough to…somehow…spiritually duplicate herself long enough to help the three to safety, incurring Ezekiel’s anger. Despite him being haunted by very specific visions of his death at the hands of the three Spider-Women, Cassie changes his fate and claims that she was always the one who was destined to end him (which doesn’t seem true, but okay) and lures him onto unstable ground, eventually causing him to plummet to his death and be crushed by debris. Cassie also takes a plunge but, luckily, she taught the girls CPR earlier and they’re able to revive her, though she’s not only inexplicably left paralysed with no explanation but also winds up blinded by a stray firework. Still, she’s not bothered by this; in fact, the film ends with her happier than ever since she can now, presumably, use the full extent of her psychic powers and clairvoyance to see and understand the future and is prepared not just to take on the three as their foster mother, but to mentor them into the Spider-Women they are destined to become…effectively ending the film where it really should’ve started! Like, why not have Cassie already be infirm but fully empowered and training, say, Julia, showing their origins through flashbacks and exposition, and have Julia be the point woman in recruiting Mattie and Anya when Ezekiel, an Inheritor assassin, targets them? It could’ve been Sony’s answer to the X-Men, in a way, and even take place in the same universe as their other pointless spin-offs, and might’ve been more enjoyable because then we would’ve gotten to see the gorgeous Sydney Sweeney in their slick, form-fitting Spider-Woman costume for a lot more of the runtime!

The Summary:
I went into Madame Web expecting it to be bad based on the trailer, the disaster that was Morbius, and my dislike for the concept in general. I tried to have an open mind, however; the cast, for example, intrigued me, as did the costume design, and to be fair there is the ghost of a semi-decent idea here, it just would’ve worked better as a side plot in a Spider-Man film or reworked to have Julia Carpenter/Spider-Woman at the forefront, with Cassie as a mentor figure. Any goodwill the film might’ve gotten from its Spider-Woman costumes is flushed down the toilet since we barely get a good look at these and the girls don’t even become Spider-Women in the movie; Ezekiel’s costume and action scenes somewhat make up for this, but he’s such an ineffectual and confusing villain that it’s hard to care when he’s onscreen. The relationship between the protagonists was somewhat enjoyable; I liked how the girls bonded, their shared feelings of abandonment, and them coming together as a surrogate family, but it’s executed so poorly and, although the girls do try, they’re all hampered by a really awful script. Dakota Johnson suffers from this the most, I think; she was some weird, awkward silences and quirks and is forced to spit out some really awful dialogue and nonsensical exposition. Add to that the fact that Cassie is a weird and pretty unlikeable character, abandoning and yelling at the girls even though she’s supposed to be a paramedic and you have a main character who’s hard to relate to, a villain as flat as a piece of paper, and three boisterous young girls who are completely wasted in this travesty of a film. It’s more than a step back for the genre; Madame Web harkens back to a time when superhero movies were not only afraid to use codenames and costumes, but outright ashamed of them, delivering cookie cutter dramas that falter at the first hurdle. It’s a sad state of affairs and I have lost all hope for Sony’s future Spidey-adjacent movies, and my expectations were already at the bottom of the barrel to begin with!

My Rating:

Rating: 1 out of 5.

Terrible

Did you enjoy Madame Web? If so…what’s the matter with you? What did you think to the performances and the dynamic between the four protagonists? Were you disappointed that the girls didn’t actually become Spider-Women in the film? What did you think to Ezekiel, his characterisation, and the nonsense about the Las Arañas? Do you think a Madame Web movie could ever work, or would you rather see a Spider-Woman take the forefront? Which Spider-Woman is your favourite? I’d love to know your opinion of Madame Web, so leave a comment below and be sure to check out my other Spider-Man and Marvel content.