Movie Night [PokéMonth]: Pokémon the Movie: Genesect and the Legend Awakened


Upon the release of Pokémon: Blue Version and Pokémon: Red Version (Game Freak, 1996), a new craze swept through playgrounds across the world. Entire generations grew up with Pokémon as clever marketing saw Nintendo’s newest franchise become a massively lucrative and popular multimedia powerhouse that endures to this day. Accordingly, February 27th is now internationally recognised as “National Pokémon Day”, which I’m expanding to an entire month of Pokémon every Tuesday in February, which is even more fitting given that February 6th is the day that Mew successfully gave birth to my favourite Pokémon, Mewtwo!


Released: 13 July 2013
Director: Kunihiko Yuyama
Distributor: Toho
Budget: Unknown
Stars: Sarah Natochenny, Miriam Pultro, Scottie Ray, Samia Mounts, Eileen Stevens, Jason Griffith, and Ikue Ōtani

The Plot:
Ash Ketchum (Natochenny) and his friends arrive in Pokémon Hills, where a Red Genesect (Ray) and its brethren seek to forcibly make their home. This attracts the attention of the Unovan Mewtwo (Pultro), who seeks not only to challenge the Genesect’s power but to shield them from the abuse of their human creators.

The Background:
It would be foolish to deny how influential Pokémon (Nintendo/Creatures/Game Freak, 1995 to present) has become ever since the first games were released. The success of the game is only ever half the story when it comes to Pokémon, however; the franchise has dominated a wide variety of media over the years, thanks in no small part to the still-ongoing anime series (1997 to present). Following the financial success of the aptly-titled Pokémon: The First Movie: Mewtwo Strikes Back (Yuyama, 1998), animated feature-length productions became commonplace for the franchise, with fifteen released by 2013 and the last three focused on promoting the fifth generation of the videogames. Reportedly, Genesect and the Legend Awakened drew inspiration from New York City for its setting but the main story surrounding the film was its inclusion of Mewtwo. While this isn’t surprising considering Mewtwo is one of franchise’s most popular characters, what made this different was that this version of the character was entirely new due to legal issues and therefore more recognisably female. Debuting at number two at the Japanese box office and going on to become the tenth highest-grossing film of the year in Japan, Genesect and the Legend Awakened received mostly mixed reviews; some praised for its darker tone and cinematic scope while others criticised the inclusion of a new Mewtwo and largely derivative plot.

The Review:
By the time of Genesect and the Legend Awakened, the anime was firmly entrenched in the Unova region and Ash and his faithful friend Pikachu (Ōtani) were traveling alongside Iris (Stevens), a Gym Leader specialising in Dragon-Type Pokémon and accompanied by Axew (Kayzie Rogers), and Cilan (Griffith), another of the region’s Gym Leaders who favoured Grass-Types. My experience with these seasons of the anime is almost entirely limited to the feature films that were released around this time, though the dynamic between the three really isn’t all the different from what was seen between Ash and his other travelling companions; they function as his moral support and guidance, but there are some interesting distinctions, such as Iris being a bit of a wild child and Cilan being very loquacious. The three find themselves in New Tork City, a bustling island metropolis that features a grand park right in the middle (a “Central Park”, if you will), Pokémon Hills, in which various Pokémon roam freely beneath a special dome and where Ash encounters the mysterious, armoured insectoid Pokémon known as Genesect (Stevens). Immediately intrigued by the strange creature, Ash is blown away when it showcases the ability to switch between a bipedal form and a super-fast, aerodynamic form that’s perfect for flying (and sky-surfing), and further stunned when it exhibits the ability to talk using telepathy. Ash and his friends are moved by the lost Genesect’s plight; it’s desperate to return “home” and Ash is determined to help it, only to incur the wrath of its overprotective patriarch, the Red Genesect, who regards all humans as a threat.

Ash and his friends are astounded by the Genesect and the sudden appearance of an all-new Mewtwo.

Luckily, Mewtwo is on hand to defend them, but its priority is safeguarding Pokémon rather than humans; although Ash briefly expresses familiarity with Mewtwo, he mentions nothing of his previous encounters with it and the two are strangers to each other, largely because this isn’t the same Mewtwo he’s met before. While Mewtwo focuses on helping the Genesect and defending the local Pokémon, Ash and the others are also assisted by a concerned Sableye (Bill Rogers) that’s driven from Pokémon Hills by the Genesect’s aggressive invasion, and befriend the friendly, childlike Genesect they first encounter. This friendly Genesect opposes Mewtwo’s belief that all the Genesect crave destruction and simply wants to go home, where its beloved Panna Lotus flowers bloom, a desire shared by its brethren and which makes them susceptible to the Red Genesect’s destructive whims. As ever, Ash is shadowed by Jessie (Michele Knotz), James (Carter Cathcart), and Meowth (ibid) of Team Rocket and meet a new friend, Eric (Jake Paque), a park ranger who oversees Pokémon Hills and brought and ancient Panna Lotus flowers there from Absentia Natural Park, an achievement he’s very proud of given the rarity of the flowers. Naturally, Eric primarily delivers exposition regarding the city and its famous Pokémon reserve and realises that the Genesect’s invasive nest poses a significant threat to the city as it directly siphons its power supply and he proves instrumental in restoring power to the city while the genetic Pokémon engage in a furious battle. Team Rocket’s desire to kidnap Pikachu gives way to a plot to capture the Genesect, and Mewtwo, not to curry favour with their boss but to realise their own ambitions for power. Of course, they’re easily dispatched by the Genesect, once again reducing them to a throwaway gag that has little impact on the plot. Similarly, there’s not much for Iris or Cilan to do here; when they are useful and bring a bunch of wild Pokémon to help quell the Genesect’s attack, they quickly realise that the brutal fight is misguided as the Genesect simply want to live in peace and are largely being forced to attack by the red-hued leader.

Mewtwo is compelled to help the Genesect, but the Red Genesect is determined to enforce its will.

One of the things I absolutely loved about Mewtwo Strikes Back was the sense of mystery and foreboding surrounding Mewtwo (Philip Bartlett). The entire opening sequence was devoted to its tragic origins and painting it as a destructive and slighted Pokémon, and from there it was kept shrouded in shadow and mystery before its big reveal. Much of that is tossed out of the window here; Mewtwo is the first character we see onscreen, blasting through the skies over the Unova region, and she is presented as being sociable with local Pokémon and enjoying testing her limits by freely assuming her Mega Mewtwo Y form. Although Pokémon are rarely identified by their gender in the anime (even Pikachu is generally just called “it”), I feel comfortable describing this Mewtwo as a female since her voice is clearly female and her Mega Mewtwo Y form clearly evokes female anatomy, all of which demonstrates that this is an entirely different character from the one we knew before even commenting on her more carefree nature.  In comparison, the Red Genesect and its brethren emerge from dark clouds and cross through frigid mountains, indicating that they don’t enjoy the same freedoms as Mewtwo. The Red Genesect is clearly positioned as the group’s leader; unlike its regular purple variants, it is forceful, commanding, and confident, exuding a maternal protectiveness over its kin and is fully capable of bending the other Genesect to its will when they hesitate to follow its commands. While all the Genesect see others, especially humans as a threat, they’re largely timid and childlike; the Red Genesect, however, is aggressive and forceful, attacking Mewtwo even after she helped its kin and leading the Genesect in an all-out assault against Pokémon Hills in order to build their nest.

The Nitty-Gritty:
The visual inspirations of New York City are undeniable in Genesect and the Legend Awakened; it’s normal for Pokémon to base its regions and towns on real places but the influence is so strong here that New Tork City may as well be the famed City That Never Sleeps. Not only is it a lively megalopolis with a central reservation for wild Pokémon, its skyline is dominated by skyscrapers, sirens are everywhere, it’s lit up at night with hustle and bustle, and humans and Pokémon work together to maintain the city. One thing I will say about the Pokémon movies is that their presentation definitely improved as the years went on; the blend between traditional animation and CGI is far less jarring than before and used to great effect whenever the Genesect and Mewtwo engage in battle or multiple Pokémon fill the screen. The Genesect are very unnerving Pokémon; they’re very rigid and almost robotic, but also capable of unleashing powerful elemental attacks with their different “Drives” and transforming into a faster form at will. Their childlike demeanour and blank expressions are also quite unsettling, making the Red Genesect’s domineering personality all the more unnerving as it barks orders and forces its kin to assert themselves even when they have no desire to.

Inexplicably, we have a new, female Mewtwo who distracts from the enjoyable moments.

So, it’s clear from the moment we first meet this Mewtwo that she’s different from the last one; this Mewtwo enjoys testing her powers, especially her Mega Evolution, even going so far as to breach the upper atmosphere to go beyond her limits. Like its more recognisably male counterpart, this Mewtwo was created by a group of scientists using Mew’s genetic material; however, she endured horrendous torture at the hands of her creators, seemingly destroying them in a bid for freedom and finding acceptance and friendship with Unova’s wild Pokémon rather than being driven to destroy humanity. Thus, just as the male Mewtwo wished to liberate Pokémon from human control and fought valiantly to keep its clones safe from persecution, this Mewtwo is very protective of Pokémon. She doesn’t hesitate to swoop in and carry the Genesect to safety when they’re threatened by an avalanche or to shield others from the Genesect; however, while she has no love for humans, she’s far less aggressive towards them and simply chooses to ignore them rather than directly target them. Mewtwo feels a kinship with the Genesect due to their similar backgrounds; like her, the Genesect were genetically recreated against their will after Team Plasma extracted their DNA from fossils. The comparisons don’t end there; just as Mewtwo was scientifically augmented to have incredible psychic powers, the Genesect were outfitted with powerful laser cannons, and they too also went on a destructive rampage soon after being awakened and have been searching for their place in the world ever since. Mewtwo’s first instinct is to help them but, when the Red Genesect proves hell-bent on destruction, she stands against them purely to protect the native Pokémon. Even now, I find the decision to introduce an all-new Mewtwo incredibly bizarre; I get that there were legal issues, but I feel like a more creative solution could’ve been found, or maybe just excise Mewtwo from the script altogether as it’s really weird that another Mewtwo was created by the exact same methods and resulted in an almost identical character; maybe if she had been shiny or spent the entire time in her Mega Evolution form it would’ve helped but, as is, it’s very confusing and distracting from everything else happening in the film.

After a selfless sacrifice and a vicious battle, the Red Genesect finally ceases its relentless attack.

Since Mewtwo so strongly associates with the Genesect’s plight, she’s eager to help them but is met with aggression at every turn from the Red Genesect, which refuses to listen to reason and forces Mewtwo to battle it in the heart of the city in an action-packed fight that resembles a kaiju battle! Mewtwo’s Mega Evolution gives her the speed and power she needs to match the Red Genesect’s unrelenting assault; she shields herself from its energy beams, vanishes in the blink of an eye, and moves so fast that time slows around her. Once again, Ash is compelled to throw himself in the line of fire to shield innocents from the Genesect’s relentless attack, only this time it’s the friendly Genesect that takes the hit, sacrificing itself to save its new friend. This only compels the Red Genesect to redouble its attack, however, which Mewtwo is more than willing to match; using her Mega Evolution, she takes on the Red Genesect and three remaining kin all by herself, easily dodging and countering their attacks with her blinding speed. Unfortunately, the city’s power supply is damaged during the fracas and the nest goes up in flames, trapping and threatening all within. Thankfully, the downed Genesect is revived by the sight of its beloved flowers and fights to put out the flames alongside the other Pokémon, saving the other Genesect and proving to them that they need not fear the world. Blinded by rage, the Red Genesect refuses to back down and even opens fire on its brethren; frustrated by the creature’s stubbornness, Mewtwo pushes herself beyond her limits to force the Red Genesect into the upper atmosphere, where they both finally realise that their lives have more meaning than pure destruction and that even anomalies such as them can coexist in the world. Moved by the sight of a world without boundaries, the Red Genesect finally relents, and the other Genesect work alongside the other Pokémon to save the two as they plummet to the ground on re-entry. Thanks to Ash’s friendship and help, Mewtwo relaxes her prejudices against humanity and, in the aftermath, the protagonists help their newfound friends construct a new nest in Absentia Natural Park, where the Panna Lotus flowers are plentiful, finally allowing them to build the home they’ve longed for since their resurrection.

The Summary:   
Genesect and the Legend Awakened is definitely one of the poignant Pokémon movies; generally, the films teach similar messages about acceptance and friendship and equality but, by retreading some of the same ground that we saw in Mewtwo Strikes Back, the film touches upon some of the more mature themes regarding identity and acceptance that made that first movie so memorable. As is often the case, there isn’t much for Ash’s supporting cast to do here, but there’s a decent enough reason for that; the plot is firmly focused on the dynamic and parallels between Mewtwo and the Genesect, especially the hyper-aggressive Red Genesect, which embodies all of the destructive prejudices of Mewtwo’s male counterpart and cares for nothing other than the survival of itself and its kin. This parallel works well in the film, since Mewtwo may not care for humans but she absolutely cares for the safety of Pokémon, and results in some explosive action sequences as we finally see Mewtwo unleashing her true power, but it’s hard to really be that invested since this isn’t the same Mewtwo we’ve come to know. I wish I could say that the movie is able to overcome this but, while it is entertaining in its own right, it just sticks out like a sore thumb; had this been the same Mewtwo, the juxtaposition of one genetically-engineered Pokémon opposing another, one that has learned to set aside hatred and violence, with a less morally inclined counterpart would’ve landed so much better. Ash could also have been more invested in Mewtwo’s battle, rather than simply helping out because he’s such a friendly kid, and Mewtwo’s story could’ve come full circle in a satisfying way. Instead, I just can’t help but keep asking why there’s another Mewtwo, how she can possibly be so similar to the other one, or wondering where the male Mewtwo is or if it even exists! If you’re able to set all this aside then this is a pretty decent Pokémon feature, one that delivers an important message, but personally I can’t really get past this decision and it makes the film more of an anomaly than anything else.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think of Pokémon the Movie: Genesect and the Legend Awakened? Were you put off by the bizarre inclusion of a new version of Mewtwo or did her Mega Evolution make up for this? What did you think to the Genesect and their plight, specifically the Red Genesect’s vendetta? Were you disappointed that the supporting cast didn’t have much to do or did the visual spectacle distract from this? How are you celebrating Mewtwo’s birthday this year? Whatever you think about Genesect and the Legend Awakened, Mewtwo, and Pokémon in general, leave your thoughts in the comments below or leave a reply on my social media.

Back Issues & Knuckles: Sonic Quest


Following a highly anticipated release, bolstered by an extravagant marketing and release schedule, Sonic the Hedgehog 2 (SEGA Technical Institute, 1992) not only improved on every aspect of its influential predecessor but also became the second best-selling SEGA Mega Drive game of all time. Expectations were high for the equally-anticipated third entry, a game that ended up being so big that SEGA split it in two, birthing perhaps the greatest 2D Sonic adventure in the process.


Writer: Michael Gallagher – Artist: Manny Galan

Story Title: “The Death Egg Saga Book One: Scrambled”
Published: September 1996

Story Title: “The Death Egg Saga Book Two: Poached”
Published: October 1996

Story Title: “The Death Egg Saga Book Three: Over Easy”
Published: November 1996

The Background:
When Sonic the Hedgehog blasted onto the videogame scene in 1991, he was an immediate hit thanks to his debut title being bundled with the Mega Drive and SEGA’s aggressive marketing campaign. His popularity exploded with Sonic the Hedgehog 2 (SEGA Technical Institute, 1992), however, and Sonic merchandise was suddenly everywhere; not only did he feature in the Macy’s Day Parade and in cartoons but he also starred in a number of comic books. Following the initial four-part miniseries, which mashed together narrative elements of Sonic’s cartoon adventures, Archie Comics began regular publication of what would become the longest-running videogame comic book ever. In time, to capitalise on Sonic’s continued popularity, a number of spin-off comics were produced, including limited issue releases such as this one designed as adaptations of various Sonic videogames. While the videogame lore often clashed with Archie’s unique continuity, and later led to a series of convoluted retcons, these did introduce popular franchise characters like Knuckles the Echidna into the comics and helped to broaden Archie’s continuity.

The Review:
Since I wasn’t able to get my hands on Archie’s Sonic comics over here in the United Kingdom, I’ve always had a bit of a fascination with them, despite how complex their narrative eventually became with a whole mess of original lore and characters clogging up the pages. Still, one of the first priorities for me when these comics were collected in mini volumes was to pick up the “Death Egg Saga”, which was published in one of those Sonic the Hedgehog Select collections, primarily because Sonic 3 & Knuckles is my favourite of the classic Sonic games but also because I was intrigued to see the Death Egg, and Knuckles, looped into Archie’s quasi-continuation of the notoriously popular Sonic the Hedgehog/SatAM cartoon (1993 to 1994). For context, “The Death Egg Saga” picks up shortly after the long-lost King Maximillian Acorn was finally rescued from the Zone of Silence after being trapped there around about the same time Doctor Ivo Robotnik conquered Planet Mobius. While the Freedom Fighters celebrated their liege’s return, this would come to upset the balance of power and focus of their crusade against Dr. Robotnik as the out of touch King Acorn undermined the authority of his daughter, Princess Sally Acorn, and favoured the likes of the abrasive Geoffrey St. John over Sonic. Consequently, the story begins with St. John (one of my least favourite Archie characters) skulking around the Freedom Fighter’s hidden haven, Knothole Village, at the crack of dawn; he’s spotted by Sonic and the two get into a war of words that almost comes to blows before Sally intervenes and reveals that her father is slowly losing his mind and body to a bizarre crystalline infection.

When Sonic and Tails look for Magic Rings to help the King, they stumble upon the Death Egg!

As best as Knothole’s resident physician, Doctor Horatio Quentin Quack, can figure, this is a result of the King’s extended stay in the mysterious Zone of Silence; in order to keep the Freedom Fighters from panicking, King Acorn’s condition has been deemed top secret and Sally orders St. John to stand guard over the King while they explore their options. Their trusty mechanic and science expert, Rotor the Walrus (occasionally called “Boomer”), is at a loss but rookie Freedom Fighter Miles “Tails” Prower hits upon a possible solution when he observes that the King’s crystalline skin resembles the texture of Chaos Emeralds. This prompts Sonic to retrieve his recently-acquired “one-billionth Magic Ring” to try and use its Chaos Emerald powers to reverse King Acorn’s condition, though it proves to be a fleeting solution. Rotor theorises that the Ring is unique to Sonic and suggests gathering as many others as possible to try again, prompting Sally to send Bunnie Rabbot and Antoine D’Coolette out to the mysterious Lake of Rings in the forest and Sonic and Tails to the Ring Grotto outside Robotropolis, Dr. Robotnik’s industrial, mechanical city. This area has been irrevocably changed and damaged following a recent fight between Super Sonic and Hyper Knuckles, and Dr. Robotnik’s attacks, and the two are stunned to find the Ring Grotto has been sealed beneath an impenetrable steel dome. Sonic leaves Tails to watch over the area while he races off to recruit a bruiser named Carl Condor to help bust it open, and the young fox-boy is shocked when the dome suddenly opens up and the Grotto’s entire supply of Magic Rings is sucked up into the clouds courtesy of a giant vacuum tube, which also takes Tails along with it! At the Mobian Cliffs, Sonic is shocked by a sudden and unnaturally faster solar eclipse, almost as if something artificial were crossing the Sun’s path, and horrified to find that Carl has been robotocised; caught off-guard, Sonic is rendered unconscious by the mechanical vulture and carried into the sky towards an ominous, egg-shaped superstructure.

Knuckles and the Chaotix are aghast when the Death Egg tries to submerge the Floating Island!

This is, of course, the Death Egg, Dr. Robotnik’s newest and most dangerous creation. After leaving his nephew and whimpering subordinate Snively in charge of overseeing Robotropolis’s reconstruction (a position he immediately and amusingly abuses), the cybernetic dictator revels in his glory as he powers up the Death Egg with the Magic Rings and prepares to use it to roboticise every living thing on the planet! However, while the Magic Rings ensure that the Death Egg is effectively invulnerable to external attack, Dr. Robotnik still needs a Chaos Emerald to bring the station to full power; additionally, he sucked up some unwanted additional weight that’s keeping it from reaching its proper orbit, but has no idea that Tails is in amongst the trees and debris. Thinking quickly, Tails jams himself into the discarded wreckage of a disobedient SWATbot so he can explore the space station undetected, while Sonic escapes the talons of the Condorbot and defies the laws of physics to pinball his way onto the Death Egg just as Tails jettisons the crap that was weighing it down. With the Death Egg scrambling their communications signal and the King’s condition worsening, Dr. Robotnik guides the Death Egg towards the Floating Island (as it was then known), which naturally attracts the attention of the island’s hot-headed guardian, Knuckles. Swooping up to intercept the Death Egg, Knuckles is hit by a laser blast from the satellite’s “eye”; luckily, this simply stuns him and he falls into the arms of his friends, the Chaotix (Mighty the Armadillo, Vector the Crocodile, Charmy Bee, Espio the Chameleon and…*sigh* Archimedes the Fire-Ant). The group watch as Dr. Robotnik drops a squadron of gigantic Burrobots to dig up the island’s Chaos Emeralds, which they race to stop to keep the island from plummeting from the sky. While the Chaotix attack the massive drilling mechs, Sonic tears his way through the Death Egg but arrives too late to keep Dr. Robotnik from ramming the satellite into the Floating Island! The Chaos Emerald is able to keep the island aloft, but the sheer weight and thrust of the Death Egg causes it to tip to one side and forces it into the sea below!

Thanks to repurposing Dr. Robotnik’s mechs, Sonic and Tails are able to destroy the Death Egg.

Naturally, Sonic leaps into action, only to end up attacking Tails by accident. To make matters worse, Dr. Robotnik shields himself from Sonic’s attack with a thick wall of plexiglass and then chokes him out with a spew of poisonous gas. Luckily, Tails recovers from his assault and uses his SWATbot suit to break through Dr. Robotnik’s defences and destroy his control panels, saving Sonic from suffocation and sending the satellite uncontrollably hurtling into space. Thanks to a “stabilising field” built into his “Gravi-Gauntlet”, Dr. Robotnik staves off the sudden drag of inertia and escapes to his auxiliary control room; he then sics a massive robotic Sonic doppelgänger on the two. While a far cry from his sleeker, more popular counterpart or even Sonic’s more versatile Mecha Sonic form, this “Silver Sonic” has the muscle and armour to shrug off Sonic’s attacks and manhandle (or should that be hoghandle?) him with punches, kicks, and slams but proves disappointingly susceptible to an electric shock from some conveniently-placed severed cables. Despite the failure of his Silver Sonic, Dr. Robotnik resorts to another back-up plan, donning his “most sophisticated battle armour ever”, the Eggs-O-Skeleton, which augments his physical strength by drawing power from the Death Egg itself! Sonic evens the odds by (…somehow…) commandeering Silver Sonic’s mechanical body and battling the rotund dictator on equal ground. The melee escalates but, ultimately, Sonic hurls Dr. Robotnik up through the ceiling and out of the Death Egg; during the fight, Tails was somehow able to rig the Death Egg to explode and the two beat a hasty retreat, swiping the stolen Magic Rings and making it safely to the surface before the Death Egg’s destruction (which, while somewhat anti-climactic on paper, is “seen and felt” all around the planet). While Snively faces the wrath of his uncle and master and the mad cyborg swears revenge upon Sonic and the Freedom Fighters, Sonic and Tails race back to Knothole to see if the Rings will cure the King, which is a plot thread left unresolved in this miniseries.

The Summary:
As ever, one of the main appeals of Archie’s attempt at a Sonic 3 & Knuckles adaptation is the artwork; Archie Comics, especially at this time, did a great job of emulating the character designs and locations seen in SatAM, with Patrick “Spaz” Spaziante being their standout artist. Manny Galan is no slouch here, though, and there are times when his version of Sonic evokes the character’s more dynamic and streamlined Japanese presentation; Archie’s original characters, like St. John, don’t fare too well but SEGA’s characters all hold up quite nicely, though I’m not massively onboard with the artistic shortcuts taken to basically show Sonic and Knuckles flying simply because they need to get up to the Death Egg. Everything is still early Archie, though, meaning the Floating Island doesn’t look that great, the Death Egg has an ugly and needlessly “busy” design, and there’s an element of daft childishness in some areas as the comic still hadn’t quite shaken off the influences from SatAM’s more slapstick sister series. As if often the case, the first few pages are bogged down with recapping the events from previous issues and even prior Archie stories, but it’s not too invasive.

While there’s some decent build up to the Death Egg, it feels secondary to King Acorn’s plight.

The biggest issue with Sonic Quest is that it’s not much of an adaptation of Sonic 3 & Knuckles. Much like in their other videogame tie-ins and those seen in Fleetway’s publications over here in the UK, Archie’s writers pick and choose elements from the videogames to incorporate, almost as if they were drip-fed footage and details of SEGA’s upcoming games rather than being privy to full details ahead of time. Thus, elements of Sonic 3 & Knuckles are spread out across different stories and one-offs, such as introducing Knuckles and even the Chaotix before the Death Egg. While the Death Egg is at the centre of Sonic Quest, it’s not really the narrative focus; the satellite doesn’t appear until the end of issue one and is destroyed before it can really do anything other than steal some Magic Rings, blast Knuckles, and almost submerge the Floating Island. On the plus side, the story does a great job of building the threat of the Death Egg; hiding it, seeing it on computer monitors, and especially the “eclipse” sequence all add to the anticipation of the space station’s big reveal and it’s portrayed (on paper) as being a serious threat as it’s allegedly capable of roboticising the entire planet. However, since it lacks a Chaos Emerald, it cannot actually do this and it’s one attack is enough to simply stun Knuckles, significantly diminishing its menace. I think the story would have benefitted from being five or even six issues long and seeing Dr. Robotnik successfully attack the Floating Island with the battleship and steal a Chaos Emerald to robotoicise large areas of Mobius, which would have greatly raised the stakes of the narrative.

Things pick up when Silver Sonic appears but the story wastes a lot of its more interesting elements.

As presented, Sonic Quest doesn’t even require Sonic to begrudgingly join forces with his hot-headed rival; Knuckles’ involvement is more of a glorified cameo and, while he and the Chaotix do fend off the gigantic Burrobots, he does nothing to help destroy the Death Egg. Indeed, since Sonic and Tails do all the work from inside the space station and sabotage its controls, there was never any danger of Dr. Robotnik acquiring a Chaos Emerald so Knuckles could’ve been entirely absent from the story. Additionally, we don’t really get a sense of the interior of the Death Egg; we only see a few corridors and rooms, with the bulk of the story taking place in a confined control room, and the main concern of the plot is more about getting the Magic Rings to cure King Acorn, with the Death Egg presented as more of an inconvenience since that’s where the Rings are being held. Things pick up a bit once Dr. Robotnik unleashes Silver Sonic but, while I enjoyed this fight and the artwork here, this mechanical monstrosity is defeated with a ridiculous amount of ease, exhibits no personality, and is somehow easily controlled by Sonic after it’s defeated. Even the showdown between Sonic and Dr. Robotnik ends up being quite disappointing; not only is Dr. Robotnik’s Eggs-O-Skeleton a weak design and a poor substitute for his more imposing Death Egg Robot, we never get a sense of what he’s capable of while wearing it beyond “being stronger” and he’s easily trounced by Sonic piloting the remains of Silver Sonic. There’s almost an intriguing element to this in the panels where Sonic is so fixated on ending Dr. Robotnik that he briefly considers risking his life, but it’s swept under the rug by a quick word from Tails and wouldn’t really resurface until the comic’s fiftieth issue. In the end, this was an enjoyable three-issue adventure; the art is good, the writing isn’t too hammy, and there’s some fun visuals whenever the Death Egg is looming over the Floating Island. However, it just reads like another Archie Sonic adventure; the Death Egg should’ve been a massive event, one stretching across multiple issues, but just comes across as another of Dr. Robotnik’s many maniacal schemes. As soon as we see it, it’s destroyed without really doing anything except threatening the Floating Island, something easily solved by Tails being a bit trigger happy, and there’s never a sense that this is truly the final victory for Dr. Robotnik in his war against the furries. It’s a shame, really, as this could’ve been a great way to build bridges between Sonic and Knuckles or even have the Chaotix team up with the Freedom Fighters, but it just comes across as a throwaway tie-in with little impact on the ongoing narrative beyond finding a cure for the King.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you enjoy Sonic Quest? Did you collect the miniseries when it first released or, like me, did you pick it up in a later collection? What did you think to the depiction of the Death Egg? Do you agree that it was neutered compared to the videogames or were you impressed with its appearance? Were you disappointed that Sonic and Knuckles didn’t team up to fight at and by how easily it was brought down? What did you think to Silver Sonic and Dr. Robotnik’s Eggs-O-Skeleton armour? Which of Archie’s videogame tie-ins was your favourite? How are you celebrating the anniversary of Sonic 3’s release today? Please feel free to share your memories of Archie’s Sonic comics and Sonic 3 & Knuckles below or on my social media.

Mini Game Corner [Sci-Fanuary]: Judge Dredd (Mega Drive)


January sees the celebration of two notable dates in science-fiction history, with January 2 christened “National Science Fiction Day” to coincide with the birth date of the world renowned sci-fi writer Isaac Asimov, and HAL 9000, the sophisticated artificial intelligence of Arthur C. Clarke’s seminal 2001: A Space Odyssey (1968), being created on 12 January. This year, however, I’ve been spending every Thursday of January celebrating sci-fi’s toughest lawman, Judge Joseph Dredd!


Released: 16 June 1995
Developer: Probe Software
Also Available For: Game Boy, Game Gear, PC/MS-DOS, and Super Nintendo Entertainment System (SNES)

A Brief Background:
Still published to this day, British science-fiction comic book 2000 AD first appeared in February 1977 and, in March of that same year, introduced readers to the uncompromising lawman of the future, Judge Joseph Dredd. Created of John Wagner, Carlos Ezquerra, and Pat Mills, Dredd became one of the most popular and iconic British comic book characters of all time. Accordingly, the character has expanded beyond the comic book panels and into the realms of videogames on more than on occasion; his first videogame outing was a largely repetitive platform shooter, a concept expanded upon by its bigger, more graphically impressive Amiga follow-up. Dredd’s relationship with videogames is largely considered to be hit and miss but, when the time finally came for the character to make the jump to the silver screen, an adaptation was put into development. While the movie would become a notorious box office bomb, developers Probe Software sought to be as faithful to the production as possible by digitising the film sets to be featured as locations in the game, however their efforts resulted in mixed-to-negative reviews across the board. While some reviews praised the gameplay and fidelity to the source material, others criticised the difficulty and lack of variety, and the game failed to make a lasting impression regardless of which system it was played.

First Impressions:
Judge Dredd is a 2D, sidescrolling run-and-gun that, for the most part, emulates the plot and visual aesthetic of the bombastic movie. Players assume the role of Judge Dredd (whose sprite more resembles his comic book counterpart than Sylvester Stallone’s look from the film) and play through twelve stages taking out street punks, mutants, and even Dredd’s fellow Judges just like in the movie. Players are given three lives to start with and can collect more by picking up extra life icons, and each stage has a primary a secondary objective, both of which are relayed to the player using sprite art modelled from scenes of the film and traditional text. Primary objectives range from destroying ammo supplies, locating Dredd’s mentor, Judge Fargo, reaching the council in the Hall of Justice, and defeating specific enemies. Secondary objectives appear to be option, but you must complete the primary objective in order to exit the current stage, something which can prove problematic given how maze-like and strangely designed many of the game’s stages are.

Though often cluttered, the game certainly makes an effort to marry the visuals of the film and comic book.

Judge Dredd is armed with his trust Lawgiver; tapping or holding the A button will see Dredd fire a variety of shots, from unlimited regular bullets to heat-seekers, grenades, and missiles, and you can even hold down the button to fire uninterrupted. Dredd can also sprint by tapping the directional pad (D-pad), and shoot while running, jumping, and crouching, and in all directions (including diagonally!) Although some objectives tell you not to shoot certain enemies, you’re free to be as trigger happy as you like; however, you’ll score more points if you use Dredd’s melee skills (A up close or X if you have a six-button controller) to disarm and arrest perps when “GUILTY” appears over their head. Dredd can jump with B and even fly about for a few seconds if you find an Anti-Grav Belt; you’ll be doing a fair amount of platforming but Dredd can’t jump very high so you’ll often need to make use of ladders, monkey along overhead lines, or even a running jump to reach new areas. Dredd can also crawl about, push some objects, and access terminals to see his current mission progression and health and ammo stats or lock doors in certain stages. Dredd controls quite well but is a bit clunky; pressing up will scroll the screen, which can be disorientating, and there’s a few too many frames of animation at times, meaning there is often a delay between button presses. Dredd is quite sturdy but can replenish his health with small and large hearts, pick up additional ammo, or even grab a temporary forcefield and invincibility to help even the odds.

There’s some variety on display in the different Dredd’s objectives and gameplay mechanics.

After completing each stage, you’re given a score tally and a password to help you skip ahead; while there don’t appear to be any useful passwords for this version of the game, such as infinite health or ammo, it is a handy feature to pick up where you left off or try out different missions. In my case, this is almost mandatory; it took quit a bit of trial and error to complete even the first stage as you can get stuck in an area with no way back. While Dredd will nip up on the spot after being killed, it’s quite easy to get stuck as ladders and hazards aren’t always immediately visible, and while you can duck and shoot most enemies, you’ll be majorly outclassed by the wild mutants in the Cursed Earth and the Atomic, Bacterial, and Chemical Warriors (A.B.C. Warriors) you’re tasked with destroying later on. The game certainly looks good; sprites are a bit small but Dredd has some fun idle animations, such as twirling his gun and cleaning his badge (there’s even a little squeak-squeak sound effect), and there’s some splashes of blood when you off enemies. The environments are visually very faithful to the movie, including trucks, futuristic skyscrapers, and the Statue of Liberty as in the film, but can be cluttered and a little too large for their own good. Gameplay is somewhat broken up by one stage that has you flying through the skies on your Lawmaster while fending off pursuing Judges (Herman Fergusson/Fergee fires at the rear while Dredd fires ahead) and by the fact that some enemies will be possessed by the four Dark Judges; you’ll know when they are as they’ll have an aura about them and a spirit will fly out that you can catch for bonus points if you have some Boing ammo.

My Progression:
Judge Dredd is a surprisingly tough game; at first, it reminded me of classic run-and-guns like Turrican (Factor 5, et al, 1990) or Duke Nukem (Apogee Software, 1991), especially with the placement of the heads-up display and dystopian, sci-fi setting. Seconds into the first stage, I hit a literal wall and had to think for a minute as the ladder I needed was so difficult to see and things only got more confusing from there; vents randomly damage you, trash falls from above, and you can’t even step in a small puddle of water in the Cursed Earth without taking damage. Just destroying the ammo crates in the first stage is a chore as they can only be destroyed by your explosive weapons and you need to explore the stage in a specific way so you don’t miss any and get stuck. Rather than running past terminals in Aspen, you need to access them to initiate the lockdown procedure, and enemies can take a few shots before they go down even before the clunky A.B.C. Warriors enter the picture. It appears that most stages end with a boss battle, too; the first is a guy who looked a lot like DC Comic’s James Harper/Guardian and who constantly blocks your shots with his shield while firing at you with a machine gun, tossing Molotov Cocktails, launching an almost unavoidable energy wave, or bashing your head in when you get close. You can use nearby barrels for cover but he absorbs shots like a sponge and the timing required to jump and duck under his shots meant that I couldn’t actually beat him!

Sadly, the game’s difficulty meant I couldn’t get very far and I wasn’t motivated to skip ahead much further.

Using a password, I jumped to stage two and fared much better n the Aspen Penal Colony. There’s some neat effects on the waters of the sewer area and I was actually able to beat the stage the boss, a brute with a big club who rides an elevator that he tries to crush you with, tosses grenades and Molotov cocktails, and smacks you silly up close. It was a slog, but I did beat him, but I couldn’t get past the Cursed Earth for the life of me. Here, the mutated inhabitants live in the ruins of society and Judge Hunters patrol the wooden walkways, but the leaps of faith and confusing level layout got the better of me. I skipped ahead to the Hall of Justice and that wasn’t a problem, nor was the chase on the Lawmaster, but the A.B.C. Warriors stomping about on the construction site around the Statue of Liberty were enough to have me calling it quits. They’re immune to your regular shot, so you’ll need a healthy supply of missiles or other explosives, but their missiles and the stage’s bottomless pits were the last straw for me. it was a bit of a shame as the game’s layout and objectives actually got easier the deeper I got and, from what I can see, there’s a bit of a post-game that looks right up my alley. After dealing with Dredd’s psycho clone brother, Rico, players head to Deadworld, an alternative dimension where all life was deemed a crime, to do battle with Dredd’s reaper-like spectral counterpart, Judge Death! I could’ve used passwords to jump ahead to this point but I decided that enough was enough, but I am impressed that a videogame adaptation from this time actually expanded on the film; the game does a decent job of following the movie’s narrative but infuses it with more elements from the source material, including my favourite Dredd antagonists, the Dark Judges, which is pretty rare for a game of this era in my experience.

I wasn’t really sure what to expect from Judge Dredd; videogame adaptations of movies tended to be more hit than miss back in the 16-bit games, at least in my experience, but sadly there were some issues here that kept me from really enjoying the experience. Visually, the game is both impressive, bland, and confusing all at the same time; the horizon and backgrounds aren’t always very detailed but the foregrounds are almost too detailed, making things a bit cluttered and messy at times. Dredd looks great and plays okay, but I find it amusing that the developers included the ability to arrest people when Dredd is far more likely to just sentence criminals to death for even more infractions. Since the game doesn’t really penalise you if you kill everyone, I recommend taking a traditional run-and-gun approach, especially as you’ll be distracted by vague objectives and the maze-like areas. Overall, it was a mediocre experience, one that I struggled to get through thanks to the difficulty spike and clunky presentation. It’s a shame as I feel the concept could have legs if it was more like Contra (Konami, 1986) or Metal Slug (Nazca Corporation, 1996) and leaned more into arcade-style action rather than tedious exploration. Still, maybe I’m being too harsh? Maybe you actually enjoyed the gameplay on offer here? Perhaps you prefer one of the movie’s other ports or a different Judge Dredd game entirely? Either way, I’d love to hear about it so leave a comment below or on my social media and be sure to check out my other Judge Dredd content.

Movie Night: Aquaman and the Lost Kingdom

Released: 17 March 2023
Director: James Wan
Distributor: Warner Brothers
Budget: $205 million
Stars: Jason Momoa, Patrick Wilson, Yahya Abdul-Mateen II, Randall Park, Temuera Morrison, and Amber Heard

The Plot:
Desperate to find the means to avenge himself against Arthur Curry/Aquaman (Momoa), pirate David Kane/Black Manta (Abdul-Mateen II) stumbles upon the mythical Black Trident, which possesses him and compels him to unleash an ancient threat so powerful Aruthur is forced to join forces with his deposed brother, Orm Marius (Wilson).

The Background:
Back in 1941, Mort Weisinger and Paul Norris created the character of Arthur Curry as part of DC Comics’ (then known as National Comics) desire to capitalise on the success of Clark Kent/Superman and Bruce Wayne/Batman. Although subject to unfair ridicule over the years, Aquaman ultimately had the last laugh when, after years of Development Hell and aborted projects, his live-action debut was met with critical and financial success. Following a short-lived animated spin-off on HBO Max, a planned horror-themed spin-off was thankfully cancelled and a sequel was quickly greenlit; both Momoa and director James Wan were enthusiastic to explore other kingdoms and regions of Atlantis and the vast underwater realm, though the film attracted unwanted media attention when star Amber Heard was accused of abusing her husband, Johnny Depp. Many called for her to be recast and, while Warner Brothers initially shot this request down, it was reported that her role had been significantly reduced as a result of the circus of a trial that followed. The production also stalled due to the COVID-19 pandemic, which changed the release date numerous times but did give the visual effects team more time to work on the film. This apparently also involved excising cameo appearance from one or more Bruce Wayne/Batman actors as James Gunn geared up towards completely restarting the DCEU, with Gunn apparently providing some notes to the filmmakers. After much drama and delays, Aquaman and the Lost Kingdom finally released to largely negative reviews; critics attacked the brainless plot and clunky pacing, though Wan’s direction and Momoa’s enthusiastic performance were praised. As of this writing, the film has currently grossed $340.6 million at the box office but it’s largely academic; Momoa isn’t expected to reprise the role in Gunn’s new DC Universe and no new Aquaman projects have been announced yet, leaving the character essentially dead in the water no matter how much money the sequel makes,

The Review:
I was pleasantly surprised by Aquaman; it was big, colourful, mindless fun in an era when the DCEU was unnecessarily dark and bleak, and it altered Aquaman’s characterisation in a way that made him so much more entertaining and relatable. Jason Momoa attacks the role with such relish and natural charisma that it’s easy to overlook flaws in logic or pacing, and that same charm returns in this sequel. Of course, it helps that he’s disgustingly good looking and absolutely shredded, but Momoa’s Aquaman has the kind of Dude/Bro mentality and whimsical childishness that really brings a smile to my face. In this film, a lot has changed for the slovenly brute who once shunned humanity and responsibility; he’s now the King of Atlantis, doting father to Arthur Junior (Various), and loving husband to Y’Mera Xebella Challa (Heard). First, let’s address the elephant in the room: yes, Mera is in this movie but no, she does not have much of a role. In fact, given all the controversy surrounding Amber Heard, I was expecting Mera to be killed off and it does seem like that almost happened; instead, she’s merely severely wounded by Black Manta and taken out of the second act of the movie, only to make a minor reappearance at the end to help Arthur and Orm and get the baby to safety. I can fully understand this, and it’s not like her presence is really missed; she still impresses in her skin-tight outfit and gets to show off her hydrokinetic powers, but the plot doesn’t require her presence and it’s better she was given less prominence considering everything that happened. Interestingly, much of her character development from the first film is repeated with Orm; he’s prejudiced against the surface world like Mera was, confused by their words and ways, and slowly comes to enjoy some of our customs by the movie’s end, though these lessons are reframed in the context of Arthur encouraging a stronger bond between them and him pulling pranks on his relatively naïve younger brother by tricking him into thinking cockroaches are a delicacy!

Now a father dissatisfied with the crown, Arthur teams up with his brother to face a powerful threat.

So, there’s not much focus on the romance here; even Arthur’s father, lighthouse keeper Tom (Morrison) and Queen Atlanna (Nicole Kidman) don’t share a scene together until the start of the third act, and Arthur’s initial conversations with his father even somewhat imply that Atlanna is dead. She’s not, but her role here is equally minimal and simply the catalyst to unite her two estranged sons into joining forces. Instead, we’re left with Arthur, but that’s more than enough! Despite his big victory in the first film, Arthur is bored by the crown, his duties, and the endless politics of the Atlantean council, which handicap him with bureaucracy. A child of both worlds, he spends as much time out of the sea as he does in it to care for his son, something with many of his kingdom resent, and his desire to reveal Atlantis to the surface world and work with them to reduce pollution and climate change are continuously shot down. Frustrated by self-doubt about his role as a leader, Arthur is almost giddy when David Kane returns armed with a powerful trident of his own and wielding forgotten Atlantean technology. Kane’s plot to steal Atlantis’s highly volatile stockpiles of Orichalcum and exacerbate the heating of the world (which also causes a deadly plague to kill many Atlanteans, including Arthur’s mentor, Nuidis Vulko (Willem Dafoe), between movies) causes Arthur great distress. With no way of tracking Black Manta, Arthur enlists the help of King Nereus (Dolph Lundgren) and Topo the octopus to sneak into the desert prion where Orm is held captive and enlist his help since he’s the only one who may be able to lead them to Kane. Arthur jumps at the chance for some action, even if it risks all-out war breaking out, as he’s desperate to get into the thick of it again, to say nothing of trying to connect with his brother and settle the score with his old rival.

Orm is disgusted by his brother’s childishness but proves surprisingly trustworthy.

This dysfunctional dynamic is where the heart of Aquaman and the Lost Kingdom lies, and where much of its entertainment value comes from. Emaciated from his time in prison and embittered by his brutish brother’s lack of decorum when it comes to the throne, Orm is depicted as a conniving, untrustworthy bigot who lusts for power. Yet he agrees to help Arthur, and even stats he will willingly return to custody afterwards, out of loyalty to Atlantis, and never misses an opportunity to chastise his brother’s buffoonery and overreliance on his muscles. Orm emits a more stately persona, attempting to use diplomacy rather than brute force; he’s able to lead them to an underwater den of debauchery and an aquatic crime boss, the appropriately named Kingfish (Martin Short), to get information on Black Manta’s location and even drops condescending advice to Arthur about what it means to be a king. The banter and bickering between Arthur and Orm is great; Orm is visibly disgusted by his older brother, and the humiliation he felt at his hands, while Arthur tries to win him over with his boisterous personality and surface world benefits such as beer and cheeseburgers. Although King Nereus cautions about trusting Orm, the former Ocean Master proves surprisingly reliable; he never runs from a fight, doesn’t attempt to kill or sell out Arthur, and doesn’t even show envy at learned Arthur married Mera. Although it seems like Orm is happy to leave King Nereus to die, he saves the king and earns his respect in the process, and even readily joins Arthur in battling Black Manta when he could easily slip away and let them kill each other. Orm proves equally invaluable in delivering exposition about the Black Trident and the titular lost kingdom of Necrus, though the two brothers are briefly set against each other in the finale when Orm claims the Black Trident and briefly falls under its malicious sway.

Possessed and empowered by the Black Trident, Black Manta’s threat is significantly increased,

Established in the first film as a vengeful, sadistic mercenary, David Kane has become obsessed with discovering the secrets of Atlantis so he can repair his Black Manta suit and avenge himself on Aquaman. Kane’s fascination with Atlantis is shared by his reluctant scientific advisor, Doctor Stephen Shin (Park), who’s longing to see Atlantis is manipulated by Kane into helping him figure out Necrus’s ancient weapons. Once he finds the Black Trident, Kane is bombarded with visions, promises of power, and a superhuman lust to free the imprisoned King Kordax (Pilou Asbæk), who’s dark magic slowly infests Black Manta and drives him to the brink of insanity. Even Orm is stunned to learn of Black Manta’s newfound viciousness, which sees him threaten the entire world with climate instability simply for the sake of it rather than for any kind of ransom, and Kordax’s influence means Black Manta can now go toe-to-toe with both Aquaman and Orm without his power suit. However, he still utilises his technology, blasting his enemies with beams of intense energy and combines both science and magic (and a massive disrupter cannon on a repurposed Necrus ship) to showcase his new might. Black Manta’s need to awaken King Kordax and his list for revenge are so powerful that he targets Arthur’s family, critically wounding Mera and Tom and even kidnapping his son with the intention of using his blood to destroy the magic seal imprisoning the undead king. As for King Kordax, he’s more of an ethereal spirit, a ghastly skeletal wraith who whispers in Kane’s ear, possesses any who touch the Black Trident, and formally commanded a legion of undead warriors in battle against his brother, King Atlan (Vincent Regan). Desperate to return to unlife once more, he feeds the ego of whoever wields the Black Trident, compelling them to spill the blood of Atlan’s bloodline so that he and his army can ransack the entire globe!

The Nitty-Gritty:
Aquaman and the Lost Kingdom charts the natural next chapter in Arthur’s story; this loveable manchild feels increasing pressure on all sides to grow up and be more responsible as a husband, father, and leader, roles that he attacks with his usual juvenile vigour but which he finds himself questioning at times. Though devoted to his family, he finds the politics of the crown tedious and expresses dissatisfaction with the role, which he only fulfils out of obligation to his mother and his people. There’s no question that he’s a good father (indeed, Tom encourages Arthur to have more children!) or that he wants what’s best for Atlantis, but he desires a worldwide unity that the council aren’t willing to risk and struggles to balance both sides of his life. These issues are explored through his tumultuous relationship with Orm; both were denied a childhood together and are wary, if not frustrated, by each other, with only their love for Atlanna and Atlantis keeping their fragile alliance alive throughout most of the film. They’re two halves of the same coin, though, and both learn a lot from the other; Arthur learns more about what it takes to be a king and Orm learns to not be such a dick and enjoy other cultures. However, while they’re one of the best parts of the film, I would’ve liked to see a little more of this; perhaps a scene or two where Orm does abandon Arthur, or one where Arthur’s knowledge of the surface world helps Orm, or seeing Orm’s stoic disdain crack upon learning that he’s an uncle. The galvanising love show to them both by Atlan helps fill these gaps, as does the presence of King Nereus and the Brine King (John Rhys-Davies), who have their own issues with Orm, but it does feel like some scenes were left on the cutting room floor to keep the pace up.

The visuals and costumes continue to impress, and the fight are more personal this time.

Not that that’s a bad thing; Aquaman and the Lost Kingdom has a very brisk pace that doesn’t waste too much time, but it’s also learned to not interrupt every character moment with a dramatic explosion (there’s even a tongue-in-cheek reference to that at one point. The underwater realms are as captivating as ever, being a neon-drenched wonderland of strange, almost monstrous undersea races and futuristic technology alongside rusted apparatus and long forgotten ancient ruins. Aquaman’s ridiculously good orange/gold armour returns, looking better than ever, and he even gets a sleek, form-fitting black/blue suit and makes him invisible for a few moments at a time, perfect for sneaking into the arid desert prion and battling the dried-out, horrifying guards who dwell there. Although Orm is shafted in the costume department this time around, Mera still catches the eye in her tight little number and Black Manta steals every scene in his ludicrous saucer-like helmet. The fight sequences are much more intense this time, too; moving away from full-scale undersea battles to focus on gritty melee combat, the fights between Aquaman and Black Manta are great now that Kane has received a power boost and is a significant threat able to hideously burn even Atlantean flesh. There are a fair few visually interesting locations on offer as well, from the throne room and market square of Atlantis to the scorching desert and the overgrown, hazardous forest on Black Manta’s island (complete with volcano lair) thanks to the presence of polluting Orichalcum. A fair bit of the film involves ice and frozen locations, too, with Necrus and his army encased in an icy tomb, but overall I found the CGI and action sequences to be really well done; perhaps a bit less bombastic at times, but the focus on crafting meaningful fight scenes benefitted the plot greatly, I feel.

Arthur and Orm come together to defeat Black Manta and repair their relationship.

Despite working surprisingly well as a team, Arthur and Orm are unable to defeat Black Manta; they disrupt his operation, with the help of the remorseful Dr. Shin, but find Kane is willing to sacrifice Arthur Junior to set King Kordax free, leading to a more concentrated assault against Black Manta and the quickly rising undead army of the entrapped king. Determined to save his son, Aquaman battles Black Manta once more, only to find Kane has been fully overtaken by the malicious Kordax. Luckily, Mera and Orm are both on hand to get the baby to safety, but Orm falls under Kordax’s spell when saving Mera and his nephew from certain death. Although it seems like the two brothers are about to fight once more, Arthur tries a different approach, one influenced by his time with Orm and his desire to build bridges between them. Instead of fighting, Arthur also grabs the Black Trident and tries to reason with his brother, with both struggling against Kordax’s influence, and successfully talks Orm down. Orm then provides Arthur with the means to destroy the awakened undead king and finally acknowledges him as his brother in the aftermath, where all involved agree to say that Orm perished in the battle as thanks for his help. With Orm out exploring the surface world for the first time, Arthur makes the decision to finally reveal Atlantis to humanity, directly addressing the United Nations and calling for a global effort in reversing the damage done to the environment and thus ending the DCEU on a surprisingly hopeful message. Sure, the climate change aspects of the film are a little ham-fisted, but I think they’re to be expected in an Aquaman story, especially as suspicion of humankind is such a prominent aspect of the mistreated Atlanteans.

The Summary:
I was excited for an Aquaman sequel; I’ve loved Jason Momoa in the role right from the start and really enjoyed the first film, so it bugged me that Aquaman and the Lost Kingdom was delayed and pushed back and mired in controversy and said to be awful. It really isn’t, to be fair; it’s not as good as the first (though repeated viewings may change that opinion) but it’s not an incomprehensible mess, an ugly noise of awful CGI, or a lacklustre bore-fest either. It’s a fun, thrilling, and surprisingly intense adventure; Black Manta’s vendetta against Aquaman is deeply personal, as are the issues between Arthur and Orm, and the performances of those three actors really sell that. Kane is a cold-blooded, merciless pirate who blood on his mind; Orm is a bitter and resentful fallen king; and Arthur is just trying to do the right thing but struggling with his suitability to the throne. While the actors all do a fantastic job of embodying their roles, the visual effects are absolutely top-notch; I love seeing these characters come to life, Atlantis is a gorgeous undersea society, and the various dishevelled ruins and repurposed technology really give a sense of scale and time to this world. The bickering between Arthur and Orm more than makes up for Mera’s dramatically reduced role and makes this more of a dysfunctional buddy comedy at times, but the more personal and fierce fight sequences are just as appealing to me. It’s shame that the DCEU died out so quickly; I don’t relish having to restart Aquaman’s story and find a new actor for the role, but at least we have these two movies to show us what the character is capable of in the right hands. Ultimately, Aquaman and the Lost Kingdom may not be the best DCEU or superhero movie you’ll ever see, but I think it’s definitely high in the ranks and worth your time for the lead actor alone, but there’s plenty to enjoy beyond that if you’re simply looking for a fun and surprisingly intense action film.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy Aquaman and the Lost Kingdom? How do you think it compares against the first film and other DCEU movies? Did you enjoy Jason Momoa’s performance and Arthur’s relationship with Orm? Were you glad that Arthur Junior was spared the fate of his comic book counterpart? What did you think to Black Manta and his newfound power boost? Were you annoyed by the climate change plot, or did you find it suitable for the film? Who would you like to see portray Aquaman in James Gunn’s new DC Universe? Whatever your thoughts on Aquaman and the Lost Kingdom, and Aquaman in general, drop a comment below or on my social media.

Movie Night [Christmas Day]: Die Hard

Released: 15 July 1988
Director: John McTiernan
Distributor: 20th Century Fox
Budget: $25 to 35 million
Stars: Bruce Willis, Alan Rickman, Bonnie Bedelia, Reginald VelJohnson, Paul Gleason, and William Atherton

The Plot:
New York City police detective John McClane (Willis) arrives at the Nakatomi Plaza in Los Angeles to reconcile with his estranged wife, Holly Gennero-McClane (Bedelia). Things quickly turn south when Hans Gruber (Rickman) and his gang of terrorists take the building hostage, leaving McClane to wage a one-man war.

The Background
In 1979, writer Roderick Thorp published a sequel to his 1966 thriller, The Detective; inspired by The Towering Inferno (Guillermin, 1974), Nothing Lasts Forever was well-received and soon shopped around Hollywood, with Thorp hoping Frank Sinatra would reprise his role from the adaptation of The Detective (Douglas, 1968). Instead, the concept ended up in the hands of struggling screenwriter Jeb Stuart, who was given free reign as long as he retained the Christmas-in-Los-Angeles setting. Drawing from personal experiences with married life, Stuart reimagined Thorp’s aging detective, Joe Leland, into a flawed everyman, though remained largely faithful to the spirit of the source material. After Sinatra turned down the lead role, the project was offered to some of Hollywood’s biggest action stars, including Arnold Schwarzenegger and Sylvester Stallone, before Bruce Willis (then known more for his comedic efforts) was cast as the wisecracking John McClane and subsequently redefined not only his career, but the portrayal of action heroes in general. Die Hard was the silver screen debut for the late, great Alan Rickman, who was won over by the wit and intelligence of the script and even had some creative input on his character thanks to his theatre background. Screenwriter Steven E. de Souza came onboard for a rewrite, which framed the narrative as though Hans Gruber were the protagonist, though director John McTiernan allowed Willis and the other actors room to improvise during the shoot, which was based almost entirely in and around the Fox Plaza in Central City. Willis performed many of his own stunts, suffering partial hearing loss as a result; the stunts were dangerous and complex for cast and crew alike, though McTiernan couldn’t resist dropping Rickman early to produce a genuine look of fear for Gruber’s fall. In defiance of low expectations, Die Hard was a massive financial success, making around $140 million at the box office, revitalising both 20th Century Fox and the action genre. Although initial reviews were mixed, praising the direction and stunts but questioning Willis’s performance, the film was seen as a breakout role for the actor, one that redefined the action hero stereotype into a more vulnerable and snarky tough guy. After proving to be equally popular on home video, this success naturally translated into a sequel two years later, a venture that proved even more profitable and led to an entire franchise of additional sequels, videogames, and ancillary media of varying quality that nonetheless cemented Willis’s status as a smart-mouthed action hero.

The Review:
Believe it or not, but there was a time when I wasn’t much of a Die Hard fan. Despite growing up on action movies, specifically those starring Arnold Schwarzenegger, kid me always found Die Hard to be a little too slow and “grown up” compared to the Austrian Oak’s films. Eventually, however, I grew up a bit and did a binge watch of the then-trilogy of Die Hard films and realised what I’d been missing out on. Specifically, Bruce Willis establishing himself as a mainstream action icon with these films, in particular this first Die Hard movie, which is still the undeniable best of a surprisingly strong action franchise. McClane separates himself from his action movie counterparts by being the quintessential “Everyman”; he’s physically fit, yes, but not some musclebound brute and he’s far from invincible, gradually becoming more injured and fatigued as the movie goes on. He’s easy to relate to because he’s a very flawed character; his marriage is on the rocks, he’s seen as insubordinate and a liability by his peers, he makes mistakes, and he’s forced to adapt, always one wrong move away from certain death. This is in stark contrast to the likes of Schwarzenegger and Stallone; while they have certainly portrayed more grounded, vulnerable, and human characters, they’re best known for being virtually unstoppable and overcoming the odds through sheer brute force, whereas McClane has to use his wits, cunning, and sheer force of will to triumph.

Smart-mouthed John McClane is the only man tenacious enough to rescue the terrified hostages.

John McClane is portrayed very much as a fish out of water since he is both a New York City cop in the unfamiliar surroundings of Los Angeles and a rugged working man amidst a skyscraper full of well-heeled business types. Although rough around the edges, he’s treated warmly and with respect by Joseph Takagi (James Shigeta) and invited to join the Nakatomi Christmas party, but he’s focused solely on reconnecting with Holly, who has managed to build a successful career for herself without McClane, much to his chagrin. While he’s clearly still in love with her and wants to build bridges, if only for the sake of their young children, McClane is handicapped by a natural immaturity that causes only further arguments rather than him simply admitting to his mistakes. A career cop, McClane is always taking in his surroundings and has a suspicious nature that allows him to separate bullshitters like Harry Ellis (Hart Bochner) from the honest, like Argyle (De’voreaux White), his overly chatting limo driver. This talent goes hand in hand with his adaptability and stubborn nature, from which the film takes its title; though outnumbered and outgunned and definitely in way over his head, McClane keeps his wits about him and is always trying to find some way to get help or pick off his assailants and is intuitive enough to assess the threat posed by the terrorists based on their accents, firearms, and tactics. Basically caught with his pants down, McClane finds himself the only one capable of raising the alarm when Hans Gruber and his goons take over the tower, executing Takagi and taking his employees hostage while they work on breaking into the vault. Outnumbered, outgunned, and without even his shoes, McClane’s first instinct is to call for help, only to be repeatedly met with scepticism, endangering himself and forcing him to flee or fight, with tenacity in equal measure. Though armed only with his service pistol, McClane soon acquires a machine gun (“Ho-ho-ho”), but it’s not enough to tackle Gruber head-on. Instead, McClane fights with a brutal and rabid animal spirit; often physically outmatched by his foes, he takes quite a beating in every encounter and only emerges victorious due to his stubborn nature or taking risks that further damage his body, slicing his feet on glass shards, tumbling down stairs, getting shot, crawling through ventilation ducts, and defying physics and death alike with a desperate leap from the rooftop with only a firehose as a lifeline!

McClane’s only ally and supporter in rescuing his equally spirited estranged wife is Powell.

If anyone knows about McClane’s stubborn nature, it’s his wife, Holly. A driven and determined career woman, Holly moved to Los Angeles with their kids to make a go out of it in the corporate world and, despite McClane’s doubts (and hopes), actually succeeded in her new role. Though warm, kind, and friendly, Holly is sick of McClane’s thick-headed ways and bullish nature; she has no problem calling him out or standing up to him and just wants to be treated with some respect. Although he knows what he needs to do to repair their relationship, McClane struggles to express himself and often falls back on accusations and jealousy, widening the gap between them. When she’s taken hostage, Holly remains calm and composed but brings the same fiery energy when she’s forced to speak up for her fellow colleagues in place of Takagi; even Gruber comments on her dependable and forthright nature, which helps her act as a mediator between the groups in a far more effective way than her coked-up colleague, Ellis. When she learns that McClane is at large in the building and causing Gruber trouble, Holly begins to hope; despite their differences, she knows that McClane will fight to the bitter end to get the job done, but even she is shocked by the state he’s in by the end. While Los Angeles’ finest are often more of a hinderance than help to the fatigued and aggravated McClane, his most vocal supporter outside of the tower is Sergeant Al Powell (VelJohnson), a Twinkie-loving father to be who’s struggling with guilt after accidentally shooting a kid. Alerted to gunfire and a disturbance at Nakatomi Plaza, Powell is horrified by what’s happening inside. Going with his gut, Powell becomes McClane’s primary contact, much to the ire of Deputy Chief Dwayne T. Robinson (Gleason). While Robinson believes McClane is as much of a problem as the terrorists, if not one of them, and prefers to go by the book and suck up to Agent Johnson and Johnson (Robert Davi and Grand L. Bush) of the Federal Bureau of Investigation (FBI), Powell is much more “boots on the ground” and helps McClane stay sane and motivated and to stop and think about the big picture regarding the takeover.

McClane feels very unappreciated by the bureaucratic and arrogant pen-pushers on the outside.

Although he means well, Robinson is clearly not used to being in the field; he refuses to listen to McClane’s warnings and outright criticises his attempts to help and desperately tries to negotiate with Gruber, completely oblivious to the fact that he’s being played for a fool. When the LAPD’s Special Weapons and Tactics (SWAT) team try to storm the tower by force, he witnesses a taste of Gruber’s firepower when Gruber’s men shoot out their spotlights and destroy the armoured transport vehicle (APV) with a rocket launcher. Rather than thank McClane for his assistance, which sees him kill several of Gruber’s men with a hastily-constructed bomb, Robinson chastises him for damaging the building, but even his ineffectual nature pales in comparison to the arrogant and self-righteous FBI agents. Even Powell can see that the FBI are just like Robinson, working from a checklist and foolishly believing that they’re in charge of the situation without realising that they’re just expediating Gruber’s plan and causing unnecessary danger. Indeed, the agents are so arrogant that they personally accompany the helicopters to retrieve the hostages, relishing the chance to kick some ass and paying the ultimate price for it when they’re caught in an explosion, despite McClane’s best efforts to ward them off (which almost get him killed!) As if that wasn’t bad enough, snivelling reporter Richard Thornburg (Atherton) learns of the commotion and forces himself into the investigation, doing a deep dive on McClane and his family in order to advance his career. This directly impacts the finale when Gruber learns of Holly’s connection to McClane from Thornburg’s invasive and wholly inappropriate report, which see her kids and family plastered all over the media. This is enough to earn him her undying wrath and she gives him a good sock to the jaw after finally being rescued, proving that her drive to protect her family is just as strong as her husband’s.

Composed psychopath Hans and his goons are riled up by McClane’s cowboy vendetta.

So, to say McClane is against the odds is putting it mildly. With only a single security guard on duty, he has no backup inside the building against Gruber’s heavily armed and physically imposing forces. McClane immediately antagonises Gruber’s most brutish henchman, Karl Vreski (Alexander Godunov), after he kills Karl’s brother, Tony (Andreas Wisniewski), in a brutal scuffle. A cold-blooded and merciless killer, Karl swears revenge and his burning need to kill McClane sees him disregard Gruber’s orders, warn his allies not to rob him of his quarry, and ends with him hanging from a chain, seemingly dead because of his vendetta. Gruber’s other most notable ally is Theo (Clarence Gilyard), the group’s wisecracking and enthusiastic tech specialist who happily applies his skills to cracking Takgaki’s safe, seeing it as a personal challenge, and directs his allies in fending off the SWAT team, laughing with glee at how outmatched the LAPD are against their firepower and his intellect. And then there’s Hans himself, a smooth talking, eloquent, unnervingly polite terrorist who commands not just the respect and loyalty of his crew but the attention of every room and scene he’s in. While he’s a reasonable man, Gruber is as psychotic as his underlings when pushed; he thinks nothing of executing Takagi and Ellis and is fully prepared to kill everyone in the building to pull off his heist, despite agreeing to Holly’s terms to treat the hostages humanely. Although positioned and selling himself as a revolutionary terrorist fighting against oppression, he’s actually little more than a common thief as his goal is to steal $640 million in untraceable bearer bonds from Takagi’s vault and abscond to a faraway beach, free from persecution thanks to his elaborate and well-executed plan. While he’s largely the commanding voice of reason and directs his men to focus on the big picture, such as retrieving his C4 explosives rather than wasting time and energy hunting McClane, he didn’t factor a lone New York cop into his schemes and his demeanour noticeably becomes more frustrated the more his operation is scuppered by this smart-mouthed “cowboy”. Gruber even comes face to face with McClane at one point when looking for his detonators and gains a deeper understanding about his foe; though Gruber’s accent and charade are good, McClane shows he’s more than a meathead by seeing through the act, but Gruber matches him at every turn, ordering Karl to “shoot the glass” when he notices McClane’s bare feet and even taking Holly hostage to ensure their escape in the finale.

The Nitty-Gritty:
I’ve never understood the debate regarding Die Hard’s status as a Christmas movie. Every year, memes and posts and arguments rage about whether it “counts” as a Christmas movie when the evidence is pretty clear that it absolutely is a festive film. For starters, it takes place on Christmas Eve and at the Nakatomi Christmas party; that alone is enough to qualify in my book, but we’ve also got an abundance of Christmas decorations (including trees and presents), a hip Christmas song, and a Christmassy jingle laced into the film’s score. For me, all it takes is for a film to be set during the Christmas season for it to be considered a Christmas movie, making the entire debate redundant from my perspective; plus, it’s a great excuse to watch Die Hard while the turkey’s roasting. The Christmas setting is a great excuse to have Nakatomi Plaza be empty save for its partying employees; it also helps set up some great puns and aggrieved commentary from McClane, who regularly laments about how unfair the situation is. Thanks to a combination of fear, adrenaline, anxiety, and his own juvenile nature, McClane provides a running commentary throughout the film to himself, Powell, and his foes. It’s clear he does this to cope with the extreme danger of his situation, but it also showcases his investigative mind as he ponders the accents and gear of Gruber’s gang, chastises his own reckless behaviour and bad ideas at every opportunity, and assaults his enemies with colourful insults as much as bullets and body blows.

John McClane embodied a different type of action hero, a vulnerable, flawed, smart-ass everyman.

Whilst studying for my PhD thesis, I did a lot of background research into action cinema and, unsurprisingly, Die Hard came up quite a bit, especially regarding discussions of masculinity in Hollywood (and, specifically, this genre). For decades, action cinema and gender roles were defined by physicality; masculinity, especially, was embodied by hyper-masculine heroes like Schwarzenegger and Stallone, but this perception was challenged by the AIDS crisis and smaller, less troublesome statures and heroes became more prominent. Thus, not only did Stallone dramatically reconfigure his persona at this time, but McClane represented something very different to his peers; defined “through the voice, more wise-guy than tough-guy” (Tasker, 1993: 239), McClane was a “perpetual adolescent [who seemed] to be playing games”, cracking jokes and carrying “a sense of surprise and confusion that [the] explosive events are happening to him”. He thus personified the more relatable, rugged “Everyman” action hero; proactive individuals who faced danger not just with a fist or a gun but a smirk and a hefty amount of icy dialogue (ibid). However, McClane remains a figure of masculine power like his peers; Barry Grant (2007) noted that McClane survives multiple milestones throughout and ultimately triumphs, believing McClane’s heroics were linked to masculinity, patriarchy and their mythic representations since he conquers a clearly phallic structure, overcomes numerous male henchmen who challenge his masculinity, and ultimately defeats these villains to reclaim both his masculine potency and his wife. Indeed, Die Hard was noted by Steve Neale (2001) to be progressive in these gender codings as “fantasies of class- and gender-based resistance to the advent of a post-feminist/post-Fordist world [and] all the old lines of force and division between races, classes and genders are both transgressed and redrawn”. While you can read gender and political messages into almost any narrative, there’s some really interesting reading on the subject out there, especially in relation to Die Hard. I think what impresses me the most about this is how it allows the film, and this largely dismissed genre, to gain a bit more legitimacy in the eyes of academics; sure, it’s a bombastic action flick filled with blood squibs, wise cracks, and elaborate stunts but that doesn’t stop it from having intriguing academic appeal and opening discussions regarding gender roles.

Amidst the explosions and gunfights, Die Hard has a raw and brutal edge to its set pieces.

Indeed, while Die Hard is easily the most grounded and subdued of the franchise, which upped the ante to almost ridiculous (but no less entertaining) degrees, it still has some impressive set pieces, especially for a film set largely in one location. There’s the aforementioned APV assault, which sees the foyer rocked by explosions and ends with an impressive (if slightly dodgy) composite shot of McClane chucking C4 down an elevator shaft. And before this we have fun stuff like McClane blasting Marco (Lorenzo Caccialanza) through a table and then tossing him out a window, where he crashes onto Powell’s car and finally gets the LAPD out in full force. McClane’s fist fights with Tony and Karl are very brutal affairs; McClane takes quite a beating in each case and survives only by the skin of his teeth and is left sweaty and bloodied as a result. The damage he accumulates racks up to the point where he starts to consider that the odds aren’t looking too good in his favour; as he gingerly pulls glass shards from his feet, he tries to confide in Powell, who remains the steadfast voice of encouragement and hope. Things continue to escalate when Theo finally cracks the vault and Gruber enacts his final deception; he agrees to let the hostages go in exchange for safe passage on a helicopter, knowing full well that the FBI will double-cross him and rigging the rooftop landing pad to blow. Thanks to McClane, the hostages get to safety but Johnson and Johnson aren’t so lucky as their chopper is engulfed by the explosion. McClane, however, proves as resourceful as ever, leaping from the roof with a firehose as a makeshift safety line and smashing his way back into the building, narrowly avoiding a fatal fall in the process. Indeed, the film’s title is certainly apt as McClane continually avoids death even when he should probably have died several times over, though this takes a visual toll on his body and his mind as the film progresses, with him becoming noticeably bloodier and more desperate as things escalate.

An injured and exhausted McClane ultimately topples Gruber and reunites with his wife.

Thankfully, Powell in on hand to keep him together; their many radio exchanges see Powell shamefully admit to his mistake, which saw him transfer to a desk job and holster his revolver, an emotional arc that reaches a crescendo in the film’s final moments when Powell is forced to shoot Karl dead when he suddenly springs to life, thus allowing Powell to regain his confidence (and, if you want to read it that way, his own sense of masculinity; guns are a very phallic object, after all). After spending the whole movie pretending to be this cultured, intellectual terrorist revolutionary, Holly is disgusted and stunned to learn that Gruber’s simply in it for the money. Although many of his men have been killed by McClane, Gruber finally gets into Takagi’s safe and prepares to make his getaway, taking Holly as his hostage for collateral. However, McClane stumbles out from the embers, exhausted and bloody, to confront Gruber once more; as ever, though, he’s outnumbered and outgunned and dare not make a move since Gruber has Holly at gunpoint. With no other choice, McClane drops his gun and surrenders to Gruber, who prepares to shoot him and mockingly repeats a taunt McClane had flippantly thrown his way earlier, “Yippee-ki-yay, motherfuker”, causing them both to break out in laughter. This is all the distraction McClane needs to enact his final, desperate gambit; with his hands behind his head in a submissive gesture, he retrieves a pistol he taped to his back, guns down Eddie (Dennis Haden), and incapacitates Gruber with a shot, despite taking another bullet in the process. This sees the mortally wounded Gruber topple out the window, but he proves as persistent as his nemesis; caught up on Holly’s wristwatch (a gift from Takagi for her hard work), he prepares to shoot McClane only to be sent suddenly plunging to his death when McClane rips the watch from his wife’s wrist, symbolically shedding Holly from her career and returning her into the arms of her grateful and remorseful husband, their relationship having been galvanised by the whole traumatic ordeal.

The Summary:
Christmas is a great time of year. The food, the atmosphere, the presents…and the movies! Every year, I get to re-watch some of my favourite Christmas-themed films and Die Hard absolutely makes that list. Yes, you can (and should) watch it any time of the year but why not at Christmas, when the movie is set? Honestly, this is one of the all-time greats of the genre; more of an action/thriller, the film is a hugely entertaining depiction of one tenacious man’s fight against overwhelming odds and, while it can sometimes feel a little lengthy, it’s very fun and always enjoyable to watch every time. John McClane is a very different type of action hero; he’s vulnerable and flawed and has a smart mouth and a never-say-die attitude. He’s the perfect monkey wrench in Hans Gruber’s meticulous plot to get rich quick and the dichotomy between the two is half the fun of the movie. Even though they share very little screen time together, you can see them both growing more desperate and riled up and eager to take the other out as the film progresses, and this rising tension is both palpable and reflected in the escalating violence and destruction. I loved McClane’s snarky attitude, his quips and one-liners, and the humanising relationship between him and Al Powell, which really helps you remember that these action heroes are just normal people, deep down beneath the machismo. Another thing I love is how raw Die Hard is; it’s grounded and dirty and gritty and it really makes you feel it every time McClane takes a shot or a beating or a fall. Although it’s easy to just turn your brain off and enjoy a good time, I do like how the film invites deeper readings and academic discussion with its depiction of gender, masculinity, and violence. For me, Die Hard has endured the test of time; it reinvigorated the action genre and created one of the best protagonists of action cinema and it’s one of those films I both genuinely look forward to watching time and time again and which just gets better the more you watch it.

My Rating:

Rating: 5 out of 5.

Fantastic

Are you a fan of Die Hard? Did you like how it reinvigorated the action genre with a snarky everyman hero or are you a fan of the more over-the-top protagonists? What did you think to Hans Gruber’s plan, his portrayal, and his crew? Did you enjoy McClane’s tenacity and snarky attitude? What did you think to the set pieces? Do you consider Die Hard to be a Christmas movie? What are your plans for Christmas Day today? Whatever your thoughts, feel free to comment down before and have a great Christmas!

Movie Night [Doomsday]: Snowpiercer


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


Released: 29 July 2013
Director: Bong Joon-ho
Distributor: CJ Entertainment/Lionsgate
Budget: $40 million
Stars: Chris Evans, Song Kang-ho, Jamie Bell, Tilda Swinton, John Hurt, and Ed Harris

The Plot:
After an attempt to reverse global warming causes an ice age to render the Earth uninhabitable, the remnants of humanity are crammed into a circumnavigational train, the Snowpiercer, where the elite thrive in the extravagant front cars and the poor struggle in squalid tail-end compartments. With tensions rising, Curtis Everett (Evans) prepares to lead an uprising against the train’s domineering authority, represented by Minister Mason (Swinton).

The Background:
Snowpiercer began life as a French language graphic novel, Le Transperceneige (Lob, et al, 1982); after discovering a copy in a South Korean comic book shop in 2005, director Bong Koon-ho was immediately fascinated by the story’s depiction of social classes desperately vying for survival in a claustrophobic, post-apocalyptic scenario. Despite his fascination with the graphic novel, and having secured the rights to a live-action adaptation thanks to his friendship with fellow director Park Chan-wook, development of the film took a great deal of time to get off the ground. Star Chris Evans came on board (no pun intended) in 2012; although he brought with him a mainstream star power thanks to his prominence in the Marvel Cinematic Universe, Bong had to employ some clever filmmaking techniques to hide the actor’s muscular physique during filming. Featuring some complex practical and computer effects to render the titular train’s numerous cars and the desolate frozen wasteland of the outside world, Snowpiercer had the largest film budget of all time for any film with Korean investors but its theatrical release was limited to South Korea at the time. Still, while Snowpiercer’s box office may not have been the most spectacular, the film received largely positive reviews, was widely regarded as one of the best films of 2014, and eventually led to a television adaptation in 2020.

The Review:
Snowpiercer presents a unique spin on the concept of a global disaster movie; while we’ve seen ice ages and frozen Earth films before, I’m hard pressed to think of one where we were directly, unequivocally responsible for the planet becoming a block of ice and snow much less one where the few remnants of humanity were crammed inside a world-spanning, perpetual motion train.

The tail section lives in abject poverty and is routinely abused by the upper classes.

Immediately, the film’s depiction of class and social segregation is made explicitly clear; Curtis, his young friend Edgar (Bell), and his fellow lower classes are forced to live in abject poverty and extremely cramped, disgusting conditions like homeless vagrants. Muddy, dishevelled, and little more than meek, subservient cattle, the lower ends are fed nauseating protein blocks and held at the mercy of the upper classes and the train’s armed guards, who do not hesitate to beat them mercilessly or tear children away from their mothers. Curtis, a principal figurehead amidst the dregs of the train, is very much a reluctant leader and uncomfortable with his position after a traumatic experience in the past. Indebted to Gilliam (Hurt), the aged, half-crippled true leader of the resistance movement, Curtis begrudgingly uses his powers of observation and force of will to help co-operate with prisoner Namgoong “Nam” Minsoo (Kang-ho) in a desperate attempt to storm the train’s length to seize control of the engine (and, thus, the “world”), and kill its operator, Wilford (Harris).

Much to Curtis’s chagrin, Edgar worships and looks up to him as a leader and a brother.

Much to Curtis’s chagrin, Edgar worships him as a hero and leader and sees him as something of an older brother; optimistic and full of fight, Edgar is willing to follow Curtis into the fray, which greatly disturbs Curtis as he believes that Edgar is willing to die for nothing. Their relationship is one based on both necessity and a lifetime of lies as Curtis carries tremendous guilt after he nearly killed and ate Edgar when he was just a baby. Such abject mania and cannibalism was rife in the early days of the train and many of the back-end’s inhabitants, such as Gilliam, are missing limbs after being willingly (or forced) to offer sustenance to their fellow passengers.

Snowpiercer features a diverse cast, making communication another source of contention.

Snowpiercer features an extremely diverse cast, with many of the supporting characters being South Korean actors; the most prominent of which is Curtis’s contact, Nam, and his seventeen-year-old daughter, Yona (Ko Asung). Both are addicted to a coal-like waste by-product, Kronole, which offers abusers a hallucinogenic high, yet Nam is instrumental to their efforts since he designed all the doors and locks on the train and his daughter exhibits some degree of clairvoyance. Since Namgoong mainly communicates in Korean, Curtis and the others are forced to communicate with him through the use of an unreliable mechanical translation device, though there are many instances of subtitles as well.

Mason is an abominable, despicable coward who’s only looking after her own self interests.

The upper classes are condescending, well-kept, and ruthless individuals who regularly lord their position and power over the lower classes; none embody Wilford’s order or the will of the upper class more than the detestable Minister Mason. A comical figure in many ways, sporting a pompous Yorkshire accent, an elaborate sense of style, and a self-righteous attitude, she stresses the importance of social order and subjugation through capital punishment and fully believes that everyone, and everything, must adhere to their pre-ordained place to maintain society and order.

Against overwhelming odds and cruel oppressors, Curtis’s rebellion is a bloody and brutal affair.

Even after decades of suppression and failed revolutions, which have resulted in countless deaths and mutilations, the lower classes maintain a degree of resistance and fighting spirit; thankfully, those same years have taken their toll on the upper classes, who have not only become complacent but have also run out of bullets over the years. As a result, Curtis’s campaign to seize the train takes the guards completely off-guard and is, initially, somewhat successful. Along the way, they discover to repulsive truth behind the protein bars and are enamoured by seeing the sun, the outside world, and the opulence of the upper classes. Much death and violence accompany this push to the front, however, resulting in the sudden death of Edgar and turning Curtis’s mission into one of revenge as much as liberty.

The Nitty-Gritty:
Snowpiercer is an extremely bleak and claustrophobic tale, full of dark, desolate lighting and a surprising variety of environments considering the entire film takes place on overcrowded train carts. The back end is a grim, gloomy area that is little more than a slum but, as Curtis’s revolution proceeds through the train, environments become much more elaborate and ornate as we see the luxury and indulgence that the upper class surround themselves in.

The train’s construction and stability raises some questions but it’s definitely a unique premise.

This includes a fully-functioning school (which teaches the children of the upper class to respect and pay reverence to the train and to Wilford as though they are some kind of religious icon), lavish first-class cabins equipped with lighting, heating, and actual cooked food, and such extravagances as musicians and even a greenhouse, aquarium, and hot tubs. Of course, as with many post-apocalyptic tales, there are some questions raised by Snowpiercer’s concept and left unanswered: the train is, by definition, a perpetual motion engine that circles the world endlessly thanks to being powered by small children but, while we see it precariously clinging to the tracks throughout the film, it’s pretty obvious that the train, its tracks, or the many bridges would surely have degraded or been destroyed by the extreme cold.

It’s a hard life in an even harsher world and revolution carries a heavy cost.

Still, I can forgive a lot of these questions mainly because the film does go to some lengths to address some of the main ones (by explaining that Wilford had the foresight and the capital to prepare his train tracks and engine before the world went to Hell) and the rest are best left to one side as a degree of suspension of disbelief is necessary to allow the film to actually happen. Additionally, the overall concept of the subjugated lower classes rising in a desperate suicide mission to take control of the train is compelling enough to carry the film even through its more preposterous ideas. After a particularly bloody and costly battle through the train, Curtis secures safe passage through the train by taking Mason hostage and is disgusted to see the extent to which the upper classes indulge themselves. At the mercy of the lower classes, Mason’s previously haughty attitude and lofty position is shattered as she is force-fed the protein blocks and sells out her beloved Wilford purely to save her own wretched hide. Thankfully, as satisfying as it is to see her reduced to a blubbering wreck, she gets her ultimate comeuppance when she is duly executed by Curtis not only for the deaths and suffering she has willing taking part in over the years but also for indirectly being responsible for Gilliam’s death.

After Curtis rejects Wilford and derails the train, the two survivors face an uncertain future.

There are a number of dramatic twists that await Curtis at the head of the train; the first is that Gilliam and Wilford conspired to inspire Curtis’s rebellion simply to maintain the train’s delicate and ghastly self-sustaining ecosystem by killing off a large portion of the tail section. The second is that Wilford, seeing the need for a successor, offers Curtis the opportunity to take over as the train’s operator but, while he is tempted, having lost everything and in the face of mass executions, Curtis violently refuses when Yona reveals that the engine is powered by children from the tail section. In that moment, Curtis finally sacrifices not just a limb for his fellow passengers but also himself to derail the train and leave Yuna and the boy, Timmy (Marcanthonee Reis), to an uncertain future in a world that may be slowly thawing.

The Summary:
Snowpiercer is a fantastically dreary and depressing tale about the decaying and desperate remnants of humanity being forced into a claustrophobic space, separated by class and social standing, and forced to either scramble for survival and scraps and eek out a pathetic existence in the tail end or indulge in their every desire and whim at the front end. Trapped under the thumb of their oppressors and driven by hunger and desperation, Curtis is determined to see his mission through simply because of the suffering and death he has witnessed first-hand and his hatred of both himself and Wilford for forcing them to live in such conditions. As far as post-apocalyptic tales go, you could do a lot worse than Snowpiercer, which expertly focuses its narrative on this fragile ecosystem and presents a desolate, desperate tale of survival within a suffocating, oppressive space that separates it from its competition and results in a bleak and intense story of desperation and survival.

My Rating:

Rating: 3 out of 5.

Pretty Good

Are you a fan of Snowpiercer? How do you feel it holds up against other post-apocalyptic tales? Were you a fan of the social and class issues represented in the film and or did its bleak atmosphere put you off? Have you read the original graphic novel and, if so, how do you feel Snowpiercer works as an adaptation? Perhaps you were more a fan of the later television adaptation; if so, why is that and how does it compare to the film? How are you celebrating the end of the world today? Whatever your thoughts on Snowpiercer, feel free to leave a comment down below.

Back Issues [Sonic 2sday]: StC in Sonic 2


After the release of Sonic the Hedgehog (Sonic Team, 1991), Sonic firmly established himself as the hot new gaming icon and catapulted SEGA to the forefront of the “Console Wars”. Anticipation was high for a sequel and, in keeping with their aggressive marketing strategies, SEGA dubbed November 24, 1992 as “Sonic 2sday”, a marketing stunt that not only heralded the worldwide release of the bigger, better sequel but changed the way the videogame industry went about releasing games for years to come.


Story Title: “Attack on the Death Egg”
Published: 7 August 1993
Writer: Nigel Kitching
Artist: Ferran Rodriguez

Story Title: “Super Sonic”
Published: 21 August 1993
Writer: Nigel Kitching
Artist: Richard Elson

Story Title: “Megatox”
Published: 2 October 1993
Writer: Nigel Kitching
Artist: Richard Elson

Story Title: “Casino Night: Part 1/2”
Published: 22 January 1994/5 February 1994
Writer: Nigel Kitching
Artist: Richard Elson

Story Title: “Hill Top Terror”
Published: 19 February 1994
Writer: Nigel Kitching
Artist: Ferran Rodriguez

Story Title: “Pirates of the Mystic Cave”
Published: 2 April 1994
Writer: Nigel Kitching
Artist: Richard Elson

The Background:
Sonic the Hedgehog was a massive success for SEGA; thanks to an aggressive marketing campaign and including it with their 16-bit Mega Drive, SEGA saw sales of over 15 million copies upon its release. However, all was not right at SEGA as Sonic mastermind Yuji Naka quit for the California-based SEGA Technical Institute. After bringing in many of his own Japanese staff, Naka spearheaded the creation of a sequel while an entirely separate, Japan-based team worked on Sonic the Hedgehog CD (SEGA, 1993). Though mired by an influx of ideas, another internal contest decided Sonic’s new sidekick, Miles “Tails” Prower, and improved graphics and gameplay saw Sonic 2 become incredibly successful; 400,000 copies were sold in its first week alone, with over 6 million units during the Mega Drive’s lifespan. SEGA’s control of the home console market shot up by 40% as a result of Sonic 2; the game was widely praised upon its release and is still held in high regard, with many claiming that it is the best in the series. This, more than anything, helped catapult Sonic to mainstream success and saw SEGA briefly usurp Nintendo’s position at the top of the videogame industry and SEGA were quick to capitalise with a slew of merchandise, including cartoons and comic books. About six months after Archie Comics began publishing a weird amalgamation of the Adventures of Sonic the Hedgehog (1993 to 1996) and Sonic the Hedgehog/SatAM (1993 to 1994) cartoons, United Kingdom publisher Fleetway Editions Limited brought us “Britain’s Official SEGA Comic”, Sonic the Comic (StC), a fortnightly publication that I collected diligently until its unfortunate end. Though pulling much of its lore from the now-defunct Mobius and Doctor Ovi Kintobor storyline that was prevalent outside of Japan, StC quickly veered away from the source material to recast Sonic the a mean-spirited leader of a gang of Freedom Fighters made up of both videogame characters and anthropomorphic characters adapted from the videogames. Like the Archie comics, StC often included a few very loose adaptations of the videogames, though these were often heavily truncated and adapted to fit with its noticeably different lore. Sonic 2 was no different, with many elements of its plot and gameplay being loosely peppered throughout the comic’s early issues.

The Review:
So, as I mentioned, StC often included truncated videogame adaptations. Sometimes these stretched over a few parts, or a handful of separate parts; sometimes they carried on through spin-off strips. But, quite often, StC simply adapted the general sense of the source material over various issues and stories, and that’s very much the case with their adaptation of Sonic 2. From issue one, StC quite clearly takes place after the first videogame, with Sonic generally sticking to the Green Hill Zone and other locations from the first game but also visiting or at least referencing events from the second game, if only because Tails was regularly included as Sonic’s sidekick. I suppose you could argue that Sonic 2 takes place between issues, but I always assumed that the first two games happened, and the comic went from there. All this is to say that, initially, I was simply going to review “Attack on the Death Egg” but I decided to make things more difficult for myself and review a bunch of StC stories that are clearly pulling from the second game, while also inserting their own lore. One of the most prominent bits of original lore in StC was their version of the Kintobor origin; in StC, the kindly Doctor Ovi Kintobor was transformed into the evil Doctor Ivo Robotnik after an accident involving a rotten egg and a massive dose of chaos energy from the six unstable Chaos Emeralds. Somehow, Dr. Kintobor’s consciousness was imprinted onto a Golden Ring and then transferred to the computer and acted as a guide, warning system, and information network for Sonic and his gaggle of Freedom Fighters, and an occasional emphasis was placed on Sonic carrying or hiding his guilt for his role in the creation of Mobius’s power-hungry dictator.

Sonic and Tails return to the Death Egg to stop it from destroying the Emerald Hill Zone.

I offer this context because “Attack on the Death Egg” opens with Sonic operating the Kintobor Computer and Tails expressing childish curiosity about the kindly doctor’s holographic face, which acts as an interface to make the machine easier for Sonic to use. The computer reveals that Dr. Robotnik’s all-powerful Death Egg space satellite is not only still in one piece after Sonic 2 but is currently on a collision course with the Emerald Hill Zone, so Sonic has Tails fly them to Dr. Robotnik’s “flying fortress” (obviously the Wing Fortress Zone), though Tails is clueless as to why they’re heading there and not to the Death Egg. While the fortress is largely abandoned, it’s not without some recognisable defences; Sonic dodges a Cluck’s cannonball and ends up battling the laser cannon boss from the videogame (though Sonic’s dialogue and inner monologue implies he’s never encountered this before). Similarly, Tails is completely clueless about the Wing Fortress; he doesn’t even realise it has a spaceship there, which is a bit odd as the Sonic 2 cutscene clearly showed him helping boost Sonic onto the same craft. One quick stomach-churning trip to space later and the two are back onboard the heavily damaged, egg-shaped space station; there, Sonic is…not surprised, more excited and insulted…to see Mecha Sonic is still operational, albeit badly damaged. Sonic makes short work of his chunky robotic doppelgänger, ramming it with a Super Sonic Spin Attack and then kicking its head off, before ordering Tails to take the one and only escape pod while he (as in Sonic) manually redirects the Death Egg to plunge into the ocean rather than destroying the Emerald Hill Zone (which I believe causes a continuity issue for later in StC when Knuckles the Echidna makes his debut). Although Tails weeps for his friend and vows to tell tales of Sonic’s heroics, Sonic obviously escapes certain death and appears to bask in the glory of his bravery.

A near-death experience in the Oil Ocean Zone sees Sonic briefly become the enraged Super Sonic!

StC returned to Sonic 2 in the very next issue, which saw Sonic and Tails help with a raging inferno at the Oil Ocean Zone; while original character Red and the other firefighters have battled the blaze for three days with little success, Sonic easily disperses the burst of flaming oil by creating a “Sonic-Cyclone” with his super speed. However, the dangers of the gigantic oil refinery remain and Red implores Sonic to help them clean the place up with his unprecedented knowledge of the many traps placed around the Zone. Naturally, Sonic agrees without hesitation, but is surprisingly caught off-guard by a lone Aquis; this robotic seahorse singes him with its flame shot and forces him into one of those slippery oil slides, apparently incinerating him alive in a pool of oil! Thankfully, Sonic survives but the stress of the anticlimactic near-death experience transforms him into Super Sonic! Now, this is something else StC took major liberties with; in StC, Super Sonic is a mindless, enraged, demonic entity hell-bent on destruction and chaos and much more akin to Doctor Bruce Banner’s green-skinned alter ego than a conscious, Super Saiyan-like power-up. Sonic first transformed into this being after absorbing a massive dose of chaos energy from the volatile Chaos Emeralds, and then again after collecting too many “Mobius Rings”, and he would undergo the transformation whenever pushed too far, such as here. Now faster than light and able to fly, Super Sonic ploughs through the Aquis in a fit of rage but is so consumed by hatred and evil that he then tries to murder the little woodland critter than pops out of the Badnik! Thankfully, Tails talks some sense into the rampaging, invincible hedgehog, calming him down before his temper got the best of him, returning him to normal and allowing him to make good on his promise to clean up the Oil Ocean Zone.

A daring rescue mission to the Chemical Plant Zone sees Sonic battling the vile Megatox.

After a two-issue gap, StC tapped into Sonic 2 for inspiration for one of the most memorable stories of the comic for me, “Megatox”. This one has special meaning to me as, when I was a kid, before we could afford to buy StC on the regular, I only had two issues; one was issue two, and one was issue ten, so I read “Megatox” to death back in the day. By this time, Dr. Robotnik has overtaken Mobius thanks to taking advantage of a time dilation a few issues back; his Badniks and military Troopers are everywhere and Sonic and his friends have been forced on the run in disguise as Bob Beaky’s traveling circus. This is why Sonic infiltrates the Chemical Plant Zone dressed in a massive snow suit and hat and pretending to be Bob Beaky, loyal servant of Dr. Robotnik’s; this allows him to get into the toxic facility, where Troopers are working woodland critters to exhaustion and disciplining them with energy whips. Disgusted at the Trooper’s mistreatment of innocent Mobians, Sonic quickly abandons his disguise and trashes Dr. Robotnik’s goons; since they don’t use animals as power sources, Sonic doesn’t have to worry about holding back and literally bursts through them to lead a desperate escape attempt through a tunnel full of a strange, pink, toxic gunk. Although Sonic gets the critters to safety (and even frees another from a Grabber), he’s startled when the toxic gunk (known as “Mega Mack”) suddenly comes to life and attacks him, assuming a sentient, corporeal form called Megatox. Once a scientist charged by Dr. Robotnik to create a poisonous chemical to kill Sonic, he was transformed into living Mega Mack after a freak laboratory accident and wastes no time in fulfilling his objective by choking and poisoning Sonic with its toxic body. Already feeling the effects of the poison, and unable to directly attack Megatox since it is essentially living water and incapable of being destroyed through conventional means, Sonic instead burrows through the ground and disperses Megatox all over the countryside (no doubt indirectly polluting the nearby environment in the process) using a vortex, ending the strange creature’s threat…for a time.

Sonic ends up captured during his mission to liberate the Casino Night Zone.

Eight issues later, Sonic 2 was used as the basis for a two-part story; these weren’t uncommon in StC, and a lot of Sonic’s stories were two-part tales. This one takes place in the Casino Night Zone, here realised as a gigantic fun park adorned with Dr. Robotnik’s visage. The Casino Night is also home to a number of…well, casinos. Sonic and his buddy, nervous but tech-savvy Porker Lewis, sneak into the Zone and are disgusted to find the Dr. Robotnik has not only rigged all the games to strip guests of their money and worldly possessions but is turning them into compulsive gamblers using hypnotising beams from a massive, garish statue in his image. Dr. Robotnik (here still sporting his sadly underused videogame design and spitting out egg puns aplenty) has left the Casino Night in the hands of three original characters knock-off villains, the Marxio Brothers – cigar-chomping leader Grouchio, underappreciated stooge Chicio, and the mute trumpet-honker Harpio – thinly-veiled composites of the Marx and Super Mario Brothers from the never-seen (but, assumedly, terrible) Marxio World. When Porker’s specially-created disruptor fails to work from a distance, a frustrated Sonic resolves to get closer so he can put a stop to Dr. Robotnik’s diabolical scheme and, afraid of the hedgehog’s wrath, Grouchio orders Chicio to unleash a swarm of laser-firing Troopers into the Zone. Although Sonic fights them, the sheer numbers cause him some concern and see him fall into a trap; more specifically, a giant pinball machine that batters him about and almost ends with him becoming a hedgehog kebab…until he simply gets out of it with relative ease. Unfortunately, Sonic is forced to surrender when Porker gets captured and tied up by the Marxio’s, ending the first part with him admonishing his nerve-wracked friend even as they await certain death tied to rollercoaster tracks.

After winding up Porker, Sonic humiliates his captors and ends Dr. Robotnik’s casino plot.

“Casino Night” continues in the next issue, picking up right where the first part left off and, thankfully, sparing us any flashbacks or wasted time recapping the previous events. StC was great like that; they just did the smallest text box or a bit of dialogue and that was it. Another thing it was good at was painting Sonic as an absolute prick; like, he was heroic and brave and all that, but Goddamn was he an abrasive, self-absorbed, egotistical bully sometimes. Mostly, he threw his insults at Tails, but he wasn’t above tormenting Porker either, and he does that in this issue, driving the poor pig into a panic by pretending like they’re doomed to die. After getting his kicks from Porker’s abject terror, Sonic vibrates the ropes that bind them at super speed and breaks them free seconds before their gruesome demise. Spotting the Marxio’s nearby, now in possession of the disruptor device, Sonic pursues them into the nightmarish pinball machine that functions as the heart of the Casino Night Zone and runs rings around them as they try to smash and bash him with their metal pole…things (a weapon Sonic’s ill-fated ally, Johnny Lightfoot, would later take as his own). Although Grouchio smashes the device, Sonic is far from perturbed; in fact, he was simply stalling for time to allow Porker to reprogram the Casino Night’s main computer and cause all of the machines to pay out bucketloads of cash. As an exclamation point, Sonic has Porker destroy the head of Dr. Robotnik’s statue, disrupting his hypnotic rays and delivering a decisive victory in the ongoing war against the egg-shaped tyrant.

Sonic’s efforts to save a Hill Top Zone village see him becoming the maniacal Super Sonic once more.

Super Sonic made a return in the very next issue, which took place at one of my favourite Sonic 2 Zones, the Hill Top Zone. “Hill Top Terror” sees Sonic and Tails assist a small village at the base of an active (and very close to erupting) volcano. Before landing, Sonic has to take out a small group of Turtloids, oddly seeming to fly at superspeed and then observing that he can’t actually fly and needs Tails to rescue him with his biplane (which earns the two-tailed fox what can be loosely called a compliment). Sonic and Tails meet the bird-like tribe and their leader, Chief Kordon, who explains that the Mountain of Destiny threatens to wipe them out, claiming it to be the wrath of the Gods, which Sonic dismisses with a casual flippant comment. Racing to investigate, Sonic and Tails are surprised by a Rexxon dwelling in the boiling lava of the mountain; with Tails struggling to keep them from falling to their deaths, the stress of the situation causes Sonic to transform into his demonic other half once more. After taking his anger out on the Badnik, Super Sonic is left hungry for something to destroy and therefore unimpressed by Dr. Robotnik’s seismatron, which causes the volcano to violently explode and spells doom for the village. Thankfully, Tails hitches a ride out of there on Super Sonic’s leg and then manipulates the malevolent creature into stopping the volcano by questioning his power and ability. The effort of creating a “Super Sonic fan to cool the lava” is enough to not only save the villagers from a horrible death but also to return Sonic to normal; though he has no memory of his time, actions, or the threats he made towards Tails as Super Sonic, just enough of his personality remained to carve an effigy of himself on top of the mountain for the villagers to admire.

Sonic encounters the greedy Captain Plunder deep in the Mystic Cave Zone.

Finally for today, we have “Pirates of the Mystic Cave”; this story is actually something of a prelude to StC’s later adaptation of Sonic CD and introduces readers to one of StC’s more annoying recurring original characters, Captain Plunder and his Sky Pirates. The story sees Sonic, Tails, Porker, and Johnny exploring the Mystic Cave Zone in search of Amy Rose, Sonic’s lovelorn number one fan who joined the Freedom Fighter team some issues prior and had a knack for getting herself in trouble. While there, they’re attacked by the caterpillar-like Crawltons but, unlike usual, these Badniks are empty of helpless woodland critters. Sonic and Tails are soon cut off from Porker and Johnny by a massive steel door and summarily attacked, and knocked out, by electrical bursts courtesy of a gaggle of Flashers. When they awaken, they find themselves in a cove where Amy is held prisoner in a wooden cage by the hulking, warthog-like Captain Plunder. Desiring Sonic’s cache of Chaos Emeralds, Captain Plunder first threatens Tails with walking the plank and then ruthlessly kicks him down a chasm, but Sonic reminds his young friend that he can fly and therefore the attempted murder is easily thwarted. While Sonic is unable to hurt Filch, Captain Plunder’s resident poltergeist (whom the captain himself murdered for being greedy with the biscuits), he is able to fight the hook-handed warthog. However, far from a mere meek damsel in distress, Amy talks sense into the two and convinces them to join forces against Dr. Robotnik; although Sonic can’t surrender the Chaos Emeralds, he can offer information which of Dr. Robotnik’s air freighters are worth robbing and the cutthroat crew offer the Freedom Fighters some much-needed backup in the fight against the dictator. Although Captain Plunder agrees to the deal and the Freedom Fighters are allowed to leave unharmed, he vows to use the situation to his advantage regardless and steal the Chaos Emeralds at the first opportunity.

The Summary:
There’s a real variety in these six (technically seven, I guess) stories; none of them are a direct adaptation of Sonic 2 by any means and, indeed, the comic plays fast and loose with the game’s continuity at the best of times. One thing I enjoy about Sonic’s comics is how the game locations are actually used and expanded upon, becoming intricate cities, populated areas, and really feeling alive and part of this diverse and often wacky fictional world. The cartoons and movies really struggle with this aspect; occasionally, Zone names and locations are referenced, seen, or somewhat evoked, but it’s never as explicit as in the comics, where anthropomorphic characters live and work and struggle like in the real world. Other concepts, like gameplay mechanics such as Golden Rings and such, were never quite as easily translated in the comics; like the cartoons, these were downplayed or ignored, with stories largely focusing on the Chaos Emeralds and using Rings very sparingly, as though this mechanic were something that only existed in the context of the videogames and wasn’t quite the same thing in this new fiction.

The stories do a great job of bringing Sonic 2‘s locations to life.

Regardless, these stories tell quite a few fun and interesting tales in just a few pages. All but two of these were illustrated by the great Richard Elson, the premier artist of StC who always delivered some of the best, dynamic, and visually interesting sequences and panels. However, this isn’t to discredit Ferran Rodriguez; while his art style is noticeably less detailed than Elson’s and far more simplistic, his characters and locations evoke the anime aesthetic channelled in the manuals and advertisements for the games, especially over in Japan, therefore bringing a more “SEGASonic” version of the character to StC. While some of the writing is a little off (Sonic’s constant heckling of Tails and Porker can make him out to be more of a bully) and it’s a little weak that Super Sonic’s first big appearances were a result of mediocre Badniks like Aquis and Rexxon, the visual representation of the Zones used is absolutely spot on. StC rarely, if ever, took much inspiration from the actual plots of the videogames beyond Dr. Robotnik enslaving animals and polluting the environment, but they always did a bang-up job of bringing the game’s Zones to life in their adaptations, and all of these look great. Sure, Wing Fortress and Death Egg are a little lifeless and dull and Hill Top Zone is less of a lush mountainscape and more of a barren, rocky volcano, but Elson’s depictions of the bustling, pollution-spewing Oil Ocean and Chemical Plant Zones is a joy to behold. There’s so much detail there, with elements from the games (like the oil slides, the toxic gunk, the pinball arena, and the ominous caves) tweaked to become somewhat believable and fully flesh out environments. This is probably best evident in the Casino Night Zone, which takes more from the bustling city you see in the background of the Zone but still includes the bounce springs and bumpers, though Oil Ocean Zone really came off incredibly well, too.

Some unique supporting characters and world-building bolster these stories.

Like basically all external Sonic media, StC was rife with original characters; many, especially those in Sonic’s gang, were adapted from the Mobius lore but others, like Captain Plunder, were a little more surreal and yet fit quite well with this version of Sonic’s world. Few of them make much impression in these stories beyond Captain Plunder and, I guess, the Marxio Brothers for being parodies of SEGA’s rival, Nintendo. One thing you may notice is that Dr. Robotnik doesn’t show up much in these stories and Sonic doesn’t actually fight him directly; this was actually quite common, especially after Dr. Robotnik took over Mobius and became virtually untouchable, and much of the ongoing story was about striking victories and disrupting his operations, not unlike what we saw in SatAM, casting Sonic firmly as the underdog despite him always coming out on top. For those who were hoping to see a traditional Zone-by-Zone adaptation or a bigger, more dramatic showdown on the Death Egg, these stories will probably be a disappointment; indeed, the Death Egg wouldn’t be properly explored or seen as a real threat until later, after Knuckles’ introduction, so I can understand why “Attack on the Death Egg” might fall a little flat in that regard. Still, I think these stories collectively do a decent job of capturing some of the essence of Sonic 2 and recontextualising the Zones and gimmicks into something that would actually work as a living, real place. Many of the elements seen in these stories would return in later issues, with Captain Plunder, Megatox, and the Marxio Brothers becoming recurring villains and anti-heroes, and basically all of Super Sonic’s unique characterisation as this out of control, destructive force was established here. Naturally, there’s a lot of bias on my part; I grew up reading these stories and was an avid collector of StC and really enjoy how they adapted the source material into something recognisable, but still distinctive in its own right, and I definitely think their efforts to incorporate and expand upon Sonic 2 resulted in some fun and visually engaging stories here.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Sonic the Comic’s adaptations of Sonic the Hedgehog 2? Did you read StC as a kid and, if so, what did you think to its unique take on the source material? Which of these stories was your favourite and what did you think to the StC version of Super Sonic? Would you have liked to see a more direct adaptation of the games in the comics and how would you compare with StC did with the American comic books? What are some of your favourite stories, characters, and moments from StC? How are you celebrating “Sonic 2sday” this year? Whatever your thoughts on Sonic 2, and Sonic comics in general, share them below or join the discussion on my social media.

Screen Time: Ms. Marvel

Air Date: 8 June 2022 to 13 July 2022
Network: Disney+
Stars: Iman Vellani, Zenobia Shroff, Matt Lintz, Nimra Bucha, Aramis Knight, and Mohan Kapur

The Background:
In 1939, Fawcett Comics introduced readers to the magically-empowered boy-turned-superman Billy Batson/Captain Marvel; however, a 1953 lawsuit forced them to cease publication of their Captain Marvel comics and allowed Marvel Comics to trademark the name for themselves. While Stan Lee and Gene Colan’s Mar-Vell ended up being more famous for his death from cancer, his mantle was continued by a number of successors, most notably Carol Danvers. However, before she took name Captain Marvel, Carol went by Ms. Marvel, an identity later adopted by young Kamala Khan, an Inhuman Muslim girl who idolised Carol. Created by Sana Amanat, Stephen Wacker, G. Willow Wilson, Adrian Alphona, and Jamie McKelvie, Kamala’s adopting the Ms. Marvel mantle and subsequent solo series marked the first time a Muslim character headlined a Marvel publication and she drew significant praise from the Muslim community and for representing a marginalised youth demographic. After Captain Marvel (Boden and Fleck, 2019) proved a critical and commercial hit, star Brie Larson expressed interest in including Kamala in the MCU, something Marvel Studios were keen to do considering the character’s diversity and mainstream popularity. Development of a six-episode series for streaming service Disney+ began in 2019, with the writers keen to stay true to the source material (despite some alterations to Kamala’s powers) and tell both a coming-of-age story for the fledgling heroine and explore aspects of the Muslim faith and traditions through Kamala’s whimsical perspective. Newcomer Iman Vellani won the title role and her outfits and costumes, which are infused with cultural trappings, were designed by Arjun Bhasin; the showrunners also took great pains to ensure cultural authenticity throughout the entire process. Despite complications from the COVID-19 pandemic, Ms. Marvel released in weekly instalments on Disney+ and the first three episodes received a cinematic release in Pakistan. Although suffering from short-sighted hatemongering, the show was met with overwhelmingly positive feedback; reviews praised the blend of quirky humour with its authentic representation of Pakistani-American culture, Vellani’s performance, and the depiction of her new powers, and Ms. Marvel was heralded as a turning point for the MCU and mainstream representation of the Muslim faith. Although there has been no mention of a second season as of this writing, Kamala and her family featured prominently in the The Marvels (DaCosta, 2023), ensuring that the character has a future in the MCU in one form or another.

The Plot:
Sixteen-year-old Kamala Khan (Vellani) idolises Captain Carol Danvers/Captain Marvel (Brie Larson) but her strict Muslim mother, Muneeba Khan (Zenobia Shroff), disapproves of her constant daydreaming. Already struggling to fit in at school and juggling the minefield of a teenage social life, Kamala’s world is changed forever when she acquires cosmic powers from a family heirloom and discovers a mystical background to her family lineage.

The Review:
So, first of all I think it’s only fair to say that I know practically nothing about Ms. Marvel; if she’s appeared in some of the crossover events I’vr read, it was usually in a minor, supporting role and just about all I know about her is that she’s a Muslim girl with stretchy powers and has become quite popular in recent years. I say this only to establish that I went into Ms. Marvel without any kind of expectations, thus I didn’t really care that they altered her powers and, as I understand it, her origin into an amalgamation of her comic book counterpart, perennial sidekick Rick Jones and the Nega-Bands, and even a splash of the various Green Lanterns from DC Comics. I think it was probably a good idea; it ties into the mystical slant to the MCU’s cosmic side, separates her from Doctor Reed Richards/Mister Fantastic, and makes her powers a little more visually diverse. Kamala is probably the most relatable and grounded MCU protagonist yet; a young high schooler who’s just trying to find her way in the world, she’s an avid fan of the Avengers, specifically Captain Marvel, and makes fun animated videos about them and the battle against Thanos (Josh Brolin). Thanks to Scott Lang/Ant-Man’s (Paul Rudd) podcast interviews, she and the rest of the world have a pretty good idea of what happened in this battle but, despite the effort she puts into her videos, she only has two subscribers, barely any views, and a lot of her comments are just spam…which I can totally relate to! Kamala represents the MCU’s core audience in many ways; youngsters who have grown up with these films and characters and want to emulate them, decorate their rooms in superhero paraphernalia, and eagerly attend conventions so they can dress up as their heroes and be around likeminded, hardcore fans. Kamala is so excited about AvengerCon that she and best friend Bruno Carrelli (Lintz) cobble together an impressive costume for the event and she’s amazed in the finale when her father, Yusuf (Nimra Bucha Kapur), tells her that her name can be translated to mean “marvel”, which only makes her idolisation of Danvers even stronger.

Kamala idolises Captain Marvel and is absolutely adorable but has a strained relationship with her mother.

If there’s a word to describe Kamala, it’s “adorable”! She’s a little shy and introverted and other kids and even teachers are dismissive and rude to her, but she’s not exactly harassed like in a lot of high schools. Her powers do give her a newfound confidence that sees her become more assertive and engaging but she remains a bit clumsy and accident prone and is constantly reprimanded by her mother, Muneeba, and her try-hard principal (Jordan Firstman) about her constant doodling and daydreaming. Like all teens, she’s at a crossroads in life and is always being told that she needs to think about her future; her belief that girls should be able to make their own choices, to go out into the world and discover themselves, is met with stern disapproval by her mother since she firmly believes that Muslim women need to get married, put down roots, and start a family rather than drift away into fantasy, something Kamala can’t help but do as she has such an overactive imagination. Her relationship with Muneeba throughout is thus strained throughout; while she accepts Bruno and her older brother, Aamir (Saagar Shaikh) can seemingly do no wrong, Muneeba has high expectations of Kamala and isn’t impressed that she wants to “go to a party…at night” while dressed in a tight costume. To Yusuf’s chagrin, Muneeba initially openly admits that she doesn’t trust Kamala and she is constantly frustrated by her stubbornness. Kamala does truly love her parents, and wants to make them proud, but she also wants to pursue her dreams; this results in her causing them pain and shame when she lashes out at Muneeba’s insistence that Yusuf accompany her to AvengerCon and when she’s forced to disrupt Aamir’s wedding to safeguard her family and friends later in the series.

Muneeba’s strict nature stems from her relationship with Sana but she comes to accept and encourage Kamala.

Muneeba is quite the contradiction a lot of the time; she’ll defend Kamala and be warm and loving towards her one minute, and then chip away at her self confidence and desires the next. Because of this, Kamala has a much closer relationship with her elderly grandmother, Sana (Samina Ahmad), who is a dreamer just like her. Aamir and Kamala were raised on stories of how young Sana (Zion Usman) was forced from her home during a period of social unrest known as “The Partition”, which saw India divided up following years of British oppression. Separated from her mother, Aisha (Mehwish Hayat), and her father, Hasan (Fawad Khan), Sana was led back to her father by a mysterious trail of stars, but Muneeba was driven to leave her homeland after Sana’s tall tales brought her nothing but persecution and shame. Muneeba hasn’t had the easiest life, to be fair; she shares with Kamala how difficult it was after the Partition and how she found solace in the United States through the local mosque, their community, and, most importantly, her family. Indeed, there’s no question that she doesn’t love and care for Kamala; both her and Yusuf just want the young girl to be safe and to not be ogled over and Muneeba is clearly distraught when Kamala disappears in Karachi while investigation Sana’s past. Having long denied that magic that is a part of their heritage, the show eventually brings Muneeba closer to her daughter and her mother; when Kamala’s powers are revealed to her, she accepts her and even provides her with an upgraded costume, with Yusuf christening her “Ms. Marvel” in the finale and the two encouraging her to use her powers for good while still whittling over her wellbeing because parents gotta parent.

After initially struggling with her powers, Kamala masters them as she embraces her past and true self.

Kamala’s powers are activated by a mysterious bangle sent to her by Sana; this bangle is one of at least two and was discovered back in the 1940s on the dead body of an unidentified blue humanoid by a group of interdimensional travellers known as the Clandestine. When Kamala wears it, she’s bathed in a strange cosmic energy and beset by visions of her grandmother’s escape from India, which eventually lead her to the Clandestines and discovering that she shares their bloodline as a Djinn, a mythological race of people from the Noor dimension who have been interpreted as both angels and demons in folklore. Alongside Bruno, Kamala tries to get to grips with her powers, which don’t come with super strength, speed, or dexterity but do allow her to form hard light constructs that, after many pratfalls, she’s able to run and jump on, form shields with, cover herself in a protect crystalline armour of sorts, and occasionally “embiggen” herself to give her stretchy limbs like her comic book counterpart. Visually, these powers manifest quite well but the CGI is a bit wonky and cartoony at times; it could be argued that this ties into her artistic side but that’s a bit of a stretch (no pun intended). Unsurprisingly, considering the young cast, Kamala’s unstable powers flare up as a metaphor for puberty at one point; she flees to the toilets when her nose glows (like with a spot) and her other best friend, Nakia Bahadir (Yasmeen Fletcher), offers her a period pad when she misreads the situation. Despite having no formal training, Kamala generally holds her own in a tight spot; when attacked by Kareem/Red Dagger (Aramis Knight), she’s at a disadvantage due to his superior acrobatic and fighting skill but still defends herself, at least on instinct. When the Djinn try to force her to co-operate with their plot and gate-crash Aamir’s wedding, Kamala fends them off mostly through instinct and panic and is only able to focus her powers when Bruno is injured in the fracas. Indeed, Kamala’s powers quickly exacerbate her struggles to find her place in the world; often misunderstood at home and an outsider at both school and the mosque, she doesn’t always feel like she belongs and this means her powers are often dangerous to those around her, which only makes her question herself further. It’s only after literally reliving Sana’s past and reconciling with her mother, and accepting her newfound heritage, that Kamala is able to master her powers for the finale and win the support and appreciation of her community.

Damage Control, particularly Deever, are now fully framed as a prejudiced and antagonistic force.

However, because of her public demonstrations of power, Kamala attracts some undue attention. She’s immediately identified as a potential threat by the Department of Damage Control (DODC), which is now firmly an antagonistic government agency in the MCU that uses Stark Tech to track down and isolate or imprison potentially dangerous superpowered people. Here, they’re primarily represented by agents P. Cleary (Arian Moayed) and Sadie Deever (Alysia Reiner); however, it’s Deever who takes the most explicitly antagonistic role as she immediately targets the local Muslim community, disrespecting their culture and traditions at every turn, and then uses armed forces to barricade and openly attack Kamala and her friends at school. When Cleary realises the bad press this will bring them thanks to Kamala having her former friend turned avid supporter Zoe Zimmer (Laurel Marsden) livestream the incident, he orders Deever to withdraw but she refuses to listen and even advocates for lethal force simply because the confused and unstable Kamran (Rish Shah) refuses to get down on the ground when ordered. There’s definitely a sense that Deever fully believes she’s doing the right thing and protecting lives from dangerous individuals but she also makes many subtle prejudice comments that edge her closer to the black and out of the grey. Damage Control have no qualms about subduing their targets, interrogating and threatening vulnerable high schoolers, and locking prisoners in supermax prisons, which is literally the opposite of what the organisation was founded for and their trigger-happy agents are clearly positioned as an allegory for the racial prejudice and gung-ho nature of America’s police department throughout history, but particularly in recent years.

Najma’s obsession has driven her to violence and leads her to sacrifice herself to atone for her actions.

Kamala also attracts the attention of the Clandestines, Djinn who were trapped on our world decades ago and have been trying to return to the Noor dimension ever since. Their leader, Najma (Bucha), reveals to Kamala that they’ve existed on Earth for hundreds of years, maintaining their youth and vigour thanks to the Noor, an extradimensional energy from their dimension and which is channelled by the bangle. Initially, Najma adopts a warm and friendly demeanour as she asks for Kamala’s help in returning them home and Kamala believes helping them would make up for the mistakes she’s made since receiving her powers, but Najma quickly becomes far more sinister as she leads the Clandestine in forcibly acquiring the bangle. Kamala is stunned by this, even after Bruno’s initial research suggests that helping the Djinn could result in an explosive catastrophe and is even more shocked when an impromptu trip to the 1940s reveals just how malicious Najma can be. When Aisha fell in love with Hasan and chose a life amongst humanity, she hid the bangle from her fellow Djinn to keep them from destroying the world by breaching the Veil of Noor and thus consuming the Earth with the Noor dimension’s destructive energy. For her defiance, Aisha was fatally stabbed by Najma and the Clandestines have been searching for the bangle ever since; when they recognise its power in Kamala, Najma sends her son, Kamran, to befriend her so they can acquire it, but they’re so obsessed with returning home that they quickly turn to violence to achieve their goals. When Kamala returns from the past, she unwittingly breaches the Veil, resulting in a rift between dimensions that vaporises on contact and grows increasingly destructive. Although Kamala isn’t able to talk Aisha out of approaching the rift, she is able to convince her to close it; her sacrifice saves the world and sees Kamran endowed with powers comparable to Kamala’s for the finale, which sees him struggling with both them and his emotions.

The Summary:  
Honestly, I have very little knowledge of Muslim religion or the history of India and Pakistan; it’s not something that’s ever really come up in my life and, while I’m aware that it’s a very rich and spiritual faith, my exposure to it is understandably limited since that’s not my culture. However, it’s naturally a central aspect of Ms Marvel and is presented in a very engaging and digestible way. It helps that Kamala is struggling to find her place in the world; she’s just as uncomfortable and awkward at school as she is at mosque (where women are literally separated from the men by a partition), around her “aunties”, and when being dressed up for Aamir’s wedding. Born and raised in New Jersey, she’s very much a modern American girl; she likes superheroes and YouTube and isn’t exactly an expert in her culture and heritage like her elders. Consequently, it makes sense for people to relate some of the tradition and folklore of her people to her, so it never comes across as blatant exposition. When in Karachi, Kamala is awestruck by the colours, the bustling crowds, and how different it is from the graffitied streets of her neighbourhood, where her culture is primarily kept alive in homes, the mosque, or annual Eid Al-Adha celebrations. A lot of the Muslim faith and culture is reflected through Nakia’s small side story; she chooses to wear a hijab as part of her identity but also actively advocates for more equality for her gender by running for the Mosque Board, a pursuit she accomplishes with Kamala’s encouragement. One thing I particularly liked was that, despite how strict Muneeba is, she fully accepts Bruno; she regularly texts him about Kamala’s life, much to her embarrassment and, since he doesn’t have a family, he’s kind of been adopted by Kamala’s, to the point where he’s invited to join them for Eid and helps sort out their tech issues.

Kamala certainly isn’t short on allies and potential boyfriends as she uncovers the truth about her heritage.

This culture is also represented by Sheikh Abdullah (Laith Nakli), a relatively down to earth religious figurehead who cares for everyone in their community despite holding on to the tradition of separating the genders to preserve their modesty. Still, he unknowingly offers Kamala some useful advice when she struggles with how to use her powers and greets the constantly disrespectful Deever with ridicule when she shows up at his mosque looking for Kamran, stalling her and allowing Kamala, Bruno, and Kamran to slip out garbed in the sheikh’s flimsy disguises, and also imploring Kamran not to hurt others just because they hurt him. The partnership between Bruno and Kamran is one of desperation; Bruno clearly has a crush on his long-time friend Kamala and is slighted when she takes an instant like to the fit and mysterious new kid, Kamran, who drives a fancy car and is into the same music and movies as she. It doesn’t help that Kamran constantly calls him “Brian”, which is a genuine mistake on his part, but Bruno remains loyal to Kamala even though he feels hurt. Ultimately, this quasi-love triangle resolves itself since Bruno eventually accepts an unprecedented opportunity to put his near-genius technological skill to good use at to the California Institute of Technology (Caltech) and Kamran is forced to flee the country after his very public display of power in the finale. While in Karachi, Kamala also connects with Kareem, an adept vigilante who is the latest in a long line of scarfed vigilantes dedicated to defending the world from threats like the Clandestines. A mysterious organisation operating out of an elaborate temple hidden behind a restaurant, the Red Daggers are far better equipped and adept than Kamala and help her to further home her powers through training as well as filling in some gaps about the Djinn, and opening her eyes to their true threat. As adorkable as Kamala and Bruno’s friendship is, her banter with Kareem is just as entertaining and the two have real chemistry; in fact, Kamala has great chemistry with all her supporting cast, winning over Zoe with her heroic nature and even quickly patching up a falling out with Nakia after failing to tell her about her powers.

Kamala’s coming-of-age story is wonderfully told and allows her personality to shine through her cosmic powers.

At its heart, Ms. Marvel is a coming-of-age story. Kamala is an wide-eyed, enthusiastic dreamer who isn’t quite ready to take her first steps into adulthood but is on the cusp of facing some big changes in her life as she inevitably gets older. When low or bored, Kamala daydreams Captain Marvel and the Avengers as construction paper cartoons, which distracts her from reality; these animation techniques are also frequently employed to bring her imagination, elaborate plans, and even her text messages to life, which really gives the show a distinct visual style. When she gets her powers, Kamala’s first instinct is to help people and emulate her heroes, something she struggles with due to her inexperience and her youth and the damage she causes impacts her self-confidence almost as much as Muneeba constantly trying to keep her head out of the clouds. This, as much as the budget, is why her constructs are rarely more elaborate than shields and platforms but, when Muneeba accepts her and helps complete her superhero outfit, she’s able to do so much more with her powers, from “embiggening” her entire body to containing Kareem’s raging powers with a cocoon of her own. Kareem reacts to his powers with fear and panic and, having lost his mother and finding himself hounded by Damage Control, lashes out despite Kamala and her friends trying to protect him. His anger and instability make him extremely dangerous and everything Kamala feared she was after just a few mistakes but also provide Ms. Marvel with the perfect opportunity to put her newfound confidence to the test and defend Kareem from himself and others. This earns her the respect and protection of her grateful community, who shield her and allow her to escape just as she does for Kareem, whom she talks down and arranges safe passage to Karachi so he can come to terms with his powers and potentially use them for good, as she has learned to. The result of this is that the once unsure and awkward girl who stood unconvinced in her cosplay outfit now stands tall and proud in a comic-accurate outfit and ready to truly live up to the standards of her heroes by defending her community.

Ultimately, Kamala embraces her powers and identity and is set for a much bigger adventure!

I really enjoyed Ms. Marvel. I was honestly worried that I wouldn’t really connect with it since I’m not exactly the target audiences but it’s a really fun and charming coming-of-age story with an absolutely adorable main character. I loved Kamala’s awkward enthusiasm and her attempts to strive for her own independence while still being respectful to her elders and really connected with her strife; what teenager hasn’t felt their parents are holding them back, after all? I appreciated that she wasn’t a pouty, moody teen and that she always strived to make amends with those she’d hurt and that she was driven to do the right thing after being inspired by Captain Marvel. The Djinn aspects were an interesting adaptation of Indian folklore; while Najma is the only Clandestine who really matters, she’s quite a compelling antagonist since she just wants to return home and is willing to kill and even sacrifice our entire world to achieve that. There’s still a fair amount of mystery surrounding them and the bangle; although we learn a bit about the Noor and the Djinn, it’s not revealed why the bangle was in a Ten Rings temple, what the creature was that was holding it, and the series ends on a massive cliff-hanger as Kamala spontaneously trades places with Captain Marvel to set up their feature-length team up. Not only that but Bruno’s investigation into Kamala’s powers reveals that she’s different from her family and potentially her fellow Djinn because her DNA contains a “mutation”, effectively making her the MCU’s first acknowledged mainstream Mutant, clearly laying the foundations for bigger things in the character’s future. Most importantly, though, none of this overshadows Ms. Marvel’s main plot; it’s a visually unique series that flies by despite most episodes being nearly an hour long and I really enjoyed all the quirky and colourful characters, their lovable interactions with Kamala, and the acknowledgement of the hardships her people have gone through in the past. What it lacks in action it more than makes up for with entertaining dialogue and character beats and establishing a new corner of the MCU, one both grounded and cosmic in its scope and which further broadens the diversity of this ever-growing superhero universe in compelling and interesting ways.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy Ms. Marvel? What did you think to Kamala; did you find her adorable or did you think she was annoying? Did you enjoy her interactions with her family and friends and her doubts about her powers and place in the world? Were you annoyed that they altered her powers and origins and what did you think to the Djinn and their plot to return home? Did you like Kamala’s final costume, the revelation that she’s a Mutant, and Damage Control being cast as villains? Do you think the series did a good job of representing Indian culture and folklore or did that alienate you? What are some of your favourite Ms. Marvel stories and moments and are you excited to see her in future MCU projects? Feel free to leave your thoughts about Ms. Marvel in the comments and be sure to check out my other Captain Marvel content!

Game Corner [F4iday]: Fantastic 4: Rise of the Silver Surfer (Xbox 360)


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


Released: 15 June 2007
Developer: Visual Concepts
Also Available For: Nintendo DS, Nintendo Wii, PlayStation 2, PlayStation 3

The Background:
Stan Lee and Jack Kirby’s family of dysfunctional superheroes finally made it to the big screen in 2005 after a chaotic journey; their 1994 movie was never released, but Fantastic 4 (Story, 2005) was a modest box office success despite mixed reviews and earned itself a sequel in 2007. Fantastic 4: Rise of the Silver Surfer (ibid, 2007) was also a somewhat lacklustre critical and commercial release that led to a disastrous reboot some eight years later, but it did result in another rare standalone Fantastic Four videogame being released. This was, of course, at the peak of the time when every single cinema release was accompanied by a hastily created videogame tie-in, but the Fantastic Four have had a couple of videogame adaptations in the past, the first being an obscure and obtuse text-and-image based adventure and the second being a universally derided brawler. While the Fantastic 4 videogame tie-in was published by Activision and received slightly-above-average reviews, Rise of the Silver Surfer was published by 2K Games, with this version being developed by Visual Concepts, a studio more known for their sports tie-ins, and its marketing was built around the four-player co-op, destructible environments, and “Fusion Attack System”. Sadly, the best this adaptation could hope for was mixed reviews, if that; the game was widely regarded as being another disappointingly cheap, repetitive, tie-in that failed to offer anything engaging or unique for gamers to get to grips with.

The Plot:
World-renowned superheroes and scientists the Fantastic Four find their lives interrupted when an extraterrestrial dubbed the “Silver Surfer” causes havoc with their powers and revives their old nemesis, Victor Von Doom/Doctor Doom, all while preparing the world for consumption by a cosmic being known only as “Galactus”.

Gameplay:
Fantastic 4: Rise of the Silver Surfer is a third-person, team-based brawler in which players pick from each member of the titular team (Doctor Reed Richards/Mister Fantastic, Doctor Susan Storm/The Invisible Girl, Johnny Storm/The Human Torch, and Ben Grimm/The Thing) and battle through six distinct levels ripped both from the movie the game is based on and the original source material. The game supports up to four players in simultaneous co-operative play, and players can jump in at any time to assume control a character, but a single player is more than capable of playing through the game without any difficulties thanks to a relatively competent partner A.I. and the ability to switch between the characters using the directional pad. While each character has their own superpowers that give them slightly different playstyles, they share the same basic control commands: A and X allow pull off weak and strong attacks, respectively, and you can string these button inputs together to perform simple combo attacks, Y allows you to jump (and you can do jumping attacks, naturally), while B unleashes an “area attack” or is used to grab and use objects. The Left Bumper allows you to block incoming attacks, while the Right Bumper lets you change your team’s tactics; tapping it will cycle through commands like aggressive and defensive and holding it will see your teammates form up on your current position.

Each member of the team has different attacks and special moves according to their powers.

Not only does each character have different attack animations (with the Thing favouring slow, strong punches and the Invisible Girl pulling off roundhouse kicks and spinning attacks, for example), they also have their own unique superpowers that slightly change how they play and affords them different capabilities in combat or puzzle solving. You can perform these by holding the Right Trigger and pressing A, B, X, or Y but doing so will drain your “Cosmic Meter” and you’ll need to either give this a few seconds to refill or collect “Cosmic Orbs” from downed enemies or smashed crates. Reed Richards is elastic, giving him decent reach by default but this also allows him to perform a “Periscope Punch” to hit switches or control boxes that are high up on walls or ceilings, slip through laser traps with his stretchy evade, slingshot enemies across the arena, or toss a grenade to send enemies flying. Sue can fade from sight, allowing her to temporarily slip past enemies and security cameras undetected, but she can also (oddly) use “telekinesis” to move and hurl enemies and certain objects, toss energy discs for a ranged attack, erect a shield that protects her and anyone in it, and can redirect light beams to melt crystals and solve puzzles. Johnny is the Human Torch, so naturally he bursts into flame whenever he uses his powers; this allows him to fly over energy barriers (effectively making him the only character with a double jump), toss fireballs, scorch enemies with a flamethrower attack, and protect himself with a wall of flame. The Thing just loves to fight, so he gets a super useful ground pound (seriously, I spammed this move over and over), a powerful shoulder charge, can cover himself in a temporary protective aura, and can pick up objects the others can’t (like cars and lampposts) and swing or hurl them at enemies. There are times when a specific character’s ability is required to progress, such as using the Thing to smash through boulders or Mr. Fantastic to deactivate switches, and these are marked by a silver 4 symbol and you’ll often find yourself needing to switch between a few different characters to lower barriers and open doors so you can progress.

Combine the Four’s powers or use their unique abilities to get past barriers and other obstacles.

All these super powers, in addition to some other basic, overall stats, can be upgraded at the cost of the coins dropped by enemies or found when smashing the environment, and the Fantastic Four can also combine attacks by holding down the Left Trigger and pressing the corresponding face button when close by to pull off a super-powerful, super draining “Fusion Attack” that allows for fun combinations of their abilities, like filling up Sue’s forcefield with fire to effectively create a bomb and tossing Reed’s rubbery body at enemies. While you’ll need to collect health orbs to restore your health, characters will only be temporarily knocked out if their health is completely drained; you can’t revive them, but they’ll recover after a few seconds and re-join the fight, but it is easy to get overwhelmed and see some, or all, of your team mates knocked out, leaving you frantically running around avoiding damage until they spawn back in. The game is pretty generous with its checkpoints, but that’s probably because its levels are soooo long; levels stretch on forever and consist of multiple areas, separated by lifts and doors and barriers or other obstacles you either have to activate, ride, or break through with the Fantastic Four’s powers. It’s not long before you’ve seen most of what the game has to offer, however; cave-ins need clearing with the Thing, barriers need flying over or passing through with the Human Torch and the Invisible Girl, respectively, and laser traps need stretching through with Mr. Fantastic. Often, you’ll need to activate consoles to lower lifts or open doors, or smash control boxes to disable turrets; sometimes, you’ll need to power up generators using Johnny’s fireballs, use Sue’s telekinesis to bring floating transports closer, or avoid getting too trigger happy and risk taking damage from explosive barrels.

Occasionally, you’ll need to use a solo hero to progress past obstacles or chase down the Silver Surfer.

Easily the most frustrating puzzles are found in the Himalayas, where you’ll need to smack around spherical rocks or move weird crystals to redirect light and open new ways to progress. It can be tricky figuring out which crystals to move and to where, and you’ll often have to use Sue’s shield to bounce light beams to crystals, all to ring bells so you can move on to the next area. Occasionally, you’ll control a character for a solo mission; Reed must use his evade to get through laser traps on a Russian space station, taking out turrets and enemies as he goes, while Ben gets locked into a fighting arena for a brief period. Johnny gets the majority of these sections, however, as he’s tasked with flying down rock tunnels, through the city streets and underground, blasting enemies or pursuing the Silver Surfer. These can be quite fun as you boost along with A and toss fireballs with X, dodging traffic and other hazards, but both of these abilities are tied to your Cosmic Meter, which can severely hamper you, though it’s not exactly difficult to keep up with the Surfer and pass the mission successfully. By far the worst section of all of these, and the entire game, was guiding Sue through a heavily guarded military base. This means using your invisibility to slip past security cameras and trigger-happy robots, while also destroying turrets and awkwardly using her telekinesis to smash control panels to lower barriers. There are no checkpoints in this poor attempt at a stealth section so it can be extremely frustrating to slip past the robots and turrets (which absolutely barrage you with laser fire if they spot you) and finally reach the control panel, only to fail right before the exit because you were surprised by another robot or ran out of juice for your superpowers.

Graphics and Sound:
To be fair, the in-game graphics of Fantastic 4: Rise of the Silver Surfer aren’t all that bad. Bland as all hell, for sure, but not that bad. Each character is modelled pretty closely to their live-action counterparts and feels very different to control, with the Thing being slower and heavier and the Human Torch being slipperier and more agile. When left idle, they’ll offer commentary and, honestly, I was pleasantly surprised by their banter and voice work; so often these tie-in games feature stilted, phoned-in performances, but there’s actually a lot of fun and fitting dialogue here that’s sometimes more interesting than what we saw in the movies. Sadly, this praise doesn’t extend to the pre-rendered cutscenes, which are a plasticy, ugly mess that continues this generation’s tendency to render characters as though they were action figures. The music is equally not much to shout about, being comprised of generic tunes and samples from the film’s soundtrack. The game also has very little to do with the move it’s based on; the Silver Surfer barely shows up, Galactus is mentioned but never seen, and the focus is more on enemies from the group’s comic books and Dr. Doom.

While the dialogue is okay and character models work well, environments can be a bit bland.

On the one hand, this means we get to explore far more diverse locations than we ever saw in the live-action movies; you’ll venture into a lava-filled cavern where the shapeshifting Skrulls have taken root and onto a very dark, steampunk-like Russian space station to battle against Doctor Ivan Kragoff/The Red Ghost and his genetically enhanced Super-Apes. The game does recreate some locations from the movie as well, however, specifically Sue and Reed’s rooftop wedding venue, the streets of New York City, and the military base where the Silver Surfer is held captive (although it’s vastly different from the film version, featuring electrical barriers and robotic sentries). The game also takes the team to the crystal caves and misty clifftops of the Himalayas where they have to fight off rock monsters and to the streets of Shanghai for a final showdown with Dr. Doom, and every environment features a lot of destructible elements for you to smash your way through. Unfortunately, they’re also painfully linear, so much so that the game doesn’t even provide you with a mini map or radar; despite this, it can be easy to get a little turned around as some locations are so dark and similar that it’s easy to get lost and the game gives you no indication when you’re heading in the wrong direction or where you need to go if you miss that an elevator lowered just offscreen or a door opened one screen back. Compounding matters is just how long levels are; they just go on and on, making each section a chore to play through and really stunting your motivation to tackle the game’s harder “Fantastic” mode.

Enemies and Bosses:
The Fantastic Four will wade through a number of nameless, faceless, disposable grunts as they race to track down the Silver Surfer. However, while the enemies you face in each location are visually distinct, they share many traits that quickly make them very dull and predictable, no matter how fantastical or faithful they are to the source material. You’ll fight off Skrulls, weird silvery alien…things, chicken-like robots and hovering drones, Doombots, rock monsters, and Super-Apes, many of whom can block your attacks, attack up close or from afar with pistols or missiles, or who come in larger variants that can tank your attacks. Many enemies can be picked up and thrown, and you’ll often get to hurl them off bridges or cliff edges to their immediate death, so I recommend doing this whenever possible to help with crowd control. The larger Skrull variant swings a large pillar at you while a gaggle of annoying, regular Skrulls swarm around you, but it can be useful to pummel him with Johnny’s fireballs from a safe distance. Larger rock monsters also dog your progress in the crystal caves, but the Thing is more than capable of smashing them and their smaller cousins to pieces, especially if you’ve upgraded his ground pound attack. You’ll first encounter the massively annoying turrets when on the Red Ghost’s space station; these can be destroyed with your attacks if you can get close to them, but it’s generally easier, faster, and safer to disable them by activating or destroying a nearby control box. Finally, heavily armed robots and Doombots await you in the military base and the streets of Shanghai; these are much tougher than other enemies and sport cheap long-ranged attacks, so it’s advisable to have upgraded some of your stats and abilities to help even the playing field.

Until you face Cosmic Doom, most bosses follow a simple rinse-and-repeat strategy.

When you eventually make it to the end of each location, you’ll generally have to face off with a boss. The first is Kl’rt/The Super-Skrull who sports the Fantastic Four’s powers, allowing him to perform a ground pound like the Thing and disappear from the battlefield like the Invisible Girl. Protected by an endless swam of regular Skrulls, the only way to damage the Super-Skrull is by throwing enemies or your projectiles into the huge spherical shield generator in the centre of the room; once it’s overloaded, the Super-Skrull will be stunned and be left open to your attacks, and you’ll need to repeat this tactic over and over, tediously waiting for him to reappear while fending off the endless enemies. After fighting through the strangely deserted streets of New York City, you’ll come across a large, spiked alien craft that sucks up cars and launches them at you while sending you flying with its annoying laser beam. You can throw cars back at it, and your other projectiles, to damage it, but it’s easy to get stun-locked into an annoying cycle from its projectiles. You won’t actually fight the Red Ghost, however; instead, you simply pursue him down a hallway, fending off his Super-Apes and turrets, making for a decidedly anticlimactic ending to a largely frustrating level. Similarly, you won’t battle the Silver Surfer; instead, you fight off his minions and chase after him as Johnny, first through a subway tunnel and then through an underpass, avoiding trains, traffic, and low-hanging signs and his energy-draining trail. You will, however, battle another of Galactus’s heralds, Terrax the Tamer, in the Himalayas; this massive rock-like being tosses his huge axe across the arena, which is really difficult to avoid and can leave you knocked on your ass for some time. Even worse is the fact that you have to contend with a never-ending gaggle of rock monsters and complete those annoying light puzzles to stun him so you can damage him, making this easily the most annoying and tedious boss battle in the game. Larger mechs (very much akin to All-Terrain Scout Transport (AT-ST) walkers) await in the military base, but they’re easily bypassed with your upgraded abilities, though Dr. Doom is a far more aggravating enemy. Having stolen the Silver Surfer’s near-limitless Power Cosmic, Dr. Doom flies about raining energy bolts down and the only way to damage him is to activate a nearby power generator and blast him out of the sky but, even then he can absorb and dish out a great deal of punishment, to say nothing of his massive electrical area attack, shield, and ability to shrug off your attacks. Your best bet here (and in all of these boss battles) is to quickly cycle between each character and spam your Fusion Attack, retreating to safety, when necessary, until he finally goes down.

Power-Ups and Bonuses:
Unfortunately, there aren’t any temporary power-ups to find in Fantastic 4: Rise of the Silver Surfer. Smash all the crates and boulders and what-not you like and all you’ll uncover are health and energy restoring orbs, coins, and the odd collectible. You should still smash everything you see, however, and let those coins fly into you as you’ll need them to power-up the characters and their superpowers; everything from their attack, defence, recovery and meter regeneration time to the cost, range, and impact of their individual abilities can be upgraded at the cost of these coins. Unfortunately, the cost increases as you spend, meaning you’ll need to farm and replay areas to collect all the coins you need, so you can either power characters up a little bit to make things easier to save them all up and blow them on fully upgrading a single character…or put yourself through the agony of a second playthrough.

Additional Features:
There are nineteen Achievements to earn in Fantastic 4: Rise of the Silver Surfer, with nine poppin simply for clearing each level and defeating their bosses. Oddly, there are no Achievements for playing with other players or anything fun (like, I dunno…destroying Reed and Sue’s wedding venue) or tedious (like defeating 100+ enemies). You’ll get an Achievement for beating the game on both “Normal” and the harder “Fantastic” mode, one for performing a single Fusion Attack, one for upgrading every character, and three more for finding every collectible and unlocking all the bonus content. Bonus content is unlocked by finding Fantastic 4 symbols and destroying Dr. Doom’s tiny, barely noticeable spybots; doing so will unlock cinematics, comic covers, concept art, and four alternative costumes that come with extra perks (like increasing your attack or defence by default), which is a nice touch. Once you beat the game, you can access a level select and the game restarts with all your upgrades intact, but I suspect you have to start a whole new game from the ground up if you choose a different difficulty mode. As I had no desire to play this game once I’d finished it and unlocked as many Achievements as I could, I can’t speak to that, but you could try playing with a friend or two to see if that helps improve the experience.

The Summary:
I had low expectations for Fantastic 4: Rise of the Silver Surfer; I’d not really heard much about it except the usual vague chatter about how it was another tedious, cheap tie-in to a big budget movie and, unfortunately, I can’t argue with that. Fundamentally, it’s not really that insulting; the titular foursome are all represented pretty well, even if I favoured the Human Torch and the Thing (but that’s just personal preference on my part), with some fun superpowers to experiment with using the Fusion System. I get why you’d tie this to a regenerating meter, but it drains so quickly that you’ll be relying on the lacklustre combo strings more than anything. The dialogue and expansion on the movie’s story are also quite enjoyable and the game tries to show some new and visually interesting areas, but it never quite capitalises on any of the mechanics it includes beyond the bog-standard brawling. It’s fun chasing around as the Human Torch, but these sections are very brief and don’t ask much of you than to spam A or X as often as possible and avoid obstacles, and don’t even get me started on Sue’s God-awful “stealth” section. What really drags this game down, though, is just how long and boring the levels are and the lack of replayability; the unlockable costumes are pretty good (and it’s nice to see more than one included for a change) but I really don’t think anyone will be excited to slog through this on the harder difficulty or grind to upgrade and unlock everything as it’s such a time-consuming and monotonous experience. The bosses are also a massive let down and the game misses opportunities to have you recreate scenes from the film; like, why not shorten a couple of the levels and put in a forest mission where you need to activate those generators to bring down the Silver Surfer? Or, better yet, why not include a Silver Surfer auto-racer/shooter for the climax where you fend off Galactus’s attack? Instead, we get a very rushed and cobbled together, uninspiring brawler that’s only worth a playthrough to increase your Gamer Score with some relatively simple Achievements.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to Fantastic 4: Rise of the Silver Surfer? Did you enjoy the Fusion Attacks and the variety of superpowers on offer? What did you think to the levels and boss battles, and were there any elements from the movie you felt were missing from the game? Did you ever unlock everything in this game? Would you like to see another, better Fantastic Four videogame some day? How have you been celebrating the debut of Marvel’s First Family this month? Whatever you think, sign up to share your thoughts on Fantastic 4: Rise of the Silver Surfer in the comments below.

Movie Night: The Crow: City of Angels

Released: 30 August 1996
Director: Tim Pope
Distributor: Miramax Films
Budget: $13 million (estimated)
Stars: Vincent Pérez, Mia Kirshner, Richard Brooks, Thuy Trang, Iggy Pop, Thomas Jane, and Eric Acosta

The Plot:
Mechanic Ashe Corven (Pérez) and his young son, Danny (Acosta), are brutally murdered by zealot Judah Earl (Brooks) and his thugs. After being resurrected by a mysterious and supernatural crow, Ashe is guided by the aloof Sarah Mohr (Kirshner) and assumes the guise of a tragic clown to avenge his loss using his newfound superhuman abilities.

The Background:
Beginning as a comic book published by Caliber Comics in 1989, The Crow was the brainchild of James O’Barr. The main character, named simply “Eric”, was modelled after prominent rock musicians and brutally slayed those who killed him and his fiancée as a reaction to the pain and loss O’Barr felt after losing his own fiancée. The Crow became an underground success and, since dark comic book narratives were becoming popular in Hollywood, transitioned into a critically and commercially successful film adaptation despite the accidentally on-set death of star Brandon Lee. While The Crow (Proyas, 1994) is regarded by many as a cult hit, the same accolades can’t be said about its sequel, which came as a direct response to the financial success of the first film. Initially, director Tim Pope and writer David S. Goyer planned to take the sequel in a different direction to avoid copying or emulating the original movie. They pitched having Sarah become a female Crow (a concept later explored in the comic books) or setting the story in the 19th century before ultimately settling on another tale of urban vengeance. It was the producers, however, who most directly engineered the film to be more of a carbon copy of the first, dramatically cutting down Pope’s original 160-minute cut into a jumbled mess of muddy visuals and confusing plot points. Despite the popularity of the first film, The Crow: City of Angels failed to recapture the magic of its predecessor; it barely grossed over $25 million at the box office and has been met with scathing criticism for its awful execution, lacklustre lead actor, and woeful narrative and pacing. Despite this, Miramax continued producing Crow movies and spin-offs, and some have even argued that The Crow: City of Angels is an under-rated entry in the franchise. Spoiler alert: I am not one of them but, as The Crow is one of my favourite movies and tonight is “Devil’s Night”, I figured this would be a good opportunity to look back on this shambles of a film and see how it holds up.

The Review:
I’ve been a huge fan of The Crow ever since I was a kid and randomly stumbled upon it on one of our many VHS tapes; it took me a little while to be equally impressed with the bleak and harrowing comic book, but the film had a huge impact on me at a time when I was really getting into dark and gritty comic book comics, stories, and anti-heroes. While the story didn’t really lend itself to a sequel since everything was wrapped up nicely in the film and it seemed very self-contained, the concept leaves plenty of wriggle room for other avatars to be resurrected and seek justice (or revenge, depending on your perspective) for the wrongs they suffered in death. It’s not as if it should really be all that difficult, either; there was plenty of material in James O’Barr’s comic that hadn’t been used in the first film, or was left on the cutting room floor, that could’ve been worked into a new movie, or a reboot. In this regard, I’m okay with new actors taking on the iconic role as the Crow’s very nature allows legacy characters, and I can understand the studio wanting to try and emulate the look, feel, and narrative of the first film, and there’s even some interesting new wrinkles in the lore and concept of The Crow: City of Angels, but the final product and overall execution is lacking in almost every regard beyond the soundtrack and the general moodiness of the film. The first and biggest problem is the lead himself; while I had the faintest idea of who Brandon Lee was prior to The Crow thanks to a vague familiarity (at the time) with the legendary Bruce Lee, I have no idea who Vincent Pérez is and, frankly, still don’t. I have no idea why he, of all people, was cast in such an iconic role; it’d be hard for any actor to fill Lee’s shoes, especially after the tragedy he suffered during filming, but Pérez is incapable of matching Lee’s tortured, charismatic performance and comes across as a pale imitation in his attempts to channel the same mixture of grief, anger, and morose conviction of his predecessor.

Reborn from a violent death, Ashe embarks on a mission of vengeance with a manic theatricality.

Ashe is quite a different character to Eric Draven; rather than being a loved-up rockstar, he’s a mechanic and a single father living in Los Angeles, here rendered as a bleak, gritty, crime-infested hellhole swamped with drugs and rampant violence thanks to the fanatical Judah Earl. Though there are few places free from Judah’s influence; Ashe lived a simple, quiet life near the pier with his beloved son, Danny, but the two were brutally tortured and executed by Judah’s maniacal followers, primarily Kali (Trang) and “Curve” (Pop), after accidentally witnessing them murdering another drug dealer. Some time later (in the first film it was a year; here, we don’t really know, but it can’t be that long as Ashe’s garage/home is largely untouched since his death), the mysterious and semi-supernatural crow brings Ashe back from his watery grave to seek vengeance but, whereas the crow guided Eric and assisted in his similar quest, Ashe is primarily aided by Sarah Mohr (Kirshner), who is all grown up from the last film and working as a melancholic tattoo artist. While Eric rose in a state of confusion, he became committed to his cause after the crow helped him relive his traumatic death; Ashe similarly reawakens confused and disorientated, but is overwhelmed by his situation, as related by Sarah, and reacts with denial and hostility before reluctantly accepting that he’s now an undead spirit of vengeance after being bombarded with memories. Sarah uses Danny’s paints to make Ashe into an imitation of her former friend (even his make-up is a poor facsimile of Eric’s, however, with the white barely visible in the film’s poor lighting and the black only going around his lips rather than covering them) and he throws on a bad-ass trench coat, hops on an equally bad-ass motorcycle, and heads into the misty and filth-ridden streets to track down his killers. Thanks to the crow, Ashe is led to “Spider Monkey” (Vincent Castellanos), where he showcases his dramatic flair, performing sleight of hand and card tricks while toying with his prey, while also exhibiting just how corny and bad Pérez’s acting and line delivery is. This becomes a common theme, with his weird screaming, cackling countenance, odd appropriation of the “One for sorrow” nursery rhyme to now include crows, and desperate attempts to appear menacing only serving to make him appear unhinged. Whereas Eric somewhat revelled in the virtual invincibility and superhuman abilities afforded to him, Ashe wallows in the constant cycle of pain and healing his body goes through when he’s hurt (which, to be fair, is somewhat similar to the comic book Eric) and fluctuates between being violently, maniacally unbalanced when facing his killers, and miserable and brooding when with Sarah or contemplating his newfound afterlife.

Though seeking revenge for his son’s death, this new Crow is tempted to stay behind with Sarah.

While this is reminiscent of his predecessor, Ashe comes off as far gloomier and sullener than Eric, and it’s not like he makes up for it with any decent fight scenes. The few he does have are brief, poorly shot, and completely one-sided in his favour until the end, and we’re even denied decent shoot outs this time around as Ashe largely forgoes firearms (except for when hunting Curve), though he does evoke the crow imagery by stuffing a paper crow into “Nemo’s” (Thomas Jane) mouth, forming Kali’s blood into a crow upon her death, and leaving Curve surrounded by a crow outline of petals. Naturally, Ashe isn’t just out to avenge his death, but is primarily driven to avenge the brutal murder of his son; this causes him the most pain, as Danny was just an innocent, wide-eyed kid (a stupid one, but an innocent one nonetheless) and reliving his murder causes grief and rage to wrack Ashe’s body and, in many ways, makes his plight far worse than Eric’s but this tragedy really belongs in a better movie (or in the hands of a better actor). He goes out of his way to retrieve Danny’s corpse and give him a proper burial and is even visited by Danny’s spirt when he starts to lose his way. This wrinkle is added because, for whatever reason, Ashe develops a strong attraction to Sarah; surprising, as the two have very little chemistry and, while she seems fascinated to see another reborn by the crow and is sympathetic to him, I never got any romantic feelings from her. A snappy, somewhat feisty goth girl who partially narrates the film and has a familial bond with her boss, Noah (Ian Dury), Sarah’s influence over Ashe becomes so strong that he considers staying behind with her. This is juxtaposed by the Day of the Dead festival that’s being celebrated in the city, and through a conversation with a priest (Reynaldo Duran), who tells Ashe that wandering souls can get lost, believing themselves to be alive, and need guidance to achieve eternal rest. Honestly, the idea of a Crow wandering the Earth with no memory of how or why they got there is a fascinating one, and one I believe was strongly emphasised in the original cut of the film, where Ashe decides to stay behind rather than join his son, and Sarah, in death.

Some terrible performances stunt whatever menace Judah and his followers are meant to have.

Of course, this plot is barely notable in the finished film and is used more as motivation to keep Ashe fighting and help him overcome the loss of his powers, courtesy of Judah Earl. I hate to keep making comparisons, but Judah Earl is no Top Dollar (Michael Wincott); he exudes a decent menace and is a reprehensible and zealous figure in his own right, but Richard Brooks’ performance is all over the place as well, ranging from stoic and gravelly to over the top theatre as he proudly proclaims: “I’m your shadow, Ashe! […] I’ve tasted the blood of the crow and taken your power!” Like Top Dollar, Judah Earl is surrounded by a gaggle of cackling, shit-kicking underlings, none of which have any of the personality (however one-note and despicable) of Top Dollar’s and most of whom are constantly out of their minds on Judah’s tainted crack to be little ore than a knock-off combination of Skank (Angel David) and Funboy (Michael Massee). The most notable exceptions, beyond Nemo’s eccentricities, are Kali and Curve. Kali is a sadistic bitch who takes great pleasure in mocking and killing Danny; she also exhibits some martial arts prowess, giving Ashe his first real physical competition, and is one of three characters who I actually enjoyed seeing offed due to her aggravating nature. The other was Curve, played with manic abandon by rock icon Iggy Pop; I’m no fan of Iggy Pop’s music, or his acting, however, and Curve comes across as completely off his rocker, constantly raging about a tattoo Sarah gave him and assaulting the senses with his weird line delivery and atrocious acting (his “Do you think I’m afrai-i-id?” spiel is probably the worst performance I’ve ever seen). While Top Dollar seemed to have his hands in everything and was more about anarchy, Judah’s deal is drugs; he swamps the city with the stuff and has little concern over how badly his merchandise affects people. Once a product of the streets, Judah has taken to spending his time in his penthouse surrounded by the macabre and supernatural, and conveniently has a blind seer on hand Sybil (Tracey Ellis) to fill him (and us) in on the nature of the crow and how harming or killing it can hurt Ashe and render him mortal. Judah Earl takes this one step further, however, and drinks the crow’s blood to become “The Shadow”, a dark version of Ashe who gains all of his supernatural abilities for their final climatic showdown in the streets.

The Nitty-Gritty:
It’s so interesting and weird to think about the Crow franchise; the premise is incredibly simple and shouldn’t really be that hard to make a gritty, gothic, somewhat low budget film that’s a mixture of action, horror, and romance. It turns out, however, that The Crow was lightning in a bottle; not only did everything about its presentation work exceptionally well, but its reputation was bolstered by Brandon Lee’s tragic death, which has elevated the film above whatever shortcomings it might have to make it a monument to a young actor cut down in his prime. In that regard, you could argue that it didn’t make sense to follow it up, especially so soon after, but to do so with this knock-off, poor quality effort is a real insult to both Lee and O’Barr and comes across as a poor man’s attempt to recapture the magic. While the soundtrack is still pretty strong thanks to Graeme Revell’s haunting score (even if it is basically the same as last time) and some notable names, like White Zombie and Deftones, contributing to the film, the quality of acting takes a dramatic nosedive. Rather than a strong assortment of character actors and charismatic performers, The Crow: City of Angels features a bunch of one-dimensional, underdeveloped scumbags or aggravating performances from people who never should’ve been cast in the first place or actors who had yet to really hit their stride in their art.

Whatever visual appeal this film may have is lost beneath a muddy filter and poor special effects.

Easily the worst aspect of The Crow: City of Angels, though, is the presentation; this was legitimately the first film I’ve ever watched where I’ve criticised the direction and cinematography, and the look and feel of this film is a far cry from the harsh, rugged streets seen in the first film, which was almost a noir thriller in its aesthetic. The sequel swamps every scene in this grimy, mustard-yellow glare; mist and smoke covers everything, making the city appear to be either a poorly-constructed miniature or obscuring sets and real-world locations, and everything looks cheap and rushed, as though the filmmakers were trying to cover their inadequacies with this ugly, choking fog. Honestly, it looks like a homemade movie filmed on a soundstage or in a back garden, it’s that bad and, while the city occasionally seems like one of the worst places you can ever imagine, with its seedy underworld, sex clubs, and bars and such, everything just seems more fake and staged compared to the first movie, and this carries through to the action scenes. Sure, Ashe looks awesome cutting through the fog on his motorcycle, but he gets none of the rooftop-running action of Eric and doesn’t really acquit himself well in fight scenes. More often than not, Ashe simply slaps around and scuffles with his victim rather than threatening them with Poe or mutilating his body to intimidate his opponents, and the only physical challenge he’s presented with comes from Kali, whom he easily dashes out a window thanks to his invulnerability. Otherwise, Ashe’s mission of vengeance is an absolute mess of murky visuals, jerky camera moments, and awful acting; Pérez desperately tries to come off as intimidating when confronting Spider-Monkey but it’s a poor effort made worse by some dodgy CGI effects, and seeing him mock Nemo with a pouting countenance is more disturbing than menacing. Even Ashe’s big fight scene with Kali is ultimately disappointing, being a plodding affair with slow, awkward movements, erratic editing, and some weird contorted body language from Pérez, and his rundown of Curve ends up being a pitiable chase and confrontation thanks to such memorable lines as “Fuck you, bird dick!” and the down-right ugly visual presentation of the film.

Although rendered powerless and unable to save Sarah, Ashe is…somehow…able to destroy Judah Earl.

Fittingly, Ashe’s greatest physical challenge comes in the film’s conclusion; desiring to take the Crow’s power for his own, Judah Earl takes Sarah hostage and, after capturing the crow with a ridiculous amount of ease, has her witness a bizarre ritual where he kills the bird, inflicting Ashe with stigmata for a very on the nose Christ allusion and causing him to plummet from Judah’s high-rise dwelling and be rendered vulnerable. This fulfils Judah’s life-long fascination with death; his stoic demeanour and callous nature isn’t just to try and paint him as a malicious threat, but is because he’s completely numb to the concept of death since he has already experienced, and survived it, before. Having “liked what he saw” in his brief time in Hell, the only pleasure Judah has been able to take since is in the suffering of others, and the power of the crow allows him to indulge this to the fullest extent…however, while much of this is inferred and implied throughout the film, it really only becomes explicit when you know that, apparently, the original script went into greater detail about Judah’s near-death experience as a child. Regardless, thus empowered, Judah (or “The Shadow”, or whatever-the-fuck he’s supposed to be) easily manhandles Ashe, who’s completely helpless against Judah’s superior strength. The cruel zealot takes a sadistic pleasure in stringing Ashe up and lashing him before a raucous crowd but, when he goes to finish him off, Sarah intervenes and takes a knife to the stomach (without him even trying), dying in Ashe’s arms. Spurred on by Danny, who eagerly awaits his return, and enraged at Sarah’s death, Ashe skewers Judah on a piece of scaffold and…somehow…calls up a murder of (presumably) supernatural crows to tear the cruel kingpin into a mess of dodgy CGI. Again, quite how Ashe does this considering he has no powers at this point isn’t explained, nor is it really made clear exactly what the hell’s happening; it’s just another of the many drawbacks to huge chunks of the story being excised from the film, and this is only further reinforced in the rushed and vague ending, which suggests Ashe actually did stay behind rather than what the film is actually going for (which is that he rode off into the fog to be with Danny and, most likely, Sarah).

The Summary:
What happened to Brandon Lee on the set of The Crow was a tragedy. What happened to James O’Barr as a hopeful teenager was a tragedy. The Crow: City of Angels is a tragedy. The whole film is just an ugly, distorted, incoherent mess from start to finish; oh sure, there’s flashes of a somewhat decent sequel here, but everything that’s good about it is based on what worked in the first film and is a mere copy (a shadow, if you will) of it. Rather than taking the formula of its predecessor and expanding upon it, offering more action and bloodshed and more visually interesting fights and kills, The Crow: City of Angels ends up looking like a direct-to-video rush job that completely squanders not only its own premise, but everything that the first movie did so well. The idea of a father returning to enact revenge on those that killed his son is palpable, as is the concept of a crow avatar falling in love with a living female and resisting returning to the grave; hell, even the idea of a sadistic thug stealing the powers of the crow has some merit, but the execution of all of these ideas is ruined by muddy visuals, piss-poor performances, and an absolutely butchered narrative pacing. There’s some cool visuals of the Crow on his motorcycle and dramatically stalking and toying his prey or brooding in the dark, but Vincent Pérez is absolutely terrible here; he does the more melancholic aspects quite well, but his madcap buffoonery, grating accent, and stilted line delivery leave him a charisma-less void, especially compared to his predecessor. Iggy Pop desperately tries to hog every scene but he’s in way over his head here, and I doubt a better script or direction could’ve helped his tone-deaf performance, and Richard Brooks fails to exude any type of menace, even when he’s trying his hardest, thanks to his random descents into mania. Overall, it’s baffling to me that the studio managed to butcher a sequel to The Crow so badly; when its aping the first film, there’s some appeal here, but no one in their right mind would ever choose to watch this over the first movie and it does nothing but leech off of The Crow’s cult appeal in the laziest and most insulting ways possible, leaving us with a patchwork imitation of its predecessor that deserves nothing but scorn and derision.

My Rating:

Rating: 1 out of 5.

Terrible

Am I being too harsh on The Crow: City of Angels? Do you think the film had any chance of living up to the popularity and reputation of its predecessor? What did you think to Vincent Pérez’s performance and Ashe as the new Crow? Did you buy his romance with Sarah, or enjoy his flair for the theatrical? What did you think to Judah Earl and his crew? Did you enjoy the murky, foggy presentation of the film or was it also a struggle to endure? Which of The Crow’s sequels was your favourite, if any, and would you like to see the character return in some form or another in the future? How are you celebrating Devil’s Night tonight? Whatever you think about The Crow: City of Angels, join the discussion below or leave a comment on my social media.