Back Issues & Knuckles: Carnival Night Conspiracy


With the release of Sonic the Hedgehog 3 (SEGA Technical Institute, 1994), gamers were introduced to Knuckles the Echidna. This mischievous, dreadlocked antagonist was created by Takashi Yuda and his debut was made all the more impressive by virtue of the fact that Sonic 3 was too big to fit on one cartridge, which meant that Knuckles was the first of Sonic’s supporting characters to co-star in a main series videogame when Sonic & Knuckles (ibid) was released on this very day in 1994.


Story Title: “Carnival Night Conspiracy” (Parts 1 to 6)
Published: 12 November 1994 to 21 January 1995
Writers: Nigel Kitching
Artist: Richard Elson

The Background:
After Sonic the Hedgehog rocketed to mainstream success and helped SEGA to usurp Nintendo to capture the allure of the videogame industry, SEGA capitalised on Sonic’s popularity not just with videogames but also 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 comic book that I collected diligently until its unfortunate end. While StC pulled much of its lore from the now defunct Mobius and Doctor Ovi Kintobor storyline that was popular outside of Japan at the time, 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 recognisable characters and anthropomorphic characters adapted from the videogames. Like the Archie comics, StC often included some loose adaptations of the videogames that adapted the source material to fit with its noticeably different lore. After his introduction in a multi-part story loosely based on Sonic 3, Knuckles almost immediately graduated to his own back-up stories in the pages of StC. While these initially tied up some loose ends from that story and cherry-picked ideas from Sonic 3 & Knuckles, they soon evolved into their own beast entirely to expand on Knuckles’s vague backstory and craft a version of the character entirely unique to any seen in other Sonic media.

The Review:
Although “Carnival Night Conspiracy” is Knuckles’ first solo story arc in StC, it wasn’t actually his first solo story; the Guardian of the Floating Island first appeared in a short story in a StC summer special, which basically showed how he met Dr. Robotnik and served as a tantalising prelude to his first multi-part appearance in the main Sonic the Hedgehog strip. “Carnival Night Conspiracy” takes place directly after that; thanks to Dr. Robotnik being unable to hide his true nature for too long, Knuckles soon realised that the egg-shaped dictator he had aligned himself with was actually plotting to merge the twelve Chaos Emeralds into six and absorb their powers. Fortunately, Knuckles was able to use the power of the elusive Grey Emerald (also known as the “Control Emerald”, kind of a precursor to the Master Emerald and something commonly found in Sonic lore at the time) to stop Dr. Robotnik. He then aided Sonic and the other Freedom Fighters to repent for exposing their secret base and, after a massive battle, left on frosty terms in one of Dr. Robotnik’s Egg-O-Matics. This is where we find Knuckles at the start of the story, making his way back to the Floating Island (as it was known then; “Angel Island” wouldn’t become its name until 1999), only to have his ride suddenly explode thanks to a self-destruct mechanism triggered by Dr. Robotnik. Thankfully, Knuckles wasn’t too far from his floating island home and bails out, using his unique ability to glide to reach safety. However, from the clouds above the island he spots a bustlingly casino city, one well-guarded by Dr. Robotnik’s Troopers and just one of many outposts and bases the mad scientist secretly constructed on the island without Knuckles’ knowledge. Insulted and peeved by this, Knuckles burrows his way into the heart of the city, confused by the bright lights and the purpose of the casinos and restaurants and unaware that he’s being watched until he’s confronted by a massive construction robot.

Knuckles reluctantly allows the Marxio’s to stay after being won over by their thrilling ride.

However, it’s no match for Knuckles’ super strength and he easily trashes it in one hit, but his heckles are only raised further when he barely avoids a sniper shot! Clambering up to confront his shooter, Knuckles is met by Carnival Night City’s owners and operators, the swindling conniving trio known as the Marxio Brothers. Led by the cigar-smoking Grouchio and made up of underpaid dogsbody Chicio and the mute Harpio, the Marxio Brothers are a composite of the comedians the Marx Brothers and the Super Mario Brothers and first appeared in StC some years prior where they were in charge of the similarly-themed Casino Night Zone. Although he initially demands that they pack up and leave, Knuckles is won over by Grouchio’s silver tongue and the smarmy salesman pitches that their casino will help Knuckles spruce up his island for when his lost people eventually return and easily explains away Dr. Robotnik’s Troopers as being security guards they purchased. Naturally, Knuckles is sceptical, but still somewhat naïve to the wider world and awestruck by the technology and allure of modern Mobius, so he allows the Marxio’s to give him a tour and take a ride on a high-speed rollercoaster, completely unaware that the trio do actually work for Dr. Robotnik. Strapped tightly into the Hell House Ride, Knuckles enjoys the thrill of the rollercoaster and admires the amount of effort the Marxio’s went to make the ride dangerous and exciting, using his super strength to smash through any hazards that come his way and being so won over by the fun and exhilaration offered that he agrees to let the slimy conmen stay on the Floating Island. Overjoyed, Grouchio makes Knuckles a partner in their endeavour, granting him a luxurious office (to the echidna’s chagrin) and the title of “Marketing Consultant” ahead of them opening the park to the public.

Knuckles smashes the Marxio’s craft and then forcibly removes them from the island!

However, when Knuckles leaves to take care of Dr. Robotnik’s Launch Base Zone, the Marxio’s pursue him in their three-seater craft and Chicio accidentally lets slip that the egg-shaped dictator is bankrolling their entre endeavour. Though frustrated by his brother’s stupidity, Grouchio has no qualms about transforming their craft into a heavily-armed combat mech and unleashing its full might against Knuckles, who is summarily beaten into unconsciousness. However, right as the first guest arrive on the Floating Island and Grouchio is regaling Dr. Robotnik with their victory and promises of fortune, Knuckles recovers and redoubles his efforts, easily dodging their missiles and massive mechanical fists and tearing the craft apart with a superpowered uppercut. To stave off Knuckles’ wrath, Chicio redeems himself by calling in and hoard of Badniks and Grouchio wows the park’s guests by spinning the resulting destruction as a performance celebrating Knuckles’ victory over Dr. Robotnik. Unable to destroy the Carnival Night City with so many innocent lives at risk, Knuckles allows the Badniks to close in on him so he can destroy them all in one fell sweep and comes up with a simple, direct, and effective solution to his problem. By striking a fault line with one massive punch, Knuckles just breaks the entire Carnival Night Zone off the Floating Island! Thankfully, this severed chunk of rock contains just enough residual power from the Chaos Emeralds to allow it to slowly drop to Mobius below rather than plummeting down and killing the three, and it crashes before the startled eyes of a young boy who was unable to make the trip. With his mission complete, Knuckles orders the startled guests to vacate his island and stoically prepares to rid the Floating Island of every trace of Dr. Robotnik.

The Summary:
I was super excited about Knuckles at the time; I was so stoked for Sonic 3’s release and absolutely captivated by this grinning, mysterious, antagonistic red echidna (often referred to as a “spiked monkey” in magazines). When he first appeared in the StC summer special, I couldn’t wait to see when he would make his StC debut and it seemed to take ages for him to show up, but boy was it worth it at the time! Then, after proving a formidable foe and a reluctant ally, Knuckles got his own back-up feature in StC beginning with this story and they quickly became my second favourite strip of the comic after Sonic’s. Nowhere is it more evident that “Carnival Night Conspiracy” was meant to be seen as an important feature, one second only to Sonic’s strips, than in the presence of artist Richard Elson, easily the comic’s most talented hand, who had illustrated Sonic’s stories for years and this definitely helps to bolster the tale as being important to the ongoing Sonic 3 adaptation in the comic at the time.

The story went a long way to establishing Knuckles as a bad-ass loner.

Knuckles retains much of his characterisation from his debut appearance; he’s hot-headed, proud, and incredibly naïve, easily awestruck by the ways of the surface world and manipulated by others. He is a little more guarded here thanks to being burned by Dr. Robotnik, but not so much that he doesn’t just forcibly eject the Marxio’s or that he can’t be won over by a rollercoaster ride. His focus is on safeguarding his home, however, and eradicating Dr. Robotnik’s influence from its surface; when the Marxio’s get in the way of that, and his reluctant hospitality, Knuckles doesn’t hesitate to fight back and trash their machine, but he’s not so single-minded in his vendetta as to endanger anyone’s lives. The Marxio’s have always been joke villains in StC but they work here as Dr. Robotnik’s proxies; Knuckles was never the airheaded, gullible fool in StC but many of the comic’s villains did manipulate and betray his trust, though the situation was a little different each time and he generally seemed to learn from each encounter. The primary thrust of this story, though, is to establish that Knuckles is a hot-headed loner who wants to live in peace and solitude on his island and that he’s an extremely tough physical specimen, able to glide, scale walls, and smash an entire chunk off his island with his incredibly strength. Lacking Sonic’s grating arrogance and proclivity for quips, Knuckles comes across as a bad-ass recluse who isn’t to be trifled with and who will unleash an incomparable wrath on anyone who threatens his home or tries to take advantage of him.  

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever read “Carnival Night Conspiracy”? Did you pick the issues up when they were first released and, if so, what did you think about Knuckles’ first spin-off? What did you think to Fleetway’s introduction and characterisation of Knuckles and the way they handled his backstory? Were you a fan of the Marxio Brothers? What did you think to Knuckles’ early crusade against Dr. Robotnik? Which of Fleetway’s Knuckles stories and/or characters was your favourite and why? Are you celebrating Knuckles’ big day today? Whatever you think about Sonic the Comic, and especially Knuckles, leave a comment down below or let me know by commenting on my social media.

Movie Night [MK Day]: Mortal Kombat: Annihilation


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To celebrate the simultaneous worldwide release of Mortal Kombat (Midway, 1992) on home consoles, 13 September 1993 was dubbed “Mortal Monday”. Mortal Kombat’s move to home consoles impacted not only the ongoing “Console War” between SEGA and Nintendo but also videogames forever thanks to its controversial violence and I think that it’s only fitting that we continue celebrating this influential fighting series every September 13th.


Released: 21 September 1997
Director: John R. Leonetti
Distributor: New Line Cinema
Budget: $30 million
Stars: Robin Shou, Talisa Soto, Brian Thompson, James Remar, Sandra Hess, Lynn Red Williams, Musetta Vander, and Reiner Schöne

The Plot:
Despite Liu Kang’s (Shou) victory in the Mortal Kombat tournament, Outworld emperor Shao Kahn (Thompson) bends the Elder Gods’ sacred rules and assaults Earthrealm. With Lord Rayden (Remar) weakened, Liu Kang and his friends have seven days to recruit new allies and learn the key to stopping Kahn’s invasion before all of Earthrealm is annihilated.

The Background:
As I’ve touched on before, competitive fighting games were all the rage in the nineties thanks to the many iterations of Street Fighter II: The World Warrior (Capcom, 1991). To compete with this title, developers Ed Boon and John Tobias, inspired by movies like Enter the Dragon (Clouse, 1973), Bloodsport (Arnold, 1988), and Big Trouble in Little China (Carpenter, 1986), created a tournament fighter that changed the genre thanks to its ultra-violent content. It was producer Lawrence Kasanoff who saw Mortal Kombat’s potential as a multimedia franchise and it was thanks to him, and director Paul W. S. Anderson, that we got the cult hit Mortal Kombat (ibid, 1995), which was both surprisingly profitable, widely recognised as one of the best videogame adaptations, and a principal influence on my PhD thesis. Unfortunately, you can’t talk about Mortal Kombat without mentioning its universally derided sequel. Rather than smartly infuse the relatively simply videogame lore with filmic inspirations, Kasanoff aimed to go bigger and more spectacular, stuffing the script with as many characters and references to the source material as possible in an effort to cater exclusively to Mortal Kombat’s growing fanbase. Paul W. S. Anderson passed on the director’s chair and only two members of the original cast returned for the sequel, which was full of cringe-worthy performances and terribly rendered CGI as New Line Cinema didn’t actually release the finished version of the film. This was reflected in the film’s dismal $51.3 million box office gross and scathing critical reception; everything from the confused narrative, underwhelming fight scenes, and the laughably bad acting has been highlighted as a negative, and rightfully so. Despite the film’s universally negative reception, Kasanoff’s multimedia ventures continued with the live-action prequel, Mortal Kombat: Conquest (1998 and 1999) but, while New Line Cinema initially had plans for a third film, the teases for it were cut from Annihilation and it remained in Development Hell for decades until the franchise was finally rebooted in 2021.

The Review:
I was such a huge fan of the original Mortal Kombat movie as a kid, and even now I still regard it as probably the best live-action videogame adaptation ever made. That’s hard for me to say as I loathe what Anderson did to the Resident Evil franchise (Capcom/Various, 1996 to present) with his filmic endeavours (Anderson/Various, 2002 to 2016) but it’s true; I remember renting it as a kid, basing an entire birthday around watching it, and even the day I bought the VHS copy from a market stall. My anticipation for the sequel was so high and it seemed like we were waiting for so long for it to come out but, in reality, it was only a couple of years. When Mortal Kombat: Annihilation finally did come out, all I remember seeing of it was the poster and that was enough to get me excited as I was eager to see that cliff-hanger ending resolved, but I missed out on seeing it at the cinema as it wasn’t very easy to get to the cinema at the time, so I didn’t see it until it came out on VHS some time later. I don’t remember what I thought to the film as a kid; I was probably just super happy to see all my favourite Mortal Kombat characters brought to life and given more screen time, but I do have a vague memory of thinking it wasn’t as good as the original film and, as I’ve gotten older and rewatched and even academically studied the film, that opinion has only grown stronger.

Things are off to a bad start right from the opening and only get worse from there….

Mortal Kombat: Annihilation opens with a quick recap of the last film; scenes of Mortal Kombat’s best fights and memorable moments (purposely cut to excise the original actors from the footage) play over Rayden’s narration as he brings us up to speed and we’re brought back to the ending of the first movie, but with some noticeable and jarring changes. You’ll spot these immediately since James Remar sounds nothing like Christopher Lambert (still the quintessential Raiden for me and it baffles me that he hasn’t done more voice work for the character, at least) and definitely doesn’t look anything like him. Sporting an entirely new outfit and a far more obvious wig, Remar fails to convey the same enigmatic presence as his predecessor but it doesn’t end there; Liu Kang is also wearing a completely different outfit and both Johnny Cage (Chris Conrad) and Lieutenant Sonya Blade (Hess) have been completely recast. Even more egregious is that Cage has his trademark sunglasses back, despite the fact they were crushed by the monstrous Goro (Tom Woodruff, Jr./Kevin Michael Richardson) in a pretty memorable sequence in the last film. Still, none of that really compares to the absolutely atrocious visual effects slashing across the sky and the arrival of Outworld Emperor Shao Kahn. Originally portrayed as a gigantic semi-translucent, monstrous figure voiced by the immortal Frank Welker and bursting from the Temple of Light, Kahn is now a far less intimidating muscular brute garbed in a Halloween costume and surrounded by a gaggle of porn stars, Gladiators, and cos-players and immediately lacks all of the subtle menace and nuance of Cary-Hiroyuki Tagawa’s menacing Shang Tsung.

Liu Kang must go on a bizarre quest to rescue Kitana and find the power to defeat Shao Kahn.

Still, let’s continue on. Like the last film, our main character is Liu Kang (thankfully still portrayed by the endlessly likeable and charismatic Robin Shou, whose martial arts prowess is one of Annihilation’s few highlights even if his acting ability isn’t quite enough to carry this mess of a script), whose elation at having overcome his personal demons, avenged his brother, and safeguarded Earthrealm from Outworld is immediately cut short by Shao Kahn’s arrival. Although he learned to trust in Rayden in the last film, and that all the legends he grew up hearing about were true, despite his scepticism, Liu Kang is angered that their victory, which the Elder Gods decreed would keep Earthrealm safe from invasion for at least one generation, was all for nothing thanks to Shao Kahn finding a loophole in the rules. Liu Kang’s anger only increases when Cage is unceremoniously killed right before his eyes, and his first instinct is to avenge his fallen friend, only to be told that he’s “no match for Kahn” and must embark on a perilous journey of self-discovery to find the power necessary to overcome the Emperor. Rayden splits the heroes into teams for this mission, and Liu Kang’s demeanour (but not his crotch) is softened by the presence of the beautiful Kitana (Soto), with whom he had a flirtatious romance in the last film. Here, they are ready to take the next step in their relationship, but this is suddenly ripped away from Liu Kang when the Edenian princess is kidnapped by the returning Scorpion (J. J. Perry/Ed Boon). Fraught with guilt over failing to keep her safe, Liu Kang is guided towards the elusive Nightwolf (Litefoot), a Native American mystic who endeavours to teach him to harness his “Animality” by undergoing a series of tests designed to focus his mind, body, and spirit for his inevitable fight against Shao Kahn.

Sonya, angry at Cage’s death, reluctantly teams with Jax, the charismatic everyman with bionic arms!

Although she has a new face, wardrobe, and haircut, the first thing you’ll notice about Sonya here is that she’s reverted back to being an angry, embittered, distrustful, and overall unlikeable character. She’s absolutely devastated when Cage is murdered and desperate to make Shao Kahn pay, but blinded by her grief and rage so Rayden has her journey to some facility to reunite with her partner, Major Jackson “Jax” Briggs (Lynn red Williams). Initially, Sonya rejects this idea as she doesn’t want to lose anyone else she cares about, and she carries a chip on her shoulder throughout the film and basically has to learn the same lessons about trusting others as she did in the first movie. While Mortal Kombat: Annihilation is littered with chaotic and random fight scenes, at least Liu Kang and Rayden are focused on opposing Shao Kahn; Sonya has no chance against the Emperor but has no other clear antagonist to focus on since Kano (Trevor Goddard) is dead, meaning she’s forced to settle for “leftovers” like Cyrax (J. J. Perry) and Ermac (John Medlen). Thankfully, she’s partnered up with Jax; for a former American Football player and Gladiator, Williams does a really good job in this role and has a down-to-earth, relatable charisma to him. As an everyman character who has no idea what’s going on, he’s a natural conduit for exposition and it’s fun seeing him react to the bizarre events happening all around him. Jax’s “thing” in this movie is that he struggles with self-confidence; to that end, he underwent a surgical procedure to graft cybernetic prosthetics to his already muscular arms to give him a power boost. Jax’s arms are a valuable asset, saving his life and even allowing him to cause shockwaves by hitting the ground, but Rayden and the others teach him that they’re merely a tool and that his true power comes from within. Unlike Sonya, Jax ends up squaring off with a clear rival in the finale, the half-human centaur Motaro (Deron McBee) and, in the process, overcomes his insecurities and sheds his mechanical arms to deliver a pretty cathartic beatdown on Kahn’s monstrous minion.

The plot revolves around Kitana and Sindel, but the actors struggle to convey this drama.

While she was mostly relegated to an alluring figure and a secondary mentor in the first film, Kitana takes on a much larger role in the sequel. Although she only gets a couple of fight scenes and ends up locked in a cage for her man to come and rescue her, Kitana is right at the forefront of the plot since her mother, Queen Sindel (Vander), is the key to Shao Kahn’s illegal invasion. Stunned to find her mother alive (and in perfect physical health), Kitana is even more heartbroken to find that Sindel has been corrupted by Kahn’s influence and that her resurrection has allowed him to bring destruction to Earthrealm. Confused by this turn of events, Rayden consults with the Elder Gods who advise him that the love Kitana has for her mother can break Kahn’s spell, restore her, and undo the damage caused and he blindly follows their instructions, even sacrificing his status as a Thunder God (and debuting an absolutely dreadful new appearance in the process that is anything but Raiden) in order to reunite the two. Unfortunately, they’ve all been duped by the corrupt Elder God Shinnok (Schöne) and lured into a trap; Sindel laughs in her daughter’s face when she tries to profess her love for her and Rayden is left powerless, resulting in his death at Kahn’s hands and Kitana having to battle her mother in the finale. Unfortunately, neither Talisa Soto nor Musetta Vander have the acting ability to pull any of this off; both are obviously stunningly beautiful, but Kitana and Liu Kang have all the chemistry of a wet paper bag and Sindel is little more than a cackling pantomime villain. Remar also suffers in this regard; if he’s trying to channel Lambert’s stoic playfulness, he fails miserably and just seems bored and confused, even during his terribly shot fight against the Reptiles (Mark Caso, Paul Driver, and Sultan Uddin).

Though he cuts an intimidating figure, Shao Kahn is simply trying to please his overbearing father.

However, they’re all Oscar-winning actors compared to the absolutely dreadful Brian Thompson. I actually like Thompson; he always plays big, brutish thugs really well when he crops up in supporting roles but he has neither the size nor the charisma to impress as Annihilation’s lead antagonist. Essentially coming across as a poor man’s Kurgan (Clancy Brown; a fitting comparison, for sure), Shao Kahn is a loud, arrogant bully with an overdeveloped sense of grandeur and a taste of pomp and ceremony. Upon arriving on Earthrealm, he attempts to establish himself as a meaningful threat by surrounding himself with his generals and killing Cage, but is easily outmatched by Rayden. Indeed, Rayden is only stopped from killing Kahn right then and there because the Emperor takes Cage as a hostage, and Rayden is so stunned to see one of his chosen mortals killed that he doesn’t even make good on his promise to “take” Kahn’s generals from him. While the heroes go off on their confusing missions, Kahn returns to his throne room and is content to allow the seven-day merger of Outworld and Earthrealm to take place without his direct involvement. However, if his cheap plastic armour and rubbish skull helmet didn’t diminish Kahn’s threat enough, his contentious relationship with his father, Shinnok, certainly does. Chastised at every turn by the corrupt Elder God, Kahn quickly turns from a brutish tyrant to a meek child desperate to impress his father, and he absurdly takes his anger out on his generals at every opportunity. Even this doesn’t make sense; why kill your underlings when you’re in the middle of an invasion? And Kahn’s lashing out at Rain for failing to kill Kabal and Stryker is super weird considering Shinnok chewed him out for sparing Rayden. Imagine if Shinnok had just killed Kahn for that, as he does his general? Absolutely ridiculous! Completely devoted to his witch-like queen and confidant in his victory, Kahn allows his troops to wreak havoc across the globe (though we barely see any of this) and is fixated only on killing Rayden and conquering Earthrealm in order to earn his father’s respect. Where Shang Tsung was a scheming, charismatic sorcerer, Shao Kahn is little more than a thug with delusions of grandeur and it’s hard to picture anyone bending the knee to him since he exhibits little of the threat that Tsung did beyond his admittedly impressive physical stature.

The Nitty-Gritty:
Contrary to my usual everyday mindset, I don’t actually like to be too negative in my reviews, or when watching movies or playing videogames or whatever, and when discussing Mortal Kombat: Annihilation for my PhD thesis I tried to come at it with a positive perspective. Primarily, this involved praising it for capturing the madcap nonsense of the franchise’s latter-day releases, like Ultimate Mortal Kombat 3 (Midway Games, 1995) and its successor, Mortal Kombat Trilogy (ibid, 1996). These were fighters crammed full of characters, bonkers finishing moves, and which tried to mash together all the established lore and many of the contradictory characters, which made for a pretty chaotic gaming experience but one full of variety (even if many characters were just palette swaps and many of the violent finishing moves were pretty lazy). Still, if all you cared about was seeing your favourite Mortal Kombat characters in one game, these two titles had you covered and, in that respect, Mortal Kombat: Annihilation delivers in terms of fan service. The plot is also a pretty close approximation of Mortal Kombat 3’s (Midway, 1995), which depicted Kahn resurrecting Sindel and leading an illegal invasion of Earthrealm, and the iconic theme song by The Immortals is back and has even been tweaked to include the new characters seen in this film. Unfortunately, that’s about where the praise ends for, while Mortal Kombat: Annihilation does feature a bunch of characters, hardly any of them have any personality or nuance to them. Instead, basically every character that isn’t a lead protagonist or antagonist is treated as badly as Scorpion (Chris Casamassa) and Sub-Zero (François Petit) were in the first film. Rain (Tyrone Wiggins) is here, and even gets a few lines, but is he a conflicted Edenian prince with control of water and lightning? No, he’s just another ninja who gets smashed into a fiery pit for angering his master.

Almost every Mortal Kombat character is shoe-horned into the film whether it makes sense or not.

An extremely poor rendition of Baraka (Dennis Keiffer) randomly shows up, looking more like a guy in a rubbery Halloween costume than a vicious mutated cannibal, and Mileena (Dana Hee) even makes a brief appearance to wrestle around in the mud with Sonya but is she depicted as Kitana’s bloodthirsty clone or stepsister? Is she bollocks. Hell, Sonya even mistakes her for Kitana at first, which makes absolutely no sense as she doesn’t look anything like Kitana; maybe if she’d also been played by Talisa Soto, and Jade (Irina Pantaeva) and Baraka had been dropped from the script, Mileena could’ve played a bigger role but, as is, she’s just some hot chick in a magenta outfit for Sonya to fumble around with. This even carries over to the finale, when Sonya takes on Ermac (who has just one line and isn’t even named), who randomly splits into two (actually this is Noob Saibot (J. J. Perry), who also isn’t named and is given no context) to double-team her but why the hell should we care when we don’t even know who these masked morons are? Still, at least these losers feature onscreen; “two of Earth’s warriors, Kabal and Stryker” aren’t even given that luxury and this absolutely ugly looking CGI monstrosity gets way more screen time than it deserves. Sadly, this continues with some of my favourite Mortal Kombat characters. Sub-Zero (Keith Cooke) makes a dramatic return, now sporting his bad-ass eye scar and actually being the younger brother of the previous one. He comes sliding in to save Liu Kang from Smoke (Ridley Tsui), who’s actually a combination of Smoke and Sektor, and deliver some clunky exposition about how the cyborg was reprogrammed by Kahn to target Liu instead of him (as in Sub-Zero). Why was Smoke going after Sub-Zero? Does he have any relation to Cyrax? Was he Sub-Zero’s former friend turned into a cyborg against his will and did Sub-Zero even care that he just killed his friend? None of these questions are answered as the film pauses for a pretty awesome battle between Sub-Zero and Scorpion which, despite being something I and many Mortal Kombat fans missed from the first film, also makes little sense as there’s no reason given in the film for the animosity between the two beyond the filmic Scorpion being evil and Sub-Zero trying to protect Kitana. Even crazier is the part where, after losing Kitana to Scorpion, Sub-Zero delivers a heartfelt plea to Liu Kang that “[he] alone [is] not ready for what’s ahead” and then disappears from the film! I just…what?! You just said that Liu Kang needs allies but you couldn’t stick around to help? What could Sub-Zero possibly have to do that’s more important?!

Many of the characters are just there for the sake of it and make very little impact as a result.

This does lead Liu Kang to Nightwolf, but he’s another throwaway character; sure, he looks the part but all he does is speak in riddles, knock Liu Kang out with a tomahawk, and prattle on some trite about his “Animality”. It’s assumed that Jade killed Nightwolf while Liu Kang underwent his little nightmare sequence but who the hell knows, and why the fuck where there suddenly Reptiles waiting to attack the heroes after Jade betrayed them?! Nothing makes any sense, and it’s frustrating as all they had to do was have Kahn’s minions be Motaro, Sindel, Scorpion, Mileena, and Sheeva (Marjean Holden) and things could’ve been much more streamlined. Oh, Jesus…I haven’t even talked about Sheeva, have I? Rather than portray her using animatronics like with Goro, Sheeva is simply another pantomime villain with some prosthetic arms who plays next to no role in the movie and is unceremoniously killed off without even having a proper fight scene! There’s one very brief scene where she and Motaro get into it over who should replace Rain as Kahn’s right-hand man, hinting at the rivalry between their races, but Sheeva may as well not even be in the fuckin’ movie as she does absolutely nothing before being squashed by a cage! Motaro comes off a little better, but not by much; Deron McBee at least looks to be enjoying himself in the role, which requires little more than for him to stand around with his flex on and look tough, and the filmmakers actually did a decent job of rendering his horse-like lower half using clever shots, some practical effects, and CGI. He certainly comes off a lot better than whatever the fuck that demonic monster-thing is, and absolutely should have taken that creature’s place, but unfortunately has absolutely none of the screen presence or importance of Goro since he’s hardly in the movie and only seen as a relevant factor in the finale.

Liu Kang is ultimately able to best Shao Kahn and save Earthrealm once again.

So…okay….Mortal Kombat: Annihilation decides that the complex and bonkers lore of the videogame just isn’t enough for the big-screen and makes some changes. I can understand that; change is inevitable in the adaptation process, but apparently the simple concept of “good versus evil” wasn’t enough for this movie and they had to shoe-horn in this bat-shit crazy familial link between Rayden, Shao Kahn, and Shinnok that has never been seen before or since. Apparently, Rayden and Shao Kahn are brothers and, eons ago, they fought for Shinnok’s approval; Rayden won, but couldn’t kill his brother and both have held a grudge ever since. Shinnok sees both his sons as being weak; Rayden for valuing life and being compassionate and Kahn for not killing Rayden or being more forceful in his endeavours, but he favours Shao Kahn since he at least values strength and power over loyalty and empathy. This weird inclusion is treated like a big deal; Jax is especially perturbed by the revelation and the mortals are left investing their hopes in Liu Kang since Rayden’s trustworthiness is called into question. The film then asks that we give two shits when Shao Kahn murders this abomination of an adaptation of Rayden, but it all just falls completely flat and is meaningless since the entire film has been about getting Liu Kang ready to fight Kahn, not Rayden. When Liu Kang and the Emperor finally square off, it’s nowhere near the intense or engaging martial arts contest like Liu vs. Tsung; indeed, the focus on delivering high quality martial arts is noticeably lacking all throughout Mortal Kombat: Annihilation and, instead, Shao Kahn throws his weight (but not his hammer, because that would be too cool, I guess) around until Liu Kang finally taps into his Animality and transforms into, hands down, the worst CGI effect I think I have ever seen…only for Kahn to top it with his own monstrous transformation. The two butt-ugly affronts to eyesight slap each other about a bit before inexplicably transforming back and being forced to battle in Mortal Kombat (now altered to remove Kahn’s powers, something we didn’t see in the last film where powers were fair game…). The loss of his powers puts Kahn at an immediate and irreconcilable disadvantage and Liu Kang easily finishes him off; although Kahn is ripped apart when his stupid little dragon tattoo bursts to life upon his defeat, his death is a far cry from seeing Tsung impaled on those spikes. With Kahn defeated and Shinnok turned into Tetris (Alexey Pajitnov, 1984) blocks, Sindel returns to normal, Rayden is resurrected and promoted to an Elder God, and all of Earthrealm is restored. In fact, everything returns to normal…except for Johnny Cage, whose body I assume is just lying on the ground somewhere…but that’s okay because all of the heroes are some bullshit family now, I guess.

The Summary:
Mortal Kombat set the standard for videogame adaptations; by drawing from some of the best martial arts movies and focusing on the relationships between the characters and crafting a fun, action-packed fantasy adventure, it absolutely delivered as an entertaining adaptation even without the franchise’s trademark gore. All of that goodwill was obliterated in the sequel, which took everything that worked in the first film and threw it out the window. No, sorry, not out the window; they threw it right in the fuckin’ bin! The only saving graces are the soundtrack, a handful of decent fight scenes (anything involving Liu Kang, Scorpion, and Sub-Zero), and seeing pretty much every single Mortal Kombat character brought to life but the execution misses the mark on almost every level. The acting is bad, the script is bad, the line delivery is bad; the new actors are dreadful, the costumes (while technically better) look far more like cheap cos-play than a high-budget production, and the CGI is more than atrocious…it’s God-awful! As nonsensical as the Mortal Kombat videogames could get at the time (and even now…), nothing makes sense in Mortal Kombat: Annihilation; why were those spheres in those tunnels? Who built them? Why? Why didn’t they just die when riding them? When Baraka falls into those flames, why is it recycled footage of Rain’s death? Why is Baraka even there? Why didn’t Sub-Zero help Liu Kang? Why did Rayden and presumably all those other lives lost in the attempted merger come back to life but not Johnny Cage? Just….I mean, holy God it is hard to defend this movie! Yes, Robin Shou is great. Yes, seeing Scorpion and Sub-Zero fight is great. Yes, Jax is a standout character, Motaro looks pretty good, and the film does a decent job of translating the bat-shit insanity of Mortal Kombat Trilogy to the screen but there’s just no heart, no logic, no sense to anything. It’s just a mish-mash of generally poor fight scenes, rubbish visual effects, appalling acting and a mind fuck of ideas and visuals that more resembles a music video than a coherent movie. It’s got some charm, and is probably appealing to kids hyped up on sugar, but your life would probably benefit from never watching this one even if it was for free.

My Rating:

Rating: 1 out of 5.

Terrible

Am I being too harsh on Mortal Kombat: Annihilation? Do you have any fond memories of this film? What did you think to the new cast and how did they compare to their predecessors? Which of the film’s fights was your favourite, and with characters would you have liked to see more from? Do you think the film juggled its many characters well or would you have preferred to see the cast cut down a little bit? Would you have liked to see a direct follow-up to this film or were you happy with the reboot we got? How are you celebrating Mortal Kombat’s release today? Whatever you think about Mortal Kombat: Annihilation, write your thoughts below.

Back Issues [Sonic CDay]: Sonic the Hedgehog #25


Developed alongside the blockbuster Sonic the Hedgehog 2 (SEGA Technical Institute, 1992), Sonic the Hedgehog CD (Sonic Team, 1993) released on this day back in 1993. Expanding upon the Blue Blur’s debut title, Sonic CD introduced Metal Sonic (one of Sonic’s most popular and enduring rivals) and Amy Rose, and is considered by many to be one of the best of the classic Sonic titles.


Story Title: “Go Ahead…Mecha My Day!”
Published: August 1995
Writer: Mike Gallagher
Artist: Patrick Spaziante

The Background:
SEGA were quick to capitalise on Sonic’s popularity once he catapulted to mainstream success and helped them to usurp Nintendo’s position at the top of the videogame industry. Following Nintendo’s success with DiC, SEGA licensed a series of cartoons that were soon accompanied by a four-part miniseries published by Archie Comics. Archie’s Sonic the Hedgehog comics went on to become the longest-running videogame comic book ever and, amidst continuing the adventures of the Knothole Freedom Fighters, the Archie comics weaved in storylines, characters, and elements from the videogames, often changing them to fit their unique narrative. Although a mechanical version of Sonic had featured in Archie’s comics prior to this story (and many more would follow over the years), Sonic’s most recognisable robotic duplicate debuted in the comic’s twenty-fifth issue as part of a loose adaptation of Sonic CD and would go on to continuously plague the hedgehog and his allies even when IDW swept away Archie’s continuity in favour of their own.

The Review:
I didn’t grow up reading Archie’s Sonic the Hedgehog comics; as far as I know, there was no way for us to get hold of them here in the United Kingdom back in the day, so I’m not entirely sure I was even aware of them until late into my teens. I did watch Sonic the Hedgehog/SatAM (1993 to 1994) though and, like many kids from my generation I was, deeply invested in the series and frustrated when it ended on an unresolved cliff-hanger. Although the Archie comics never actually resolved this cliff-hanger and were more like a spin-off than a true continuation, they were the closest thing we’d ever get to an official follow-up to that successful cartoon and, in the years since, I’ve read through the entire Archie Comics run. It has its good points and many bad points, but I found myself enjoying it well enough, especially once they started to incorporate more elements from the source material and veer away from the comedic slapstick that muddled the narrative tone of the first fifty-or-so issues. I’ve already explored how awkward the incorporation of these videogame elements was to the series; the same was true of the UK’s Sonic the Comic (1993 to 2002) and is to be expected when you’ve gone off on your own pretty complex tangent and then have to shoe-horn in official canon into the narrative, but there’s an appeal to the series nonetheless thanks to nostalgia and my love for Sonic.

While Sonic tests Rotor’s new device, Dr. Robotnik plans to lure him into a deadly trap.

“Go Ahead…Mecha My Day!” (great pun, by the way) begins with Sonic impatiently enduring the hooking up of a video camera to his sneaker; developed by Knothole’s resident mechanic and tinkerer, Rotor the Walrus, the “Sonicam” sends a direct feed back to the Freedom Fighter’s computer so they can keep track of where Sonic is and any potential dangers they need to be aware of. Princess Sally Acorn, leader of the Knothole Freedom Fighters, is particularly pleased with this new technology given that a “new Zone portal” just opened up and is in need of exploration. Sally’s fears about this situation are well founded as it turns out that the Collision Chaos Zone is the creation of Mobius’s mad cybernetic dictator, Doctor Robotnik. However, while he looks like the SatAM Dr. Robotnik, at this point Archie’s version still has quite a bit of his bombastic and foolish variant from the Adventures of the Sonic the Hedgehog cartoon (1993); this means he breaks the fourth wall, chuckles maniacally to his bumbling Badniks, and lacks the grim menace of the SatAM version. However, there’s enough of that interpretation of the character in Dr. Robotnik to order his latest, most mysterious creation to kidnap Sonic’s number one fan, Amy Rose, and then issue a direct challenge to Sonic, daring him to test his speed and skill in his Collision Chaos Zone to rescue Amy. Naturally, Dr. Robotnik plans to stack the deck against Sonic by having his long-suffering, snivelling nephew and head minion, Snivley, struggle into an elaborate Robotnik costume and burn up the road behind Sonic to force him into an even deadlier trap.

Racing to save his friends, Sonic is confronted and challenged by his metallic doppelgänger.

Naturally, Sonic wants to leap into action right away; determined to prove himself and to rescue one of his greatest fans, he thinks nothing of jumping head-first into such an obvious trap, such is his confidence. However, Knothole is a democracy and, as a result, he’s forced to heed to Sally’s more level-headed orders; to get a better sense of what dangers lie ahead, Sally has Miles “Tails” Prower fly on ahead to scope out the area…and he’s immediately captured by Dr. Robotnik’s Swatbots. Fed up with waiting, Sonic races out to the Zone portal and, despite Dr. Robotnik struggling with his lines, is brought abreast of the escalating hostage situation; thanks to the Sonicam’s slow-motion function, Sally and Rotor are able to look in as Sonic races through the bizarre environment while Snively incinerates the path behind him, all to force Sonic into a confrontation with Mecha-Sonic (also referred to without the hyphen). Oddly, Mecha-Sonic’s dialogue seems to indicate that the two have met before, but this was the character’s first appearance; however, it wasn’t uncommon for the videogame’s events to happen off-panel and between stories throughout Archie’s run, even though that doesn’t really align with the narrative presented here, making this allusion confusing, at best. Anyway, Mecha-Sonic challenges his rival to prove his speed in a race through the Stardust Speedway Zone, with Tails and Amy as the prize and Snively pursuing them in Dr. Robotnik’s craft

Sonic’s speed is too much for Mecha-Sonic and Dr. Robotnik’s plot is easily foiled.

Of course, Sonic takes the bait and “engages” with Mecha-Sonic, much to Dr. Robotnik’s glee; while Amy wails at the engagement pun and Rotor scrambles to account for interference from the Stardust Speedway Zone, we’re treated to a nice two-page spread of the two rivals exchanging taunts and shoving past each other in a pretty neck-and-neck dash through the Zone, which is brought to life by the unrivalled Patrick “Spaz” Spaziante and is certainly faithful both to the level layout from the videogame and the anime sequences that accompanied it. However, Sonic has no idea that Dr. Robotnik has set up a failsafe at the finish line; a massive weighted door that will crush Sonic when he passes under it (which Dr. Robotnik demonstrates by crushing Crabmeat, though this doesn’t kill the woodland critter tapped within him since that wasn’t really a thing in this continuity). Although Sonic gains the lead, Mecha-Sonic uses holograms and environmental hazards to distract and trip him for an unfair advantage, meaning tensions are high as they race down the final stretch. Here, Sonic debuts his new “Figure Eight Super Peel-Out” for a burst of acceleration that pushes him into “warp speed” and Mecha-Sonic summarily melts itself in half by overexerting its thrusters. Sonic is even spared a gruesome end thanks to the timely intervention of Princess Sally but, when Dr. Robotnik throws a tantrum over the loss, volunteers to give the dictator a chance to squash him. When Sonic easily dodges out of the of the trap, he invites Dr. Robotnik to inspect the mechanism for faults and then encourages the reader (represented by a literal on-panel finger) to activate the trap and crush the cyborg madman beneath it. The comic the ends with Tails and Amy free, Dr. Robotnik squashed under his own trap, Mecha-Sonic left sparking on the racetrack, and the heroes celebrating the comic’s first twenty-five issues.

The Summary:
I went to great pains at the start of my review to try and prepare you for the fact that Archie’s Sonic comics weren’t exactly known for their 100% fidelity to the source material when they started adapting more elements from the videogames into their plot but, even considering that, “Go Ahead…Mecha My Day!” is even less of a Sonic CD adaptation than its Sonic the Comic counterpart. Both plucked only the most iconic elements of the videogame (Amy, Metal Sonic, and parts of the environments) and shoe-horned them into their unique narrative, choosing to focus more on the battle between Sonic and Metal Sonic than the time travel plot. While the Sonic the Comic adaptation benefitted slightly from being a multi-part story told over a few issues, both adaptations have about the same level of substance thanks to the first two parts of the story simply setting up for Sonic’s adventures on the Miracle Planet. This location doesn’t even appear here, however; instead, we get two of Sonic CD’s more recognisable areas (Collision Chaos and Stardust Speedway) but they’re presented as being “creations” of Dr. Robotnik, existing in another dimension, of sorts, rather than being on the Little Planet. The Time Stones are also completely absent, as are any elements of time travel or Dr. Robotnik’s plot to conquer the Little Planet, meaning the plot is all about the race between Sonic and “Mecha-Sonic” to rescue Amy (and Tails).

It’s a bit slapstick and barely has anything to do with Sonic CD but at least the art is nice.

Even when you get past the fact this this isn’t really an adaptation of Sonic CD, “Go Ahead…Mecha My Day!” is a bit weak overall; the story’s far too short, Dr. Robotnik lacks the menace of his SatAM counterpart, and there’s never really a sense of danger even when Mecha-Sonic makes its appearance. Like in the Sonic the Comic version, Mecha-Sonic can talk; here, it seems to have been programmed to ape Sonic’s snarky attitude as much as his speed as the two trade quips and grandeur during their confrontation. Though it demonstrates none of its videogame’s other powers, Mecha-Sonic is shown to be a wily antagonist and fully prepared to cheat to gain an advantage, but it’s ultimately handicapped by its mechanical construction and thus falls apart when it tries to match Sonic’s near-limitless speed. Still, the art used to render Mecha-Sonic and the race is impressive; Spaz was always Archie’s best artist when it came to Sonic and he does a great job on the title character, his robotic rival, and Dr. Robotnik. Given that it takes place in this quasi-SatAM continuity, the story also features appearances from the Knothole Freedom Fighters; Tails wasn’t yet the genius mechanic we know him today so Rotor fulfils that role and his Sonicam keeps them up to date with Sonic’s situation while Antoine D’Coolette is simply there to spout nonsense and oppose Sonic out of spite. Since she was always portrayed as Sonic’s equal in the field, it’s obviously Sally who drops in to lend a hand in the finale, emphasising the camaraderie that was so important to this interpretation of Sonic, though it’s made explicitly clear that he didn’t actually need any help. In the end, this was a decent enough story with lots of great art and fun, engaging action but it’s let down by its brevity, the awkward goofiness permeating throughout it, and the fact that it basically has nothing to do with Sonic CD beyond some extremely basic elements.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever read “Go Ahead…Mecha My Day!”, or any of Archie’s Sonic the Hedgehog comics? If so, what did you think of the story and the way its focus on the race between Sonic and Metal Sonic? Were you disappointed by the lack of any other elements from Sonic CD? Which of Archie’s original characters was your favourite and what did you think to their award-winning run? How are you celebrating Sonic CD’s anniversary this year? Whatever your thoughts on Sonic CD, or Sonic in general, feel free to leave a comment below.

Game Corner: Terminator 3: The Redemption (PlayStation 2)

Released: 9 September 2004
Developer: Paradigm Entertainment
Also Available For: GameCube and Xbox

The Background:
Perhaps unsurprisingly, the Terminator franchise (Various, 1984 to 2019) has a long history with videogame adaptations; every film in the franchise has been adapted to at least one videogame over the years and the series even crossed over with RoboCop (Verhoeven, 1987) back in the day. Since producers and movie studios bent over backwards to get a third film made (and since big-budget movies usually always had a videogame tie-in at the time), it’s perhaps also not much of a surprise that Terminator 3: Rise of the Machines (Mostow, 2003) was accompanied by not one, but three videogame adaptations courtesy of Atari. Paradigm Entertainment developed Terminator 3: The Redemption at the same time as Black Ops Entertainment was working on Terminator 3: Rise of the Machines (ibid, 2003) and used photographs of the film sets to help create their game world. Even after Terminator 3 failed to impress, Atari pushed forward with The Redemption and even gave Paradigm more time to work on the game, which the developers aimed to make as fast-paced and action-packed as they could to differentiate it from its counterparts. Judging from the reviews, this appears to have paid off as critics found the game an overall improvement over its predecessor; however, while reviews praised the game’s action-packed content and graphical appeal, its difficulty and linearity were criticised, and the general consensus was that the game was far more appealing as a rental rather than a purchase.

The Plot:
In the year 2032, humanity has been pushed to the brink of extinction in a war against the malevolent artificial intelligence known as Skynet. After John Connor, the leader of the human Resistance, is killed by a T-850, the Terminator is reprogrammed and sent back in time to protect John’s younger self from an all-new Terminator, the T-X/Terminatrix

Gameplay:
Unlike its predecessor, Terminator 3: The Redemption is a third-person action shooter with a focus on combat, both gun and melee, and chasing and driving sequences. Straight away, the contrast between the two games is thus evident; whereas Terminator 3: Rise of the Machines was a middle of the road first-person shooter that was top-heavy with its content, The Redemption has a far more balanced pace to its narrative and gameplay structure, though it still falls into the same traps of repeating gameplay loops over and over. Once again, you’re placed into the role of the reprogrammed T-850 from the film the game is based on and tasked with clearing a number of missions across four chapters, though this time you’re afforded unlimited ammunition by default and there’s no division between the shooting and melee sections. The game’s controls can be configured to your liking and this aspect is nicely weaved into the story; by default, the Terminator can take command of turrets and cannons or leap to other vehicles with Triangle (oddly labelled “acquire”), activate its trademark red-hued vision to identify allies and other targets for a limited time with Circle, grab enemies or put the brakes on its current vehicle with Square, and unleash a limited number of combos with X. Different combinations of X and Square will see you pull off various grabs, punches, and slams to the T-900s that cross your path. While I rarely found myself relying on the hand-to-hand combat, it’s a quick way to take out enemies compared to just blasting them and you’ll be using X to shoot, toss, and kick Terminators off your vehicle or into your line of fire when you’re at a turret. The Terminator can fire its current weapon with R1 and reload with R2 (though I found no practical use for this), L1 fires an alternate shot (usually allowing you to dual-wield or fire a charged plasma shot or missile), and, in an inexplicably confusing addition, L2 allows you to control the quips and one-liners the Terminator’s says by functioning as a dedicated “speak” button. Finally, the Select button switches between camera angles, pressing in the right stick allows you to switch targets, and you won’t need to worry about pressing a button to accelerate when in a vehicle as you simply use the left stick to move about.

Run around blasting Skynet’s forces or give chase on a variety of vehicles in this action-heavy title.

Terminator 3: The Redemption also includes a very rudimentary upgrade system; by destroying enemies and clearing missions, you’re awarded Terabytes (TB), and you’ll receive more TB for clearing missions quickly, something you can track with the game’s heads-up display (HUD). TB allows you to upgrade the Terminator’s recharge time (though I’m not sure what that means…) and the length, damage, and charge of its thermal vision, none of which I found to be particularly useful; TB also unlocks bonuses in the game’s ‘Extras’ menu. By pausing the game, you can review the Terminator’s combos, trade TB for other upgrades, and review your mission objectives, which are provided before the start of each chapter. Within the first few missions, though, you’ll have experienced everything The Redemption has to offer: typically, you’re tasked with following a linear path, gunning down the same mechanical enemies in waves either with your weapons, combos, or turrets. Then, you’ll either jump onto the back of a jeep or a Future Killer/FK Tank and chase down some kind of target, blasting at its engines and other enemies and “acquiring” replacement vehicles when your health is running low. Sometimes, these sections see the vehicle racing towards the screen and you blasting at pursuing enemies and switching lanes with the left stick but, generally, you’re bombing along through wrecked highways and streets. Next, you’ll be prompted to jump to a circling helicopter and blasting at targets with a mini gun or rocket launcher in a kind of auto/rail shooter section, and maybe you’ll be tasked with chasing down the T-X in a ridiculously outclassed vehicle with no indication of how far away it is except for an ever-decreasing reticule and a countdown showing you how close you are to imminent failure. These latter sections are by far the worst parts of the game; the T-X rockets away in a supped-up sports car, leaving you to dodge hazards and pursing police cars, taking shortcuts through dirt roads, fling over trains, and through power plants and scrapyards in a desperate bid to catch up only to be met with failure again and again because you snagged a part of the environment or couldn’t tell where you needed to go. Failure in a mission means restarted all over again from the beginning; there are no checkpoints here and the only way to replenish the Terminator’s health is to find “charge points”, which basically goes against my ingrained gaming experience that tells me to stay away from raging blasts of electrical current.

Some missions are needlessly frustrating and include an aggravating difficulty curve.

I opened this review by saying the game’s pace is improved over its predecessor and that is technically true; some missions are shorter or longer than others but it’s nowhere near as unbalanced as in the last game, but it’s still not great to experience. Often, your objectives are somewhat vague and it’s not clear that you are racing against a time limit or have a limited window of success; you’ll be racing along, taking ramps and desperately trying to stay on higher paths on your slippery FK Tank blasting at a Skynet carrier and then suddenly be met with a mission failure screen because it got “out of range”. Similarly, when John Connor and Kate Brewster drive a plane through aircraft hangers and runways trying to get to Crystal Peak, you need to fend off the T1 tanks and proto-FK drones (and, bizarrely, T-600s) attacking their craft and it can get very chaotic very quickly if you don’t keep an eye on the plane’s health bar. There are two missions where you’re racing around a cemetery in a hearse; one sees you driving around in a circuit shooting the T-X away when it attacks and trying to ram into a Special Weapons and Tactics (S.W.A.T.) van, which you do by taking alternate paths on the circuit. The other mission sees you driving along the freeway as the T-X drops onto the wrecked hearse; you need to shoot it with X and then use the brake, power slide (also Square), and environment to shake it off until the mission just ends. There’s also a couple of missions where you’re flying along on a hijacked FK Hover, frantically dodging pipes, pistons, and fans and shooting at bombs and other targets; you won’t know not to venture down the wrong path until you make a split-second decision to take a lower path only to be met with immediate failure as your temperature gets too high. Overall, the game is far more action-packed than its predecessor, with a lot more variety crammed into its gameplay, but it relies far too much on repeating the same gameplay loops and the difficulty of some missions is absolutely unforgiving; this may explain why The Redemption lacks the traditional difficulty settings as the game is already pretty tough to get through at times.

Graphics and Sound:  
Initially, I was again surprised by how good Terminator 3: The Redemption looks; since it retells the events prior to and during the film in its own way, it again relies on CG cutscenes to relay its story and, for the most part, these look pretty good. The game rarely uses the janky, marionette-like in-game graphics for cutscenes, which is good, and the CG scenes often recreate, recontextualise, or bleed into scenes from the movie, with The Redemption being much smarter about which movie clips it uses and when (it even includes the film’s actual ending this time), though again it does use these to skip over large parts of the story in different ways. For example we see a truncated version of the Terminator’s rescue of John and Kate at the vets, their visit to the cemetery, and Skynet’s rampage through Cyber Research Systems (CRS) but we don’t get to play these moments; instead, we’re dropped in after they’ve occurred, which is fine as the focus is generally on action-oriented gameplay but it again smacks of a rushed production as the game skips over plot points that were pivotal to the movie’s story. Additionally, The Redemption suffers a bit in the music and sound department; the iconic Terminator theme is largely absent, though the game makes a big show of including George Thorogood and the Destroyers’ “Bad to the Bone”, playing not just in the scene where the Terminator takes the stripper’s clothes but also over the end credits. While Arnold Schwarzenegger, Nick Stahl, and Kristanna Loken all provide what can generously be called their likenesses (the CG cutscenes do not do them justice at all), none of them return to voice their characters, with the Terminator’s Arnold soundalike sound particularly awful.

The game looks pretty good and does a better job of recreating, and deviating, from the film than its predecessor.

Otherwise, the in-game graphics are pretty good; once again, the highlights are the Future War sections, which are probably the best seen in the series at that point. You’ll battle and race through destroyed streets, airports, and buildings, passing the remains of the Hollywood sign, wrecked skyscrapers, and war-torn streets as dark (and, at one point, red) clouds loom ominously overheard lit up by lightning flashes. This is starkly contrasted by the mechanical precision of Skynet’s bases, such as the Time Displacement Chamber, which is now a heavily fortified complex full of tunnels, reactors, and sprawling corridors. Once the Terminator is sent back through time, you’ll spend a bit of time racing through the desert highways outside San Francisco, recreate the Terminator’s chase to and away from the T-X’s crane truck through the bustling city streets, battle through the airport to get John and Kate to safety, and again make your final stand at the Crystal Peak outpost. Similar to how the last game included a flashback to the Future War in the middle of the movie’s events, The Redemption briefly derails its story by having the T-X send the Terminator to an alternate future using a particle accelerator; in this even bleaker, more nightmarish timeline, John and Kate are dead and the Terminator must make its way back to the past by commandeering a gigantic FK Titan, rolling over T-900s and blasting towers and buildings with its cannons, before bringing down an equally huge aircraft carrier amidst the tumultuous skies. Sadly, as detailed and impressive as many of the game’s environments are, I did notice a fair amount of graphical pop-up and, of course, you have to deal with the PlayStation 2’s noticeable load times.

Enemies and Bosses:
As ever, you’ll be battling against the marauding forces of Skynet for the majority of The Redemption. T-900 endoskeletons, now redesigned into something a little more familiar to the classic Terminator design, litter the post-apocalyptic wasteland of the future; not only do they fire the iconic phase plasma rifles, but they can also crawl along the floor to grab at your feet after being separated from their torsos, though they’re noticeably much easier to destroy than in the last game. FK Hovers and FK Tanks also crop up, blasting at you incessantly, though you can commandeer the latter and make liberal use of turrets for the former, which is usually essential when Skynet’s forces attack in waves. When you travel to the past, you’ll have to contend with police cars and S.W.A.T. offers chasing and shooting at you, but these are brief distractions that only pop up in a couple of missions; as in the film, the Terminator is forbidden to kill these people but, unlike in the last game, it seems The Redemption is content to throw up a notification that you’ve not taken a human life rather than end your mission if you’ve been too trigger happy. CRS’s proto-Terminator machines also become an obstacle, with drones and those awesome T1 Tanks attacking you and your allies, and you’ll also need to fend off and destroy the vehicles that the T-X sends your way using its nanotechnology.

While the game shines in big, action-packed sequences, the T-X encounters are finnicky and unfulfilling.

As in the last game, however, boss battles are so few and far between in The Redemption that they may as well not even be a thing. Typically, you’ll need to chase after and destroy or disable a large target, be it a Skynet control module, an FK Bomber, or attacking the engines of a massive FK Carrier. Tougher machines more akin to the aerial Hunter Killers (HKs) also pop up here and there, requiring you to target their engines to bring them down, and larger mechs sporting plasma cannons and flamethrowers await on the FK Carrier but these are treated more like harder enemies rather than boss battles. There is a point where you need to take on an indestructible FK Guardian to return to the past, though you’re simply stomping around on your own Guardian and firing proximity beams at the machines to accomplish this. Your most persistent foe is, of course, the T-X, who you encounter multiple times but only face in a one-on-one situation in the finale. The first encounter sees you frantically taking every shortcut possible to try and intercept the T-X before it reaches John and Kate; then you’re fending off its nano-controlled vehicles to blow out the tyres on its crane truck, before desperately trying to blast it and the crane’s controls as it pursues you, which is an extremely finnicky mission. The T-X attacks Kate when she’s in a S.W.A.T. van and repeatedly jumps to your wrecked hearse during the cemetery missions but it’s easily fended off with a few shots and trips into a wall, before it attacks using a Harrier jet as John and Kate are escaping CRS. Here, it fires plasma blasts and a barrage of missiles but it’s not too taxing to shoot these out of the sky and blast away until it’s sent crashing out of the sky. Finally, the T-X endoskeleton and the battle-damaged T-850 square off at Crystal Peak; this time, though, the T-X is completely indestructible and your goal is to destroy the jeeps, helicopters, and tank guns it commands to attack John and Kate as they open blast doors. You can shoot the door panels to slow it down but, if it gets too close to them, it’ll fry them alive and any vehicles you don’t destroy will slow down their progress so you can’t make too many mistakes. Even if you succeed, you then need to blast at the guns it takes over to slow it down so you can slowly hobble over to it and finish it off in a cutscene, which can also be difficult as your only direction is “Acquire T-X”, which could literally mean anything.

Power-Ups and Bonuses:
Terminator 3: The Redemption is one of the strangest third-person games I’ve ever played. Your weapons have unlimited ammunition, so you never need to pick up ammo or ammo crates, and the only way you can heal is to find electrical charge points, so there are no fuel cells or health kits. Defeated enemies thus don’t drop anything and only award TB, but this also means that you can’t acquire or switch weapons as you play. Instead, the Terminator is given specific weapons for each mission, generally a phase plasma rifle in the Future War and a shotgun or machine gun in the past, though you also get to use a grenade launcher and chain gun. You can “acquire” vehicles and turrets, however, which sport more entertaining weaponry; TK Tanks haver laser cannons that also unleash an energy pulse, the more powerful (but also slipperier) TK Vipers have even more explosive armaments, and you can make liberal use of the gigantic cannons and turrets on the TK Carrier, TK Titan, and TK Bomber to absolutely demolish both enemies and the environment, which is where the game is at its most fun.

Additional Features:
As mentioned, playing through the story and acquiring TB will automatically unlock bonuses in the ‘Extras’ menu; these range from a few movie clips and pieces of concept art to a slow-mode, a useless instant death option and the absolutely game-breaking “deathstare” that destroys anything you target. You can also input some button codes while viewing the credits to unlock all of the game’s missions and chapters, grant yourself invincibility, and give yourself all upgrades; there’s no indication that these codes have worked, however, until you return to the main menu or load up a game and, while invincibility is helpful in the game’s tougher sections, it’s not going to help you if you’re too slow to chase down or destroy your targets. Strangely, The Redemption also includes a co-operative mode that changes the game into a two-player rail shooter, which is probably more fun than the standard gameplay to be honest. Otherwise, there’s nothing else on offer here; you can replay any mission from the main menu to earn extra points to unlock everything, but there are no other difficulty modes, there isn’t much to unlock, and the game can get so repetitive that it’s not really worth playing through again.

The Summary:
The difference between Terminator 3: The Redemption and Terminator 3: Rise of the Machines is like night and day; it’s clear that the game’s title has a double meaning, referring not just to the reprogrammed cyborg but also Atari’s attempts to make up for their last game and the developers definitely put a lot more effort into The Redemption’s gameplay and variety. I really appreciated the fast-paced, action-packed moments of The Redemption; the Terminator feels like an unstoppable force as it mows down Skynet’s mechanical minions and commandeers vehicles to lay waste to even more, and the game is at its best in big, action-oriented shooting sections. The addition of a melee system was nicely implemented in the rare cases when things get up close and personal, but could easily have been replaced by a one button counter system; similarly, I’m not sure what the purpose of the upgrade system was since it barely affected my gameplay experience. Sadly, it’s not perfect; the chase sequences were awful at times and the game really doesn’t make it clear what you’re supposed to do in a lot of its sections, resulting in unnecessary failure, made all the worse by the lack of checkpoints. In the end, it’s clearly the superior of the two PlayStation 2 Terminator 3 games but not by much; there’s still plenty here to turn you off and, again, there are far better third-person action/shooters out there. Ironically, I feel like a combination of both games could’ve resulted in something a bit more enjoyable; combined first-person sequences with third-person moments and the best parts of each game could’ve been the key but, instead, we’re left with two lacklustre tie-ins to an awful Terminator movie. If you put a gun to my head and made me pick which I prefer, it’d be this one, but I won’t be playing it ever again so that’s not much of a compliment.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever played Terminator 3: The Redemption? If so, did you prefer it compared to the previous adaptation? Which of the game’s missions was your favourite? Did you enjoy the fast-paced action of the game? Were you disappointed by the lack of weapons and bosses? Did you also struggle in the chase sequences? What did you think to the change in the story part-way through? Which parts of the game frustrated you the most? What’s your favourite Terminator videogame and how are you celebrating Judgement Day this year? Whatever your thoughts on Terminator 3, and the Terminator franchise, feel free to leave a reply down below or drop a comment on my social media.

Movie Night [Spidey Month]: Spider-Man 2.1


Easily Marvel Comics’ most recognisable and popular superhero, unsuspecting teenage nerd Peter Parker was first bitten by a radioactive spider and learned the true meaning of power and responsibility in Amazing Fantasy #15, August 1962. Since then, the Amazing Spider-Man has featured in numerous cartoons, live-action movies, videogames, action figures, and countless comic book titles and, in celebration of his debut and his very own day of celebration, I’ve been dedicating every Saturday of August to talk about everyone’s favourite web-head!


Released: 17 April 2007
Originally Released: 30 June 2004
Director: Sam Raimi
Distributor: Sony Pictures Releasing
Budget: $200 million
Stars: Tobey Maguire, Alfred Molina, Kirsten Dunst, James Franco, J. K. Simmons, and Rosemary Harris

The Plot:
Although he has saved countless lives as Spider-Man, Peter Parker’s (Maguire) personal life is falling apart due to his double life. Lovesick for Mary Jane Watson (Dunst) and tormented with guilt, Peter’s powers begin to fail him just as he faces his greatest challenge yet when renowned scientist Doctor Otto Octavius (Molina) becomes a four-limbed madman following a freak accident. When “Doctor Octopus” endangers lives, Peter is forced to reconcile his two lives in order to save the city, and the woman he loves, once again.

The Background:
Fittingly, given that his debut issue became one of Marvel’s best selling titles at the time, Spider-Man became so popular that he was ideally placed as Marvel Comics’ flagship character; the wall-crawler starred in numerous team-up titles, videogames, cartoons, and even a live-action series in the seventies, but his cinematic debut was constantly delayed by script and legal issues. Thankfully, director Sam Raimi and Sony Pictures Entertainment finally brought the character to life in Spider-Man (Raimi, 2002), which was an incredible critical and commercial success, but, while a big-budget sequel was almost immediately greenlit by the studio, Spider-Man 2 nearly underwent a major recast after star Tobey Maguire suffered a back injury. Although Jake Gyllenhaal was pegged to replace Maguire in the title role, Tobey recovered and returned to the franchise, which saw him go up against Alfred Molina as Doc Ock. A big fan of the comic books, Molina was excited to win the role and threw himself into it, relishing the chance to play a sympathetic villain with a sardonic sense of humour and even naming and playing pranks with his four prosthetic limbs on set.

After decades of legal issues, Spider-Man’s big-screen debut was a massive success.

Doc Ock’s arms were created by Edge FX and were a mixture of practical puppetry and visual effects. To improve upon the first film’s web-slinging antics, a specially-constructed “Spydercam” was employed to zip through the city and more accurately create the illusion of speed and excitement throughout the entire film, rather than just the final swing sequence. Following a number of script ideas, Raimi worked closely with the screenwriters to alter Doc Ock into a more sympathetic figure and to incorporate elements from the classic “Spider-Man No More!” (Lee, et al, 1967) story. Considering that Spider-Man 2 is often regarded as one of the greatest superhero movies ever made, and far exceeded its predecessor in terms of storytelling and visual effects, the film actually made less than the first at the box office (though a $789 million worldwide gross is anything but a failure!) Critics heaped praise upon the film; Molina, especially, was highlighted for his magnetic performance and the engaging plot regarding Peter’s personal drama was praised as much as the visual effects. Still consistently cited as one of the best sequels and superhero films ever, Spider-Man 2 was followed not just by a videogame adaptation and a third instalment, but was also re-released on home media (with twenty minutes of additional footage and some alternate cuts incorporated into the film) close to the Spider-Man 3’s (Raimi, 2007) release and Molina would later reprise his iconic role in the Marvel Cinematic Universe.

The Review:
While I remember there being a great deal of hype surrounding Spider-Man, I actually don’t remember the same being true for the sequel; this isn’t to say that it wasn’t massively anticipated by many, myself included, I just can’t really remember it as much as I was a little older and distracted by other concerns at the time. I know the initial trailer hit pretty hard, and it was exciting to see Doc Ock being brought to life, especially as he’s always been my favourite classic Spider-Man foe. Growing up reading the limited comics I had access to and watching the Spider-Man cartoon (1994 to 1998), I’d actually had little exposure to Norman Osborn/The Green Goblin, and it wasn’t until Raimi’s first movie that I fully understood how big an impact Osborn had had on Spidey’s life. Consequently, though, I had always seen the calculating, ruthless Doc Ock as Spidey’s greatest villain; he handed the wall-crawler his first defeat, brought together the Sinister Six, and always seemed to crop up in the comics and videogames I was exposed to (potentially because Osborn was dead at that point). Still, back then, superhero movies were really starting to break through to the mainstream, and Spider-Man 2 was an exciting prospect given how well the first one had gone down, and the film immediately recaptures the feel and atmosphere of the last movie by once again utilising the great Danny Elfman for the opening title sequence (and even catching viewers up to speed using paintings by the amazing Alex Ross to recap key moments of the last movie).

Burdened by the weight of his responsibilities and the stress of his life, Peter’s powers begin to fail him.

As in the first movie, Spider-Man 2 opens with a bit of narration from Peter Parker, who’s in a pretty bad place here; having chosen to walk away from M. J. and live a life of responsibility, forsaking his own selfish needs in order to honour the memory of his beloved Uncle Ben (Cliff Robertson), Peter is tormented by M. J.’s vacant, staring visage from atop a giant billboard and pines for her every day, martyring himself for the choice he was forced to make. No longer living in his childhood home in Queens with his doting Aunt May (Harris), Peter lives in a crummy little apartment in the middle of the city that is cramped, dirty, falling apart, and right next to the train line. The door sticks, there’s a communal bathroom, and he’s constantly hounded by his landlord, Mr. Ditkovitch (Elya Baskin) for rent, which he can barely afford to pay as he has recently lost his job as a pizza delivery boy and is constantly being shafted on payment for his photos of Spider-Man (and other notable events in the city) by Daily Bugle editor-in-chief J. Jonah Jameson (Simmons). While Peter was often angst-ridden and burdened by bad luck (“Parker Luck”, as he called it) in the comics, the whole world is out to get him here; he can’t keep up with his college assignments, people are constantly barging into him, he’s cockblocked by an obnoxious usher (Bruce Campbell), and he can’t even walk out of a supply cupboard without stuff falling on him. The amount of hardship he faces in this one movie is almost absurd, and is equalled only by his desperate pining for M. J.; he desperately wants to tell her the truth but can’t risk endangering her life, and is equally unable to quell Harry Osborn’s (Franco) hatred of Spider-Man to preserve Norman’s memory. Peter’s also still carrying the guilt of having indirectly caused Uncle Ben’s death, and it’s only after sharing this with Aunt May that his outlook begins to change. And just in time, too, as all this stress is not only causing a rift between him and the few friends he has but also cancelling out his spider-powers. Since Tobey has organic webbing, this is an interesting way to do the old “run out of web fluid in mid-air/mid-fight” trope, but the depiction is quite inconsistent; potentially an allegory for sexual inadequacy and clearly a manifestation of his troubles, Peter’s powers only short out when the script says so, meaning he’s denied even the freedom offered from retreating to web-slinging.

Though she has a hunky astronaut, M. J. can’t deny her feelings and chooses Peter after learning the truth.

Just as Peter pines after M. J. on a daily basis, almost to an uncomfortable degree, so too is M. J. constantly distracted by him; Harry claims that she is “waiting for [him]”, but, regardless of his love for her, Peter continues to keep her at arm’s length and to avoid discussing his feelings for her. Although she’s clearly still in love with him, M. J. is doing a far better job of moving on (or, at least, hiding) from those feelings; she not only has a billboard but has landed her dream job with a part in The Importance of Being Earnest, A Trivial Comedy for Serious People (Wilde, 1895) and even gotten herself a ruggedly handsome astronaut (of all things), Colonel John Jameson (Daniel Gillies). John is barely a character at all and simply there to deliver another gut punch to Peter; M. J. clearly isn’t that into him, despite accepting his proposal, as she’s constantly yearning for Peter and waiting for him to admit his feelings for her. However, she’s also increasingly frustrated by Peter; despite him claiming to be her greatest friend and confidante, he’s been absent and unreliable, and she’s driven to the edge when he breaks his promise to see her play. Otto offers Peter some advice in trying to explain things to M. J., which leads to him awkwardly blurting out random poetry excerpts to her, and he inadvertently ends up alienating her so much that she’s fully prepared to settle for John, even briefly entertaining the idea that she was wrong about Peter and that John is Spider-Man. All of M. J.’s frustrations and concerns are completely swept away once she sees the truth she’s known all along and Peter clearly explains that he can’t risk being with her because of his responsibilities, but she ultimately chooses to face those dangers with him so that they don’t have to deny themselves. M. J. is a bit underwhelming here, to be honest; I’ve never really been a big fan of Dunst in the role and, while she has a feisty side, the script doesn’t really do her character any favours. It gets a bit worse in hindsight as she blows up at Peter in the next film for kissing a girl but she’s here making out with (and presumably having sex with) her hunky boyfriend, while trying to coax the truth out of Peter instead of just demanding that he be honest with her. She also ends up as a screaming hostage once more, and it’s telling that even Aunt May has more fight in her when captured by Doc Ock than the object of Peter’s affections.

Harry, consumed with vengeance, is stunned to discover Peter and Spider-Man are one and the same!

Peter’s life is further complicated by his strained relationship with Harry; despite struggling through school in the first film, Harry has done pretty well for himself in the intervening time, becoming head of special projects as OsCorp and funding Otto’s fusion research in a bid to live up to (and surpass) his father’s lofty ambitions. However, having seen Spider-Man with his father’s body at the conclusion of the first film, Harry assumes that Spidey killed his dad and has been harbouring a deep-seated vendetta against the wall-crawler ever since. Even when Spider-Man saves his life, Harry isn’t swayed in his opinion, and his lust for revenge even drives him to turn against Peter in a bitter, drunken rage in one of the film’s most dramatic and upsetting moments. An extended scene included in this version sheds a little more light on Harry’s mindset, as he believes that Peter either knows who Spider-Man is or is protecting him from reprisals since he earns money from the masked vigilante, and he compares his desire to see Spider-Man dead to the bloodlust Peter must feel towards the man who killed Uncle Ben, thus painting Harry as a dark mirror of the titular hero. Frustration and grief get the better of Harry after Otto’s experiment is a disaster, and he unleashes a vicious, heart-breaking tirade against his best friend for choosing his livelihood over his best friend. Harry’s obsession only grows when Spider-Man is believed to have quit after his discarded costume is discovered, and he’s so consumed by vengeance that he partners with Doc Ock to draw Spider-Man out by having him target Peter in exchange for supplying the mad scientist with the Tridium he needs to complete his fusion experiment. With Spider-Man helpless before him, Harry prepares to deliver the killing blow and is stunned into a near maddening disbelief to find his best friend behind the mask, shattering his perception of reality and the people around him and leaving him susceptible to the manipulative influence of his father’s vengeful spirit.

A science experiment gone awry transforms kindly Dr. Octavius into the twisted, sardonic Doc Ock.

Of course, Spidey’s most tangible threat in the film is Doc Ock himself; beginning as a kindly mentor and hero of Peter’s, Otto is a far cry from the malicious, power-hungry mad scientist from the comic books. Although initially reluctant to interrupt his work by entertaining Peter’s questions, especially given he’s aware of Peter’s assumed laziness, Otto quickly finds a kinship with Peter based on their mutual appreciation for science. A likable, fatherly figure, Otto is absolutely besotted with his beloved wife, Rosie (Donna Murphy), and emphasises to Peter the importance of using his great potential and intelligence for the good of mankind. Despite his unparalleled scientific mind, Otto is also a romantic at heart and encourages Peter not to bottle up his love and emotions lest they make him sick, though both he and Rosie stress that love requires a lot of hard work from both parties. Otto’s life work is to provide the world with clean, renewable energy using a Tridium-based fusion reaction; Otto is so convinced of the safety and importance of his experiment that he generates an artificial sun in the middle of New York City, confidant that his four mechanical limbs will allow him to stabilise the resultant reaction and give him his moment of glory. Of course, everything goes hideously wrong when his machinery malfunctions, which not only results in Rosie being killed but Otto’s mechanical appendages being fused to his spinal column. Awakening in a confused state, Otto finds himself susceptible to the arms’ artificial intelligence after his inhibitor chip is destroyed; as they’re programmed to create and stabilise the experiment, the arms influence him towards robbing banks and committing crimes to rebuild the reactor at an abandoned pier rather than drown himself in the river in his grief. Christened Doctor Octopus (“Doc Ock”) by Jameson, Otto becomes a twisted, power-hungry maniac who completely abandons all of his former principals and puts innocent lives in danger thanks to the influence of his arms. He not only tries to kill a train-load of New Yorkers but even takes Aunt May and M. J. as hostages and battles Spider-Man with a devious glee, constantly frustrated by the web-slinger’s interference and determined to kill him so he can be left in peace. Doc Ock’s story is functionally similar to that of Norman’s in the first film (both were mentor and father figures turned to evil by science), but the execution is unique enough to stand out from his predecessor; he stomps around in broad daylight, his identity is never in question, and his ultimate goal isn’t to prove his physical superiority, but to prove his intellectual superiority and complete his life’s work by any means necessary.

While Jonah delights in Spidey’s misfortune, Aunt May and Ursula offer Peter some much-needed support.

As haunted by M. J. and his many doubts and problems Peter is, his guilt over indirectly causing Uncle Ben’s death basically dictates his entire life. The only reason he’s denying his true feelings is because his interpretation of Ben’s final teaching was that he had an obligation to put his powers to good use, a life lesson that is reinforced by Otto and his position of scientific acumen. However, all of the stress caused by his conflicting duality sends Peter’s power son the fritz; his webs stop firing, he can’t always stay stuck to walls, and he begins wearing his glasses again as his eyesight fails. Concerned for his physical welfare, he consults a doctor, who offers the prognosis that the issue is psychological rather than physical, and, with the weight of the world pressing down upon him thanks to Jameson’s smear campaign, Peter rejects his responsibilities in a dream-like conversation with his uncle’s spirit. Upon being brought Spider-Man’s discarded suit, Jameson is overjoyed that his efforts to besmirch and belittle the wall-crawler have met with success, but he’s forced to admit that Spider-Man was a hero when Doc Ock kidnaps M. J., thus leaving John distraught, though Peter delights in upstaging the cantankerous editor once he gets his shit together. He’s helped in this regard by an honest exchange with Aunt May; given that the film takes place on the two year anniversary of Ben’s death, May is in a fragile place, which is only exacerbated by her inability to keep up the payments on their family home. Burdened by his guilt, Peter shares a version of the truth of that fateful day to her; though initially horrified, she forgives him and stresses the importance of doing the right thing. It’s heavily implied in this exchange that May is aware of Peter’s dual nature and, though neither explicitly admit it, he’s relieved that her encounter with Doc Ock and subsequent rescue from Spider-Man has turned her opinions on the web-spinner around. After giving up his suit, Peter applies himself fully to his social life and academic work, finally earning him the praise of his teacher, Doctor Curt Connors (Dylan Baker), and he later finds some support in Ursula (Mageina Tovah), the daughter of his landlord, who clearly has a crush on him and brings him a moment of quiet reprieve in a moment of absolute despair. This extended cut adds a few additional scenes, most of which are alternate takes and longer sequences that don’t really add too much to the existing story, though one of the most notable additions is a hilarious scene where Jameson hops around his office garbed in Spider-Man’s discarded suit and a discussion between M. J. and her friend where it’s revealed she accepts John’s proposal primarily because of her father’s abusive nature.

The Nitty-Gritty:
Given that it’s a Spider-Man movie, Spider-Man 2 is primarily focused on exploring themes of guilt and the weight of responsibility; Peter drives himself into the ground trying to save everyone he can and live up to his uncle’s expectations, to the point where he neglects his life outside of the costume. Not only is he failing at school and to make money, he’s letting everyone around him down, which only adds to his feelings of despair; his friends are starting to resent and distrust him because of his absent nature and, while he’s desperate to do more and to apply himself better, he can’t shake the call to action. Even something as simple as delivering pizzas or getting to the play is interrupted by a disturbance of some kind, whether it’s kids playing in the street or a high-speed car chase, and Peter doesn’t even let himself relax when he’s in his crummy apartment as he sits there tuning into the police radio band to find ways for him to help. This ever-mounting struggle to find the right balance between his wants and his responsibilities is the primary cause for his failing powers; losing his webs, wall-crawling, spider-sense, and strength only adds to Peter’s confusion and frustration as the freedom afforded to him by being Spider-Man also becomes a closed door. Once he decides to quit, that weight is immediately lifted but his brief moment of happiness is shattered when he’s unable to save a life from a house fire, thus hammering home that he is capable of great things and thus must exercise great responsibility.

Both Spider-Man and Doc Ock look fantastic, and Ock’s arms make for exciting fight sequences.

Surprisingly, Tobey’s spider-suit is basically the same design as before; normally, superhero sequels go out of their way to change the character’s costume to make more toys but, aside from popping a little more and a few tweaks to the mask, muscle suit, and other minor details, it remains consistent with the first film. Thanks to the movie not having to spend an hour or so setting up Peter’s origin, we get much more Spider-Man action here and the aforementioned Spydercam really delivers some dynamic web-slinging shots. As ever, Peter has an annoying tendency to lose or remove his mask so that we don’t miss out on the emotional impact scenes and events have on him; this is, as always, hit or miss as Tobey favours a vacant, doe-eyed stare throughout most of the film and the regularity that he is unmasked gets ridiculous at times, regardless of how dramatic or thematically relevant these scenes are. While audiences will forever decry the Green Goblin’s outfit in the last film, I don’t think I’ve ever seen anyone complain about Doc Ock’s depiction here; garbed in a trench coat, hat, and glasses, Doc Ock cuts a simple but intimidating figure and it really is impressive how Molina projects the weight and movement of his mechanical limbs. The arms are extremely versatile, able to stretch out and grab things in their claws, light Ock’s cigar, and even sporting a nasty looking spear-like appendage. While Otto can control and influence the arms, the destruction of the inhibitor chip allows them to act independently of him, but their goal is not only to create and sustain a fusion reaction but also to protect Ock at all costs. Swinging and whipping everywhere, the tentacles cause Spider-Man a great deal of difficulty in getting to Doc Ock and make him a constant threat as they can perform multiple tasks and endanger many lives all at once. One of their most memorable sequences is when they lash out while Otto is unconscious, slaughtering the doctors that try to remove them in scenes that harken back to Raimi’s time as a horror filmmaker as we see fingernails being ripped off and screaming bodies being tossed all over the place. Indeed, Rosie’s horrific death (though not seen onscreen it’s pretty clear she was practically decapitated) and many shots of the arms are created using practical effects, puppetry, and first-person perspectives just like those seen in his Evil Dead films (Raimi, 1981 to 1992) and their threat is matched by Otto’s obsession with holding “the power of the sun in the palm of [his] hand”.

Spider-Man and Doc Ock’s battles are a spectacle, and Spidey performs incredible feats to save lives.

The versatility of Doc Ock’s arms really do make for some of the best fight sequences in any Spider-Man film; despite the armaments and manoeuvrability of the Green Goblin’s glider, Spider-Man’s fights never really kicked into that higher gear as the filmmakers were still working out how to create the special effects necessary to shoot these sequences (something that the third film greatly improved upon), but Spider-Man 2 more than makes up for this with scenes depicting Spider-Man and Doc Ock battling up the sides of buildings and on top of a speeding train. While it’s true that any one of Spidey’s repeated blows to the non-superpowered Doc Ock should have immediately ended the multi-limbed menace, I can forgive this as it’s really exciting to see Spidey have to dodge and flip around the tentacles and fight through them while on the side of a building or whipping around a bank. I can also forgive the convenience of Doc Ock robbing the same bank that Peter and May happen to be at because it leads to him clambering up the sides of buildings with May and his bags of loot, tossing better (and more sadistic) quips than Spider-Man himself, and showing just how dangerous and adaptable his mechanical limbs are as they can hoist him up, absorb impact damage, and deflect Spidey’s blows at every turn. Obviously, the most thrilling action scene is the train sequence, which sees Spider-Man first using his webs to save the civilians Doc Ock causally tosses away, battling him on the exterior of the speeding train carriages, and then using all of his fantastic strength to literally force the out of control train to a stop. Full disclosure, though…I’ve always found this sequence to be a little over the top; the physics and logistics of it seem a little outside of Spider-Man’s range and more like something Clark Kent/Superman would do, but it undeniably makes for a brilliantly dramatic sequence as it shows that Peter will literally push himself to exhaustion and beyond his limits to save lives. The passengers are so grateful to him that they promise not to share that they’ve seen his face, moved by how young and brave he is, and Spidey only adds to his heroic card by basically trading his life for theirs when Doc Ock returns for him.

Thanks to Ock’s sacrifice, the city is saved, but Harry poses a looming threat…

After having a taste of happiness, Peter begins to believe that he can finally offer M. J. his true feelings but, after realising that he can’t deny the great responsibility bestowed upon him, he’s forced to walk this suggestion back and once again pretend that he’s not in love with her. However, his spider powers truly return in full force after Doc Ock inexplicably kidnaps M. J. to force Peter to lure Spider-Man out for a final confrontation. As many have mentioned, it’s damn lucky that Peter is Spider-Man and that his spider-sense kicked in at that exact moment or else Doc Ock’s errant taxicab would have squashed them both and Harry would’ve indirectly killed his two best friends. When he discovers that Peter and Spider-Man are one and the same, Harry is stunned, to say the least, and heartbroken by the belief that his best friend apparently killed his father. However, Peter manages to convince Harry to reveal Doc Ock’s location in order to rescue M. J. by stressing that there’s more at stake than their personal problems (though a quick “No, he was a madman who tried to kill me” might’ve gone a long way…) Thus, once again, Spider-Man has to save M. J. from a supervillain, though she’s much sassier here than last time, where she was little more than a screaming wreck. Enraged at Doc Ock’s actions, which not only threaten the entire city but have put first Aunt May and then M. J. in the line of fire, Spidey delivers a massive beatdown, once again taxing himself to the limits to shield M. J. from a falling girder and finally revealed the truth to her after removing his mask again. To be fair, this time Peter voluntarily unmasks in a desperate attempt to appeal to Otto’s humanity; thoroughly beaten, Otto snaps out of his insanity upon seeing the face of his protégé and surrogate son and realises that his arms have perverted everything he once stood for. With the fusion reaction threatening to suck the city into it like an artificial black hole, Otto exerts all of his willpower and humanity in a tragic sacrificial effort to drown the artificial sun and redeem himself, once again delivering a startling message of the dangers of scientific exploration and arrogance to Peter. Despite coming to terms with the fact that he can never be with M. J. as he’ll always be Spider-Man, Peter is delighted when she ditches John at the altar to be with him and triumphantly swings off to attend to an emergency with M. J.’s blessing. However, unbeknownst to either of them, Harry is tormented by a vision of his dead father and stunned to stumble upon a hidden laboratory containing a cache of Norman’s Green Goblin apparel, and potentially the means to exact his revenge against his former friend…

The Summary:
Even today, after all the Spider-Man films we’ve had over the years, Spider-Man 2 remains a highly praised entry in the franchise and has long been the gold standard that all other Spider-Man films are measured by. It’s really not too hard to see why; like all great sequels, Spider-Man 2 takes everything that worked in the first film and provides not only more of the best aspects but improves upon them at every turn. The interpersonal drama is heightened, the action and fight sequences are much more exciting and visually impressive, and Spider-Man’s web-slinging is a sight to behold thanks to the innovative camera techniques pioneered in this film. While some of the performances still leave a lot to be desired, the visual spectacle more than makes up for it and Alfred Molina’s brilliantly nuanced portrayal of Doctor Octopus carries the acting quality to a new level, allowing Tobey Maguire to focus on embodying Peter’s utter despair and anguish. Most importantly, Spider-Man 2 does a wonderful job of balancing all of its narrative elements; Peter’s struggles with his dual life and his failing powers are perfectly juxtaposed with Doc Ock’s menace, and it never feels like there’s too much going on. I’d argue that the only main character to suffer is Mary Jane, simply because I would prefer to see more agency from her, but I loved seeing Harry’s obsession send him into a downward spiral of revenge that parallels Otto’s degradation from kindly father figure to sadistic, megalomaniacal villain. If you’re going to watch Spider-Man 2, be sure to pop in this extended version as the few extra minutes add a little more spice to the sauce, so to speak, and the film remains as entertaining as ever, even in the face of the more visually impressive and narratively faithful Marvel Studios movies. My only regret is that some of the lingering plot points were poorly addressed in the third film, but that definitely doesn’t diminish Spider-Man 2’s appeal and it remains in the top tier of the web-slinger’s live-action films to this day.  

My Rating:

Rating: 5 out of 5.

Fantastic

Are you a fan of Spider-Man 2? Where does it rank for you against the many other Spider-Man movies? Did you enjoy the extended sequences offered in this version of the movie? What did you think to Peter’s many struggles in the film and which of the fight sequences was your favourite? Were you a fan of Alfred Molina’s portrayal of Doc Ock and were you excited to see him return to the role? What did you think to Harry’s character development and were you excited at the prospect of him taking up his father’s legacy in the third film? Do you think the film still holds up or do you prefer other filmic interpretations of the character? Whatever your opinion on Spider-Man 2, leave a comment and thanks for joining me for Spider-Man Month!

Game Corner: Terminator 3: Rise of the Machines (PlayStation 2)

Released: 11 November 2003
Developer: Black Ops Entertainment
Also Available For: Game Boy Advance, Mobile, and Xbox

The Background:
The Terminator franchise (Various, 1984 to 2019) has quite a long history with videogame adaptations; every film in the franchise has been adapted to at least one videogame over the years and the franchise even crossed over with RoboCop (Verhoeven, 1987) back in the day. Considering the rigmarole that went into getting a third film off the ground, and the fact that big-budget movies were generally always accompanied by a videogame tie-in during this time, it’s perhaps not surprising that Terminator 3: Rise of the Machines (Mostow, 2003) was accompanied by not one, but three videogame adaptations to help push the film towards its $433.4 million box office. After acquiring the licensing rights, Atari set Black Ops Entertainment to work on the PlayStation 2 and Xbox versions of the game, and worked closely with special effects maestro Stan Winston and star Arnold Schwarzenegger to design the game’s visual aesthetic and narrative aspects. Although Terminator 3: Rise of the Machines garnered generally favourable reviews, critics felt that it was a rushed, bug-ridden, and graphically inferior title that relied too heavily on its license rather than offering a challenging and entertaining gameplay experience.

The Plot:
In the post-apocalyptic future, where humanity wages war against the malicious Skynet and its robotic Terminators, Kate Brewster reprograms one of their infiltrator units to help storm the Time Displacement Chamber. Realising that a new Terminator, the T-X/Terminatrix, has been sent back to kill future leader John Connor, Kate sends the Terminator back to ensure the ultimate victory of the human race.

Gameplay:
Terminator 3: Rise of the Machines is a first-person shooter (FPS) in which players are placed into the role of the titular Terminator, the T-850 model portrayed by Arnold Schwarzenegger in the dire movie of the same name, and tasked with defending and ensuring the future of humanity across twenty-two missions, with the majority of the game’s action taking place in the post-apocalyptic wasteland of the Future War. The game’s controls are fully customisable to suit your needs, but the default settings work well enough and same pretty standard for an FPS title: the left stick moves you about, the right is used for aiming and strafing, and the R1 and R2 triggers fire your weapon’s primary and secondary functions, respectively (with most weapon’s secondary function being a melee attack that’s all-but useless until Mission 16, and even then I never used it). L1 allows you to lock onto the nearest target, which greatly aids with the game’s many firefights, while L2 lets you jump, which I also rarely had a use for as the Terminator struggles to clear anything but small debris. Triangle and Circle and left and right on the directional pad (D-pad) allow you to clunkily cycle through your weapons, Square reloads, and X lets you activate switches. You can press in the right stick to display your mission objectives (which are also available from the pause menu), the left stick to centre your view, and perform a 360o turn by double clicking the left stick. Finally, pressing Select switches to the classic red Terminator vision, which lets you see in infrared (useful when smoke clouds the screen), search for ammo, supplies, and targets, and displays your health, ammo, and the weaknesses and status of nearby allies and enemies.

Fend off Skynet’s forces with your weapons and engage with Terminators in clunky one-on-one brawls.

These are the controls you’ll be dealing with for the majority of the game and, for the most part, you’ll be stomping your way through war-torn wastelands and environments from the third film, blasting at Skynet’s forces and activating the odd switch here and there to progress further. However, Terminator 3 has a second gameplay style that’s exclusively used in boss battles; here, the game switches to a 2.5D brawler and has you awkwardly exchanging blows and throws with other Terminators. In these moments, the controls change functions: Triangle sees the Terminator kick at its foe, X throws a punch, Circle will throw them, and you can hold down Square to block. Sequential presses of Triangle and X will unleash limited combo attacks and pressing X or Circle in conjunction with D-pad inputs will allow you to perform stronger strikes or different throws, and you can also perform a dash attack by double tapping towards your opponent. Sadly, these sections aren’t very compelling and simply serve to showcase how awkward Terminator-on-Terminator fights can be, and this is also the extent of the gameplay variety. It seems at a couple of points like you might partake in some driving or chase sequences but that isn’t the case. Instead, you’ll just be wandering about turning Skynet’s forces into junk and exchanging blows with other cyborg foes and the game rarely demands too much from you. Terminator 3 tries to make navigation easier with an onscreen radar that points you in the direction of your current objective, but it doesn’t display anything else (like allies, enemies, or pick-ups); you can view a larger, more useful map from the pause screen, but you can’t move while looking at it, making it functionally useless. While mission objectives aren’t too taxing and generally amount to clearing out all enemies, locating allies, throwing switches, or destroying consoles, it can be difficult to figure out where you’re supposed to go or how you’re meant to progress as the environments are quite bland, confusing, and your objectives aren’t always readily understandable as you’re not given much direction.

Mission objectives don’t get too complex until you’re forced to spare human lives.

By this, I mean you’re occasionally asked to destroy all Skynet forces; this objective pops up when you enter a new area, so you might think you just need to clear out the machines stationed there, but the objective is actually to destroy all machines in the level, meaning you have to backtrack to hunt down any enemies that passed you by prior to getting that objective. Sometimes, you’re given a time limit to complete objectives, such as escaping areas before they explode; this can be tricky as it’s not always clear where your escape route is, and the Terminator’s jump is so janky that it’s easy to get stuck on the subway tracks and fail that particular mission a few times before you figure out how to jump up and throw the switches needed to escape. Other times, you can commandeer a laser turret to mow down waves of Terminators, Future Killer/F/K tanks and flying machines, or Skynet’s transport carriers. In some instances, you need to use heavier weaponry to blast through walls; other times, you need to re-route power to elevators or destroy consoles and tubes to disable security systems and keep Terminators from spawning, activate switches to extend bridges, destroy Skynet’s turrets and refuelling stations, or defend Resistance fighters as they escape to safety or bring down defensive systems. One mission flashes back to prior to the opening mission and has you controlling the T-850 as it mows down Resistance fighters, destroys their cannons, and infiltrates their base alongside other Terminators, though sadly its confrontation with John is relegated to a cutscene. Once you hit Mission 13, you’ll find yourself in the past and actually playing through key moments from the movie; missions become shorter and far less focused on gunfire and destruction as you need to rescue and protect John and Kate from local authorities and the T-X. When in the past, the Terminator has different weapons on hand and will fail its mission if it kills even one person, so you can’t just go in all-guns blazing any more. You’ll also need to keep an eye on John and Kate’s health bars, run around finding the parts necessary to repair a helicopter, find access cards, and battle past rampaging proto-Terminators to acquire access codes and such.

Graphics and Sound:  
I was surprised to find that, for the most part, Terminator 3 doesn’t look too bad; PlayStation 2 games, particularly licensed ones, tend to look a little janky and suffer from long load times but, while the latter is true of Terminator 3, the former isn’t and the game does a decent job of recreating the post-apocalyptic Future War of the Terminator films, locations and characters from the movie, and with its overall presentation. One feature I did like as that the game’s environments suffer damage from bullets, laser blasts, and explosions; it’s nothing ground-breaking and isn’t used all that much, but it’s cool to see blast marks and burns from combat and helps to make the world a little more immersive, though you cannot kill your allies so this kind of dispels those efforts. While you only see the Terminator in cutscenes, it resembles Arnold and has a couple of different looks depending on which time zone you’re in; when you stand idle for a bit, the Terminator will play with its gun, the game has reload animations, and the Terminator offers commentary when picking up items, eliminating targets, or completing objectives. Arnold lends his likeness and his voice to the title, which the game inexplicably tries to sell as the “first time” this has ever happened despite Arnold’s T-800 being playable in all of the Terminator 2: Judgment Day (Cameron, 1991) videogames; while it seems as though Nick Stahl also voices John, it certainly doesn’t sound like Claire Danes came back to voice Kate, and the T-X is rendered completely mute throughout the game.

Although dated, the game doesn’t look too bad, though suffers from graphical repetition.

While Terminator 3 faithfully recreates the dire wreckage of the Future War, this doesn’t necessarily lend itself to a visually enthralling gameplay experience. Everything is suitably dishevelled, destroyed, and bleak, with skyscrapers sporting gaping holes, playgrounds, petrol stations, and buildings reduced to ashen rubble, debris strewn everywhere, and ominous dark clouds broiling overhead. However, it’s very easy to get lost in such a dark and drab environment; even navigating the sewers or the Resistance bases and hovels, which are ripped right out of The Terminator (ibid, 1984) can be a bit of a chore as everything looks the same and it’s no joke when you have to backtrack to hunt down a switch or missed Terminator to destroy. Enemies also leave a lot to be desired, with the Terminators sporting weird colour schemes and appearing quite different to the classic endoskeleton, though Skynet’s headquarters and the Time Displacement Chamber help to break up the dark visuals of the main game. Once you’re in the past, you’ll visit key areas from the movie, such as the vet where Kate works, battling the T-X atop the crane truck, the Cyber Research lab, the cemetery, and Crystal Peak but these missions are so short and end so abruptly that you don’t get too much time to take in their visuals. The game does feature the iconic Terminator theme, more so than the movie it’s based on, and includes clips from the movie as cutscenes, though these rapidly skip over huge chunks of the story, potentially interesting gameplay sections, and cause the game’s last few missions to feel rushed, incomplete, and inconsequential compared to the Future War sections. Other times, CG cutscenes advance the story or recreate the movie’s ending, with elements from the film slightly altered as a result, and these hold up pretty well, certainly much better than the marionette-like in-game graphics of other cutscenes.

Enemies and Bosses:
Since you’re playing as the reprogrammed Terminator, your primary enemies in this game will be the forces of Skynet, which run rampant in the Future War and sport laser armaments. Your most common enemies will be other Terminators, the T-900s, which appear as endoskeletons sporting either a green, yellow, or red colour scheme that indicates their strength and the weapons they’re carrying. Green are the weakest, yellow are a bit tougher and wield two guns, and red are the toughest and carry Skynet Assault Cannons; however, I found all of the T-900s to be surprisingly tough to put down, even with the game’s stronger weapons, and they’re quite resistant to small-arms fire and even explosives. The F/K series is comprised of small, medium, and larger aircrafts and tanks not unlike the more traditional Hunter-Killer/HK machines seen in the first two Terminator movies; while your faster or more powerful weapons are your best bet to destroy these, you might want to make use of nearby turrets for the larger variants. Skynet also employs turrets, both on the ground and on the ceiling, spider-like rovers, and you’ll encounter the larger tanks seen in the movie while in Cyber Research labs. At one point, you’ll be mowing down Resistance forces, who are much easier to kill than their mechanical enemies and, when you initially travel to the past, you’ll also have to fend off local police and Special Weapons and Tactics (S.W.A.T.) officers. These guys wield pistols, shotguns, and machine guns and, if you shoot at them too much and kill even one, the mission is over. Similarly, if they kill either John or Kate, the mission also fails so you need to be sure only to injure them enough for them to surrender or run away and blow up their vehicles to cause them to scatter.

The game’s handful of bosses are limited to this awkward brawling gameplay.

Boss battles are disappointingly limited in Terminator 3; F/K machines are often positioned as mini bosses, of sorts, requiring you to take out Skynet’s larger aircraft, tanks, and transports using heavier machinery or a nearby turret, but you won’t be taking on a gigantic HK tank or aircraft like in other Terminator games. Hell, even the Time Displacement Chamber is protected only by Skynet’s standard forces rather than an actual defensive grid, meaning you generally have to settle for eliminating the same enemies over and over until the mission ends. When you do get to a legitimate boss battle, the game switches to its clunky and unfulfilling 2.5D combat perspective and forces you to engage in an awkward fist fight; the first time you do this, it’s against a fellow infiltrator unit that demonstrates the same limited attacks as you. It’ll block, throw kicks and punches at you, and toss you about with various slams, all while taking on battle damage as you whittle down its health bar. It’s not until about eight missions later that you get to face another boss in a similar fashion, and this is the first of four encounters with the T-X. Each one takes place in a different area and the T-X gains additional attacks in each encounter and is even reduced to its endoskeleton in the final battle at Crystal Peak. The T-X is easily the toughest foe in the game; faster and with more diverse attacks than you, it’s easy to get caught in a combo as she kicks, punches, and slams you through walls. The T-X can perform spinning kicks, slam you off the environment, fire an energy blast, stomp your face into the ground, send a shock through your system by piercing your head, and even blast you in the face with her flamethrower arm. However, as long as you throw your guard up and mash the attack buttons, landing throws when you can, you can triumph without too much effort, though you never get the pleasure of a satisfactory conclusion as all of these encounters end with the two clumsily locked in a grapple while the game loads the next cutscene or oddly placed movie clip.

Power-Ups and Bonuses:
Terminator 3 is an FPS title, so naturally there’s a fair amount to pick up and use in the game. You can carry multiple weapons at once, though there’s no option to dual-wield any of them and there’s a long and annoying delay when switching weapons. The Terminator can fight with its bare hands, but that’s not really recommended, and has access to a variety of explosive projectiles, including grenades, C4, and even its own hydrogen fuel cell that is often used to open up new paths. There are nineteen weapons on offer here, with different weapons being used in the past and the future (eight in the past and eleven in the future), and you should recognise some of them from the films. You’ve got a pump-action shotgun, a gas powered grenade launcher, and a mini gun, just like in the second film, but also a rocket launcher and .30 cal machine gun as in Terminator 3. The best and flashiest weapons are in the Future War sections, where you wield phase plasma rifles, lightning guns, electromagnetic pulse weapons, mini rocket launchers, and the Skynet Assault Cannon. Unfortunately, none of the weapons really impressed me; there’s a wide variety but none of them have any real “kick” to them. Many feel next to useless, have long reload times, or carry limited ammunition, though it is fun discovering secondary fire functions, such as charged or electrical projectiles. Naturally, you can also find ammo boxes strewn around the environment and enemies will drop weapons and ammo; fuel cells will also replenish your health and you can even find extra continues here and there, though I’m not sure of their use as the game simply forces you to restart a mission upon failure so these seem redundant to me.

Additional Features:
As you complete Terminator 3’s missions, you’ll unlock a number of items in game’s ‘Special Features’ menu; these include concept art, movie scenes, CG cutscenes, movie clips, and behind the scenes videos. None of it is all that interesting, especially if you’ve watched the behind the scenes features of the movie, but it’s nice to see your efforts rewarded at the end of every mission. While exploration generally leads you to ammo or health, there are two classic Atari arcade cabinets to find throughout the game, Missile Command (Atari, 1980) and Centipede (ibid, 1981), which you can then play at any time in the Special Features. Terminator 3 has three difficulty settings (Easy, Normal, and Hard), with the strength and accuracy of the game’s enemies increasing on higher difficulties, but it doesn’t seem as though the game’s unlockables are tied to the harder difficulty modes. Once you finish the game, you can replay any mission, though there’s not much incentive for this unless you missed one of those arcade games or want to beat it on a higher difficulty. There’s no multiplayer component here either, though you can make use of some super helpful cheat codes to grant yourself invincibility, infinite ammo, all weapons, and to unlock all missions, among other bonuses.

The Summary:
Expectations are always low for videogame adaptations of movies, and the Terminator franchise has struggled a little when it comes to being translated into a gaming experience, but Terminator 3: Rise of the Machines ended up being a strictly mediocre time. In some areas, it performs surprisingly well; having Arnold’s voice and likeness ends a level of legitimacy to the game, as does the Terminator theme and some surprisingly detailed recreations of locations and environments from the movie, but all the presentation in the world means nothing if the gameplay isn’t compelling. This is where Terminator 3 falters; it’s little more than a bog-standard FPS title with the Terminator branding slapped onto it; there are certainly better FPS titles on the PlayStation 2, and even on prior console generations, so there’s not much incentive to play Terminator 3 over one of those. The implementation of brawling sections is certainly ambitious, but the execution is clunky and unfulfilling. Similarly, the decision to focus most of the game on Future War sections rather than the events of the film results in a very rushed presentation near the end; missions in the past are ridiculously short, the use of movie clips to skip over the story smacks of laziness, and the lack of interesting machines to fight or bosses to battle really hurts the game’s replayability. In the end, if I’m being fair, it’s certainly not the worst game out there but the ingredients were there for a slightly more enjoyable time and this just ended up phoning it in way too much for me to really recommend it.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played Terminator 3: Rise of the Machines? If so, did you enjoy it? Which of the game’s weapons was your favourite? Did you enjoy that most of the game was set in the Future War or were you annoyed that it didn’t more directly adapt the events of the movie? Were you disappointed by the lack of bosses and what did you think to the combat sections? Did Arnold Schwarzenegger’s likeness help sell you on this game and, if not, what is your favourite Terminator videogame? How are you celebrating Judgement Day later this month and which Terminator movie is your favourite? Whatever your thoughts on Terminator 3, and the Terminator franchise, feel free to leave a reply down below or drop a comment on my social media.

Movie Night: Teenage Mutant Ninja Turtles: Mutant Mayhem

Released: 2 August 2023
Director: Jeff Rowe
Distributor: Paramount Pictures
Budget: $70 to 80 million
Stars: Nicolas Cantu, Micah Abbey, Shamon Brown Jr., Brady Noon, Ice Cube, Ayo Edebiri, and Jackie Chan

The Plot:
After years of being sheltered from the human world, four mutated turtle brothers embark on a quest to be accepted as normal teenagers by the people of New York City through acts of heroism. With the aid of their new friend April O’Neil (Edebiri), they target a mysterious crime syndicate, but trouble arises when an army of mutants is unleashed upon them!

The Background:
Created by Kevin Eastman and Peter Laird as a violent pastiche of comic book tropes, the Teenage Mutant Ninja Turtles (TMNT) achieved mainstream success with their toys and cartoons. After this translated into cinematic success, the TMNT became semi-regular staples on the silver screen; however, their box office potential began to wane over time, with their under-rated second and fourth outings receiving mixed reviews, their third being universally panned, and Michael Bay’s monstrous reimaginings being equally lambasted. Yet, the TMNT continued to flourish in various popular animated ventures and rights holders Nickelodeon were eager to bring the characters back to the big screen, so they partnered with Seth Rogan and Jeff Rowe to craft a new incarnation of the popular franchise. A life-long TMNT fan, Rogan aimed to emphasise the “teenage” aspect of the TMNT, which resulted in actual teenagers voicing the characters for the first time. Rogan was impressed by the cast’s camaraderie and much of the voice acting took place in group sessions to allow for more natural interactions between the characters, who were brought to life by over 120 animators at Mikros Animation and Cinesite. Inspired by the kinetic, comic book visuals of Spider-Man: Into the Spider-Verse (Persichetti, Ramsey, and Rothman, 2018), director Rowe wanted the animation to resemble concept art and imperfect comic book sketches to tie into the teenage focus. The TMNT were redesigned to be less bulky, have teenage frames and apparel, and the film’s many mutant characters were given exaggerated designs to reflect their individual personalities. Upon release, Teenage Mutant Ninja Turtles: Mutant Mayhem was met with widespread critical acclaim: critics praised the performances as much as the visuals and found it to be a reinvigorating revival of the long-popular franchise. Grossing over $180 million at the box office, Teenage Mutant Ninja Turtles: Mutant Mayhem was accompanied by a tie-in videogame, a spin-off animated series, and a sequel was also greenlit soon after.

The Review:
As is always the case when it comes to TMNT adaptations, Mutant Mayhem alters the TMNT’s origin story and the backstory of the mysterious ooze that transforms them, but in a way that touches upon many different iterations of the TMNT. The film begins with Doctor Baxter Stockman (Giancarlo Esposito) being hunted by mercenaries hired by his former employer, Cynthia Utrom (Maya Rudolph) of the Techno Cosmic Research Institute (TCRI), after he went rogue and stole the mutagenic ooze he was developing for them after forming a disturbingly familial bond with his animal test subjects, specifically the young mutant housefly who takes the name Superfly (Cube). Having felt ostracised and alone his whole life, Stockman planned to create a family of his own using the ooze but was left dead when TCRI attacked, which left Superfly to rescue his “siblings” and a stray cannister of ooze to fall into the sewers and mutate both Master Splinter (Chan) and the TMNT. Like in Michael Bay’s TMNT films, Splinter is once again just a normal street rat who comes to care for the infant turtles and decides the best way to protect them is to train them in ninjutsu, this time using YouTube videos and kung-fu movies rather than being a mutated ninja master or having learned from a ninja. Personally, I continue to find this a disappointing inclusion; it calls into question why the five are as skilled as they are when they’re simply mimicking what they see onscreen and I feel like it’s a bit weird to leave out Splinter’s legitimate martial arts background considering how bonkers the concept is in general and how hard this film otherwise runs with the surreal nature of the source material, to the point where the city is seemingly overrun with bombastic mutants.

The TMNT dream of being accepted by the outside world and being normal teenagers.

The TMNT are also very different to how I’ve seen them before; while they look very familiar and sport different body sizes relating to their capabilities (Raphael (Noon) is the biggest, Michelangelo (Brown Jr.) is the smallest and has braces, for example) and largely conform to the roles you’d expect (Leonardo (Cantu) leads and Donatello (Abbey) does machines, in the sense that he’s always got his headphones on), they’re characterised as teenagers, which is surprisingly rare in the history of the franchise, which often portrays them more as accomplished and responsible fighters who make the most of their downtime, with Mikey generally shouldering much of the comic relief. Here, they’re all very immature and easily distracted, especially by the outside world; they’re also largely untested outside of training and their own wild imaginations and develop confidence in their ninja abilities as the film goes on. Unlike in nearly every TMNT iteration before, there’s little in the way of internal conflict between them; Leo’s brothers mock and judge him for his strict adherence to Splinter’s mandate that they stay out of sight, but he’s easily swayed into straying off mission to see movies or enjoy the perks of the surface world, and his traditional rivalry with Raph is re-framed simply as an extension of the four ragging on each other for their flaws. The TMNT are lively, jovial, and squabble like bickering teenagers a lot of the time, making them as animated and kinetic as the film’s visually stunning art style; they are united in their love for their father and desire to please him but also in their longing to be normal teenagers and be accepted by humans, which they believe they can achieve if they perform heroic deeds to show that they’re not monsters. Overall, I found that the TMNT worked as a group, but individually had few chances to stand out: Raph is said to be full of rage but we rarely delve into this beyond a few instances where he delights in fighting, Donnie is more concerned with the apparent uselessness of his bo staff than he is with technical wizardry, Mikey is actually a little less goofy here since all the TMNT adopt many of his characteristics, meaning it’s Leo who edges out his brothers somewhat. He’s conflicted between his desire to live up to Splinter’s expectations and his yearning to join his brothers in revelling in the human world and this is only escalated when he instantly develops a crush on April. Yet, the film does a fun job of showing the TMNT grow and become more capable as a fighting unit as the film goes on, and this is reflected in Leo’s growing confidence as a leader even if his brothers give him a hard time over it.

Despite Splinter’s distrust of humans, the TMNT find a friend and ally in April.

As ever, the TMNT are sheltered and mentored by Splinter, now an overprotective father figure who has developed a severe hatred and mistrust of humans and the surface world. Having been shunned and ostracised his whole life, Splinter had never experienced love or affection until he stumbled across the mutated turtles and he’s desperate to hold onto that since, as he says, his boys are all he has. Since he knew how much the TMNT wanted to be a part of the outside world, Splinter took the baby TMNT up there only to be attacked and nearly killed by panicked New Yorkers. Thus, he resolved to keep them safe in the sewers and train them in ninjutsu to avoid being spotted when out for groceries, and Splinter’s characterisation is framed to mirror both Stockman’s relationship with his fledgling mutants and Superfly’s aggressive desire to create a world where he and his siblings won’t have to worry about being hounded by xenophobic humans. Although a bit overbearing and strict at times, Splinter truly loves his boys and wants what’s best for them and tries to appease their curiosity in his own way, but he’s powerless to stop them getting caught up in trying to prove themselves to humanity with the help of their human friend, April. A budding teenage reporter, April relates to the TMNT since she’s also been labelled and targeted after a comical blunder saw her vomit on-camera, so she’s desperate to turn her popularity around with a big story. Although she accepts them, she admits that others probably wouldn’t but is driven to document and aid their efforts in tracking down and apprehending Superfly since she wants to be popular and accepted, motivations that she later comes to realise are as selfish as the TMNT’s, yet they both resolve to do the right thing anyway since that’s what’s morally correct, regardless of whether people love or hate them for it.

Superfly and his crew plot to make mutants the dominant species to fight back against the likes of TCRI.

New York City is in the grip of a crime wave; news outlets are alive with reports of the mysterious Superfly orchestrating a series of robberies, but no one’s ever seen his face, not even the underlings the TMNT pummel for information. The TMNT are thus stunned and massively in over their heads when they find that Superfly is a monstrous mutated housefly and commands a crew of wacky and sadly underutilised mutants. Initially hyperactive Mondo Gecko (Paul Rudd) and Wingnut (Natasia Demetriou), wannabe singer Ray Fillet (Post Malone), meat-heads Bebop (Seth Rogan) and Rocksteady (John Cena), Aussie bruiser Leatherhead (Rose Byrne), slobbering cockroach Scumbug, and the forgettable Genghis Frog (Hannibal Buress) are painfully loyal to Superfly’s plan, to the point where they willing chase down the TMNT when they steal a vital component to his machine that he plans to use to mutate every animal on Earth. At first, Superfly and his crew embrace the TMNT as “cousins” and the TMNT even bond with some of his mutants, with Mikey and Mondo especially getting very close, but the TMNT cannot subscribe to Superfly’s plot to enslave, devour, and eradicate humanity, earning the mutated fly’s ire. Like Splinter, Superfly tried to rejoin society with his crew, only to be met with violence and bigotry, but he’s taken Stockman and Splinter’s distrust of society to a genocidal level and is determined to create a utopia for mutants by making them the dominant species on the planet. He sees this as the only way to protect his siblings from the likes of TCRI, who continuously hound the mutants in a bid to recover and replicate Stockman’s research by “milking” the mutants so they can create an army of genetically altered anthropomorphic soldiers. Superfly and Splinter’s paranoia about this comes to pass when the TMNT are briefly captured while trying to foil Superfly’s plot, but primarily exists to setup a later conflict in a future film and to forge a trust between Splinter and April that sees them uniting alongside Superfly’s easily turned crew to oppose the streetwise gangster in the finale when his plan sees him transformed into a kaiju-sized menace.

The Nitty-Gritty:
I’ve always been a big TMNT fan. I had the toys, watched the cartoons, played the videogames, and loved the original live-action movies (well…the first two, at least). When it comes to translating the TMNT to the cinema screen, I’ve come to regard animation as the best option; I loved Jim Henson’s super impressive practical suits and animatronic heads and would really like to see what modern technology could do with these traditional effects today, but animation allows for a near-infinite number of possibilities for the TMNT. Because of this, I’ve always held TMNT (Munroe, 2007) in high regard even if the plot was a little middling at times and the TMNT weren’t very visually distinct as it did such a good job of bringing them to life thanks to being entirely animated. I’m also a big fan of the frenetic visuals of the Spider-Verse films so I was intrigued when Mutant Mayhem was first announced, and even more so when I saw the big names attached to the project and teenagers being cast in the title roles for the first time. The TMNT have been reinvented numerous times over the years so it’s nothing new to me to see them and their supporting cast looking or acting different, and the film definitely does a really good job of paying homage to many aspects of the TMNT’s history, from the original Mirage comics to the ever-popular 1987 cartoon to the timeless 1990 live-action movie. This is best evident in the TMNT’s appearance; they mix aspects of the cartoons and toys into their designs (including the letters on their belts) and imagine themselves as stoic, silent ninjas much like in the original comics, yet their personalities are wildly different from both, allowing the film to present a new take on a long-running franchise.

The film has a fun and kinetic visual style that’s like a comic book come to life!

As ever, a primary theme of Mutant Mayhem is of family; Splinter and Superfly are motivated to protect their kin out of genuine concern for their welfare and prepare them to fight against inevitable xenophobia, and the TMNT and Superfly’s crew are both tight-knit groups, thought obviously the TMNT get more focus. Indeed, I do feel like Superfly’s crew could’ve been scaled down to just four mutants to give them more personality and better reflect the thematic parallels between Splinter and the TMNT as most of the crew don’t get to do much (Ray Fillet just sings his name over and over, I could barely understand Bebop and Rocksteady (who strangely turn good!), and Genghis Frog and Leatherhead may as well not be there). On the plus side, they do add to the film’s impressive visuals; the influence from the Spider-Verse films is strong here but Mutant Mayhem has a visual style all its own with this kinetic and eye-popping sketchbook-like aesthetic. Mutant Mayhem resembles a comic book come to life, or a new form of Claymation, and it really helps to give this new version of the TMNT a memorable and engaging appearance; when the TMNT fight, it’s with a fast-paced, frenetic action that gets more refined and methodical as their prowess and confidence improves, and every frame is a burst of colour, action, and creative lighting. The fights are subtly brutal at times, too; the TMNT and Splinter use weapons primarily defensively, but there were a couple of frames where it seemed like Leo, Raph, and Splinter had killed some of their attackers, which I appreciate as much as the film’s darker undertones regarding xenophobia and Superfly’s plans for humanity. Superfly himself cuts a monstrous figure at the best of times and his crew are suitably disturbing to behold, though sadly the film doesn’t give much depth to their personalities. While you could argue there’s more to his crew than meets the eye as they reveal that they only agreed to his plan as they saw no other option and readily accept a less destructive alternative, I’d say it comes across as quite rushed and the film could’ve spent more time showing the TMNT having a positive influence on Superfly’s crew if there were less mutants crammed into the brisk runtime, despite how amazing they look in this striking animation.

The TMNT and their newfound allies defeat Superfly and integrate into a grateful society.

So, yes, the TMNT reject Superfly’s plan and try to foil his plot but end up captured by Cynthia and TCRI; thanks to April, the four are rescued by Splinter and they gain more allies when they offer Superfly and his crew a place amongst them in the sewers. Unable to let go of his destructive need to avenge his “father’s” death, Superfly angrily lashes out at his siblings and activates his machine, only for the mutant’s combined might to force it (and him) into the river. Strangely, rather than this resulting in an army of mutated undersea creatures, this transforms Superfly into a gigantic concoction of marine life and fly; already a nigh-unstoppable force before he became a Godzilla wannabe, Superfly becomes a threat to the entire city when he adds more mutated animals to his form and rampages through the streets in a lumbering, ecstatic assault against humanity. This exposes the mutants to the world and sees them all branded as monsters but, luckily, April is literally able to swallow her fears and convince New York that the TMNT and their allies are there to help, resulting in civilians offering Splinter aid when he’s injured by Superfly. Since the only way to stop Superfly is to drop one of TCRI’s anti-mutant solutions into his raging blowhole, the mutants all work together with each other and the helpful civilians to get past Superfly’s vast bulk, stomping feet, and endless supply of vehicular projectiles to end his threat. In the aftermath, the TMNT are celebrated as heroes and accepted into society just as they dreamed; their newfound allies find a home with them in the sewer, Splinter forms a bizarre relationship with Scumbug and fully supports his boys enrolling in high school, where they’re popular fixtures amongst their peers and help restore April’s reputation. While things end well for the mutants, they’re unaware that Cynthia is monitoring them from afar and so determined to discover the secrets of their mutation that she’s willing to employ the services of an ominous mercenary in bladed armour. It’s also worth pointing out that Cynthia’s last name is Utrom, which is the race that Krang is from; her appearance and voice even mirrors that of Krang and his robot body, strongly suggesting we’ll be seeing a reimagining of the Krang/Oroku Saki/Shredder alliance, though I do wonder if the Shredder can have the same impact on the TMNT given the revisions to their origin presented in this film.

The Summary:
Teenage Mutant Ninja Turtles: Mutant Mayhem is a fun, action-packed, visually stunning reimagining of the popular franchise that I think young kids will really enjoy. There’s enough references to the cartoons, toys, and other iterations of the TMNT to appeal to older viewers and hit that nostalgic sweet spot, but much of the presentation, dialogue, and humour is geared towards appealing to a new demographic. Luckily, this is one of the best versions of the TMNT put to screen; I really enjoyed how youthful they sounded, how energetic and enthusiastic they were, and their interactions with each other. I liked that they didn’t fall out and that the film avoided the usual clichés like Raph and Leo clashing over his leadership, but I did feel like their individual personalities weren’t as fleshed out as normal; they adopt so many of Mikey’s characteristics that he loses some of his individuality, Donnie doesn’t get much to do beyond realising the potential of his bo staff, and I would’ve liked to see Raph’s impulsive rage emphasised more. On the plus side, the voice work is amazing, especially with the titular brothers; they bicker and banter and interact like real teenage siblings, though at times they talk over each other a little too much and some of their jokes may become dated quite quickly. The rest of the voice cast is also pretty good; I liked Splinter being reimagined as a paranoid, overprotective father, which was juxtaposed with Superfly so well that it almost made up for robbing him of his usual legitimacy as a master martial artist. Again, though, I do think there were too many mutants on Superfly’s team; they were all very one-dimensional and seem to have been included to sell new toys and appeal to that nostalgia factor I mentioned earlier, which is a shame as there was potential for more thematic parallels between Superfly and, say, Mondo, Leatherhead, Wingnut, and Ray Fillet as dark mirrors to Splinter, Mikey, Raph, Donnie, and Leo, respectively. Luckily, the visuals, frenetic action, and overall presentation makes for a very enjoyable package; there’s a lot of colour, jokes, and engaging animation to make this one of the most entertaining TMNT films in recent memory, but I do think it was a little rushed and overstuffed at times so hopefully the next film keeps things more focused.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Teenage Mutant Ninja Turtles: Mutant Mayhem? Did you like the animation style or do you prefer more traditional animation? What did you think to the TMNT, their personalities and interactions, and do you agree that they needed more time to shine? Do you think there were too many mutants in the film? What did you think to the thematic parallels between Splinter and Superfly? Did you like the changes made to the lore and how do you think this will impact the Shredder’s inevitable inclusion? What’s your favourite TMNT movie or adaptation? Whatever your thoughts, please leave a comment below and check out my many other TMNT reviews across the site!

Movie Night [Thor’s Day]: The Incredible Hulk Returns


In August 1962, Stan Lee, Larry Lieber, and Jack Kirby introduced readers of Marvel Comics (specifically Journey into Mystery) to Thor Odinson, God of Thunder and mightiest of the Asgardian deities. Through associations with Marvel’s premier super team, the Avengers, and a number of cosmic, mythological adventures, Thor has become another of Marvel’s most successful and versatile. Being as it’s the first Thursday (or “Thor’s Day”) of the month, what better way to celebrate the God of Thunder than to take a look back at his live-action debut!


Released: 22 May 1988
Director: Nicholas Corea
Distributor:
New World International
Budget:
Unknown
Stars:
Bill Bixby, Lou Ferrigno, Steve Levitt, Eric Kramer, Lee Purcell, Tim Thomerson, and Jack Colvin

The Plot:
For two years, Doctor David Banner (Bixby) has been able to keep his monstrous alter ego, the Hulk (Ferrigno) at bay. Banner’s hopes to rid himself of the Hulk once and for all with his Gamma Transponder are interrupted by a former student of his, Donald Blake (Levitt), and Thor (Kramer), the brutish Norse God of Thunder under Blake’s control. When mob boss Jack LeBeau (Thomerson) threatens to pervert Banner’s research, he reluctantly teams up with Blake and Thor to ensure that his machine doesn’t fall into the wrong hands.

The Background:
Long before the creation of the Marvel Cinematic Universe (MCU), Marvel Comics had a decent amount of success with live-action adaptations thanks to the iconic Incredible Hulk television series (1977 to 1982). The show, which coined the memorable “Don’t make me angry. You wouldn’t like me when I’m angry” line, aired eighty episodes before finally concluding on 12 May 1982 and forever entrenched the Green Goliath in the cultural consciousness thanks to standout performances by star Bill Bixby and Lou Ferrigno, who would go on to voice the character for years to come. About six years after the end of the series, the first of three made-for-television movies was produced, intended as a backdoor pilot for a Thor spin-off. The Incredible Hulk Returns was, apparently, a ratings success, which justified the production of the next two television features.

The Review:
So, if you’ve been following my website for a while and reading my previous reviews of the Incredible Hulk’s made-for-TV movies, you might’ve noticed that they’re a bit out of order. This actually reflects how I watched them as a kid, since I actually saw The Trial of the Incredible Hulk (Bixby, 1989) first, though it’s pretty clear right from the beginning that this film is meant to be take place two years after the end of the show. This is most obvious not just from the film’s title, but the inclusion of the classic opening sequence, narrated by Ted Cassidy, which gives a (very) brief rundown on the premise of the show. After experimenting on himself with Gamma radiation in an effort to unlock the hidden superhuman strength within all of us, Doctor David Banner finds himself transforming into a green-skinned beast whenever angered or panicked. Banner is believed to be dead, and this “Hulk” is pegged as the culprit, and the doctor has been forced to go on the run in a desperate attempt to find a cure for his condition, all while reporter Jack McGee (Colvin) relentlessly hounds him at every turn to try and get the scoop on the Hulk.

Banner’s chance for a cure is ruined by the surprise interruption of Blame and his magic hammer.

The Incredible Hulk Returns glosses over basically everything that happened in the show and picks up some two years later; Banner, using the fake name of “David Bannion”, lives a relatively stable and happy life with his long-term girlfriend, biogeneticist Doctor Margaret “Maggie” Shaw (Purcell). Though plagued by nightmares of his monstrous condition, Banner has finally found a happiness that had long eluded him; although he’s told a version of the truth to Maggie (he summed the whole situation up as a long period of “self-destructive behaviour”), he’s managed to hide the true extent of his secret from her and politely refuses to move in with her permanently to protect her lest his other half emerge. Maggie’s influence on Banner is immediate; not only is he content with her, but the Hulk has laid dormant for two years because of her positive influence on him, and it’s out of love for her that he works on his latest cure so he can fully commit to this new life. Banner has found a modicum of success as a scientist for the Joshua Lambert Research Institute, where he’s the brains behind the “Gamma Transponder”, a machine that promises to deliver unlimited, clean, renewable energy while also ridding Banner of his monstrous affliction. Much to chagrin of his employers, Joshua and Zachary Lambert (John Gabriel and Jay Baker), Banner refuses to take the spotlight or be publicly acknowledged for his work, not just because he insists that it was a team effort but also to avoid being recognised by the likes of McGee when he’s so close to a cure. Following a public unveiling of the institute’s most promising technological marvel, Banner wastes no time in activating the Gamma Transponder to rid himself of the Hulk. As is his nature, he is meticulous about this, recording what essentially amounts to a farewell message to Maggie and his colleagues in case the worst should happen, and emphasising that the machine can do everything he promised and so much more. Unfortunately, his experiment ends before it can even begin when a shady character grapples up into the lab and interrupts the procedure. This turns out to be a former acquaintance of his, Donald Blake, who sought to confirm that his old mentor was still alive and ask for his help in solving a very unique problem he has.

Blake can summon and command Thor, who must perform heroic deeds to ascend to Valhalla.

A far cry from the crippled doctor of the comics, Blake is a young and irresponsible figure, who often got into trouble as a student and acts without thinking of the consequences, Blake has been fixated on Norse mythology and culture his whole life but has never been able to explain why, so he signed on as the team doctor for a hazardous excursion into the frigid Norse mountains as a way to scratch that itch. Drawn towards a cave by pure instinct, Blake stumbled upon the tomb of a Viking warrior king known as Thor, who was denied entrance into Valhalla until he had paid a penance for a lifetime of arrogance. Blake discovered a Viking warhammer laying next to the skeletal remains of the warrior and, upon seizing it, was stunned by the arrival of Thor, reborn into the living world, following a flash of lightning and the rumble of thunder. Interestingly, Banner completely forgets about his experiment to indulge Blake in his story, but is sceptical that his old student truly brought a long-dead Viking warrior back to life. and rightfully so; The Incredible Hulk was always a very grounded show, with the only fantastical element being the titular green-hued beast, so the introduction of actual, real magical elements is as jarring to Banner as it is to the audience. Unfortunately for him, his scepticism leads to disaster as Blake calls forth Thor and Banner is stunned to find the brutish Norse warrior king is not only real, but dangerous in his arrogance and brash nature. Rather than Blake and Thor being one and the same, as in the comics, they are two completely separate individuals here; just as Blake is bound to the hammer, Thor is tied to him, duty-bound to follow Blake’s directions in a bid to fulfil his heroic quota and appease Odin so he can finally rest. Although he’s not as fantastical as his comic book counterpart, Thor possesses incredible superhuman strength but, despite wishing to perform heroic deeds, he’s impulsive and a stranger to the ways of the modern world.

Thor proves a valuable, if hot-headed, ally to the Hulk in battling their gangster foes.

Thor sees Banner as a “warlock”, the Hulk as a “troll”, and cars as “metal chariots” and is used to his demands for food, drink, and revels being met without question; frustrated at being little more than Blake’s slave, Thor wishes to live, to indulge himself, and craves the rush of battle. While this means his impetuous nature triggers Banner’s first transformation into the Hulk in two years, he delights in clashing with the Hulk, but is stunned when the Green Goliath shrugs off his attacks, and even electrified blows from his hammer. In a moment of hubris, a combination of shock, respect, and fear, Thor changes tries to befriend the beast after seeing the extent of his rage and fighting prowess, and humbly affords the proper respect and consideration towards Banner in subsequent scenes. Irritated by Blake’s interference and influence, to say the least, Banner guilt-trips him into sticking around rather than just running away after all the trouble he’s caused. In this way, Banner forces Blake to stop avoiding responsibility, or constantly shifting the blame to Thor, which ties into Thor’s earthly mission to encourage Blake to step up and be more heroic. While Blake is something of a burden to Banner, and Thor’s lumbering oafishness causes more than its fair share of trouble, Banner’s life is only compounded when McGee sees the newspaper report on the lab incident and immediately sets out to sniff out any news of the Hulk. McGee is small fry compared to Zach Lambert, however, who hires Cajun mobster Jack LeBeau (Thomerson) to steal the Gamma Transponder in a bid to screw over his domineering older brother and profit from the machine. Unfortunately, LeBeau’s men are thwarted in their attempt by the Hulk, and he thus decides to target Maggie instead; despite the best efforts of the Hulk and Thor, Maggie, already reeling from discovering Banner’s secret, is kidnapped from her beachfront home after a surprisingly engaging helicopter attack. LeBeau and his goons aren’t really much more than the stereotypical gangsters, but they’re given a bit of an edge with their Cajun accents and willingness not only to take Maggie as a hostage but also to kill Zach when he starts to get cold feet. Zach’s motivations are a bit weak (he wanted to have something for himself after being handed everything by Josh) but things quickly spiral out of his control when LeBeau goes into business for himself. LeBeau’s actions are enough to properly get the Hulk and Thor on the same page, and for Blake to see the potential for good Thor has, so as a plot device it ticks enough boxes for some last-act action and to crush Banner’s dreams of finally curing himself but none of the antagonists ever really pose a physical threat to either superhumans despite their greater numbers and being reasonably well armed.

The Nitty-Gritty:
Like I said, The Incredible Hulk has always been very grounded and focused more on science than mystical elements, so the introduction of Thor really does change the perception of the show in interesting ways. Obviously, the team up between Thor and the Hulk is nowhere near the grand spectacle of the MCU, but his presence definitely pushes the show more towards its comic book roots than ever before. It ties perfectly into Banner’s ongoing, desperate search for a cure; just as his efforts were thwarted time and time again in the show, his best effort to date is not only accidentally sabotaged by Thor but forever denied him due to the events of the film, and Banner is forced to return to his old, wandering life by the end. Along the way, though, he’s at least able to help impart some wisdom to Blake, who begins the film directionless and desperate in his own right but destined for greatness since he literally commands the power of a God, he just lacks the confidence and compunction to truly accept that destiny. Sadly, this comes at the expense of Banner’s cure, and his newfound life; this remains the closest Banner would ever get to a sense of normalcy, and in many ways he might have been better off using Maggie as his calming influence rather than constructing an elaborate machine that could be used for nefarious purposes, but it’s the tragedy of the character to be doomed to a life of hardship and to put his intelligence, and unique condition, to work aiding others rather than himself.

Alongside a fair amount of action and Hulk-outs, Thor’s boorish nature provides some humour.

As in every instance when I return to The Incredible Hulk, it’s the Green Goliath himself who provides the bulk of the action and spectacle. Lou Ferrigno excels in the role, which actually requires a little more nuance than just growling and looking hench as fuck! since the Hulk is now joined by a fellow boisterous muscleman. The initial fight between the Hulk and Thor might boil down to a lot of posturing and posing, but there’s some decent stuff there considering the limitations of the time and budget; the lightning effects when Thor arrives and leaves and tosses his hammer are crude but they get the point across, and the Hulk is even show lifting the Viking warrior up and tossing him aside, humbling the would-be Thunder God. Thor himself steals the show for me; sure, Kramer is garbed in a pretty cheap looking outfit and spouts some cheesy dialogue, but it works for the character’s raucous nature. Thor is a born and bred, battle-tested warrior from a very different time, when men fought and revelled and threw themselves in the glory of battle, and he’s frustrated that all Blake wants to do is discuss the nature of their relationship and destiny. Blake is moved by a poignant soliloquy from Thor in which the Viking expresses the pain and despair of having lost everything he knows and cursed to lay dead, and yet fully conscious, between worlds, and the two bond during one of the film’s most entertaining moments when Blake takes Thor to a biker bar to indulge his vices. Thor adds a much appreciated comedic element to the narrative, downing pitchers of beer, being a carefree and impulsive character, and even posing as David Bannion when McGee comes calling in a hilarious moment. Again, this does detract from the Hulk somewhat, who is noticeably absent in the middle part of the film, but Banner more than carries his own weight as he’s forced to neutralise the Gamma Transponder to keep it from being perverted into a weapon, thus destroying his best chance at a cure.

Banner loses his best hope of a cure and walks away from his idyllic new life in search of a new hope.

After Maggie is kidnapped and held to ransom, Banner has no choice but the dismantle the Gamma Transponder, erase all of the computer records, and destroy the machine’s most vital component to keep it from being weaponised. He and Blake then head to the agreed meeting place with the intention of rescuing Maggie, but things quickly become complicated when Josh shows up, grief stricken by Zach’s death, and triggers another transformation into the Hulk. This means that The Incredible Hulk Returns has a fair few Hulk-outs packed into it, which is actually quite surprising given how often the show (and these feature-length adventures) liked to focus on Banner’s personal dramas. It also means that the film concludes with the Hulk and Thor storming through LeBeau’s men, easily shielding themselves from their gunfire and overpowering them with their superior physical strength; even Blake gets in on the action, completely disregarding whatever hypocritic oath he may or may not have taken to gun down one of the mobster’s goons. Despite LeBeau taking Maggie at gunpoint, the Hulk cuts quite the intimidating figure, meaning he’s easily able to snatch the gun from his hand and subdue LeBeau by wrapping him up in a metal pipe. Although they’re victorious, Banner’s life has been irrevocably changed by the events; while McGee faces ridicule for his obsession chasing monsters, his presence and the publicity surrounding it all scares Banner off. While Blake and Thor make peace with each other and head out to do some good in the world, Banner is forced to leave Maggie and his idyllic life behind and hit the road once more, once again cursed to endure his hardship alone.

The Summary:
The Incredible Hulk Returns is easily my favourite of the Incredible Hulk’s three feature-length adventures; although my experience with the television show is still very limited, I feel this one is a bit more legitimate in  a lot of ways since it retains the opening sequence, Jack McGee features in it, and it has the same kind of atmosphere as the show. However, it also introduces fantastical elements to the otherwise grounded narrative, elements that don’t crop up again and make this a really unique entry in the show. I can see why some would find the Hulk sharing the screen with Thor, of all people, a little jarring but I find it incredibly enjoyable; Thor is a boorish, loud-mouthed, arrogant warrior who is massively out of place in every scene he’s in and it’s endlessly entertaining as he’s central to many of the film’s comedic and action-orientated moments. The Hulk is massive and eye-catching as always, performing a number of impressive physical feats and more than meeting his match with Thor who, despite being a little underpowered compared to the source material (much like the Hulk), still makes a visual impact. It’s cool seeing them onscreen together, fighting, roaring, and revelling in their battles, and this is nicely juxtaposed with the disappointing shattering of Banner’s new life. Clearly, the focus is on establishing the relationship dynamic between Blake and Thor, but Banner’s decision to destroy his only hope of a cure for a greater good and heading back on the road is very familiar to anyone who’s watched the show before. I think there’s a fair amount to like here, and Bixby holds his own against his less subtle screen partners to deliver a poignant reintroduction to the character, who’s doomed to forever be burdened with his monstrous alter ego.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever seen The Incredible Hulk Returns? What did you think to the introduction of Thor into the show’s continuity and did you enjoy Kramer’s performance? Were you sad to see that Banner had to walk away from his new life? What did you think to the relationship between Thor and Blake and would you have liked to see a spin-off show focusing on them? How are you celebrating Thor’s debut this month, if at all? I’d love to hear your thoughts on Thor in the comments or on my social media so feel free to drop me a line.

Movie Night: The Running Man (1987)

Released: 13 November 1987
Director: Paul Michael Glaser
Distributor: Tri-Star Pictures
Budget: $27 million
Stars: Arnold Schwarzenegger, María Conchita Alonso, Yaphet Kotto, Marvin J. McIntyre, Erland Van Lidth, Jesse Ventura, and Richard Dawson

The Plot:
Following worldwide economic collapse, the United States has become a totalitarian police state whose populace is pacified by Damon Killian’s (Dawson) The Running Man, a game show where criminals fight for their lives from sadistic maniacs. After escaping prison following a frame-up, Ben Richards (Schwarzenegger) is forced to compete in the game and, in the process, assist a resistance movement in revealing the horrible truth behind The Running Man.

The Background:
By 1982, Stephen King has established himself as the undisputed king of the horror novel; Carrie (King, 1974) became be a runaway success, especially after the accompanying adaptation, The Shining (ibid, 1977) became his first hardback bestseller, and The Stand (ibid, 1978), as epic as it was, proved to merely be a precursor to King’s sprawling Dark Tower series (ibid, 1982 to 2012). King also wrote a under the pseudonym Richard Bachman, both to publish more books per year and to test whether his success had been a fluke or not, and The Running Man began life as a Bachman book. The story, a dystopian thriller in a world where the economy has collapsed, was first published in 1982 and King claimed to have written it in just a week! Producer George Linder became obsessed with the book and its premise and was easily able to acquire the film rights since it wasn’t yet public knowledge that Bachman was King’s alias. After the success of The Terminator (Cameron, 1984), Arnold Schwarzenegger shot to superstardom as the premier action star in Hollywood, and screenwriter Steven DeSouza tweaked the script to accommodate the Austrian Oak, who in reality had very little in common with is literary counterpart. He also greatly expanded upon the game show aspects of the novel, but the film’s production was troubled by directors constantly dropping from the project and Schwarzenegger disapproved of Paul Michael Glaser’s filming style. With a $38.1 million box office, The Running Man was a modest financial success; reviews were somewhat mixed, with Dawson’s performance, the film’s satire, and Arnold’s range and physicality drawing praise despite the mindlessness of the action. A life-long favourite of mine, The Running Man recently gained additional exposure thanks to its accurate predictions of the future and the 2025 remake but, since today is Arnold’s birthday, this is the perfect time to revisit this fantastic, action-packed sci-fi classic.

The Review:
It’s hard for me to say, since I don’t really remember all that well, but The Running Man may very well have been my first exposure to Stephen King; at the very least, it was one of my first, and it came at exactly the right time in my life since I was already a big fan of Schwarzenegger’s work from the late eighties to early nineties. The film takes places in the far-off future of around 2018 where the world has become a dystopian police state following a massive economic collapse. Censorship runs rampant and the people are controlled by the media and their governments; generally, they’re satiated by an influx of violent media, such as the life-or-death game show The Running Man, but riots and pockets of resistance continue to spring up, so the government employs more “direct methods” to quell the uprising. Ben Richards begins the film as the part of the system; he starts off as a helicopter pilot for the police force sent in alongside a group of armed officers to investigate a food riot in Bakersfield, California. Richards is aghast when his superior officers order him to open fire on the unarmed crowd and refuses to comply; for his moral stance against gunning down woman and children, he is not only overpowered and knocked out by his comrades but also framed for the ensuring slaughter, earning him infamy as “The Butcher of Bakersfield” and a stint in the Wilshire Detention Zone.

After being framed for a massacre, Richards is forced into fighting for his life on The Running Man.

After eighteen months in a harsh labour camp, his life in the hands of the government that betrayed him thanks to the explosive collar clipped around his neck, Richards has grown into a jaded man who has no time for politics or the steadily declining shithole that the world is becoming. All he cares about now is getting out and reuniting with his brother so he can flee the country, and he joins forces with William Laughlin (Kotto) and Harold Weiss (McIntyre) to stage a brawl and overthrow the armed guards long enough to deactivate the controlling mechanism for their collars and allow a mass escape. Richards remains aligned with the two, who are associates of the Resistance, long enough to have his collar removed but has no interest in getting caught up in resistance leader Mic’s (Mick Fleetwood) efforts to highjack the ICS network satellite and broadcast the true extent of the government’s deception to the unsuspecting masses. Richards is a man of action who has been burned once too often by those who only talk of changing the world; believing that no-one is willing to act on their words, he’s ready to walk away from the world but finds himself targeted by Killian, the charismatic host of The Running Man, who is so inspired by Richards’ physicality and notoriety that he employs every means at his disposal to intercept Richards as he’s trying to flee to Hawaii with the feisty Amber Mendez (Alonso), a composer for the network who Richards was forced to take hostage to keep such an arrest from happening. Initially defiant, Richards is coerced into taking part on the show when Kilian threatens to have Weiss and Laughlin take his place, only to be double-crossed when his friends are dumped into the wreckage of Los Angeles, which comprises the game zone, but his defiance is only fuelled by his desire to fight his way out of the situation and make Killian pay for his part in defaming and endangering him and his buddies.

The feisty Amber ends up competing as well when she learns that the media has been lying to the masses.

After his escape, Richards heads to the city to meet up with his brother, only to find that Edward’s apartment is now owned by Amber after he was taken away for “re-education”. Like Richards, Amber begins the film as an employee of the system; she has had some success composing songs for the ICS network, but is also hiding a few secrets of her own as she has music from the censor list and black-market clothing in her apartment. Richards uses this knowledge to effectively blackmail her into accompanying him to Hawaii, but he also requires her to go with him since, without his brother to help him, he needs her money and travel pass in order to get out of the country. Despite Richards’ massive stature and the ease at which he overpowers her, Amber is a spirited and bold young woman in her own right; she goes along with Richards’ plan, throwing insults and taunts his way wherever possible, and takes the first chance she gets to hit him in the dick and alert airport security to his presence. Like the rest of the ignorant masses, Amber fully believes that Richards is a dangerous and psychotic killer, but her opinion of him (and ICS) changes when she sees that the specifics of his arrest at the airport have been greatly exaggerated to include him having assaulted and killed airport personnel. Her suspicions raised, Amber snoops around the ICS offices and finds that the original unedited video record of the Bakersfield Massacre, but is caught in the act and thrown into the game zone after Killian besmirches her on air with scathing accusations. Although she’s absolutely in over her head, and little more than a screaming, complaining wreck when in the game zone, Amber remains an entertaining character; she constantly winds Richards up with her babbling and naïvety and actually ends up proving quite useful when Weiss has her memorise the uplink code so that Mic can hack into the network satellite. Furthermore, she’s instrumental in Richards’ name being cleared in the finale, and even learns to take care of herself, rather than constantly being saved by Richards, by the time the bulbous Dynamo (Van Lidth) tries to sexually assault her during the film’s climatic firefight.

Much to his chagrin, Richards’ allies are fixated on exposing the government.

While Richards has little interest in politics or fighting against the system, the same can’t be said of Weiss and Laughlin; Laughlin, a former schoolteacher, despairs for the state of the country’s youth as ICS run their propaganda twenty-four hours a day and brainwash them into signing up to serve as part of the violent polices state that oppresses free speech and art. Laughlin’s anger at ICS, and this situation, makes him quite a volatile character; he and Richards start a fight to distract the guards in the labour camp at the start of the film and he explodes with rage when Eddie Vatowski/Buzzsaw (Gus Rethwisch) attacks Richards out in the game zone. This despite the fact that Laughlin was somewhat suspicious of Richards; while Weiss is adamant that their musclebound ally has been framed by the government, Laughlin isn’t so sure since Richards was once a part of the same system he’s fighting against and isn’t “one of [them]” (as in, he’s not a member of the Resistance). Still, Laughlin is fiercely loyal to both his cause and his friend, which ultimately proves to be his undoing as he puts himself in harm’s way to keep Richards from being skewered by Buzzsaw’s chainsaw and ends up dead as a result. Deeply touched by his friend’s sacrifice, this is the turning point for Richards, who vows to bring the uplink code to Mic, despite his scepticism, to honour his friend. Sadly, Weiss doesn’t fare all that well either; the less physically capable of the three, he’s easily manhandled by Professor Subzero (Professor Toru Tanaka) and constantly at risk since he’s unable to simply fight his way through with brute force. Weiss remains fixated on finding the network uplink out in the game zone which, coupled with his weaker physical stature, leads to him being electrocuted to death by Dynamo. Luckily for him, he’s able to teach Amber to memorise the uplink code before he dies, which she then gives to Mic so that the Resistance can finally hack into the ICS network. Although he’s critical of Mic’s Resistance, not just because of the extent of ICS’s influence but also Mic’s use of kids like Stevie (Dweezil Zappa) in his makeshift army, Richards relishes the chance to arm up and lead them in storming The Running Man studio to broadcast the truth of ICS’s malevolent nature and end Killian’s disruptive influence over the audience.

Killian is a charismatic game show host who casually manipulates lives and the media for his ratings.

Speaking of Killian, this guy is one slimy, charismatic, and underhanded individual. Played with absolute relish by career game show host Richard Dawson, Killian is a cold-hearted showman who delights in the adulation of his rowdy audience and is focused only on increasing The Running Man’s ratings by any means necessary. Since The Running Man is “the number one show in the whole, wide world” and the most direct means by which the government can influence and control the masses, Killian wields an incredible amount of power and regularly flouts his influence by manipulating the justice department (or going directly to the President of the United States’ agent) to find viable candidates for his show and thus increase his ratings. Unimpressed with the physical stature and uncharismatic screen appeal of the potential candidates on offer, Killian uses all of his resources and influence to get approval to put Richards on the show, and then goes the extra mile by threatening his friends to force him to undergo the horrific and invasive medical treatments necessary before dumping them all into the game zone. While the protagonists desperately fight for survival out in the desolate wasteland, Killian shines as the captivating host of the show; he engages with his audience (especially his “number one fan”, Agnes McArdle (Dona Hardy)) with a flirtatious and magnetic banter, encouraging them to pick their favourite Stalker to chase after the contestants and awarding them their prizes for participating. However, Killian becomes increasingly frustrated not just by Richards’ continued victories over the Stalkers but also by his increasing popularity, which sees the masses cheering and betting on him rather than favouring the Stalkers. Luckily for Killian, he has a crack media team on hand to not only doctor video footage to incriminate his contestants but also to stage Amber and Richards’ deaths using a very early representation of CGI facial mapping after Richards vehemently turns down Killian’s offer to become a Stalker himself.

The violent and sadistic Stalkers are worshipped by the masses and famed for their brutal kills.

The Stalkers make up the primary physical threat faced by our main characters; essentially a gaggle of bloodthirsty wrestlers kept under ICS’s payroll with the specific purpose killing contestants in the most gruesome ways to pop a higher rating. Cheered and idolised by the masses, the Stalkers are more than celebrities; they’re heroes, each of which have their own dedicated fanbase and odds of winning based on their experiences on the game show, and the audience is stunned into silence to see them being offed one at a time by Richards, especially as a Stalker has never been killed before. Although Captain Freedom (Ventura) is technically the first Stalker introduced, he’s basically been reduced to being a mascot for the network, and is insulted when Killian denies him the “code of the gladiators” for his eventual fight against Richards. Consequently, Captain Freedom is denied actually participating in the show as much as he is his time to host his workout show or share his insights during the broadcast, which leaves him resentful of his employers. The first Stalker to actually enter the fray is Professor Subzero, a huge Japanese sumo wrestler who attacks our heroes with a razor-sharp hockey stick and meets his ends when Richards garrottes him with a piece of barbed wire. Buzzsaw and Dynamo enter the game as a tag team of sorts, with the chainsaw wielding Buzzsaw having the most impact of all of the antagonists thanks not just to the sadistic pleasure he derives from slicing his prey with his chainsaws but also because he kills Laughlin and is subsequently executed by Richards by having his beloved chainsaw cut through his groin. Not that Dynamo is any slouch either; he murders Weiss and makes an immediate impression with his ludicrous light-up outfit, operatic singing, and little armoured car that he tries to run down Richards with. Initially, Richards spares Dynamo’s life after he’s left helpless beneath the wreckage of his vehicle, but he is later electrocuted to death by Amber after he tries to assault her, bringing his perverse designs to an end. Finally, Killian sends in Fireball (Jim Brown) to immolate Richards and Amber but, despite the benefits afforded to him by his jetpack, his fireproof suit, and his trusty flamethrower, Fireball is easily dispatched by Richards using a road flare after a brief, tense game of cat and mouse.

The Nitty-Gritty:
I’d just like to take a moment to praise the stellar work by composer Harold Faltermeyer; The Running Man’s gloriously over the top action, satirical cynicism, and dystopian world are only bolstered by a thumping synthetic beat that hits perfectly during every punch, kill, or contemplative scene. Even now, the bombastic main melody will often pop into my head and it’s just a really fun, energetic score that gets the blood pumping every time it kicks in. Considering it was made in the late-eighties, The Running Man is a startlingly accurate portrayal of modern society; not only do we have voice-activated conveniences at home that control our lights and appliances, but we have absolutely become blinded to the conflicts and politics of the wider world in favour of consuming media, and governments make no bones about using said media to control us in both subtle and explicit ways. Obviously, The Running Man favours the more explicit path for the purposes of entertainment; the prison Richards finds himself in is an absolute hellhole where the inmates are worked to death, watched over by armed, masked stormtroopers, and unable to leave lest their heads be blown off by explosive collars! Furthermore, the government is more than willing to employ lethal force to quell food riots and spin the situation in their favour by pinning such incidents on patsies like Richards. The United States government has a controlling interest in The Running Man television show, using it as a backdoor solution to eliminate political insurgents, and even those who manage to beat the game are executed offscreen but presented as heroic victors to help boost the ratings.

Schwarzenegger is never short of a cutting quip to taunt his dismembered opponents in this film.

The Running Man is filled with examples of black humour, from Killian’s laughably bad adverts for Cadre Cola (“It Hits the Spot!”) to lethal game shows like Climbing for Dollars and the price of a Coca-Cola having shot to $6, The Running Man is indicative of a biting satire regarding consumerism and media consumption that was so crucial to sci-fi classics at the time. Of course, a great deal of the film’s humour also comes from Schwarzenegger; while the Austrian Oak falters somewhat here and there with his line delivery in this one, The Running Man is chock full of some of his most amusing one-liners and character moments, from stabbing his court appointed attorney (Kenneth Lerner) in the back with a pen after he rattles off all kinds of nonsense legal mumbo-jumbo, his vow that “[he’ll] be back” to Killian (whose reply, “Only in a rerun”, isn’t to be sniffed at either) and his many quips while interacting with and after dispatching each of the Stalkers (“Hey, Christmas Tree!”, “He had to split”, and “What a hot-head!” spring instantly to mind). For me, though, the standout moment comes when Richards, enraged at the loss of his friends, turns down Killian’s request to sign up as a Stalker and promises to “ram [his fist] into [Killian’s] stomach and break [his] Goddamn spine!” Alongside Schwarzenegger’s trademark wit, we have a decent variety of action and fight scenes on offer thanks to the different Stalkers; Professor Subzero attacks the group in an enclosed ice rink, Buzzsaw and Dynamo strike out in the wasteland, and Fireball chases Richards and Amber through an abandoned building. More often that not, Richards can’t simply rely on throwing punches at his opponents as they’re pretty huge guys in their own right, heavily armed, and some wear protective armour or ride motorcycles, meaning he has to think up some creative ways to subdue them and finish them off, such as ripping out Fireball’s fuel line and tossing a flare at him and overpowering Buzzsaw to drive his chainsaw up into his crotch!

Richards storms the studio, gives Killian some karma, and becomes the unlikely face of a revolution.

Interestingly, one of the film’s more brutal fight sequences doesn’t technically involve Richards; thanks to Killian’s aide, Tony (Kurt Fuller), using digital trickery, Captain Freedom fights and kills two stand-ins to stage Amber and Richards’ deaths in order to quell the support the latter is gaining from the viewing public. Thankfully, Mic intercepts the two before Killian can have them hunted down and killed off-camera and Richards volunteers to lead the Resistance in storming The Running Man broadcast, ensuring that the film culminates in a massive firefight between the Resistance and the ICS armed guards. Thanks to being caught off-guard, the guards are picked off by Richards and the others, who help get the majority of the panicked audience to safety, and Richards is left alone with Killian after his mistreated head of security, Sven (Sven Thorsen), leaves him in the lurch. Clearly not a physical match for Richards, Killian falls back on his silver tongue and desperately pleads with the grim-faced former cop for mercy since Killian is simply trying to appease the masses with violent entertainment. However, his appeals fall on deaf ears and Richards seals him up in one of the rocket-powered pods that so violently deposits contestants into the game zone and sends the deceiving game show host careening to a fiery death. By this point, however, the truth of the Bakersfield Massacre has been revealed and Richards has won over the viewing audience for being a “bad motherfucker”, meaning that Killian’s death is celebrated across the city. With the head of the snake effectively removed, The Running Man (and the large television screen in the city centre) goes off air for, presumably, the first time ever and the film ends with a definite sense that the people have not only found a new hero to idolise in Richards but will no longer allow themselves to be so absolutely controlled by the media and the oppressive government.

The Summary:
I haven’t read The Running Man, so I really can’t comment on the film’s fidelity to Stephen King’s original text, but I do have to say that I’ve always wanted to give it a read based on my affection for this adaptation. I might be blinded by nostalgia and my love for Arnold Schwarzenegger films, but I absolutely love The Running Man. It’s not completely flawless thanks to some spotty line delivery and most of the action taking place in a pretty bland, dark location, but I think it holds up surprisingly well even after all this time. It helps that it’s not an overly elaborate sci-fi tale, so there are no flying cars or complicated special effects here; it’s simply a darker, somewhat realistic representation of a possible future society that has been oppressed by an overbearing government following near-total economic collapse. The film shines in its excess of machismo; Schwarzenegger is at his most quippy here, overpowering and outmatching his beefy opponents with pun after pun and filling out his skin-tight spandex outfit wonderfully. The Stalkers might be soulless, sadistic modern-day gladiators, but they stand out thanks to being visually distinct and each having their own unique, vicious ways of attacking the contestants. Of course, the real star of the show is Richard Dawson as Killian, the two-faced game show host who is jovial and engaging in front of the cameras and a cold-hearted tyrant backstage, which makes him an impeccable mastermind for Schwarzenegger to go up against. The Running Man continues to be culturally relevant as time goes on thanks to modern day technology not being a million miles away from what’s seen in the film, and our continued obsession with meaningless gameshows, media, and increasingly violent entertainment. For me, this makes The Running Man a clever satire amidst a top-notch sci-fit action film that means it only takes on more meaning, and gets more entertaining, as you get older and appreciate all the different layers at work in what many probably write off as just another mindless Schwarzenegger flick.

My Rating:

Rating: 5 out of 5.

Fantastic

What do you think to The Running Man? How do you think the film holds up to others in the same genre and what would you rank it against Arnold’s other films? Have you read the original book and, if so, how do you think the film holds up as an adaptation? What did you think to Schwarzenegger’s many quips? Which of the Stalkers was your favourite? Are you surprised at how accurate The Running Man was at predicting the progression of society? Were you a fan of Richard Dawson’s performance? How are you celebrating Schwarzenegger’s birthday today and what is your favourite Schwarzenegger film? Whatever you think, go ahead and leave your thoughts below.

Screen Time: Secret Invasion

Air Date: 21 June 2023 to 29 July 2023
Director: Ali Selim
Network: Disney+
Stars: Samuel L. Jackson, Ben Mendelsohn, Kingsley Ben-Adir, Don Cheadle, Emilia Clarke, Olivia Colman, and Cobie Smulders

The Background:
January 1962 saw legendary duo Stan Lee and Jack Kirby introduce the Skrulls to Marvel Comics readers. This race of warmongering shape-shifters have long hounded Marvel’s heroes but are perhaps best known not just for their long-standing conflict against the Kree but also the divisive Secret Invasion story arc (Bendis, et al, 2008 to 2009), an eight-issue story accompanied by multiple tie-ins and spin-offs that detailed a lengthy and aggressive infiltration of Earth’s mightiest heroes, Following their live-action debut in Captain Marvel (Boden, 2019), the Skrulls have appeared sporadically throughout the Marvel Cinematic Universe (MCU) but took centre stage in this series, which MCU head honcho Kevin Feige claimed would impact future MCU productions. The series was also produced as a means to explore the potential of Nick Fury (Jackson), a character mainly utilised in a supporting or administrative role, and evoke the atmosphere of classic Cold War/espionage thrillers (rather than load the narratives with superpowered imposters) by playing into the paranoia and distrust of the original storyline. Although Secret Invasion received heavy backlash for utilising AI for its opening title sequence, the series was praised for its darker, more mature direction; the tension and drama evoked through the narrative was equally praised, as was Jackson’s performance, though some found Secret Invasion to be a dull and tedious affair.

The Plot:
Nick Fury, former director of the Strategic Homeland Intervention, Enforcement, and Logistics Division (S.H.I.E.L.D.) returns to Earth to investigate and intercept a faction of shape-shifting Skrulls who have infiltrated all aspects of human life and society.

The Review:
Secret Invasion is a six-part miniseries that takes its title from the action-packed Marvel event of the same name. In many ways, the plot of this series is what I originally envisioned would permeate the MCU when Captain Marvel’s first trailer dropped. Before the movie recast the Skrulls as sympathetic refugees, I imagined we’d see an extended plot concerning their infiltration of human society throughout Marvel’s movies, however that didn’t actually happen. On the one hand, I was glad of this as plots like that annoy me for how cliché they are but, on the other hand, it’s resulted in this miniseries that takes that basic concept and significantly downplays its scope to deliver what’s actually more of a character inspection of Nick Fury than a significant shake-up of the MCU status quo. At first, though, it seems like this isn’t the case; the opening sequence of the series sees recurring MCU side character Everett Ross (Martin Freeman) pursued and killed by Talos (Mendelsohn), revealing him to have been a Skrull in disguise, and this same episode ends with frequent Avenger ally Maria Hill (Smulders) dead and Fury himself publicly blamed for her murder thanks to the actions of Skrull revolutionary Gravik (Ben-Adir). However, although Colonel James “Rhodey” Rhodes/War Machine (Cheadle) co-stars, now working as an advisor to the United States President Ritson (Dermot Mulroney), he’s the only Avenger-level inclusion in Secret Invasion, which reframes the paranoia and subterfuge of the source material into less of a colourful classic of bombastic superheroes and more of a political thriller in the same vein as Captain America: The Winter Solder (Russo and Russo, 2014) and The Falcon and the Winter Soldier (Skogland, 2021). In fact, this last comparison is startlingly apt as much of Gravik’s plot to wipe out humanity and the motivations of his Skrull loyalists is reminiscent of Karli Morgenthau (Erin Kellyman) and her Flag Smashers; the show even has a similar visual style and focus on grounded and practical explosions, again keeping things gritty and intriguing but perhaps at the cost of being a visually engaging, unique, or exciting narrative.

Nick Fury takes centre stage, showcasing a more nuance and vulnerable side to his character.

Fury returns to Earth after being absent for some time; he’s spent what’s said to be years out in deep space aboard the S.A.B.E.R. space station, working with Skrulls to establish an outer space defence network for the Earth. However, what he’s really been doing is hiding; ever since returning from the Blip, Fury is noted to have changed. His age is constantly brought up, and even he admits that the years he spent gone have caused him to lose more than a step or two; his appearance is dishevelled for most of the series, meaning it’s a thematic celebration when he visits one of his many gravesites and retrieves his iconic eye patch and coat, and much of the series focuses on exploring Fury in a way we’ve never seen before. Far from the influential spy of spies, Fury is recontextualised as a simple agent who got lucky; Talos tears into Fury, telling him that he owes his entire career to the information and assistance offered to him by the many Skrulls who agreed to act as his eyes and ears in return for a safe haven and we get to see a far more nuanced and vulnerable side to Fury. Specifically, flashbacks and de-aging effects show him in his younger days, forging an alliance with Talos and the Skrulls and even falling in love with the Skrull Varra (Charlayne Woodard), who takes the form and life of Priscilla and eventually marries him. Feeling a deep sense of obligation and respect towards the Skrulls, Fury promised to find them a new home in return for acting as his personal spy network, but was unable to deliver on this promise, infuriating Gravik and many of his followers, and therefore Fury has a personal stake in outing the Skrull infiltration since he’s largely responsible for their antagonism towards humans. Fury and Talos were united in their belief that the Skrulls would be accepted by humanity if they were willing to compromise; if they defended the Earth and kept their true selves hidden, they would be safe and able to thrive, but many came to resent having to hide themselves and joined Gravik in scheming to wipe out humankind. While Fury’s main concern is safeguarding the world, he maintains the belief that Skrulls and humans can co-exist throughout the series and constantly pleads with Gravik to end his vendetta despite how personal he makes their conflict. Ultimately, it’s a much deeper characterisation of Fury; we see him more relaxed, less authoritative, incredibly vulnerable, and relying on a handful of trusted allies to curb Gravik’s threat before it’s too late, while exploring how utterly broken he was following the Blip and his inability to prevent such a disaster.

Talos sacrifices everything to campaign for human/Skrull relations, which inspires G’iah.

One of the best aspects of Secret Invasion is the relationship between Talos and Fury; since their first adventure, the two became close friends and were united in their love of humanity and the belief that the Skrulls need to work together with humans to be accepted and safe. Unfortunately, there’s a bit of resentment between them in Fury’s absence; Talos is frustrated that Fury refuses to open up to him about his near-death experience and feels slighted that Fury would use his people to his own ends, but they maintain a begrudging mutual respect since they both know they need each other to oppose Gravik. Talos is grieving the loss of his wife, Soren (Sharon Blynn), at Gravik’s hands, his ousting from the Skrull council in favour of Gravik’s more fanatical ways, and the fracturing of his relationship with his daughter, G’iah (Clarke), who’s signed up to Gravik’s cause both to spite her father and because she resents having to hide away. Talos’s motivations in stopping Gravik are thus as multifaceted as Fury’s; his personal vendetta against Gravik sees him explode in a violent and uncharacteristic rage on more than one occasion and he’s left heartbroken and frustrated when G’iah continues to give him the cold shoulder even after she learns the truth about Gravik and his plan and decides to work against him from the inside. Talos is convinced that the Skrulls will be accepted by humanity if they prove themselves through heroic deeds, so much so that he teams up with Fury to defend President Ritson from Gravik’s attack and ends up fatally wounded as a result. Although the series initially makes it a bit unclear, this sees Talos killed before he can reconcile with G’iah and leaves Fury devastated; on the plus side, G’iah connects with Priscilla, who performs a traditional (if sadly intimate) funeral for her father and his death is enough to push G’iah into fully standing against Gravik, if only to get revenge. Spirited and forthright, G’iah is also young, brash, and quite bratty; she joins with Gravik mainly out of spite and continues to subscribe to the belief that the Skrulls deserve their own home rather than to hide amongst people who hate and fear them. However, the sheer magnitude of Gravik’s plot is enough to shake her faith in his deals, especially as he becomes more unstable; to that end, she’s forced to expose herself to Gravik’s “Super-Skrull” machine to grant herself additional superpowers to both survive his reprisals and confront him in the final.

Gravik feels slighted by Fury and, alongside his followers, is determined to destroy humanity.

Though also young and headstrong, Gravik is equally passionate and violent in his beliefs; recruited into Fury and Talos’s cause from a young age, Gravik initially carried out his orders without hesitation, killing in the name of Fury and his people in the firm belief that Fury would find them a home. However, as the years passed, the guilt and the blood on his hands mounted up, and Fury became increasingly absent, meaning bitterness and resentment took root in Gravik and turned him against all humans, but especially Fury, whom he sees as the embodiment of humankind and against whom much of his aggression is targeted. Gravik goes to great lengths to mess with Fury, having his followers impersonate people close to Fury and even assuming his form to frame him for Hill’s murder, all to show the world that this legendary figure is a fallible, untrustworthy, broken-down old man. As much as he desires power, granted to him by both the Skrull Council and Doctor Rosa Dalton’s (Katie Finneran) work in constructing his Super-Skrull machine, Gravik wishes to break Fury’s spirit, have him witness both his greatest failure and the death of his people, and then kill him for going back on his word. To facilitate this, Gravik has placed his followers in key roles within the world’s superpowers and is stoking the flames of conflict between the United States and Russia from a glorified refugee camp dubbed “New Skrullos” and sitting in a deeply irradiated area of Russia, where his people are safe from reprisals and live simple lives as farmers or take more active roles as soldiers. However, Gravik’s desire for revenge sees him place the settlement right in the line of fire and willing to sacrifice (or out-right execute) his own people to achieve victory, something many of his followers are unable to speak out against thanks to his ruthlessness and being imbued with various superpowers from his experiments. Undeniably, Gravik’s chief agent in encouraging President Ritson to strike back against Russia is Rhodey, who’s revealed to be a Skrull in disguise; an arrogant, pompous sellout, Rhodey continually dismisses Fury’s claims of a Skrull invasion and takes great pleasure in both firing him and labelling him a criminal and constantly gets in Ritson’s ear about the Russian/Skrull threat against the United States, bringing the world on the brink of annihilation simply through choice words and evidence supplied by Gravik himself. Naturally, this doesn’t end well for Rhodes; like many of the rebellious Skrulls loyal to Gravik’s cause, he’s ultimately killed to prevent this catastrophe, but Gravik’s followers are more than willing to give up their lives if it means dying as their true selves rather than pretending to be something they’re not.

The Summary:
Oddly, Secret Invasion’s episodes get shorter as the series progresses, starting at around an hour and going as short as just over half an hour, indicating to me that there wasn’t as much story as other Marvel shows. Episode two was the longest at nearly an hour, while most episodes (including the finale) were less than forty minutes. Indeed, I wonder if this could’ve been a two-hour streaming film or cut down to four episodes if some of the padding, like Priscilla, was omitted. Priscilla definitely adds new layers to Fury’s character; there was never a hint that he was married or had much of a personal life before, but here we get to see his secluded home, his loving and equal relationship with Priscilla, and see him as more of a man, all masks cast aside. Naturally, their relationship isn’t perfect; Priscilla also notes a change in Fury and has even been somewhat swayed to Gravik’s cause in her husband’s absence, ultimately causing their relationship to fall apart until they reconcile in the finale. Again, this allows for a looser, less uptight characterisation for Fury but it somewhat bogs down the series; I wonder if expanding on his relationship with Hill might’ve been a better option, or perhaps spending more time developing his past with MI6 agent Sonia Falsworth (Coleman), an unnervingly polite and yet surprisingly devious ally of his who is happy to blatantly torture and murder Skrulls to get information on Gravik’s plot. Even saying that makes me wonder what the point of Falsworth really was when the show could’ve easily slotted Valentina Allegra de Fontaine (Julia Louis-Dreyfus) into this role to explore her vaguely defined relationship with Fury and offer to help G’iah in the finale for her own unscrupulous ends.

Themes of trust, race, and political intrigue are rife in this gritty, if small-scale, thriller.

Still, I did enjoy Fury’s characterisation here; his interactions with Talos, in particular, Priscilla, G’iah, and even Gravik show a man who’s been worn down by secrets, conflict, and bigotry and is striving to find a way for humanity to co-exist with extraterrestrial beings in a mutually beneficial way, even if it means compromises on both sides. He openly plays the race card when talking with Rhodey in an attempt to convince him to believe him, reinstate him, and take the Skrull threat seriously only to be met with hostility, and likens the Skrull’s displacement to the same persecution his people went through in the past (and even today). This adds an extra layer onto his motivations for helping the Skrulls as he feels a kinship to them, but he couldn’t help but use their unique shape-shifting powers to his benefit to ensure global security. As Talos mentions, this makes Fury quite the hypocrite since he had no problem exploiting the Skrulls for a “good” reason, making him thematically similar to Gravik, who exploits them for a “bad” reason. Rather than have the Skrull campaign against the Earth be religiously motivated and their people impersonate key superhero figures, Gravik and his followers are entrenched within the world’s governments and want to destroy humanity to claim the Earth for themselves. With a million displaced Skrulls hiding on Earth, many have every right to fear for their lives and to resent having to hide themselves, which sees those loyal to Gravik branding Talos as weak and a traitor, sentiments largely echoed by G’iah until she reluctantly comes to see how extreme Gravik’s plot has become. While Secret Invasion is built around the fundamental question of trust, there are very few Skrull reveals that surprised me or made me care; I think everyone assumed Rhodey would be a Skrull, though I wasn’t expecting Ross to be one until he showed up in the first episode, and everyone else who’s shown to be a Skrull is a new character for the show to avoid messing up the status quo, which is predictably restored in the finale when the real Rhodey and Ross are rescued by G’iah since the Skrulls conveniently need to keep their hosts alive to better maintain their façade and leech off their memories, experiences, and personalities.

Ultimately, Gravik’s plan is foiled but the Skrull presence is perceived as a nationwide threat.

On the one hand, I do like that Secret Invasion opted for a more grounded, gritty thriller story; it would be unrealistic to expect some of the MCU’s biggest names to appear and be revealed as Skrulls and the intimate nature of the narrative helps to make things more personal and raw. Car chases, explosions, and fire fights feel more visceral and real as, mostly, the series has two feet firmly on the ground if you ignore the sparing use of shape-shifting aliens. When the Skrulls do utilise their powers, or more fantastical elements like Extremis or that holographic-mask technology are employed, it’s treated as a big deal since, for the most part, we’re just following two old blokes trying to coerce or beat information out of people. However, a lot of this is done away with in the last episode; by then, G’iah has already gained additional powers from Gravik’s machine and Gravik himself uses the “Harvest” to gain the powers of all the Avengers and multiple of superpowered and alien entities to become a Super-Skrull. This means the ending comes down to a big ol’ fist fight between G’iah and Gravik and Fury and Falsworth exposing Rhodey’s true nature to the baffled and horrified President Ritson. One is an overly elaborate CGI punch-up that ends in anti-climactic fashion and the other is tense showdown that ends with the Rhodey-Skull dead because of his own hubris and President Ritson so rattled by the Skrull invasion that he openly declares war against all Skrulls, leading to a brief montage of trigger-happy bigots gunning down suspected Skrulls whether they’re innocent or not. This leads Fury and Priscilla (who reassumes her Skrull name and form) to return to S.A.B.E.R. to negotiate a peace treaty with the Kree and Falsworth offering G’iah the resources to fight back against Ritson’s campaign, essentially ending the series where it started with Fury off-world, Skrulls in hiding, and tensions high within the world’s governments. Sadly though, as much as I liked the peek into Fury’s private life and seeing him take centre stage, Secret Invasion felt like a mixed bag to me. Although Gravik’s plot is to kickstart World War Three, the stakes never felt very high and it was difficult to care when characters died as they were either expendable, had outlived their usefulness (Hill), were revealed to still be alive (Ross and Rhodey), or their deaths were strangely rushed to the point where I’m sure they’ll be revealed to be fake later (Talos). The relationship and banter between Fury and Talos was great, I enjoyed Gravik’s impassioned speeches and maniacal bent, and it’ll be interesting to see where Super-Skrull G’iah factors into the MCU going forward but this felt like a series you could easily skip over without missing anything and I’ll be surprised if it actually has any lasting impact on the MCU since it goes to such lengths to restore the status quo by the end.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to Secret Invasion? How do you think it compares to the source material and Marvel’s other Disney+ shows? What did you think to the deeper dive into Nick Fury’s characterisation and personal life? Did you enjoy his relationship with Talos and kinship with the Skrulls? What did you think to Talos and G’iah’s resentment towards him? Were you impressed with Gravik and his plan or did you find it a bit too derivative? What did you think to what few Skrull reveals we got, and would you have preferred to see this narrative stretched out throughout the MCU rather than rushed in a miniseries? Whatever you think about Secret Invasion, feel free to drop a comment below or share your thoughts on my social media pages and don’t forget to check out my other MCU reviews across the site!