Back Issues: Resident Evil (2009)

BackIssues

Issue One
Story Title:
“One if by Land, Two if by Space…”
Published: May 2009
Writer: Ricardo Sanchez
Artists: Kevin Sharpe, Jim Clark, et al

Issue Two
Story Title:
“Dirty Jobs”
Published: June 2009
Writer: Ricardo Sanchez
Artists: Kevin Sharpe, Gabe Eltaed, and Randy Mayor

Issue Three
Story Titles:
“If You Meet the Zombie on the Road…” and “Holiday Sugarman: Special Operations Agent”
Published: January 2010
Writer: Ricardo Sanchez
Artist: Jheremy Rapaak

Issue Four
Story Titles:
“Ich Bin Ein Schlechtes Genie…” and “Mina Gere: Special Operations Agent”
Published: May 2010
Writer: Ricardo Sanchez
Artist: Jheremy Rapaak; Al Barrionuevo

Issue Five
Story Title:
“The Bio-Weapons of Urador”
Published: July 2010
Writer: Ricardo Sanchez
Artist: Jheremy Rapaak

Issue Six
Story Title:
“Schafft Chaos Und Lasst Die Kriegshunde Los”
Published: February 2011
Writer: Ricardo Sanchez
Artist: Jheremy Rapaak

The Background:
As I’ve detailed previously, WildStorm comics first published a five issue anthology series based on the first two Resident Evil videogames (Capcom, 1996; 1998). Resident Evil: The Official Comic Magazine featured stories and characters, both primary and secondary, from the videogames and fleshed out the lore surrounding the Raccoon City outbreak and the malevolent Umbrella Corporation’s experiments with the Tyrant Virus (T-Virus) and the Golgotha Virus (G-Virus). While many of these events have since been rendered non-canon, WildStorm also went to the trouble of creating a number of original characters, who were revived for a subsequent four-issue series, Resident Evil: Fire and Ice, published between 2000 and 2001. This series focused on the hitherto-unknown Special Tactics and Rescue Service (S.T.A.R.S.) Charlie team and was, honestly, pretty terrible compared to WildStorm’s previous efforts. With Resident Evil 5 (ibid, 2009) having been released earlier in the year, WildStorm returned to the franchise with another six-issue series, simply titled Resident Evil, that featured an entirely new creative team and was marketed as a prequel to Resident Evil 5 despite its events also being rendered non-canon almost immediately.

The Review:
Our story begins exactly where you would expect a Resident Evil story to start…in space. Thanks to some expository text boxes, we discover that the President of the United States has been made aware of some illegal bio-organic weapons (B.O.W.) research being conducted onboard the Joint Nations space station, so he authorises a shuttle to be sent up to investigate. The investigation is assisted by rookie agent Mina Gere of the Bioterrorism Security Assessment Alliance (B.S.A.A.) who, after arriving on the space station, discovers no response from the crew and that the station has suffered a non-lethal hydrogen leak. Much of Mina’s backstory is later revealed through a two-page backup story that details that she was arrested for hacking into the Federal Bureau of Investigation’s (F.B.I.) most wanted and added her school principal’s name to the last as an April Fool’s joke. After choosing to enlist rather than go to prison, she excelled during her training with the Marines and as part of an experimental space combat unit, all of which made her an ideal candidate to join the B.S.A.A.

Of course the story begins in space, just like every classic Resident Evil story.

Her deployment to the space station is her first official B.S.A.A. assignment and she immediately lives up to her reputation by dispatching a Licker with her “shotgun pistol” that fires special “flechette loads” to keep her from accidentally depressurising the space station with an errant shot. Investigating the space station further, Mina confirms that the space station has suffered an outbreak of the T-Virus after they conducted experiments by exposing “Cnidaria” samples to the virus and that they launched satellites containing a G-Virus sample down to Earth before the station went offline. The danger to her is still very present, however, as not only do zombies roam the station but a monstrous, tentacled creature is also looming within, absorbing everything it touches, being completely immune to her gunfire, and Mina postulates that the creatures (and the virus) will evolve and mutate further thanks to the lack of gravity. This, apparently, rules out sucking the creatures into space so Mina fights her way past the zombies and escapes into space (and the safety of the space shuttle) after setting the space station to explode.  

Maybe if Holiday spent less time quoting philosophy he wouldn’t have lost his team…

The story also follows the B.S.A.A. Alpha Team, lead by Holiday Sugarman (a Barry Burton lookalike of sorts with an annoying penchant for quoting the literary greats and historical figures) who are dispatched to the hostile territory of Grezbekistan to contain a B.O.W. outbreak caused by one of these satellites. When the team are suddenly over-run with what appear to be Las Plagas, Holiday has no choice but to kill his own team after they are eviscerated by the creatures. This leaves him alone against the rampant creatures and hunted by a larger alpha who more closely resembles Doctor William Birkin’s “G” form. Holiday conveniently stumbles upon a weapon cache when trying to outrun the creatures which, even more conveniently, also includes a rocket launcher that allows him to hurt the “G” creature. Figuring out that all of the lesser B.O.W.s feel the pain of the Alpha, Holiday leaps in and stabs it repeatedly in its exposed brain with his trusty knife and causes all of his pursuers to die as a result. As his evacuation team flies in to retrieve him, he ensures that the mission wasn’t in vain by busting out a flamethrower and destroying all traces of the infected in the area.

While neither are happy about their partnership, it’s clear that they both need each other’s expertise.

Holiday doesn’t get much time to rest on his laurels, though, as he’s told that Giesel Industries made the satellite and is ordered to head to Übelandia, partner with Mina, and investigate further. Holiday is unimpressed with the assignment, believing it’s a waste of his time and is even more perturbed at the nothing of partnering with a “little [girl] who [has] no business in the field”. In Übelandia, Mina and her partner, Cruz, find a lone survivor, a terrified young girl, in a village on the way to Fritz Giesel’s estate and are summarily attacked by a hoard of zombies. Luckily, though, the three manage to fight their way to a jeep and escape without injury rather than trying to fight them all off but Mina’s insult at being assigned a partner after how capably she performed without one on the space station quickly takes a back seat in terms of priorities when the little girl suddenly attacks Cruz, biting him on the arm before she’s executed by Mina. This incident is used by her commanding officer, Espinoza, to emphasise how Mina is inexperienced and that partnering with Holiday, despite his rough and pig-headed demeanour, will help her to gain valuable experience. On his way to rendezvous with Mina, Holiday’s internal monologue reveals that much of his demeanour comes from the death of his daughter, Summer, who has many similarities to Mina. The exact specifics of his backstory are further elaborated on in a short, two-page backup story, which reveals that he gave up his former life as a teacher to become something of a mercenary before settling down with his wife and daughter in Raccoon City. The zombie outbreak took their lives and saw him return to action as a member of the B.S.A.A.; angered that men like Giesel caused the death of his daughter, Holiday made a vow to bring all of those responsible to justice.

Despite some obstacles and disagreements, the two reach Giesel’s estate and meet his supposed nephew.

Upon the two meeting, they immediately air their grievances at being partnered with a “greenie” and a “babysitter”, respectively, but the two are able to fill in the gaps in each other’s knowledge (Mina has intel on the local area, the unrest between Übelandia and Urador, and the use of viral agents in the region and Holiday has more combat and field experience, not to mention being more seasoned overall). When their jeep is suddenly ambushed by zombies, Holiday thins out much of the infected heard by blowing up the vehicle with a grenade launcher (or, more specifically, a “tank buster” that fires a “depleted uranium armor piercing casing with a high-energy explosive core on a short delay”). Impressed by the weapon, Holiday quickly switches to plan B when Mina’s request for an air evacuation is denied and the group salvage what they can and prepare to make their way on foot instead. Upon reaching Giesel’s estate, Holiday and Mina disagree on how to get past Giesel’s massive armoured doors; Holiday wants to blow them with C4 but Mina manages to talk their way in more peacefully by stating their intentions to Giesel’s nephew, Neurmann (or “Neu” for short). Neu takes the team on a tour throughout his uncle’s elaborate estate, which more than resembles the Spencer Mansion from the first game and the various estates from Resident Evil 4 (Capcom Production Studio 4, 2005). Impressing with his eccentric demeanour, Neu leads the team into Giesel’s greenhouse where they are attacked by mutated plants, zombies, and infected apes, much to Neu’s giddy pleasure.

Although suffering heavy losses from B.O.W.s, Mina takes out the Tyrant using a knife and a grenade.

While a number of their team are skewered and dismembered by the plant or ripped to shreds by the apes, Holiday and Mina manage to lead themselves and the few survivors to safety and, under Holiday’s supervision, immediately set about setting up a narrow kill zone to fight their way out using the remainder of their resources in clever combination with the supplies in the surrounding environment. This plan works but, again, Neu is more excited by their victory than troubled since he also has a Tyrant (the Ubersoldat prototype) at his command! Holiday’s improvised “fertiliser bomb” only causes the Tyrant to mutate into a more monstrous form but Mina proves her worth and her ingenuity by having the team distract the creature with gunfire so she can slice it open and blow it apart with a grenade. Still undeterred by these events, Neu watches the team through a series of monitors and prepares to send more B.O.W.s their way. Still, despite being beset by more infected apes and even Hunters, the team are able to shoot their way to Neu’s control room…only to helplessly watch he fly away to safety on a biplane. Thanks to Mina’s hacking skills, though, the team are able to locate a B.O.W. manufacturing depot that is, of course, hidden beneath a Ziggurat pyramid in Urador and that the local villages were attacked by B.O.W.s as a demonstration for the local fascist dictator, Del Valle. As the entire area has been overrun with zombies and B.O.W.s, Espinoza is unable to spare a helicopter or any backup for Holiday and his team but authorises them to pursue Neu by any means necessary.

While Holiday struggles against Giesel, Mina and the others place explosives while fending off B.O.W.s.

While searching for more intel, Mina discovers that Neu has used T-Virus-based gene therapy to enhance his “metabolic function [and increase his] regenerative capabilities” and that Neu is Fritz Giesel but enhanced and restored to the prime of his life. The team take what they can salvage and head out on an armour-plated truck to rendezvous with a supply drop; along the way, Mina explains that the B.O.W.s have been fitted with an explosive charge to execute them if they ever become a threat to their masters. Loading up with heavy ordinance, the team begin a co-ordinate attack strategy on the pyramid (which is guarded by Hunters and Cerberuses) and manage to sneak in using a combination of sniper rifles and stealth. Inside, the team splits up; Holiday follows Del Valle in a bid to get to Giesel and Mina leads the rest of the team in planting explosive charges throughout the facility, which greatly resembles the hi-tech laboratories and facilitates from Resident Evil 5. Holiday is surprised by Giesel, who sets his Überhund B.O.W.s (basically albino Cerberuses that don’t appear to be much of a threat compared to the Hunters or Tyrants) against his team while he personally deals with Holiday. Absorbing bullets like they were nothing and exhibiting superhuman strength, Giesel easily overwhelms Holiday and has him at his mercy while Mina and the others place the remainder of their charges (ensuring that the finale as the trademark final countdown that accompanies basically all Resident Evil videogames) and fend off the Überhund.

Thanks to his enhancements and mutations, Giesel keeps coming but is finally defeated by Holiday.

Although Holiday is able to incapacitate and then execute Giesel using an “infrasonic weapon” that causes his organs to explode from the inside out, Mina discovers that Giesel planted B.O.W.s all across Übelandia and rigged them to remotely activate if the facility were destroyed. While Holiday guards the door, Mina works to disable the “No Go” signal before the explosives detonate; while the two are injured in the explosion, she is successfully able to cause the implants to detonate rather than activate, stopping the B.O.W.s from being unleashed across the country. However, Giesel suddenly returns, now mutated into a “G”-like Tyrant and attacks Holiday; although he shrugs off their bullets and instantly regenerates from even a shotgun blast to the head, he is finally put down for good when Holiday uses his trusty knife to slice his head off. In the aftermath, while Mina recovers from her concussion, Holiday reveals that the documents they recovered from the facility show that Neu was a clone of Giesel and that the real Giesel is not only alive and well but publically absolved of any involvement in the events of the story. However, it’s not a total loss; Del Valle was summarily executed by the Uradorian military and the entire experience sees Holiday and Mina forge a strong bond, partnership, and friendship.

The Summary:
If there’s one area where Resident Evil excels, especially compared to Fire and Ice, it’s in the artwork; the art is much more in line with WildStorm’s first Resident Evil comic book series, with Holiday featuring a bulky build similar to Chris Redfield’s from Resident Evil 5 and Mina (and the other females) being very curvy and sexy but still bad-ass in their demeanour and ability, like Claire Redfield and Jill Valentine. Sadly, zombies and other B.O.W.s don’t benefit from the comic’s otherwise impressive art style as they take a backseat in the narrative. When zombies, Las Plagas, and other B.O.W.s do show up in a mindless hoard to be gunned and knifed down while ripping chunks of flesh from their prey, which is where the art fails to properly do them justice. When the more monstrous B.O.W.s like the Lickers, Hunters, and Tyrants appear, however, they are used sparingly and with dramatic effect but are still reduced to slightly tougher cannon fodder like in WildStorm’s other efforts. I’ve never really understood this; you’d think in a comic released to coincide with the more action-orientated Resident Evil 5 that the B.O.W.s would make more of an impact or be a bit more formidable but it really doesn’t take much for Holiday or Mina to survive a Tyrant’s attack and put them down using heavy weapons or even just their knives and grenades.

Holiday and Mina might be one-note characters but at least they have names and some personality.

The story is also a little weak; it’s great that it focuses on Mina and Holiday but, even with their little backup stories, they’re largely one-note characters given a bit more personality through their frosty relationship but even this is largely put to one side as the two work together to reach the same goal. They are surrounded by numerous other characters, very few of which are named; even those that avoid being eaten or killed and actually play a more pivotal role in the story largely go unnamed and are just there to provide backup or be killed. Again, I find it very odd that these comics always leans towards a squad as the games generally only focus on two or maybe four characters in a survival situation and I think this story might have benefitted more from Mina and Holiday being the lone survivors after their team is wiped out at Giesel’s hands in, say, issue two. Speaking of Giesel, he’s this really elaborate, over the top German, a mad scientist type whose motivations are geared more towards his own self-interests (and amusement) and lust for power and superiority rather than anything else. He’s kind of an amalgamation of Birkin and Albert Wesker but, for all his eccentricities, is a shadow of those more iconic villains; for one thing, he’s dispatched stupidly easily, even in his Tyrant form, and he wastes time gloating and toying wit his prey rather than actually being a significant threat. One thing that is really underdeveloped is that he seems to have a vendetta against Holiday, specifically, but it’s not really shown why; sure, Holiday is actively hunting him and opposing him but so is Mina and the rest of their team but Giesel remains fixated on Holiday alone.

It’s bloody and action-packed but still doesn’t do much with the license and misses the mark at times.

In the end, it was a pretty good story; way better than Fire and Ice and more coherent than the anthology format seen in Resident Evil: The Official Comic Magazine but let down byfocusing a little bit too much on trying to inject some life and personality into these characters rather than some good, old-fashioned gory zombie action. A resident Evil comic seems like it’d be really easy to do; you tell stories of ordinary people trying (and, possibly, failing) to survive against zombies and B.O.W.s or follow iconic characters as they clear out a facility and battle one or two super tough B.O.W.s that require a bit more than a few bullets or one shot to put down, or maybe even follow ordinary Umbrella scientists as they experiment on animals and humans. And, yet, WildStorm’s efforts always seem to miss the mark just a little bit; it’s not quite horror, it’s not quite action, it’s not quite a mystery, it’s not quite a battle for survival, and it does very little to really add to the lore of the Resident Evil mythos. This particular comic actually doesn’t do that bad a job of expanding upon the world seen in Resident Evil 5, which is dramatically different to that seen in the first game, but I think maybe tying into that game with a story involving Chris, Jill, and Wesker and the development of the viral outbreak seen in that game might have been better and more enjoyable.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you ever read Resident Evil? If so, what did you think to it and how do you feel it holds up compared to WildStorm’s other Resident Evil comics? What did you think to the new characters and villains introduced in this story? Did you like the art work and the use of B.O.W.s or do you think the comic could have emphasised these elements, and others from the videogames, a bit better? What is your favourite piece of Resident Evil media apart from the videogames and do you think a Resident Evil comic book could work in a different format? Whatever you think, feel free to leave a comment below.

Movie Night: Color Out of Space

Released: 7 September 2019
Director: Richard Stanley
Distributor: RLJE Films
Budget: $6 to 12 million
Stars: Nicolas Cage, Joely Richardson, Madeleine Arthur, Brendan Meyer, Julian Hilliard, and Elliot Knight

The Plot:
Nathan Gardner (Cage) and his family have moved out to his late father’s farm following his wife Theresa’s (Richardson) mastectomy. Their simple life of raising alpacas is interrupted when a strange alien meteorite lands in their garden and a strange, unquantifiable and seemingly intelligent and malevolent living colour begins to infect and infest the local wildlife, the animals, and the Gardner family in increasingly strange and horrific ways.

The Background:
Being a big fan of horror, fantasy, and Stephen King’s, it’s perhaps almost inevitable that, at some point in my admittedly-limited scope of reading, I would have heard of the works of H. P. Lovecraft. Born in 1890, Howard Phillips Lovecraft is perhaps one of horror/fantasy fiction’s most surreal and complex writers; known for conjuring nightmarish imagery and madness-inducing concepts and creatures, Lovecraft created an interconnected set of works that delved into the deepest, darkest fears of the human psyche and posited the idea that humanity is a mere speak in the grand scheme of the cosmos. In 1927, Lovecraft penned “The Colour Out of Space”, a story which he hoped would buck the trend for traditional, humanoid depictions of alien life forms. Interestingly, despite the immense mainstream success of his more notable stories, like “The Call of Cthulhu” (Lovecraft, 1926), Lovecraft considered “The Colour Out of Space” to be his favourite work and the story saw a number of adaptations over the years before director Richard Stanley began putting together this modern-day adaptation. Though planned as the first in a trilogy of films based on Lovecraft’s works, the film’s limited release and near-minuscule box office may scarper those plans despite it receiving generally positive reviews.

The Review:
If there’s one thing that might put the general audience off of viewing Color Out of Space (beyond the Americanised title), it’s the inclusion of Nicolas Cage in the lead role. Far from the blockbuster action hero he was in the nineties, Cage has somewhat reinvented himself in recent years, taking on more experimental and outlandish roles in productions with a fraction of the budget and release he is known for. Indeed, his reputation in Hollywood has become almost farcical as he brings a manic, unpredictable energy to each role he plays so you’re never really quite sure of what to expect when he shows up in a film.

Cage makes for a surprisingly relatable, ordinary man affected by an extraordinary event.

It’s fitting, then, that Cage is cast in a film based on a Lovecraftian tale; Lovecraft was notorious for conjuring up unspeakable entities that would turn the minds of us insignificant humans to a fine paste so it’s actually surprisingly remarkable foresight on the filmmakers’ part to cast the infamously kooky Cage in the lead role of Nathan Gardener. At the beginning of the film, Gardener is your typical everyman; a doting and devoted husband and father, he’s just trying to eek out a living on his father’s old farm and to return his family to some sort of normalcy after his wife’s battle with cancer. Cage brings a quiet, subdued energy to this portion of the role; you can tell he still deeply loves and cares for his wife and kids and is struggling to keep things together after all they’ve been through but he is. Nevertheless, a relatable and vulnerable character whom you buy as just a regular Dad trying to do what’s best.

Cage can always be relied upon to bring the crazy to any film he is cast in.

Things immediately take a turn into the bizarre and the surreal when the mysterious meteorite crashes into their garden; though Nathan isn’t the first to truly feel the effects of the alien Colour, he is the first to react to it, smelling a pungent stench that no others can before slowly being transformed and twisted by the influence of the titular Colour. Before long, he’s spouting all kinds of weird nonsense, exploding into unpredictable and even violent outbursts, and clearly becoming possessed by this unquantifiable alien influence to the point where he almost becomes a kind of avatar for the Colour and the closest thing the film has to a tangible antagonist.

Theresa is horrifically influenced by the presence of the Colour.

Of course, it’s not just the Nic Cage show; Joely Richardson plays his wife, Theresa, a relatively normal, everyday woman who is just trying to get back on track with her work, family, and sense of self confidence after her battle with cancer. She is, unfortunately, the first of the family to really feel the influence of the Colour, slipping into a zombie-like stupor and accidentally slicing off two of her fingers. As the Colour’s influence grows, her conversations and interactions with Nathan and the kids become increasingly disjointed and erratic but, through it all, her primary concern is for the welfare of her children (which, as I’ll discuss in a bit, turns out to be her downfall).

I really enjoyed, and believed, the chemistry between Benny and Lavinia.

As for the Gardener’s kids, Color Out of Space features some pretty decent casting; Lavinia (Arthur) is the couple’s only daughter, a Wiccan who is just on the cusp of growing old and rebellious enough to resent her family but is still devoted enough to truly care for her younger brother, Jack (Hilliard) and have a pretty believable friendly rivalry with her older brother, Benny (Meyer). Benny is depicted as a bit of an absent-minded stoner and the young muscle of the family as he’s constantly being roped into helping his father with the farm’s course and his outrageous alpacas but, despite annoyance and apathy being etched onto his face, he never once complains or throws a tantrum over this; as with all of the Gardener’s, family unity remains at the heart of these characters, however rocky that ground might have become before the film begins. And then there’s Jack, a cute and naïve sort of kid who has a natural curiosity and a fitting child-like whimsy about him. While his older siblings comment on the Colour’s influence but don’t truly succumb to it (with the eventual exception of Lavinia), Jack is the first one to really acknowledge the Colour’s alien presence, seemingly hearing and seeing it and attempting to communicate with it. Sadly, his affection for the Colour (which he views as a kind of imaginary friend) leads him to nothing but a heartbreakingly gruesome fate thanks the Colour’s apparent malevolence (or, perhaps, naivety).

The Nitty-Gritty:
One of the things that often proves so difficult for filmmakers when it comes to adapting the works of Lovecraft is just how obscure and indescribable his many horrific creations are; perhaps, of all of Lovecraft’s monsters, the Colour is the most “unfilmable” since the written word is far better at positing a living, alien Colour that is beyond human comprehension. Film is, obviously, an inherently visual medium so a colour must be shown onscreen and I feel that the filmmaker’s realised the Colour in perhaps the best way they possibly could. Rather than a traditional alien beast, the Colour is just that; a twisted, distorted sentient spectrum of light that is at once beautiful and horrific, blinding and awe-inspiring, resembling a flash of pure light one moment and then a vortex of extraterrestrial intent the next. For the most part, the Colour is realised in an unsettling hue of purple, magenta, and pink surrounded by a clear distortion of physical reality; when it emerges from the Gardener’s well, it almost resembles a tentacled monstrosity but it is wisely never really given a true, quantifiable physical form.

Theresa and Jack suffer a horrific fate due to the Colour’s touch…

Instead, the Colour acts through the things it influences, whether that is water, plants, or animals. It affects and distorts time and space, making moments drag out or flash past in an instant, causing characters to experience aggressive mood swings and events to seemingly happen at random and with no explanation. At first, the Colour’s influence is subtle, induced trance-like states, sending the Gardener’s animals into a frenzy, and making Lavinia sick when she drinks the tainted water but, all too soon, its influence begins to take on a more malicious note. When the Colour directly interacts with other creatures, it distorts and mutates them in gruesome ways; the Gardener’s alpacas end up fused together into a squealing, nightmarish beast like something from the imagination of David Cronenberg or John Carpenter. Described as “just a colour…but it burns”, it’s as tough the Colour were attempting to figure out the life forms it has found itself living with and, since it is unable to recognise them, transforms them and the surrounding area into forms it is more accustomed to. This is directly speculated upon by another of the Colour’s victims, Ezra (Tommy Chong), who is left a hollowed out dusk that decays into fragments of sizzling colour when he is discovered.

Lavinia offers a glimpse of the nightmare hellscape the Colour calls home…

Yet it is Theresa and Jack who arguably suffer the most due to the Colour’s influence; in trying to shield Jack from the Colour, Theresa and her young son become enveloped by its light and the result is a mutilated, agonisingly disgusting amalgamation of the two that, thankfully, is masterfully never lingered on for more than a few seconds at a time. While Nathan affords his beloved alpacas a mercifully swift death, the Colour’s influence drives him mad with distraction, allowing the Jack/Theresa creature to mutate into a ghastly spider-like….thing that attacks Lavinia in a monstrous fury before finally being put out of its misery. In the end, after the Colour has claimed her entire family, Lavinia falls back on her Wiccan ways, drawing solace from her copy of the Necronomicon and attempting to cast a series of spells and prayers to shield herself and her family, this leads to her self-mutilating herself in a vain attempt to ward off the Colour but she too becomes possessed by its influence, affording us a glimpse of the nightmarishly indescribable world that the Colour originated from before it blasts its way back to the space between waking worlds, taking the Gardener’s, their farm, and most of the surrounding area with it and leaving behind a sole survivor, Ward Phillips (Knight), a visiting Hydrologist who tries to help the family and ends up traumatised by the horrific events he bares witness to.

The Summary:
I’ve read my way through my fair share of Lovecraft’s tales and, of them, “The Colour Out of Space” was indeed one of the stronger stories. Though Lovecraft’s writing can be, at times, impenetrable and obtuse, “The Colour Out of Space” told a relatively simple tale of a normal, everyday family coming onto contact with a force of nature far beyond that of human comprehension and I have to say that Color Out of Space does a commendable job of not only bringing Lovecraft’s story to life but also expanding upon it with influence form his other works. With stellar, believable performances from top to bottom and some truly incredible special effects work (both on the Colour itself and the monstrosities it creates), Color Out of Space is quite the psychological thrill-ride with plenty of gory and gruesome moments to satiate more impatient audience members. It’s one of those films that truly leaves you questioning what is beyond our world, offering little in the way of explanations for the events that unfold, and dropping normal, everyday, relatable characters into an extraordinary and terrifying situation that has a suitably bleak and thought-provoking conclusion.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Color Out of Space? Did you appreciate the film’s subtle, nuance, mounting dread and atmosphere or was it, perhaps, too surreal and slow for you? Have you read the original short story, or any Lovecraft for that matter? What did you think to how the film realised the Colour and do you think it could have been done better or differently? Which Lovecraft story is your favourite and why? What other Lovecraft works would you like to see get a big-screen adaptation? Whatever your thoughts, feel free to leave a comment below.

Movie Night: First Blood

Released: 22 October 1982
Director: Ted Kotcheff
Distributor: Orion Pictures
Budget: $15 million
Stars: Sylvester Stallone, Brian Dennehy, Jack Starrett, Bill McKinney, and Richard Crenna

The Plot:
After returning to the United States from the Vietnam War, former United States Army Special Forces soldier John J. Rambo (Stallone) faces not adulation, admiration, or a hero’s welcome but, rather, persecution and abuse at the hands of small-town sheriff William Teasle (Dennehy). Driven into the woods and suffering from post-traumatic stress and nightmarish memories of his time as a prisoner of war, Rambo wages a one-man war against his tormentors using only his unparalleled survival skills and finely-tune guerrilla tactics.

The Background:
First Blood is an adaptation of a novel by the same name, which was written by David Morrell and published in 1972. Influenced by Rogue Male (Household, 1939) and horrific stories of the Vietnam War told by his students, Morrell’s book was well-received upon release but the subsequent movie adaptation languished in development hell for ten years. Production began in earnest when Sylvester Stallone signed on to the project; Stallone, who was a proven box office commodity after the success of the first three Rocky films (Various, 1976 to 1982) also wrote around seven different versions of the film’s script but, while an ending was filmed that reflected the bleak conclusion of the novel and Rambo’s death, it was ultimately cut at the agreement of Stallone and Kotcheff. Interestingly, upon release, First Blood was met with mixed reviews, although the actors’ performances were highly praised (with Stallone’s being notably well-received). Regardless, First Blood more than made up for this with its frankly staggering $125.2 million box office and contemporary reviews not only regard the film much more favourably but First Blood is widely regarded as one of the best films of 1982 and one of the most enduring and influential movies of its genre.

The Review:
When we’re first introduced to Rambo, he’s little more than a vagrant wandering across the country in a bid to reunite with an old war buddy. Literally carrying his entire life over his shoulder, he’s a simple man just trying to reconnect with a world that has largely passed him by. Sadly, however, his attempts are largely in vain; his friend, Delmar Barry, has died after exposure to Agent Orange and it’s clear that Rambo is basically a stranger in his own country.

Teasle immediately takes a dislike to Rambo based on his rugged appearance alone.

However, this is made undeniably explicit when Rambo crosses paths with Sheriff Teasle, who immediately pegs him as a troublemaking drifter on sight alone. Teasle’s judgement of Rambo boils down to little more than his own personal bias and animosity, no matter how hard he tries to justify himself. I’m sure the ironically-named town of Hope is a nice, quiet little town and that Teasle is proud of the tight ship he runs but his persecution of Rambo is completely unfounded and unnecessarily aggressive. Of course, things only escalate after Rambo is arrested on paper thin charges of vagrancy and carrying a concealed weapon; while being processed, Rambo runs afoul of Teasle’s equally-despicable Deputy Sergeant Arthur Galt (Starrett) and suffers nightmarish flashbacks to his time as a prisoner of war. And, honestly, who can blame him after the disgraceful treatment he receives at Galt’s hands; Galt wallops Rambo with his nightstick, orders him to be hosed down and holds him in an unorthodox choke with that same nightstick but he goes too far when he attempts to have Rambo shaved with a straight razor.

Rambo carries both the physical and mental scars of his time as a P.O.W.

Triggered into a maniacal rage, Rambo easily takes out Teasle’s men with his bare hands and flees into the nearby woods. Earlier, Galt had described Rambo as a wild animal and his initial outburst and escape through town certainly support that; Rambo is an animalistic force of brute strength and unbridled rage, all brought on by flashbacks to his torture. Covered in scars and clearly still haunted by his experiences in Vietnam, Rambo is a force to be reckoned with and the police department vastly underestimate his capabilities. This comes to a head in their ensuing attempts to hunt him down; Teasle spares no expense in tracking Rambo down, pursuing him deep into the woods (and destroying his patrol car in the process), bringing in the dogs, calling in the helicopter for air support, and even drafting in the National Guard for support (who come packing a rocket launcher, no less!) It’s a monumental effort just to capture one man who, so far, is guilty of very little other than walking into town and being forced to relive the worst experiences of his life. Teasle’s obsession completely blinds him to Rambo’s obvious threat even after he is told of Rambo’s unmatched capabilities by Colonel Sam Trautman (Crenna) and directly leads to the accidental death of Galt after he takes this obsession to another level and ends up falling to his death as a result.

Rambo incapacitates his oppressors and pursuers through strictly non-lethal means.

This is, of course, a significant element of First Blood that separates it from the subsequent sequels. Rambo isn’t some ruthless killing machine here; instead, he’s a tortured, desperate man pushed to the edge by ignorant and abusive bigots but, despite his unbridled rage and brute savagery, Rambo doesn’t directly kill anyone in his debut film. Indeed, Rambo goes to great lengths to ensure that his pursuers are incapacitated non-lethally, setting elaborate traps and falling back on his extensive and peerless survival training. The result is actually far more impressive as it emphasises Rambo’s skill, ability, and restraint and he’s clearly deeply affected by Galt’s death. He just wanted to be left alone and would have harmlessly passed through town without incident but, when backed against the wall, easily disables Teasle’s men, and gives him every opportunity to “let it go” but is just pushed further and further until he has no other option than to wage a one-man war against the entire town…all with non-lethal force.

The Nitty-Gritty:
First Blood is a deeply moving and bleak representation of the animosity and persecution many Vietnam veterans, and other war heroes, faced back then (and, I’m sure, even now); Rambo did absolutely nothing wrong but was set off by Teasle’s victimisation and Galt’s antagonism. Indeed, the only one of Teasle’s men to actually speak out against their treatment and vendetta against Rambo is the young deputy Mitch Rogers (David Caruso), the one voice of reason in Teasle’s department who begrudgingly follows his orders despite realising the very real threat Rambo poses.

Teasle is unimpressed with Trautman’s warnings of Rambo’s incredible skills.

Of course, Rambo’s history and true danger are related to an unimpressed Teasle by Trautman; Trautman, who takes full responsibility for Rambo’s training, regards Rambo as the literal best of the best, a man trained to survive in the wild with very little resources and who actually thrives under such circumstances. He urges, practically pleads with, Teasle to simply let Rambo slip away, fully confidant that he’ll surrender willingly if allowed to pass on (which is seen to be true when Rambo tries, and fails, to surrender following Galt’s death) but Teasle adamantly refuses to believe that one man can outwit his entire show of force even after everything he’s already seen. Sadly, Trautman’s attempts to quell Rambo’s anger also fall on deaf ears as, by the time he is able to contact him, Rambo has fully committed himself to the fight against Teasle and is basically reliving the war out in the woods.

Rambo’s unique survival skills make him a formidable warrior out in the wilds.

Teasle’s obsessive vendetta against Rambo is only fuelled after Gart’s death and he absolutely refuses to be dissuaded from his crusade no matter how many horror stories Trautman tells him. While Teasle’s humanity is practically non-existent, he does exhibit a bit more than just bigotry and hatred after it appears that Rambo has died; feeling cheated out of his victory, he nonetheless attempts to apologise for his abrasive actions to Trautman. However, it turns out that Trautman’s warnings were all based on irrefutable fact and we clearly see how adaptable and skilled Rambo is; he quickly retrieves his knife, acquires a police radio and other weapons from Teasle’s men, and is able to fashion all kinds of traps using just the woods alone never mind when he commandeers and army supply truck and rolls into town for the explosive finale.

In the end, Rambo breaks down in tears at the torture and abuse he has suffered and surrenders.

In the end, Rambo’s downfall comes not from Teasle or the hundreds of guns pointing his way but from his own traumatic experiences; while his time in Vietnam affords him unprecedented survival skills and allows him to live off the land and overcome superior forces with little more than his wits, it also scarred him both literally and figuratively. Everything he experiences in Hope is a reminder of his time in the war: the straight razor reminds him of his torture, he’s basically reliving his time in the jungles of Vietnam out in the woods, and he is basically attacking an enemy encampment when he storms the town in the end. With Teasle at his mercy, Rambo finally breaks down in despair at the loss of his entire team and the horrors he witnessed in Vietnam; the only one who understands him is Trautman, who validates Rambo’s heart-breaking monologue about the trauma and disrespect he has experienced both in and outside of the Untied States and the film concludes with Teasle injured, but alive, and Rambo surrendering himself to his old mentor and overwhelmed by the atrocities he has had to commit and suffer through.

The Summary:
First Blood is an intense and moving experience; essentially a glorified manhunt for the majority of its runtime, it tells the story of a highly trained and skilled soldier pushed to the edge by abusive and cruel cops and forced to both relive, and live with, the horrors and atrocities he faced in combat. Hounded at every turn and judged for his appearance as much as his status as a former soldier, Rambo receives only persecution and abuse rather than admiration or respect and, in the end, his tormentors pay for their mistreatment not with their lives but with their pride. Despite the insurmountable odds against him, Rambo succeeds through sheer grit and determination and is the original one-man army and yet, despite all of this, all he wanted was a little respect and to be left alone. Indeed, so tormented by his experiences is Rambo, and so tired of conflict and killing, that he refuses to kill any of his tormentors even when he has every chance (and right) to do so, making First Blood a haunting action/thriller. A thinking man’s action film, First Blood is a stark reminder of the horrors of war and the foul treatment they received back in the day, as though it was their fault that they were forced to fight and kill for their country; it’s very different to the bombastic and over the top, action-packed sequels that followed it and so might not be for everyone but it remains a sobering and impact film in its own right.

My Rating:

Rating: 4 out of 5.

Great Stuff

Are you a fan of First Blood? Did you watch it back when it was first released and, if so, how did you find it in the context of the time? How do you feel it holds up today, especially compared to the sequels, and were you disappointed that the sequels veered more towards action and death than introspective commentary on the horrors of war? What did you think to Rambo’s survival skills and Teasle’s baseless persecution and obsession with him? Do you think the film should have ended in the same way as the book and with the cut scene of Rambo dying? Which of the Rambo films is your favourite? Whatever you think, comment below and let me know and check out my review of the sequel.

Back Issues & Knuckles: Sonic’s Friendly Nemesis: Knuckles


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


Writers: Mike Kanterovich and Ken Penders – Artist: Art Mawhinney

Story Title: “Rites of Passage, Part One”
Published: May 1996

Story Title: “Rites of Passage, Part Two”
Published: June 1996

Story Title: “Rites of Passage, Part Three”
Published: July 1996

The Background:
When Sonic the Hedgehog blasted onto the videogame scene in 1991, he was an immediate hit thanks to his debut title being bundled with the Mega Drive and SEGA’s aggressive marketing campaign. His popularity exploded with Sonic the Hedgehog 2 (SEGA Technical Institute, 1992), however, and Sonic merchandise was suddenly everywhere: not only did he feature in the Macy’s Day Parade and in cartoons but he also starred in a number of comic books. Following the initial four-part miniseries which mashed together narrative elements of Sonic’s cartoon adventures, Archie Comics  began regular publication of what would become the longest-running videogame comic book ever. In time, to capitalise on Sonic’s continued popularity, a number of spin-off comics were produced, with one of the most prominent being the Knuckles the Echidna sister series. What began as a simple enough three issue miniseries soon expanded into a convoluted lore that eventually became the subject of a bitter lawsuit between Archie and writer/artist Ken Penders that forever changed the way subsequent Sonic comic books were handled.

The Review:
Sonic’s Friendly Nemesis: Knuckles begins by first promoting the “mystery of Archimedes” and then giving a very brief rundown on Archie’s take on Knuckles, the downfall of the Echidna society, and his floating home. In these early appearances, Angel Island was known by the Western name of Floating Island and, in Archie Comics especially, was held aloft through the power of just the one Chaos Emerald (and not even the Master Emerald at this point) and incredibly advanced technology. With the Echidna’s long gone, nature has reclaimed much of the island, leaving it in disarray and causing long-forgotten secrets to be buried. Knuckles pays a visit to Mount Fate in search of his missing friends, Mighty the Armadillo, Vector the Crocodile, Espio the Chameleon, and Charmy Bee (collectively known as the Chaotix), who he strongly suspects are being held captive there by the mysterious Archimedes. Archimedes has been making Knuckles’ life a bit of a misery in recent issues and stories, taunting him with riddles about his past, and led Knux to discover that, generations ago, the Echidna brothers Edmund and Dimitri tried to use the Chaos Emerald to return Floating Island to Mobius and, in the process, Dimitri became the evil entity later identified as Enerjak, the “Harbinger of Chaos”. The entire experience caused the Echidnas to renounce technology in all its forms and bury their secrets away beneath Mount Fate and, when Knux arrives, he finds that the chamber is well guarded by a number of electronic lasers, booby traps, and other obstacles specifically designed to keep out (or kill) any intruders.

Knuckles’ reunion with Chaotix is cut short by the sudden appearance of the all-powerful Enerjak.

As Knuckles explores his surroundings, he arms himself with a concussive blaster (because that’s what I always think when I think of Knuckles: guns!) and forces his way into the grand observatory at the heart of the temple…only to find that his friends are being treated to a glorious spread as guests of Archimedes, who is revealed to be a weird-looking anthropomorphic fire-ant (yeah…I don’t know, either). Considering all of the games, subterfuge, and questionable behaviour shown by Archimedes, Knuckles is understandably enraged and demands answers but any hostilities between the two are interrupted by the arrival of Enerjak, who broke free from his prison when Knuckles triggered Mount Fate’s traps. Although Knuckles dismisses the Pharaoh-esque madman as a fraud, Enerjak boasts the incredible, unmatched power of eleven Chaos Emeralds (Archie Comics had an almost incalculable number of the gems at the time) and proves his power (and to be more than a match for the combined might of Knuckles, Chaotix, and Archimedes) by overpowering them all, taking Chaotix captive, and blasting Knuckles and Archimedes to the blazing hot desert of the Sandopolis Zone. As the two begin the bleak, day-long journey across the outback, they are attacked by a giant sandcrawler. However, the beast is easily defeated and turned into late-night kebabs for the two when Archimedes uses himself as bait (and his ability to teleport) to trick it into colliding head-first with a stack of rocks. Afterwards, Archimedes regales Knuckles (and bores the shit out of me…) with the story of how his people watched as the Echidnas harnessed the power of many Chaos Emeralds to move the entire city of Echidnapolis out of the path of an incoming comet (why they didn’t just evacuate is beyond me) thanks to the fire-ants performing the “ground-breaking ceremony” to effectively birth Floating Island. Archimedes then recounts, in a little bit more detail, how Dimitri later fashioned the “Chaos Siphon” to absorb the power of eleven Chaos Emeralds and ended up burying himself in the process.

Stuck in the boiling desert, Knux is subjected to endless exposition and visions of his father.

Since then, generation after generation of Echidnas were named Guardian of the Chaos Emerald and the fire-ants watched over them, testing them with a rite of passage to ensure that they would be read to combat threats such as Enerjak. While Knux and Archimedes resolve to work together to face Enerjak, they still need to cross the boiling desert; in his desperate hunger, Knux amusingly tries to eat Archimedes and ends up getting his mouth burned as a result. Later, while succumbing to the heat, Knuckles has a vision of his long-dead father, Locke, who does his best Mufasa (James Earl Jones) impersonation and gives him not only the resolve to continue onwards but also a cryptic clue as to how to defeat Enerjak: “The key to your present peril is in our past!” After reinvigorating himself at a mysterious oasis, Knuckles and Archimedes forge onwards towards Nekronopolis, a mighty city erected by Enerjak’s vast Chaos powers. The city, which Enerjak has built as a dark and corrupt reflection of Echidnaopolis, is home to an army of disposable mechanical minions (known as “Mecha-Nauts”) and Enerjak’s imposing citadel. Knuckles decides that the best approach is to tackle the Mecha-Nauts head on, which earns him Archimedes’ disapproval until he reveals that it was part of a plan to lure the machines to a gate so that he could crush them all (or, at least, a lot of them) in one move. However, while they manage to get into the citadel with a minimum of fuss, inside he is confronted by the Chaotix, who have been brainwashed by Enerjak’s magic and attack the two on his command. The fight (which includes a timely reference to The Mask (Russell, 1994) and even, surprisingly, The Shadow (Mulcahy, 1994), two films that both released in the year prior to this issue) goes poorly for the Chaotix; despite them having the numbers advantage, Knuckles and Archimedes are able to hold them off, forcing Enerjak to intervene and render them both unconscious using his powers (kind of making controlling the Chaotix a waste of time…) With Knuckles and Archimedes helpless against Enerjak’s powers, the would-be tyrant recaps his origins again just in case we didn’t realise how he came to be what he is.

Enerjak’s power may be awesome but the fight ends unresolved.

Despite acknowledging that the Guardian and his newfound fire-ant companion are the only two who could possibly oppose him, Enerjak prefers to boast and monologue rather than destroy them while he has the perfect opportunity. Indeed, Knux goads him into releasing them from his energy field, which gives Archimedes the opportunity to contact his fellow fire-ants. While Knuckles creates a distraction by taunting Enerjak and absorbing the brunt of his anger, Archimedes is able to teleport them out of danger so that Knux can (literally) get the drop on him and, though stunned to learn that he is Knuckles’ great-uncle, Enerjak attacks with a ferocity that is only matched by his augmented strength. Still, the two are relatively evenly matched, potentially because Knuckles has successfully goaded Enerjak into a straight-up fist fight and continues to chastise his great-uncle for his selfish ways and lack of honour. Their fight is cut short when Enerjak’s citadel suddenly transforms into a rocket and blasts into space; Knuckles and Archimedes escape thanks to the efforts of the fire-ants and Chaotix are freed from their pointless mind control. In the aftermath, despite Knuckles not really learning anything from him or really acting in a way that’s that impressive, Archimedes gives Knux his respect. Although Enerjak escaped to live to fight another day, the group is victorious and decide not to worry too much about the mysterious happenings that they experienced along the way (such as the oasis disappearing and the aforementioned rocket) but the story concludes with the revelation (to us) that Locke is actually alive and actively monitoring and assisting Knuckles from a hidden, high-tech bunker.

The Summary:
Jesus, what a slog. I’ll be the first to admit that Knuckles is my absolute favourite Sonic the Hedgehog character and I remember being so excited when he debuted in Sonic the Comic (1993 to 2002) and to learn that he was a prominent feature in the Archie comics, which were seen as kind of a continuation/parallel to Sonic the Hedgehog/SatAM (1993 to 1994). Knuckles the Echidna was one of the longest-running spin-off of the Archie Sonic comics, which is a testament to the character’s appeal and popularity, but every time I read his solo run I can’t help but be astounded at how boring and preposterous it is. I don’t usually lark to harp on about this sort of thing but my God is the art terrible in these issues! The covers, drawn by the always amazing Patrick “Spaz” Spaziante, are the best part of the artwork in this miniseries as, while Knuckles generally looks kind of okay, a lot of the characters just look really weird and disproportionate. I can kind of understand it as the majority of the Chaotix are really weird character designs already but Archimedes and the rest of the fire-ants just look ugly, man. Environments are very bland and nonsensical as well and all three issues suffer from the same artistic inconsistency that plagued the Archie Sonic comics for about fifty issues or so. There are, however, some impressive moments in the issues, though. In the rare instances where Knuckles is gliding or in action, he looks suitably bold and striking and, while Enerjak’s design is a bit “busy”, he looks pretty distinct and intimidating and I love how he has all this Egyptian-inspired apparel on his armour. Thanks to having absorbed the powers of eleven Chaos Emeralds, he can fly, wields Chaos energy, and is able to render targets under his control or unconscious and seems to have enhanced durability and strength, and can even erect a fully-functional city and robot minions in just a few panels.

Enerjak has a striking design and is certainly powerful but this was a poor outing for him.

Yet, the exact limits of his powers remains a mystery; he is regarded as a bogeyman-type figure by Archimedes and, as we learn, the reason why the Echidnas eventually renounced technology and he’s certainly a maniacal force but the story ends before we really get to delve into exactly what he wants. And that’s interesting because Sonic’s Friendly Nemesis: Knuckles is about 75% dialogue and exposition. Look, I get it; you can’t assume that people who read issue two or three will have read issue one but every issue starts with a bit of swirling text recapping the previous issue’s events so I really don’t think it was necessary to recap the (literal) rise and fall of Echidna society or Enerjak’s origin three Goddamn times! Sure, have Archimedes explain the fire-ant perspective on it all and introduce the idea of Dimitri there and yeah, Enerjak could share his perspective as well, but they’re largely the same and it just felt like needless filler. Add to that the fact that neither Knuckles nor Archimedes ever shuts up and constantly narrates his every thought and action and you have a story that is more a chore than a thrill to get through, which is a shame as I find Enerjak to be a compelling villain and his slug-fest with Knuckles was gearing up to be something good. It doesn’t help that Archie constantly shoe-horned the Chaotix into Knuckles’ stories, bloating the cast to kind of make it like an alternative to Sonic and the Knothole Freedom Fighters and, considering how useless the Chaotix were in this miniseries, it might’ve been better to omit them entirely and focus solely on Knuckles (and Archimedes, I guess, even though I am not a fan of the character) and his efforts to prove himself a worthy Guardian and oppose Enerjak’s ambitions.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever read Sonic’s Friendly Nemesis: Knuckles? Did you pick the issues up when they were first released and, if so, what did you think about Knuckles’ first spin-off? What did you think to Archie’s introduction and characterisation of Knuckles and the increasingly-complex depiction of the Echidna society? Were you a fan of Archimedes and Enerjak? Did you like the Chaotix being Knuckles’ running buddies? Which of Archie’s Knuckles stories and/or characters was your favourite and why? Are you celebrating Knuckles’ big day today? Whatever you think about Archie’s Sonic comics, and especially Knuckles, leave a comment down below and let me know.

Movie Night [Multiverse Madness]: Superman: Red Son


In September 1961, DC Comics published a little story called “Flash of Two Worlds” (Fox, et al), a landmark story that featured in The Flash #123 and brought together two generations of the Flash: the Golden Age Jay Garrick and the Silver Age Barry Allen. In the process, DC Comics created the concept of the multiverse, the idea that DC Comics continuity was comprised of an infinite number of parallel universes that allowed any and all stories and characters to exist and, more importantly, interact and I’ve been celebrating this ground-breaking concept every Sunday of this month!


Released: 25 February 2020
Director: Sam Liu
Distributor: Warner Bros. Home Entertainment
Budget: Unknown
Stars: Jason Isaacs, Amy Acker, Diedrich Bader, Vanessa Marshall, Roger Craig Smith, and Paul Williams

The Plot:
In an alternate timeline, Krypton’s last son crash-lands in Cold War-era Russia and Superman (Isaacs) is raised to be the figurehead of Joseph Stalin’s (William Salyers) Communist campaign. In response, Lex Luthor (Bader) devises a plan to neutralise and destroy the Soviet Superman while a renegade terrorist known as Batman (Smith) and the alien cyborg Brainiac (Williams) both plot to overthrow the superpowered tyrant.

The Background:
Having met with considerable success with their animated ventures, such as Batman: The Animated Series (1992 to 1999), Warner Bros. Animation began producing a number of direct-to-video animated features based upon existing and popular comic book storylines but Superman: Red Son was a bit of a change of pace as the last few animated features had been part of a shared universe. Red Son was based on the three-issue miniseries of the same name written by Mark Millar in 2003, a story that was part of DC’s “Elseworlds” imprint. A surprisingly dense text, it was a popular and poignant “What If” scenario published by DC Comics for its deconstruction of Superman’s ideals. Similarly, the adaptation received generally positive reviews and sold quite well on home media. Having never gotten around to reading the original comic and, although I’ve been aware of it and the premise for some time, this was actually my first time properly experiencing this alternate take on Superman.

The Review:
These days, the “Evil Superman” story has been pretty much done to death; it was a big part of the Injustice franchise (NetherRealm Studios/Various, 2013 to 2017), movies like Brightburn (Yarovesky, 2019) have explored the concept further, and even Henry Cavill’s version of the character has walked the line more than once, particularly in the questionable “Knightmare” scenario present in the DC Extended Universe films. Interestingly, Red Son takes Superman’s core values of “Truth, Justice, and the American Way” and simply transposes them into Soviet Russia; as a boy, Superman fears hurting others with his powers and hides them from the world as a result but, after showing them to Svetlana (Winter Ave Zoli), is encouraged to “give them to the State” in order to put them to the best use (i.e. for the betterment of their Communist superiors). As a result, the Soviet Superman isn’t initially evil in the way a lot of alternate versions of Superman are; he begins as a humble Communist patriot who is simply acting in the best interests of his country, which is basically what the mainstream Superman does more often than not.

Superman embarks on his own totalitarian regime predicated on peace through force.

At first, the Soviet Superman basically acts as a nuclear deterrent to the rest of the world, ensuring the strength, superiority, and prosperity of Soviet Russia in a similar way to how Jon Osterman/Doctor Manhattan acted for the United States in Watchmen (Moore, et al, 1986 to 1987). This Superman is uncomfortable in the spotlight and sees himself as a “servant of the State”, a man simply doing his part in ensuring Russia’s success, and is quick to attribute his feats to the betterment of the country rather than simply his actions. Similarly, he doesn’t hesitate to act to intervene when Metropolis is threatened by a falling satellite, expressing that the citizens of the United States aren’t his enemy or those of his government, and yet he is sceptical and distrustful of the press, such as Lois Lane-Luthor (Acker). In this version of the DC Universe, Lois is still a reporter but is married to Luthor; Lois’s ideals clash with those of Superman’s, with each of them disapproving of the actions and methods of each other’s governments. Clearly intrigued by Superman, it is Lois who opens his eyes to the horrendous actions of Stalin, which have left his beloved Svetlana dead after being imprisoned in a hellish gulag for knowing his true identity. Disgusted at the torture and treatment of the prisoners, and enraged at Svetlana’s death, Superman frees the inmates and brutally kills Stalin, usurping his authority in the process and beginning his own totalitarian regime. Just as she encouraged him to give his powers to the country, Svetlana’s dying words motivate Superman to be the strongest of the strong and to ensure that the Russian people are never again oppressed. Just as Luthor hoped, this causes Superman to become a significant threat as he easily ends the Korean War and demolishes the Berlin Wall, accepting collateral damage and loss of life to safeguard the majority and spreading a message of peace through aggressive intervention. Luthor’s machinations speed up his vendetta against Superman, which sees his him cloning a bizarre version of Superman using genetic material from this landing craft.

Luthor creates a clone of Superman that he purposely overloads to the point of death just to rattle Superman.

This “Superior Man” (Travis Willingham) resembles the traditional Superman in many ways, save for a “US” symbol on his chest, and has been programmed with complete subservience to his country (and to Luthor), however he’s little more than a blank slate. Luthor unveils Superior Man in a very public display and wastes no time in sending him to confront Superman, leading to a massive brawl between the two through the streets of Moscow. Horrified at the devastation and loss of life their conflict causes, Superman quickly diverts the battle away from innocent lives (interesting that the Soviet version of Superman is more concerned with safeguarding innocent lives than Snyder’s Superman in his debut film…), but the clone soon degenerates into a monstrosity and, finally, painfully dissolves when Luthor purposely overloads him with more power to test Superman’s limits and psychologically unnerve his superpowered opponent.

The Nitty-Gritty:
Superman: Red Son isn’t anything massively new when it comes to animation since it appears very similar to other DC animated movies and draws heavy aesthetic influence from Paul Dini and Bruce Timm’s animated works. The story continuously jumps through time, showing characters aging and noticeably changing (Luthor starts off quite athletic and with a full head of hair but soon grows pudgy and balding while Superman’s costume becomes darker and more adorned with military insignias and accessories as his campaign escalates), which covers a lot of ground very quickly in order to establish that these events take place over a long period of time and slowly shows the expansion of Superman’s Communist strength.

Superman and Wonder Woman forge an alliance in a world where Batman is a violent terrorist.

As with many alternate world stories and animated features, Red Son includes several cameos and additional characters, recast and changed by their place in this parallel world. This Superman forges a powerful alliance with Diana Prince/Wonder Woman (Marshall), who admires his accomplishments and his commitment to his ideals of unity through strength; their relationship is built out of a mutual desire to change the world for the better with their powers and resources rather than a romantic liaison since Diana is a lesbian in this world. In time, however, Diana comes to question Superman’s methods when he turns insurgents into little more than zombies. Similarly, Superman faces opposition from the Soviet Batman, here little more than a terrorist who openly opposes Superman’s regime after suffering in the same gulag as Svetlana and losing all faith the superpowered Premier. As with many alternate versions of Batman, the Soviet Batman is perfectly happy to kill, blowing up a museum dedicated to Superman’s accomplishments and killing numerous innocents in the process. Batman has also inspired several followers, who all wear his symbol and willingly follow his orders, which causes them to be subjected to brainwashing by Superman’s reprogrammed Brainiac technology. After many years of striking against Superman, Batman eventually overwhelms Wonder Woman and subdues her with her own Lasso of Truth in order to lure Superman into a trap. Using artificial red sunlight supplied by Luthor, Batman weakens Superman and mercilessly beats him into submission as payback for his part in the death of his parents and to liberate Russia from his oppressive rule. Ultimately, though, Wonder Woman breaks free from her binds and restores Superman’s powers, though Batman choose suicide over being subjected to Superman’s brainwashing and the whole ordeal causes Diana to walk away from man’s world.

Superman and Luthor team up to defeat Brainiac and Superman uses the opportunity to fake his death.

Finally, Luthor’s ongoing efforts to bring down Superman lead to him not only becoming President of the United States and repositioning the United States as a prosperous democracy, but also discovering Abin Sur’s crashed spaceship and bequeathing the power ring on his finger to Captain Hal Jordan (Sasha Roiz) to create an alternative version of the Green Lantern Corps. Although not wishing to go to war with the United States, or to simply remove Luthor from power, Superman is forced into action when the Green Lantern Corps attack; although saved by Diana, he refuses to listen to her pleas for peace and loses her trust and friendship forever when Themyscira closes its borders to the rest of the world. Although Brainiac’s invasion of the world is limited to a brief montage, its influence on the story is significant; defeated and reprogrammed by Superman, Brainiac not only subtly influences Superman’s methods and gives him the technology necessary to better enforce his rule, but has also been secretly plotting to take over the world through Superman’s increasingly aggressive methods. This comes to a head in the finale, where Brainiac’s machinations lead Superman to the White House and the world to the brink of all-out war. Thanks to Lois, Superman realises the error of his ways and even works alongside Luthor (in a version of his signature mech suit) to battle Brainiac on the White House lawn; Luthor’s technology even ends up playing a pivotal role in disabling Brainiac’s forcefields and allowing Superman to destroy the machine, faking his death in the process and retreating to a simple, unassuming life to allow humanity to make their own destiny…and their own mistakes.

The Summary:
Superman: Red Son is an entertaining glimpse into an alternate version of Superman, one whose ideals of patriotism and justice are skewed by his Communist beliefs and upbringing. Initially a propaganda tool used to showcase the might of the Soviets, Superman evolves into a surprisingly layered dictator, one who laments and avoids the taking of innocent lives but is willing to aggressively expand his empire through force, if necessary. In time, his regime enforces a notable peace through the expansion of Communist ideals, which makes him colder and more inhumane in his efforts as he subjects those who defy him to lobotomies and yet still believes that his methods are more humane than those of Stalin. Superman is positioned as the enemy of the free world, particularly Democratic nations such as the United States, which seeks to liberate the Soviet nations from his oppressive rule but, as with Superman’s methods, Luthor’s aren’t exactly benevolent. One thing I found particularly interesting was that Superman doesn’t have another name; renouncing whatever name he had as a boy and becoming a symbol of Communist power and ideology, he’s also far more separated from humanity because of the emphasis on his alien nature, which is skewed by Communist beliefs. It’s an interesting take on the character and helps to make the story stand out and showcase the surprising amount of depth to Superman, who retains his trademark desire to only do good and help others but this desire is distorted by his totalitarian ways.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to Superman: Red Son? How would you rank it against the other DC animated features and how do you think it holds up against its source material? Are you a fan of the Soviet Superman concept? What other alternate scenario would you like to see Superman thrust into some day? What is your favourite alternative take on Superman and what are your thoughts on the “Evil Superman” trope in comic books and other media? Whatever your thoughts on Superman: Red Son and other parallel versions of iconic characters, go ahead and leave them down below.

Movie Night: Shang-Chi and the Legend of the Ten Rings

Released: 3 September 2021
Director: Destin Daniel Cretton
Distributor:
Walt Disney Studios Motion Pictures
Budget: $150 million
Stars:
Simu Liu, Awkwafina, Meng’er Zhang, Florian Munteanu, and Tony Leung

The Plot:
Desiring a normal life away from his father, Xu Wenwu (Leung), who has led the terrorist organisation known as the “Ten Rings” for a thousand years thanks to his mysterious alien rings, Shang-Chi (Liu), a master kung fu, flees to San Francisco. However, his normal, everyday life is shattered when he is forced to confront his father, who has become obsessed with locating a lost mythical land.

The Background:
Shang-Chi was created by Steve Englehart Jim Starlin and debuted in December 1973 to capitalise on the popularity of kung fu (and, specifically, the late Bruce Lee) during that time. Despite being a staple of Marvel Comics ever since, and me being a die-hard comic book reader and collector, I can’t really say that I have any experience of Shang-Chi at all beyond a few passing mentions and I am much more familiar with Danny Rand/Iron Fist, so I was surprised not only when a movie was announced but also to learn that the concept was kicked around in the 1980s and that an adaptation very nearly saw the light of day in 2004. Seeking to introduce new characters for the fourth phase of the Marvel Cinematic Universe (MCU), MCU producer Kevin Feige saw Shang-Chi as a way to not only do the Mandarin justice but to also expand the scope of the MCU into Asian territories and a whole new genre. Following delays due to the COVID-19 pandemic, Shang-Chi and the Legend of the Ten Rings finally released to overwhelmingly positive reviews; critics praised the film’s martial arts and characters and regarded the film as a breath of fresh air for the MCU and the film managed to defy the pandemic by grossing almost $169 million at the box office.

The Review:
The movie opens with a quick recap of the titular legend of the Ten Rings, which actually doubles as two legends in one; basically, Xu Wenwu found the mysterious and powerful, potentially alien, rings about a thousand years ago and they granted him immortality, everlasting youth, and the power to conquer and reign. Like all men with power, though, he craved even more and, upon learning of the lost land of Ta Lo, ventured there to learn the powers of the Gods. While Trevor Slattery (Ben Kingsley) was a complete mockery of everything the Mandarin stands for, Wenwu isn’t exactly a one-to-one interpretation of the fictional warlord either; rather than controlling different elemental powers and such, the ten rings function more as a kind of magnetic inexhaustible energy field that Wenwu manipulates like whips or uses to fire concussive bolts, propel himself through the air, or form shield. I can understand why (the actual ten rings are probably a little too close to the powers of the Infinity Stones, maybe), though, and it definitely makes for some unique action and fight scenes involving the character.

This new version of the Mandarin end sup as one of the MCU’s most complex and sympathetic villains.

Crucially, however, Wenwu is a surprisingly complex and sympathetic character; in the comics, the Mandarin is generally always this power-hungry dictator who slaughters and destroys simply to feed his lust for power but Wenwu actually gave up his evil ways after meeting, being bested by, and subsequently falling in love with Ying Li (Fala Chen). Together, they sired two children and it was only after Ying Li died that Wenwu returned to the rings, rebuilt his criminal empire, and returned to amassing a formidable armed of well-trained assassins and terrorists. Having studied Ta Lo for years, Wenwu has become somewhat consumed by grief and guilt; he supplants the blame for Ying Li’s death into the people of Ta Lo and, later, even Shang-Chi himself and his entire motivation is based on the belief that storming Ta Lo and opening the “Dark Gate” they protect will return his love to him. Indeed, for the majority of the film, Wenwu is a well-spoken, intelligent, and even kind-hearted character; he’s stern and tough, and seen to be ruthless and uncompromising, and definitely has a dark past soaked in blood but it’s undeniable that he cares for his children, and his lost love, even if the allure of the ten rings is often more provocative for him.

When his father comes looking for him, Shang-Chi is forced to confront his past.

As for Shang-Chi, after his mother died he was trained to be an assassin, like all of the men under Wenwu’s command; a highly adept and dangerous fighter, he was given his first assignment at fourteen and used it as an opportunity to escape from his father’s organisation. Fleeing to America and changing his name to “Sean”, Shang-Chi was content to hide from his true self and his true power and eke out a meagre living as a valet attendant alongside his oldest and closest friend, Katy (Awkwafina). However, when Wenwu’s goons come for him (specifically the jade pendant the wears around his neck, a gift from his late mother), Shang leaps into action to defend himself and Katy using his incredible (and largely unmatched) martial arts skill. Realising this his sister is in equal danger, he travels to Macau (with Katy in tow) and is forced to face his past in the process; ashamed of his upbringing, the heinous acts he has committed in his father’s name, and his inability to save his mother, Shang is reluctant to face his inner demons but nonetheless adamantly opposes his father’s plot to burn Ta Lo to the ground and is convinced that Wenwu has gone mad with grief and needs to be stopped.

Katy provides the comic relief while Shang-Chi tries to repair his relationship with Xialing.

Katy largely fills two very crucial roles in the film: she’s both the audience surrogate and the comic relief, two roles she fulfils beautifully. Her rapport and banter with Shang is genuinely affectionate and entertaining and she is often getting into amusing situations that he has to rescue her from since she’s not really a fighter. Her enthusiasm and kind nature more than make up for this, though; even after learning about Shang’s true name and past, she sticks by him and her faith in him is never shaken. In fact, it’s only bolstered when she sees how good a fighter he is and when they reach Ta Lo, she is eager to help out in the ensuing battle in her own way and ends up not only being a vital part of the finale but also a highlight of the film. Shang’s sister, Xu Xialing (Zhang), more than makes up for Katy’s lack of fighting prowess; a grim and independent young woman, she and Shang were close as children but she grew to resent him after he left and never returned for her, and after spending a lifetime being shunned by her father and denied the same fighting training her brother received. Nonetheless, she has self-taught herself to be as formidable a fighter as he, especially with a roped kunai, and the reforging of their relationship as brother and sister is a key subplot of the film. Though they join forces fairly quickly after reuniting and agree that their father has gone mad, it’s only through truly working together to oppose Wenwu that their tension and lingering issues come to be resolved.

Some formidable, if underdeveloped, goons oppose our heroes alongside some fun cameos.

Of course, the odds are fairly stacked against are three heroes; Wenwu sends his two top enforcers, Razor Fist (Munteanu) and Death Dealer (Andy Le), to acquire Shang and Xialing’s pendants, alongside dozens of nameless, faceless, disposable members of the Ten Rings. While Death Dealer is little more than an unnamed mute with a cool look and some swift moves, there’s discord between him and Shang since Death Dealer was so instrumental in Shang’s harsh and brutal training as a child. We get a touch more personality for Razor Fist, a hulking brute of a man with a blade for an arm who follows his orders relentlessly but is still smart enough to know when to withdraw or refocus his goals for his own survival. Rather than being depicted as strictly a terrorist organisation, the Ten Rings is painted as a global, adaptable organisation that can topple governments and change the course of history through many and varied means. The film even has Wenwu comment on the unfortunate situation with Slattery and philosophise on the power and meaning being names and reputations, though I honestly could have done without revisiting this lingering plot point as I wasn’t impressed with the way Iron Man 3 (Black, 2013) handled the character. Of course, there are a few familiar faces from the MCU to be found here as well; both Wong (Benedict Wong) and Emil Blonsky/The Abomination (Tim Roth) appear in the film for what basically amounts to a brief cameo in Xialing’s underground fight club where Wong tricks Abomination into knocking himself out as part of a scam to fun his magical teachings.

The Nitty-Gritty:
Shang-Chi and the Legend of the Ten Rings is an extremely visual film that is heavily seeped in Chinese lore and mythology; aesthetically, it stands out beautifully from other films in the MCU, especially in the fight choreography and the largely oriental setting of the film once the characters move away from san Francisco. Even then, fights and shots are framed in a way that is visually engaging and entertaining, with the camera being fluid and flowing as smoothly as Shang-Chi’s fast and elegant movements. Macau provides an alluring neon background for Xialing’s fight club while Wenwu’s compound embodies his centuries of age and experience. Of course, it is Ta Lo that really makes the film stand out; an alternate dimension of mythological wonders come to life, Ta Lo is a land untouched by the ravages and wars of man and heavily reliant upon the old ways of combat and the benefits of magical armaments. The closest MCU parallels I can draw are to Black Panther (Coogler, 2018) and Doctor Strange (Derrickson, 2016) for the way it mixes traditional oriental folklore and magic with advanced technology, at times, and the use of both to create a whole new corner of the MCU, one rich in notions such as chi and lost lands of wonders that potential hold more dangers for this interconnected world.

Fittingly, the varied and impressive fights steal the show.

And then there are the fight scenes. Honestly, we haven’t seen fight scenes like this in the MCU at all, and they’re very rarely in cinema these days as well. Fights are fast-paced, kinetic, and full of energy, motion, emotion, and variety. Shang-Chi is every bit a living weapon, easily able to defend himself against numerous armed and unarmed foes even in close quarters like on a double-length bus or on a narrow scaffold while also being so away of his surroundings that has able to keep Katy safe from harm at the same time. At first, he is completely unmatched; even the hulking Razor Fist can’t hold to tough him so expert are his martial arts skills, but Xialing is able to defeat him in their cage fight thanks to Shang-Chi holding back against her and her having trained to be his equal. In Ta Lo, Shang-Chi learns additional martial arts skills, ones more focused on chi and serenity than anger and brute force, in order to stand toe-to-toe with his father, who is an accomplished fighter even without his magical ten rings. Thanks to a fluid camera and some truly incredible shots, Shang-Chi’s fights are a masterpiece of visual cinema that all seem to flow as one continuous shot and really highlight how talented the character (and the actors) are in their craft.

The film culminates in a massive battle against demonic creatures and between father and son.

Similar to Black Panther, the film concludes with a dual sequence depicting Xialing and Katy battling alongside the residents of Ta Lo to defend it from the Ten Rings and Shang-Chi confronting his father in a series of escalating fist fights. The stakes become incredibly high as Wenwu fanatically pound son the Dark Gate, convinced that it will return Ying Li to him, only to unleash a swarm of demonic creatures that suck the souls from their victims! While Ta Lo and the Ten Rings are forced to fight together to fend off these winded demons, Shang-Chi desperately tries to talk sense into his father and to stop him from destroying the gate entirely. Thanks to Wenwu’s ten rings and his mad obsession, to say nothing of his centuries of experience and knowledge, to say that the would-be Mandarin is a formidable foe is more than an understatement. Shang-Chi, however, finds the strength to persevere and continue to battle against his father, even turning the power of the rings against him at one point and summoning one hell of a game-changing ally to aid in the fight, as he finally accepts his destiny and true self. While a lot of MCU films can have somewhat disappointing conclusions as the heroes battle a dark mirror of themselves Shang-Chi chooses an intense and emotionally charged finale that pits father against son. While the influx of gigantic CGI creatures can detract from this narrative, it doesn’t change how spectacular a debut and finale this is for the titular character, who makes an impactful first appearance in the MCU that appears as though it’ll have lasting ramifications for this shared universe of films.

The Summary:
Considering I absolutely nothing about Shang-Chi and was only really aware of three characters in this film (one of which being another vastly different interpretation of the Mandarin), I really enjoyed Shang-Chi and the Legend of the Ten Rings. The final battle was maybe a little overblown and dragged a bit and there were a few instances where we told things rather than being showed them but, overall, it was a very entertaining film. It feels like forever since I’ve seen a big budget kung fu film at the cinema and Shang-Chi definitely delivered on that front, showcasing easily the most fluid, complex, and impressive fight scene sin the MCU and shining a long-overdue spotlight on a hitherto unseen corner of Marvel’s interconnected world. Simu Liu is instantly likeable as the well-meaning, but flawed, main character, Awkwafina stole the show with her loveable and amusing escapades, and Tony Leung brought a depth and emotional complexity that I wasn’t expecting from one of Marvel’s most fearsome villains. With top-notch special effects, jaw-dropping fight scenes, and a focus on Chinese mythology and folklore, Shang-Chi has opened a door into even more spectacular territory for the MCU and I’m excited to see where the character and his world go next as Phase Four continues on.

My Rating:

Rating: 4 out of 5.

Great Stuff

Have you seen Shang-Chi and the Legend of the Ten Rings? If so, what did you think to it? Are you a fan of the title character? What are some of your favourite Shang-Chi stories and moments from the comics? Which of the film’s fantastical creatures and cameos was your favourite? What did you think to this new interpretation of the Mandarin and the way the character’s been handled in the MCU? What’s your favourite kung fu movie? Whatever your thoughts, sign up and leave a comment or let me know on my social media.

Movie Night: Constantine

Released: 18 February 2005
Director: Francis Lawrence
Distributor: Warner Bros. Pictures
Budget: $70 to 100 million
Stars: Keanu Reeves, Rachel Weisz, Tilda Swinton, Shia LaBeouf, and Djimon Hounsou

The Plot:
Cynical exorcist John Constantine (Reeves) spends his days smoking and “deporting” demons to Hell in a desperate attempt to earn salvation before he dies from lung cancer. However, in begrudgingly helping troubled police detective Angela Dodson (Weisz) learn the truth about her twin sister’s death, he stumbles upon a much larger and darker plot to bring about the apocalypse.

The Background:
Constantine is an adaptation of DC Comics’ popular cult comic series John Constantine, Hellblazer. Created by Alan Moore and Stephen R. Bissette and first appearing in the pages of The Saga of Swamp Thing #37 (Moore, et al, 1985) and visually inspired by British musician Sting, Constantine earned his own solo series in 1988 and became a popular anti-hero thanks to his grouchy demeanour and surreal occult misadventures and plans for a live-action adaptation of the character can be traced back as far as 1997. After passing through the hands of different directors and having a variety of actors attached to star, Constantine finally gained traction in 2002 but the title change wasn’t the only alteration the filmmakers made to the character: despite drawing inspiration from the “Dangerous Habits” storyline (Ennis, et al, 1991), the character was changed from a blond-haired, brown trenchcoat-wearing Liverpudlian conman to Keanu Reeves in a black coat with a cantankerous attitude. Despite this lack of fidelity to the source material, Constantine did relatively well at the box office, earning over $230 million; sadly, despite earning a well-deserved cult following over the years, the film was met with lukewarm reactions upon release, which has cast doubt over the chances for a sequel. As much as I enjoyed the later, unrelated Constantine series (2014 to 2015) and Matt Ryan’s remarkable turn in the role as part of the “Arrowverse”, I’ve always had a soft spot for Constantine and, considering that today is Keanu Reeves’ birthday, this seems like the perfect time to revisit this underrated gem.

The Review:
While not a snarky, Liverpudlian conman, Constantine is a moody, blunt, egotistical prick through and through; he’s thoroughly unlikeable in many ways with his demanding and condescending attitude but, while he acts like he has no interest in the welfare and interests of others, Constantine goes out of his way to help those in need and to exorcise any demons that are brought to his attention. Of course, he only does this out of his own self-interests; slowly and painfully dying of inoperable lung cancer, he is determined to buy his way into Heaven by “deporting” any demons and spirits that violate the rules and try to cross over. Yet, he doesn’t appear to take payment for his actions and tries, in his own grouchy and irritable way, to keep those around him safe (primarily by pushing them away to keep his conscience clean but still…) Though irritable and cantankerous, Constantine instantly recognises that something is amiss when a demon attempts to cross over to the living world and believes that something bigger and more threatening is coming as a result. He is disgusted when neither Good nor His God’s emissary, the Archangel Gabriel (Swinton), offer any assistance and resolves to sort the issue out by himself in his own sullen way.

Initially sceptical, Angela comes to warm to Constantine’s abrasive demeanour.

Constantine isn’t a man who suffers fools gladly and has no time for red tape, excuses, or time-wasters and, though he knows that he is destined to go to Hell for his sins, and to die from his habitual smoking, he nevertheless continues to oppose demons and angels alike as much as he continues to smoke. Constantine’s investigations into this larger threat eventually cause him to cross paths with Angela, a cop who is haunted by her uncanny ability to sense where her targets are without even seeing them and tormented by the sudden apparent suicide of her twin sister, Isabel (also Weisz). Raised as a Catholic, Angela repeatedly repents for her actions as a cop and her conviction that her sister would never had killed herself leads her to Constantine, with whom she initially has a frosty relationship due to his rude and bitter nature. As the audience surrogate, we learn alongside Angela as Constantine exposits the “rules” of the wager between God and the Devil, Lucifer Morningstar (Peter Stormare), and take a dive through the nightmarish landscape of Hell itself. Angela is a tough and capable character with a real vulnerability to her; Isabel’s death clearly rattles her and there’s a definite sense that she’s way out of her element with all the supernatural mumbo-jumbo that follows Constantine and, yet, she repeatedly calls out his shit and holds her own and she only ends up in need of rescue because of her latent psychic abilities.

Constantine’s allies have complete in faith in him despite their nasty tendancy to die.

Constantine’s investigation is aided by a variety of his old allies; his constant companion is Chas Kramer (LaBeouf), here interpreted as a young and enthusiastic cab driver who is eager to be more involved with Constantine’s work and continually annoyed at the way he keeps him at arm’s length. Two more of Constantine’s allies, Beeman (Max Baker) and Father Hennessy (Pruitt Taylor Vince) help him to piece together the puzzle of the looming threat because they genuinely believe in and care for Constantine. Papa Midnite (Hounsou), meanwhile, is a far more reluctant ally; operating a bar that is “neutral ground” for Heaven and Hell, he refuses to get involved or to favour one side or the other. As detestable as Constantine can be at times, it’s heart-breaking to see his friends and allies die purely by association with him and it really lends a sense of tragedy to the character as it’s easy to see why he keeps them at arm’s length and is the way he is as he “doesn’t need another ghost following [him] around”. One thing I also really like about Constantine is the suggestion that Constantine, Midnite, Beeman, and Hennessy were once this team of exorcists and demon hunters and I would have loved to see their past expanded upon more in a sequel or prequel.

Constantine battles many demons but his true antagonist remains elusive.

A slight downside to Constantine is the lack of a tangible primary antagonist; Manuel (Jesse Ramirez) fulfils this role to a degree as, after finding and being possessed by the Spear of Destiny, he ominously makes his way towards Los Angeles as a constant reminder of the looming threat but he’s not an actual villain of the film and is quickly discarded once the finale kicks in. Balthazar (Gavin Rossdale) somewhat fulfils this role as a scheming, devious puppet master but, again, he’s more of a lingering threat rather than a central one and, for the most part, Constantine battles against various demons and denizens from Hell, such as the decomposing soldier demons and bat-like scavengers. As a result, for most of the runtime, the mystery of the Spear of Destiny and the impending resurrection of Mammon, the son of the Devil, takes centre stage until the very end of the film, where it’s revealed that Gabriel has been conspiring with Mammon. It turns out that Gabriel is just as jaded and weary with humankind as Constantine is with Heaven and Hell; appalled that humanity is allowed the chance to repent, no matter what their sins, and believing that people should earn their place in Heaven through true suffering, Gabriel goes behind God’s back to bring Hell to Earth through Mammon. It’s definitely a twist, especially for Constantine, who would never have guessed that an angel and a demon would join forces, and renders all of his incantations and wit mute since Gabriel’s power is unmatched, forcing him to make the ultimate sacrifice to end their combined threat.

The Nitty-Gritty:
One thing Constantine definitely really has going for it is snark; Constantine has a dry, cynical wit and biting, abrasive tone at the best of times but it makes for some amusing moments, such as when he literally points Angela in the right direction and compares Chas to other famous sidekicks, and it seems he always has a snarky comment and sardonic  response to everything happening around him. Despite this, and his demanding and patronising personality, Constantine inspires a great deal of awe and loyalty in those around him; Hennessy willingly communes with the dead and puts himself at risk even though it gives him horrible nightmares and leads to his death simply out of loyalty to Constantine and Beeman sums it up nicely, and emotionally, when, right before his own death, he tells Constantine that, despite his lack of faith, his friends have faith in him. Such is Constantine’s allure that he is able to convince reluctant middleman Midnite to get off the fence and help him (commenting that he (as in Midnite) is the “only one following the rules”) and, despite their rough start and Constantine’s abrasive nature, he builds a natural chemistry and rapport with Angela. Initially, she detests him and his rudeness but, the more she becomes exposed to his world and his beliefs, the more she comes to relate to and warm towards him. Their clear and obvious attraction is handled well and the two have great chemistry despite their conflicting personalities; they never truly consummate on this attraction, which is both surprising and frustrating since I just wanted to see them break that sexual tension.

Constantine depicts a nightmarish, fire-strewn version of Hell based largely on Catholicism.

Constantine’s approach to religion is largely based on Catholicism; rather than explore other religions or consolidate them into one, the idea seems to be that Catholicism sets the rules for this world and, as a result, suicides are condemned to Hell and repentance is the road to salvation. This simplifies matters considerably, but it does make one question how other religions fit into this world since we clearly see that Heaven, Hell, demons, angels, God, and the Devil are all real. This is best seen in Constantine’s frequent trips to Hell within the film, which is a nightmarish, post-apocalyptic mirror of our world populated by demons, tormented souls, and full of fire and suffering and even home to an extended version of the Bible. It turns out that travelling to Hell is incredibly easy and that all one has to do is die under the right circumstances for even the shortest length of time or simply sit in a bowl of water with a cat on your lap (though, to be fair, this appears to be a trick that only Constantine can pull off).

Constantine is a much more action-orientated character in the film.

As far as I can tell, Keanu’s Constantine differs from his comic book counterpart in that he is one of the few born with the ability to see demons, angels, and the “half-breeds” that walk among the living; Angela and Isabel also have this ability but, while Angela suppressed it, Isabel was constantly haunted and driven to her death by it. The same thing happened to Constantine, forever damning him to Hell upon death and driving his mission to deport half-breeds from either side when they break the “rules”. Constantine’s sorcery and magicks are downplayed compared to the source material; while Constantine has various religious and spiritual tattoos to help ward off evil spirits and is able to bring Gabriel forth at the conclusion, he primarily relies on special weaponry and gadgets provided to him by Beeman. This makes him a far more action-orientated version of the character; whereas his comic book counterpart would trick his enemies into defeating themselves or con his way out of confrontations, Keanu’s Constantine beats Balthazar into submission with a Holy knuckle duster and loads up a shotgun that blasts dragon’s breath and Holy bullets.

In the end, Constantine gets the last laugh on Lucifer through his selfless sacrifice.

Still, this is only really for one scene and, for the most part, Constantine is still more of a detective than a superhero; his methods involve a degree of preparation but he’s also able to think on the fly and use whatever he has around or on him to ward off demons (such as when he amusingly threatens Balthazar not with being deported to Hell but by reading him his last rites!) In the finale, when faced with Gabriel’s Holy power and Mammon’s inevitable resurrection, he performs the ultimate con, however, by slitting his wrists and bringing Lucifer to Earth to personally collect his soul. In the process, he’s able to bargain for the release of Isabel’s soul and is fully prepared to die and take her place in Hell, only to be lifted towards the Golden Gates of Heaven because of his selfless act. This results in one of the greatest moments in the film when Constantine flips Lucifer the middle finger as he slowly ascends to Heaven, which I always find to be incredibly in-character and enjoyable. Ultimately, though, Lucifer heals Constantine of his cancer and allows him not only to live but also gives him the chance to earn his place in Heaven; while it’s clear that Lucifer believes that Constantine won’t be able to change his cynical ways or contemptible personality, the film ends with him swapping cigarettes for gum and sardonically commenting that, after dying twice, he has come to believe that God truly does have a plan for everyone.

The Summary:
Going into Constantine, I had pretty much no knowledge of the comic book, so this was my first introduction to the character. Instead, I went in as a fan of Keanu Reeves and supernatural films and, as a result, was pleasantly surprised by what I saw. Even now, as big a fan as I am of the character and Matt Ryan’s work, my experience with Hellblazer is pretty much limited to the character’s sporadic adaptations and the Original Sin (Delano, et al, 1993) graphic novel but, even so, it was this film that first made me aware of and spurred my interest in the character. As a result, if you’re unfamiliar with Constantine, I’d highly recommend this as your first exposure to the character; long-time fans of Hellblazer may have been disappointed by the many changes but, even as a Brit myself, I still really enjoy this movie for what it is: a supernatural action/horror film. There’s a lot to like here, from Keanu’s cynical portrayal of the character and his dry, bitter wit and cool, undeniable charisma to a striking and suitably terrifying interpretation of Hell and a pretty fantastic turn by Stormare as Lucifer. Obviously, Matt Ryan has delivered a far more faithful rendition of the character in the years since but, as an Americanised version of a notable British character, I think the film does really well at staying true to the spirit of Constantine and his comic books and I would definitely recommend this to anyone remotely interested in the concept.

My Rating:

Rating: 4 out of 5.

Great Stuff

Are you a fan of Constantine? What did you think of the film’s concept and characters, especially Keanu’s performance? Have you ever read the Hellblazer comics? If so, what are some of your favourite stories and moments from Constantine’s history and how do you think Constantine holds up as an adaptation? Were you put off by the Americanisation of the character and, if so, do you prefer Matt Ryan’s portrayal? Would you have liked to see a sequel or Keanu return to the character in some way? How are you celebrating Keanu Reeves’ birthday today and what are some of your favourite roles of his? Whatever you think, go ahead and leave a comment down below.

Game Corner: Terminator: Resistance (Xbox One)

Released: 15 November 2019
Developer: Dlala Studios and Rare
Also Available For: PC, PlayStation 4, and PlayStation 5

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. Just as the movie rights continually get shopped around Hollywood, so too have the videogame rights done the rounds in the industry; in 2013, though, Reef Entertainment purchased the Terminator rights and their original plan was to create a videogame tie-in to the classic Terminator 2: Judgment Day (Cameron, 1991). Poland-based developers Teyon came onboard to develop the game which, after a delayed North American release, was met with generally unfavourable reviews.

The Plot:
On August 29th, 1997, computer defence system Skynet became self-aware and initiated a massive nuclear strike against humanity, who form a fragmented resistance under the command of John Connor. After his entire unit is wiped out by a mysterious new infiltration unit, a T-800 Terminator, Resistance fighter Private Jacob Rivers is forced to ally himself with scavengers to survive and reunite with the Resistance and continue opposing their mechanical enemy.

Gameplay:
Terminator: Resistance is a first-person shooter (FPS) in which you are placed in the role of Private Jacob Rivers, a Resistance fighter in the war against the machines in a war-ravaged future. Unlike many FPS protagonists, Rivers can actually talk, which greatly helps to flesh out the story and his characterisation, which is also dictated by the choices you make during the story. In terms of controls, it’s all pretty standard FPS fare: A allows you to jump (which is mainly to clear some low obstacles or to hop out of some glitchy parts of the environment), B puts you into a stealthy crouch, Y sees you swinging a metal pipe in a melee attack, and you can press in the left analogue stick to run indefinitely. It takes some time for you to acquire a firearm but, once you do, you can hold the Left Trigger to aim, press in the Right Trigger to fire, and use Y to reload and, in a nice change of pace, you can hold up to four weapons at any one time. You can also throw a variety of explosives and other weapons by pressing the Right Bumper and bring up the weapon wheel with the Left Bumper to switch weapons on the fly (though be warned as this doesn’t pause the in-game action so it does leave you vulnerable).

Combat and controls are all pretty standard FPS fare, though you can hold more than two weapons.

The first portion of the game is extremely light on combat and is focused more on stealth, survival, and scavenging; Rivers can pick up a whole bunch of junk (or “Trade Resources”) and other items that are used in the game’s rudimentary crafting system to create explosives, Medkits, ammo, and other items but, while it is worth searching high and low and all around to find these items, you can only carry so many in your inventory and, to be honest, I never really found myself lacking for ammo and Medkits and such. In the early going, though, your greatest ally (besides your trust metal pipe) is your ability to stay out of sight; Skynet’s machines will detect you if they spot or hear you, so you must sneak around them and keep an eye on the Motion Detector bar if you don’t want to get into a fight. It’s easy enough to pick off the small Spider Scouts but, when the T-800s come onto the scene, you won’t stand a chance and they’ll hunt you down relentlessly, smashing through doors and choking the life out of you if you’re not careful.

The Ultravision Goggles and comprehensive in-game map help you to track your objectives.

To aid you in getting about during these vulnerable times, you can press in the right analogue stuck to use the Ultravision Goggles, which let you see through walls to a limited extent, point our nearby machines, and show you their health and current weapon (though, annoyingly, you can neither attack or run while using these goggles). You can also enter vents to get around, close and barricade doors to slow the machines down, and toggle a torch (or “flashlight” for you Americans) by pressing down on the directional-pad (D-Pad). A helpful mini map is located in the very clean and limited heads-up display (HUD) and you can bring up a bigger map of the immediate area, and a list of your current objectives and side quests and such, by pressing ‘Select’. Eventually, you do acquire firearms which, like the enemies you encounter, start small and ramp up as the game progresses; you start off with a pistol and a shotgun battling smaller machines or drones, before eventually acquiring the iconic Phase Plasma Rifle and battling variations of the T-800s. Every time you destroy a machine, complete side quests or missions, or find notes and Skill Books you can increase your skills by spending experience points (XP) on one of three skill trees: Combat (which increases your stealth and allows you to utilise better, more powerful weapons), Science (where you can increase your lockpicking, crafting, and hacking skills), and Survival (which increases the size of your inventory, your health bar, and how quickly you level-up). The maximum level you can reach is twenty-eight and you’ll need to reach level twenty-four to unlock everything but, as long as you stay the course and engage enemies and complete your quests, that’s pretty easy to do.

A couple of mini games help to break up the sneaking and shooting mechanics.

Once you become better equipped, your combat options become much more versatile and you can be much more proactive against the machines. Still, you can’t just go in all guns blazing against rooms full of T-800s and may have to content with multiple different enemies in a single environment, meaning you’ll have to switch between staying out of sight of HK-Aerials, picking off Silverfish with your sound decoys, and blasting T-800s in the face from behind or around cover. If worst comes to worst, though, you can always try to run past enemies but a lot of the time your objectives are directly tied to clearing areas of enemies. Luckily, other Resistance fighters are often on hand to offer back-up (or be invulnerable human shields) but make sure they don’t steal your kills (and, thus, your XP in the process). It’s not all sneaking about and combat, though; often you’ll need to use a lockpick to open doors. Lockpicks can be found and crafted and you’ll need a lot of them as they tend to break on the harder games and because the controls are so finicky; basically, you have to rotate each analogue stick to find the sweet spot, which can be tough the first few times but then either you eventually get into the rhythm or the game just decides to let you win (though you can also try to force the lock, which is generally easier despite the higher risk of the pick breaking). You’ll also make use of a hacking device to hack turrets (which is super useful as they’ll attack other machines on your behalf) or open doors, especially in Skynet bases and facilities; these mini games are basically a horizontal version of Frogger (Konami, 1981) and see you moving a small, 8-bit dot across moving pathways while avoiding collisions.

There’s a heavy emphasis on character interactions, which will determine events and endings.

One of the big mechanics of Terminator: Resistance is the emphasis on story and character interactions; you’ll talk to a wide variety of non-playable characters, from scavengers to children and other Resistance fighters and commanders, all of whom have their own stories and opinions. Often, you’ll be asked to pick from a couple of options and what you choose depends on how close your relationships with these characters grow and the endings you’ll get. As there are no Achievements tied to these interactions, you can simply skip through all the dialogue and pick whatever you want and the only real consequence will be that some characters live, die, or fuck you depending on how well you do. These NPCs will also set you optional side quests, which are generally easy enough to accomplish so it’s worth taking the time to complete them if only to take in more of the game’s environments and earn some more XP; in fact, there’s only one point where you absolutely will fail one of two side quests as you’re given the option of killing a man or sparing him, which is a bit of a black mark on your record.

Graphics and Sound:
In many ways, Terminator: Resistance does a fantastic job of recreating the look, feel, and atmosphere of the Future War scenes of the first two Terminator movies; environments are a mess, with bodies, skulls, debris, wreckage, and smashed up cars and buildings all over the place. Every area is a bleak, desolate location where humanity is holding on by the skin of its teeth, with rundown interiors, gaping holes, exploded buildings, and all kinds of post-apocalyptic horror strewn all over the place. In a common issue with the Terminator films, though, it’s odd how many buildings are still standing, vehicles still work, and technology that still operates with little issue but, for the most part, it definitely sets the mood for the game and works best in the night-time sequences.

The game includes some welcome, and surprising, faithful references to the first two films.

The best thing about this is when the game includes references to the first two films; you’ll spend a lot of time in Pasadena, a common location from the films, including paying a visit to Big Jeff’s (Big Buns is even standing right outside of it) and what appears to be Miles Dyson’s house, and, while Arnold Schwarzenegger doesn’t make an appearance, a body in the hospital bares more than a little resemblance to Robert Patrick’s T-1000. The desolation of the world is juxtaposed with Skynet’s smooth, shiny, horrific technology; Skynet encampments can be infiltrated here and there and large mechanical prisons and structures are all over the place, all of which are highly technologically advanced and stand out from the misery and suffering of other recognisable environments, such as the Resistance base.

Sadly, as good as the machines look, the human character models leave a lot to be desired.

Sadly, though, while a lot of the environments look great, they’re very drab and grey and, while the T-800s and other machines are faithfully recreated, character models look absolutely dreadful; they, and the game in general, resemble something more suitable for the Xbox 360 and I can imagine people who paid full price for the game were quite disappointed with these graphical features. Since story and character interaction is a big part of the game, it’s very noticeable during gameplay even with the comparative lack of cutscenes and no amount of awkward first-person sex scenes can really save that. I also noticed a fair amount of graphical issues, such as renderings and items popping up and a delay in them loading properly and, as if some long load times weren’t bad enough, I also had a weird moment where the game crashed on me. There are also some odd grammatical errors in a lot of the dialogue sequences (“you’re” instead of “your”) but where the game excels is not only recreating the bleak Terminator mood and allowing you to take part in the penultimate campaign against Skynet’s defence grid but also in the use of music and sound effects ripped straight from the films. The ominous T-1000 theme, especially, stood out to me as a highlight during the more action-packed moments and the iconic “duh-duh-dun-da-dun” plays frequently throughout the game, which never gets old, though I found the user interface to be a little too boring and simplistic.

Enemies and Bosses:
One thing I really enjoyed about Terminator: Resistance is that, unlike some other games I could mention, you never had to fight against human enemies (though you can kill any of the really shittily animated rats you find for a Trade Resource); it’s fitting that, even though the human survivors don’t always agree or even like each other, they’re still united against the common, prevailing threat Skynet poses. Instead, you’ll battle a range of mechanical enemies; the first you’ll encounter are the Spider Scouts, which are small spider-like machines that zap you with an electrical blast if you come too close but are easily smashed into junk with your lead pipe or some pistol bullets. Scout Drones hover overhead and protect their vulnerable “eye” with their armoured flaps and Armoured Spiders scuttle about and blast at you from their twin guns; again, the key here is to target the red eye when it’s exposed and shoot from behind nearby cover. Silverfish pose a bit more of a problem as they pop out of their metal hidey-holes and roll at you in a suicide run (you can coax them into destroying themselves, though, with a sound decoy and they’re easy enough to pick off with a shotgun).

At first, you’ll need to hide from the T-800s but, by the end, you’ll be blasting them to smithereens.

Eventually, of course, you’ll come up against the Plasma Rifle-wielding T-800s; these horrific mechanical endoskeletons patrol around and relentlessly clomp after you to blast you to smithereens or crush you to death and must, initially, be evaded or put down with pipebombs until you acquire Plasma Rifles of your own. You’ll also encounter slightly different variants of these machines which utilise flamethrowers, more powerful Plasma Rifles, or even dual-wield weapons, though they’re often indistinguishable from each other beyond the number of weapons they use and the colour of their laser blasts. Terminator: Resistance is surprisingly light on boss battles; you’ll have to hack into and destroy Skynet outposts by overloading the main console and will come up against larger versions of the T-47 Walker every now and then. These like to fire rockets or plasma blasts at you but, because they’re so big and clunky, it’s pretty easy to pick them off from a distance and from behind nearby cover and it’s definitely worth doing for the XP and to take them off the battlefield. Later on, though, you’ll have to battle them alongside other machines and multiple Walkers at once, though your more powerful weapons and explosives will turn the tide in your favour.

The T-850 infiltrator is a far more formidable killing machine, but easily duped.

You’ll also do battle against the T-850, which is the infiltrator model of the T-800, covered in human flesh, and wields a far more powerful Plasma Rifle. The T-850 can also absorb a great deal of punishment (with more and more of its exterior suffering damage as the fight goes on), retreats behind cover and out of range, and even throws pipebombs at you from a distance. Eventually, you’re left to finish it off by yourself, which can be a daunting battle but it’s also ridiculously easy to trick it into going around in circles around parts of the environment. Later in the game, you’ll be stuck in a narrow corridor with only a few pillars for cover and trapped in the burning remains of the Resistance base but, in both cases, you’ll have access to far more powerful weapons to make short work of the T-850.

The final mission sees you storming the defence grid in a massive campaign against Skynet.

A persistent threat in many of the game’s missions is the iconic HK-Aerial; similar to when you first encounter the T-800, at first all you can do is hide when this flies overhead and you can only bring them down when you get your hands on a rocket launcher and the game’s more powerful plasma weapons. One of the standout boss battles is against the titanic HK-Tank; though completely stationary, it will unleash a barrage of plasma shots at you if it spots you and you’re forced to desperately run around the ruins of the environment, grabbing rockets and stunning it with shots to its head to score a damaging blow at its exposed generator. It’s quite a harrowing battle, made all the more tense by waves of different machines that distract you from your main objective. Terminator: Resistance is at its most enjoyable when you’re out in the field trading shots against a variety of metallic machines and the game’s final mission is all about that. Loaded up with the most powerful weapons, with a Resistance-piloted HK-Tank at your back, you’ll blast down every single variant of Skynet’s forces as you help to smash through the defence grid, including T-800s, T-850s, HK-Aerials, and another HK-Tank, all of which are reduced to mere cannon fodder by this point thanks to the weaponry at your disposal and makes for a thrilling conclusion to the game.

Power-Ups and Bonuses:
As you explore the game’s various bleak or ruined environments, you’ll pick up all kinds of junk and other items that can either be used to craft useful resources or traded with other survivors for ammo and weapons. When you destroy machines, you’ll be able to loot them for weapons, ammo, items, and chips; these can be grafted to the Plasma-based weapons to power them up, increasing their fire rate, ammo capacity, handling, and damage output, but must be placed in a specific order so that they actually work. Weaponry is largely tied to your current level, the progression of the story, and how you unlock upgrades through the skill tree. At first, you’ll have your lead pipe, pistol, shotgun, and rapid fire weapons like the uzi and machine gun but, eventually, you’ll be able to wield a far more powerful Plasma Rifle that will even the odds against T-800s and Skynet’s more powerful machines.

Your standard firearms soon get replaced by heavy-duty plasma weapons to deal serious damage.

A major plot point of the story is the acquisition of the VSB-95 plasma minigun (as seen in the first film) and, while you can eventually wield this beast of a weapon, you can also acquire other plasma-based weapons, such as a sniper rifle-esque gun and more powerful plasma weapons. The most powerful of these don’t require reloaded but will overheat if overused, which adds an extra dimension to combat as you’ll be left vulnerable while waiting for the weapon to cool down but can blast the machines to smithereens in seconds on the flip side. Rivers can also utilise a number of sub weapons, such as pipebombs like in the first film, decoys to take out Silverfish, and more powerful explosives. You can also pick up and craft Medkits to replenish some, or all, of your health and also acquire (or, again, craft) a series of stimulants that will give you an edge in combat by temporarily slowing down the action or increasing your attack and defence. Then there’s the so-called “Termination Knife”, a specially crafted electrical shiv that will instantly dispose of a Terminator if you manage to sneak up behind them for an instant kill move.

Additional Features:
Terminator: Resistance features twenty-five Achievements for you to earn, most of which are tied into story progression. Although there are four difficulty modes, no Achievements are tied to them so you may as well play through on ‘Easy’ to sweep them up, but I’d advise upgrading your lockpicking skills to the maximum as quickly as possible as you can miss the ‘No Hope’ Achievement otherwise. Other Achievements include setting off a boombox to annoy an NPC, destroying the T-47 in Pasadena, and simple things like hacking a device or crafting items so it’s pretty easy to get all of the Achievements on offer. Sadly, there’s no a lot of incentive to replay the game beyond reliving some of its more entertaining moments; when you finish it, there’s no ‘New Game+’ mode and, while you can reload previous chapters to try out different dialogue options, endings, and grab a few missed Achievements, none of your skills or weapons carry over. There’s also no multiplayer option but a later update does allow you to download “Infiltrator” mode that puts you in the shoes of the iconic T-800 and sets you against the human resistance. Unfortunately, there are no save points, no new Achievements, and you have to plough through the mode in one sitting, with few opportunities to replenish your health and a surprisingly fragile T-800 at your command.

The Summary:
Terminator: Resistance is probably the best and most accurate Terminator videogame ever made; it perfectly captures the atmosphere and mood of the first two movies and recreates some of the dread and tension of the first film alongside the action and desperation of the second film. Numerous references and allusions to the first film help to emphasise the legitimacy of the title, which does a much better job of continuing the franchise than the last movie, and the game does a great job of bringing the machines to life even without some of the more iconic celebrity licenses. Sadly, though, the game’s graphics, character models, and glitchier moments let it down; it feels like a step back, technologically speaking, and, while it’s not a game-breaker, it was noticeable. It’s also little more than a fairly bog standard FPS; the stealth elements and tenser moments of the early going were an interesting change of pace and I was happy to see that the crafting system was nice and simple, but there’s a lot of extraneous collecting and some wasted potential here and there (particularly in the branching story paths) that also bring the game down a bit. Without the Terminator name attached to it, it would be little more than another unremarkable FPS title but, as it is, it’s enjoyable enough if you pick it up cheap.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played Terminator: Resistance? If so, what did you think of it and how do you think it holds up against other Terminator games and FPS titles? What did you think about the game’s graphics and its attempts to recreate the look and feel of the Future War? Did you enjoy the stealthier sections or are you more a fan of the more action-orientated parts of the game? Do you feel like it failed to properly live up to its potential or do you think it’s decent enough for what it is? Would you like to see more Terminator games in the future and which Terminator videogame is your favourite? Whatever your thoughts on Terminator: Resistance, feel free to leave a comment below and be sure to check back in next Sunday as I’ll be celebrating Judgment Day!

Movie Night [Spidey Month]: Spider-Man: Into the Spider-Verse


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, which was first published in 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 Wednesday to talk about everyone’s favourite web-head!


Released: 14 December 2018
Director:
Bob Persichetti, Peter Ramsey, and Rodney Rothman
Distributor:
Sony Pictures Releasing
Budget:
$90 million
Stars:
Shameik Moore, Jake Johnson, Hailee Steinfeld, Mahershala Ali, John Mulaney, Kimiko Glenn, Nicolas Cage, and Liev Schreiber

The Plot:
After being bitten by a radioactive spider and gaining the proportionate strength and agility of the arachnid, Miles Morales (Moore) finds himself caught up in an elaborate plot by Wilson Fisk/The Kingpin (Schreiber) to cross dimensions. In the process, Miles is mentored by, and joins forces with, other incarnations of Spider-Man from across the multiverse while stull struggling to carve out his own identity in the role.

The Background:
In 2011, writer Brian Michael Bendis decided to kill off Peter Parker/Spider-Man and replace him with a younger character in the pages of Ultimate Spider-Man (2000 to 2011), Miles Morales, an African American youth of Puerto Rican descent, a decision which created much controversy at the time. Miles, however, soon became a popular character and appeared not just in cartoons and other merchandise but also the mainstream Marvel continuity (“Earth-616”). After the poor reception of The Amazing Spider-Man 2 (Webb, 2014) led to Spider-Man finally being incorporated into the Marvel Cinematic Universe (MCU), Sony were determined to continue producing Spider-Man films and spin-offs separate from the MCU. Writers Phil Lord and Rodney Rothman chose to focus their efforts on Miles since he hadn’t yet featured in a film and, to further separate the project, it included not only Spider-People from across the multiverse but also a distinct and intricate animation style that was as vital to the story as the music and dialogue. Spider-Man: Into the Spider-Verse received unanimous praise upon release and made over $375 million at the box office, won numerous awards, and is highly regarded as one of the best and most unique Spider-Man movies ever made. Its massive success meant that both a sequel and a spin-off were soon announced and no doubt contributed heavily to Miles’ continued popularity.

The Review:
First and foremost, Spider-Man: Into the Spider-Verse is Miles Morales’ story, even amidst all the chaos and multiverse madness permeating the plot; unlike the traditional Peter Parker, Miles’ parents are still alive and, while he struggles to adjust to boarding school and to make new friends, he’s nowhere near the social outcast Peter is often portrayed as during his teenage years. A big fan of music (though he is amusingly poor at reciting lyrics) and with an artistic flair, Miles is a slightly rebellious and resentful youth who struggles to live up to the expectations of his father, Jefferson Davis (Brian Tyree Henry), a police officer who regards Spider-Man (Chris Pine) as a menace and delights in embarrassing his son at his new school with typical dad humour. A somewhat streetwise kid who was a popular figure at his old school, Miles is largely an outsider at his more officious and pretentious boarding school; he’s uncomfortable in the mandatory uniform, feels like he doesn’t really fit in, and is intentionally trying to sabotage his future there so he can go back to his old school and his old friends. Believing that his father doesn’t really understand him or his dreams, Miles has a far closer relationship with his uncle, Aaron Davis (Ali), who encourages his penchant for street art and actually takes the time to connect with him on a more peer-to-peer level. To Jefferson’s chagrin, Miles idolises his uncle, who indirectly leads to him gaining his spider powers.

Miles’ struggles with his spider powers are directly paralleled to the onset of puberty.

Already somewhat uncomfortable in his new environment, Miles’ newfound spider powers (which are explicitly compared to the onset of puberty) only increase his agitation; he struggles to adapt to and master his abilities, gaining a far louder and more noticeable internal monologue and accidentally attaching himself to Gwen Stacy’s (Steinfeld) hair in an awkward attempt to flirt with her. Interestingly, Miles’ exploration of his abilities is a source of as much entertainment and amusement as it is an integral part of Miles’ character development; throughout the film, Miles struggles to master his powers, which seem to trigger unconsciously or involuntarily, and a massive part of Into the Spider-Verse revolves around Miles living up to the lofty expectations now placed upon him by his amazing new abilities.

In Miles’ world, Peter is a competent, renowned, and experienced superhero.

Miles lives in an alternative world that isn’t quite Earth-616 or the Ultimate universe; it’s one that draws inspiration from all over Spider-Man’s various adaptations and interpretations but one where Spider-Man is a renowned and experienced superhero. Carrying himself with the confidence of a veteran of many battles, life lessons, successes, and failures, this Spider-Man is, honestly, uncharacteristically competent in a lot of ways (he’s still married to Mary Jane Watson (Zoë Kravitz), has the full support of his beloved Aunt May Parker (Lily Tomlin), and even has a Spider-Cave full of different Spider-Suits, for God’s sake). During an intense battle with the monstrous and demonic Norman Osborn/Green Goblin (Jorma Taccone) and the slick and efficient Prowler, Peter is shocked to meet Miles, someone who shares his abilities, and vows to train him and give him the opportunities he never had when he was first starting out, such is his commitment to using great power with great responsibility.

Kingpin may look ridiculous but he’s a formidable threat who killed Peter with his bare hands!

Sadly, and unexpectedly, Peter is killed right before Miles’ eyes by the Kingpin; Fisk, who blames Spider-Man for exposing his criminal deeds to the world and thus driving away his wife and son, has built a gigantic Super-Collider which he plans to use to rip a hole between dimensions and retrieve his family from another time and place. When Peter costs him this opportunity, Fisk beats him to death in a brutal and surprising scene and spends the remainder of the movie desperately trying to track down and reacquire the USB flash drive that allows the collider to work. Like Green Goblin, Fisk is a comically exaggerated version of himself, even compared to the creative flair of some comic book artists, but as preposterously absurd as Kingpin looks, his threat has, arguably, never been more tangible and brutal than in Into the Spider-Verse. Exuding unmatched power, wealth, and authority, he commands some of Spider-Man’s most notorious foes with a cold menace and is more than happy to get his hands dirty in his desperate attempt to be reunited with his family.

Peter B is an out of shape, world-weary version of Spider-Man who’s far from his prime.

Shaken by Peter’s death, and overwhelmed by the immense responsibility now in his hands, Miles is shocked to meet an alternative version of Peter, Peter B. Parker (Johnson), who arrived during the brief period that the Super-Collider was active. Unlike his counterpart from Miles’ world, Peter B is an out of shape, jaded, wreck of a man who has lost his way, and everything near to him, and yet, despite his crushing losses, obvious depression, and having grown weary of the power and responsibility that comes from being Spider-Man, Peter B still continues to be Spider-Man and does his best to tutor Miles in coming to grips with his powers. He’s obviously not as effective or competent a mentor than his counterpart promised to be but he does what he can regardless and is fully willing to put his life on the line to allow his fellow Spider-People to return home.

Thanks to her friendship with Miles, Gwen learns to open herself up to others once again.

Speaking of which, Miles is also joined by a whole host of unexpected Spider-People; the first one he meets is Spider-Woman, Gwen Stacy, although he is unaware of her true identity at the time. A vastly different version of the traditional Gwen, Spider-Woman gained her powers in Peter’s place in her world and is a tough, sarcastic character who, while having a soft spot for Miles, is reluctant to open herself up to him, or anyone else, for fear of losing them. In a film arguably crowded by Spider-People, Gwen stands out by being one of the more recognisable and fleshed out characters and is, basically, a tertiary protagonist as her growing friendship with Miles is a major part of her (and his) character development. Sadly, the same can’t really be said about the rest of the Spider-Crew; Peni Parker/SP//dr (Glenn) is perhaps the least developed and expendable of the group. While she is rendered in an outstanding anime aesthetic and has a heart-warming bond with her spider mech, she’s largely inconsequential to the story and could have been spliced out with any other version of Spider-Man. Spider-Noir (Cage) and Peter Porker/Spider-Ham (Mulaney) manage to stand out a little better thanks to being rendered in monochrome and talking like a thirties gangster or being a literal cartoon character, respectively, but we don’t really learn a great deal about them and they’re mainly there to emphasise that every universe has a Spider-Man and that Spidey’s legacy and ideals are carried by a variety of characters all throughout time and space, which all directly ties into Miles’ character arc of growing into, and finally accepting, his role as Spider-Man.

The Nitty-Gritty:
Spider-Man: Into the Spider-Verse immediately sets itself apart from other Spider-Man movies not just by focusing on Miles as its main character and its cross-dimensional subplot but also by virtue of being an animated movie. Truthfully, animation suits Spider-Man down to the ground as, often, some of the more exhilarating sequences in Spider-Man movies are the computer-generated fight scenes and web-slinging moments and Into the Spider-Verse definitely uses its medium to its full advantage, featuring a unique aesthetic, comic book-like sound effects for emphasis, and even varying the frame rate to emphasise the differences between the various Spider-People and Miles’ comparative inexperienced compared to them. Humour is an important element of the film; Into the Spider-Verse is full of amusing lines, sight gags, and comedic moments that come naturally and are incredibly amusing thanks to some effortless and believable line delivery from the likes of Moore, Pine, and Johnson (Spider-Man’s quips during tough situations and battles are a notable highlight). Characters have an easy banter and sass to them that allows even the least developed of them to appear far more nuanced in the short space of time they have to shine and humour is emphasised through Miles’ inexperience with his powers, wry commentary on his increasingly chaotic situation, and the frantic nature of the action scenes and character beats.

Action and fights are colourful and frantic, ensuring no two fights are the same.

Speaking of action, Into the Spider-Verse is crammed full of some of the most impressive, intense, and frenzied action scenes in any Spider-Man movie; the freedom offered by relying on animation allows for some of the most diverse and varied web-slinging as each Spider-Person swings, fights, and moves differently. The use of music and onomatopoeia emphasises the action, which is fast-paced, memorable, and impactful thanks to the film showcasing a wide variety of Spider-Man’s rogues gallery, which includes the likes of the Green Goblin, Lonnie Lincoln/Tombstone (Marvin “Krondon” Jones III), and Mac Gargan/The Scorpion (Joaquín Cosio).

Though a vicious mercenary, Aaron’s hesitation to kill Miles costs him his life.

Apart from Fisk, though, the most prominent villains of the film are Doctor Olivia Octavius/Doctor Octopus (Kathryn Hahn) and the Prowler; while Doc Ock is a sadistic and formidable, half-crazed scientist, it is the Prowler who has the most emotional significance to both the plot and to Miles. Constantly accompanied by an ominous, animalistic theme, the Prowler is portrayed as Fisk’s top mercenary; a brutal and vicious, cat-like fighter in a sophisticated suit of armour, Prowler stops at nothing to hunt down Fisk’s missing USB drive. Miles is absolutely devastated to find that the one person he thought he could rely on in the whole world, his Uncle Aaron, turns out to be the Prowler and even more crushed when, upon discovering Miles’ identity, Aaron chooses to spare his nephew and is executed by the Kingpin as a result and dies in Miles’ arms while urging him to continue on as a hero.

Miles finally embraces his role as Spider-Man, defeats Kingpin, and returns his new friends home.

In the end, against all the odds and his own doubts and inexperience, Miles customises one of Peter’s suits (crafting an absolutely bad-ass variant in the process) and fully embraces his role as Spider-Man to confront the Kingpin and put an end to his destructive scheme. It’s a real coming of age moment for Miles, who previously could only look up in awe at Spider-Man’s legacy, and allows him to not only finally live up to the lofty expectations placed upon him by his father and the various Spider-People but also repair his relationship with his father (and his father’s opinion of Spider-Man) through his actions. With the Spider-People returned home, Miles becomes the one true Spider-Man of his world, gaining lifelong friends and a renewed sense of responsibility, confidence, and identity in the process. It’s a strikingly effective story largely thanks to how relatable and complex Miles is portrayed throughout the film, being a rebellious and well-meaning kid who is simply struggling to find his place in an ever-changing world.

The Summary:
If I’m being completely honest, I’m not really a fan of how often a street-level superhero like Spider-Man gets caught up in multiversal misadventures and meets alternative versions of himself; just like how I’m often a bit perturbed by how often Bruce Wayne/Batman has to put up with the same events, I feel like Spider-Man works better as a more grounded hero who only occasionally dabbles in cosmic-level events. To that end, I feel like Into the Spider-Verse would have been just as appealing to me, if not more so, had the multiverse elements been dropped; Peter B could have just been the version of Spider-Man in Miles’ world, Gwen could have been the same or swapped out with Cindy Moon/Silk, and the other Spider-People could have been replaced by, say, Ben Reilly or Kaine Parker and the idea of a multiverse of Spider-Man could maybe have been saved for the next movie. However, having said that, that doesn’t mean I’m not a huge fan of Into the Spider-Verse as it is; make no mistakes about it, this is a fantastic movie from start to finish, with an extremely appealing aesthetic identity and some absolutely fantastic action. It also carries a very emotional heart to its story, which is one of identity, legacy, and expectation; a coming of age story that follows a young, emotional kid who is struggling to live up to the role his mentors expect of him, Into the Spider-Verse says a lot about not only the nature of Spider-Man but also the struggles of youth and puberty. I’m glad Into the Spider-Verse did so well and I’m genuinely looking forward to the sequel delivering more of the same high-octane action and heartfelt emotion, visual flair, as well as introducing more Spider-People and, hopefully, expanding upon the brief cameo from one of my favourite Spider-Man, Miguel O’Hara/Spider-Man 2099 (Oscar Isaac).

My Rating:

Rating: 5 out of 5.

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What are your thoughts on Spider-Man: Into the Spider-Verse? Where does it rank among the various other Spider-Man movies for you and what did you think of the artistic style and focus on Miles Morales and the other Spider-People? Which of the alternative Spider-Man was your favourite? Would you have liked to see one, or more, get a bigger role and if so, which one? What other alterative version of Spider-Man would you like to see show up in the sequel? Are you a fan of Spider-Man always having adventures with alternate versions of himself or would you prefer to see him tackling more street-level threats? Are you a fan of Miles, and what did you think to Peter’s death both in Ultimate Spider-Man and in Into the Spider-Verse? Whatever your opinion on Into the Spider-Verse, go ahead and drop a reply down in the comments and be sure to check back in next Wednesday as Spider-Man Month continues!

Mini Game Corner: The Terminator (Mega Drive)

Released: 1992
Developer: Probe Software
Also Available For: DOS, Game Gear, Master System, Mega-CD, Nintendo Entertainment System (NES), Super Nintendo Entertainment System (SNES)

A Brief Background:
The Terminator (Cameron, 1984) was a massive box office hit, catapulting star Arnold Schwarzenegger to superstardom, and making nearly $80 million at the box office against a paltry $6.4 million budget and quickly becoming a cult classic. Its incredible success not only led to numerous sequels and spin-offs at the cinema and in comic books but also a number of videogame adaptations, despite the film’s violence and mature content, released for virtually every home console available at the time. The Terminator was generally well-regarded at the time, with critics praising its digitised graphics and catchy music, although the game’s length and difficulty have drawn criticism.

First Impressions:
The Terminator begins hopefully enough; it features the opening text of the movie alongside a pretty decent recreation of the iconic Terminator theme and opening credits. It even includes a further piece of introductory text and dialogue between main character Kyle Reese and his commanding officer that gives the player the rundown on the game’s first mission. Once you move past these opening sections (and choose from a range of difficulty options in the game’s main menu), you’re dropping into the role of Reese in the middle of the war-ravaged Los Angeles of 2029. The controls are just about what you would expect from a run-and-gun title like this; the directional pad moves Reese around and allows him to duck to avoid incoming fire and scale ladders, the A button has you drop and detonate one of your few smart bombs to break down certain walls, B will cause you to either toss an infinite number of grenades or fire your weapon, and C performs a jump. You can alter these controls in the game’s options but, sadly, the controls aren’t the issue here; it’s the game’s literal immediate difficulty spike as, after a few steps to the right, you’ll immediately be fired upon by a Hunter Killer (HK) Tank! Touch its treadmills or get hit by its diagonal blasts and Reese will lose health; since you don’t have a gun, your only option is to lob grenades and it takes a shit load to finally put it down.

Once you enter the complex, you’re beset by an endless swarm of Terminators.

After that, a couple of steps after this, a HK Aerial will fly overhead dropping bombs on you! This one can’t be taken out so you’ll have to desperately try to avoid its bombs to make it down the ladder and into the Terminator base. Once in the underground base, you’ll be faced with an endless swarm of what appear to be T-600 model Terminators who blast at you with Plasma Rifles. Luckily, they’re quite slow and you can generally duck beneath their shots but they’ll also duck and shoot at you, which can be tricky to avoid as the ceiling’s quite low and stunts your jump. The main issue is the fact that the Terminators just. keep. coming without end; add to that the little mini tanks that are also in the area and that fact that you only get one life to complete the entire game and you’re in for a troublesome time right off the bat.

Fight through the maze to plant a bomb and get yourself off to the past.

The absolute worst thing, though, is that this opening stage is a bloody maze! It’s almost impossible to figure out where you’re supposed to go as everything looks the same. Sometimes you’ll reach a wall you can’t pass and will need to blow it up but if you waste your smart bombs, you can’t progress; other times, you’ll run around in circles being whittled down by the endless onslaught of Terminators desperately trying to find some health and ammo only to be gunned down. Eventually, you may stumble upon an orange section of the environment (the “Time Displacement Reactor” according to the manual) where you’re supposed to place a smart bomb to blow the facility but there’s no indication that you have to do this and, once you do, you’ll have to run out of the complex before it explodes! If you try to run to the right on the top level before doing this, you’ll be immediately killed by Skynet’s defence systems but you can just as easily be killed trying to escape.

My Progression:
If you’ve read some of my shorter features before, and the text above, then you know where this is going. I couldn’t even get past the first damn mission! A longplay I watched actually made this first mission seem pretty simple but, when trying to figure it out for myself on “Easy”, I kept getting turned around, running out of smart bombs, and trapped in the underground complex.

Get past the first mission (if you can…) to recreate more iconic scenes from the film.

From what I can gather, The Terminator isn’t an especially long game and can be beaten fairly quickly; sadly, I cannot comment on this as the developers sought to artificially extend the playtime of the game by making it a right ball-ache just trying to get through the first mission. Seems to me that they could have just as easily taken inspiration from the likes of Contra (Konami, 1987) and other run-and-game games available at the time. Endless swarms of enemies and a bit of a puzzle/maze layout aren’t necessarily bad gameplay mechanics in-and-of themselves but, here, they made the game needlessly frustrating and, even worse, the PAL version of the game doesn’t even include any cheat codes to help bypass these issues, meaning I’ll have to actually get good in order to progress!

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I was super excited to play The Terminator and pretty damn disappointed to find that the first mission is all-but impassable without knowing exactly what you have to do, where you need to go, and was full of endlessly spawning enemies. Add to that the fact that you only get one life for the whole game and it was a pretty dissatisfying experience. Still, have you ever played The Terminator on the Mega Drive? If so, were you able to get past the first mission and complete the game? Do you think I need to suck it up and give it another go or would you recommend playing a different version of the game, perhaps the Mega-CD version? Have you ever played a videogame where everything about it was really good and appealing but you just kept hitting a wall and couldn’t progress? What is your favourite Terminator or run-and-gun game? Are you excited for Judgment Day later this month? I have a few more Terminator articles coming to celebrate it so be sure to check back in next Sunday for more Terminator content.