Game Corner: Marvel: Ultimate Alliance 3: The Black Order (Nintendo Switch)

Released: 19 July 2019
Developer: Team Ninja

The Background:
For decades, few videogame publishers were as synonymous with Marvel Comics as Activision, who produced adaptations Marvel’s most popular properties. While some were better than others, Activision’s efforts were largely praised, especially after they partnered with Raven Software on the X-Men Legends games (2004; 2005). Activision and Raven Software expanded their scope to the rest of the Marvel universe with Marvel: Ultimate Alliance (2006), a largely successful team-based brawer praised for improving upon its predecessors. Though now delisted, it was followed by a sequel three years later, courtesy of Vicarious Visions, which tweaked the gameplay with team-based attacks to encourage experimentation. Though Marvel: Ultimate Alliance 2 (2009) was praised for its branching storyline, the stripped down roleplaying mechanics were criticised. While it was also delisted in 2020, fans were clamouring for a follow-up and, just ten years later, Team Ninja stepped in to work alongside Marvel in reviving the franchise. Seeking to place additional emphasis on combat, the developers explored the cosmic scope of the Marvel universe by including the Infinity Stones and lesser-known characters and chose to make the title a Nintendo Switch exclusive after developing a close relationship with Nintendo. Although Marvel: Ultimate Alliance 3: The Black Order was the sixth best-selling game in its first week and was later bolstered by extensive downloadable content (DLC), it was met with mixed reviews that praised the colourful action but criticised its lack of innovation.

The Plot:
While battling Nebula and Ronan the Accuser, the Guardians of the Galaxy stumble upon a plot by the mad titan, Thanos, to collect the six Infinity Stones. Although they scatter the Stones, Thanos’s acolytes, the Black Order, pursue the gems, prompting an alliance of Earth’s mightiest heroes to retrieve them first.

Gameplay and Power-Ups:
Like its predecessors, Marvel: Ultimate Alliance 3: The Black Order is a team-based action role-playing game in which players assemble a squad of four heroes from across the Marvel universe to battle various nefarious baddies, primarily the titular Black Order, who are hunting the six all-powerful Infinity Stones on behalf of their master, Thanos. The game offers five save slots, two initial difficulty levels, and a base roster of thirty-six playable characters, with many being encountered as you play through the story and joining your alliance either after fighting alongside you or being freed from some kind of mind control. Marvel: Ultimate Alliance 3 offers three controller configurations, thankfully none of which involve motion controls, and allows you to toggle overlays, notifications, tips, and other onscreen elements from the “Settings” menu. These include altering the camera placement, which enables a lock-on feature by pressing in the right stick, though the camera generally remains more focused on whichever character you’re controlling rather than offering a bird’s eye view as in the last two games. Although you can fight alongside friends either locally or online, you switch between your teammates with the directional pad (D-pad) when playing alone and your computer-controlled partners are very useful in a fight, attacking, enabling team attacks, and reviving defeated characters without any input from you. Pressing A sees you interact with the environment to activate consoles, pick up or move certain objects, and talk to other characters. You jump with B, executing a double jump, swinging from webs, or flying depending on which character you’re playing as, and throw light attacks with X and heavy attacks with Y. These can be strung together to perform basic combos and you can also perform a mid-air attack and throw objects (like bombs and missiles) by pressing Y. You block incoming attacks by holding the Z trigger and tap it to dodge, and collect glowing red orbs from defeated enemies or smashed crates to restore health, blue orbs to refill your Energy Point (EP) gauge, and credits to spend on upgrades.

Combat is thick, fast, chaotic, and constant thanks to loads of enemies and character abilities.

As in the last two games, each character has specific abilities tied to their superpowers or superhero traits. You activate these by holding the Right trigger and selecting an icon using the D-pad; using Abilities drains your EP, however, and each Ability comes with a different cost. However, these attacks allow you to stun, stagger or deal elemental damage to enemies using Peter Parker/Spider-Man’s webs, Thor Odinson’s lightning, and Doctor Robert Bruce Banner/The Hulk’s incredible strength. Many characters have projectile attacks in their arsenal, such as Wade Wilson/Deadpool firing guns and Scott “Slim” Summers/Cyclops blasting his eye beams, while others cause splash damage or specific buffs, like Piotr Rasputin/Colossus being able to reflect projectiles and Wanda Maximoff/The Scarlet Witch healing her allies. Some, like James “Logan” Howlett/Wolverine, have passive abilities that allow them to automatically regenerate health as they walk around; others, like Johnny Blaze/Ghost Rider and Ororo Munroe/Storm, specifically deal in elemental damage. Character’s Abilities can also be mixed and matched by holding ZR and pressing one of the face buttons (or pressing A when prompted); this sees two characters attack in a combo for additional damage. As you dish out and take damage, you’ll also build the Extreme (EX) Gauge). Once full, you can press L and R up to three times to have two to four of your teammates perform a devastating combination attack that’s great against bosses. While the various cannon fodder you fight are easily dispatched, larger commanders and bosses need their “stun” meter drained before you can really put a beating on them and others (and certain treasure chests) require specific combination attacks to breach their shields. Defeating enemies sees your characters gain experience points (XP) to level-up, increasing their statistics (attack, defence, etc), though you can also use the various Orbs you find to manually level-up. Each character’s special Abilities can also be further enhanced using Ability Orbs and credits, reducing the EP cost and increasing their damage, among other benefits. You can also earn “Team Bonuses” depending on your team selection: pick a group of X-Men, for example, and your strength or resistance stat will increase, while picking characters of royalty ups your maximum energy stat.

Search for chests to gain currency and other expendables to upgrade and buff your alliance.

Although you can’t equip gear to your characters, the boss battle against the Destroyer armour sees you temporarily empowered by Asgardian magic and you can eventually equip your team with “ISO-8” crystals, coloured stones that enhance their attack power, resistance to elements, or critical hit ratio, among others. You can further upgrade these with credits and ISO-8 capsules, though some of the rarer ones will also debuff you (for example, your attack my increase but your defence will decrease accordingly). You’ll also inevitably gain access to the Strategic Hazard Intervention Espionage Logistics Directorate (S.H.I.E.L.D.) Lab, which acts as the game’s skill tree. By spending credits and Enhancement Points (EP), you can further increase your team’s overall attack, defence, resistance, vitality, and such and even unlock additional ISO-8 slots (with more being earned by levelling-up). You can also enter the S.H.I.E.L.D. Depot from the main menu to purchase additional costumes and social icons by spending S.H.I.E.L.D. Tokens. Marvel: Ultimate Alliance 3 is pretty forgiving (on the “Friendly” difficulty, at least), with multiple checkpoints in each area. When you activate a S.H.I.E.L.D. checkpoint, your team is fully healed, and you can swap or enhance them if you wish. If a teammate is defeated, you can hold A to revive them, but I wouldn’t recommend it unless you absolutely have to. Not only are revives limited, but downed characters will eventually return to full health even before you reach a checkpoint so it’s not worth risking another character taking damage by healing a partner. Exploration generally leads you to treasure chests or special walls that require a special combination attack to open, or to a “Rift” challenge that takes you away from the main game to tackle a special challenge (usually a boss rematch or enemy gauntlet) for extra rewards. Your path is incredibly linear most of the time, hence why there’s no map, and the game’s primary focus is on chaotic combat and visually manic team-based attacks. Unlike in the last two games, you can no longer grapple or throw enemies (though you can still send them flying off certain platforms) and there are no character-specific team-up moves, meaning the action can quickly get quite tiresome.

Sadly, puzzles are practically non-existent, with only Rifts offering additional challenges.

Because of its focus on hectic combat, there’s even less room for puzzles than there is for exploration in Marvel: Ultimate Alliance 3. Puzzles boil down to activating a console to open a door or making a platform move and that’s it. Sometimes, you’ll hold A to move a block and avoid lasers or cannons, but mostly you’ll be timing jumps between said lasers to progress and simply hurling missiles at those cannons. Sometimes, you’ll rotate statues or press switches to progress; others, you’ll be avoiding toxic ooze in Hel or solving door puzzles at the Raft or in Avengers Tower. After hopping across the rooftops of New York City, you’ll infiltrate the heavily fortified fortress of the Hand, dealing with ninjas that drop from the sky and hidden arrow hazards. When in Wakanda, Advanced Idea Mechanics (A.I.M.) corrupt T’Challa/The Black Panther’s defences, leading to an exasperating section where you must avoid snipers and being roasted by a giant panther statue’s energy blast. When transported to the Dark Dimension, you must use portals to reach new areas and defeat waves of demonic enemies to lower magical barriers and progress. Some attacks also screw up your controls or temporarily freeze you; some enemies are best defeated by tossing explosives at them; and many missions have an additional character fighting alongside you who’s often unlocked afterwards. However, a lot of the additional features of the previous games are missing; you can talk to other characters, but there are no dialogue options or character-specific interactions. There are no trivia quizzes, no optional side missions beyond the Rifts, and no character specific challenges to unlock extra stuff for each character. There aren’t even hub areas, in the traditional sense, with characters just appearing around S.H.I.E.L.D. checkpoints at times, though you can destroy a fair bit of the environment, and some encounters have you fleeing towards the camera as bosses chase you or present you with unwinnable battles.

Presentation:
Whereas the last two games primarily based their aesthetics on the comics books, especially the Ultimate comic line, Marvel: Ultimate Alliance 3 adheres very closely to the Marvel Cinematic Universe (MCU), especially in the visuals of its locations. I was hard pressed, for example, to tell the difference between Asgard here and the Asgard to the MCU, with both the golden city and the rainbow bridge, the Bifrost, appearing almost exactly as they’re depicted in the films. The same is true for Wakanda, the Dark Dimension, and Knowhere, all of which are virtually indistinguishable from how they appear in the MCU. There are some differences, of course: Taneleer Tivan/The Collector’s museum, for example, uses coloured cube cages and Wakanda leans much more into traditional architecture than the pseudo-futuristic science of the films (likely because Black Panther (Coogler, 2018) released a year before this game was made). Xavier’s School for the Gifted is lifted almost exactly from the 20th Century Fox X-Men movies (Various, 2000 to 2020), however, including a hedge maze, 1:1 Cerebro room, and basketball court that doubles as a landing pad for the Blackbird. While the Dark Dimension and the cosmic mind trip that is Sanctuary also heavily borrow from the bizarre cosmic imagery of the MCU, the Raft and Avengers Tower are much more akin to their comic book counterparts, though they’re comparatively bland locations, lacking fun areas like the Danger Room or Wakanda’s Necropolis (though you do pass through Anthony “Tony” Stark/Iron Man’s Hall of Armours in the tower). Although you only make a brief stop in Attilan to try and get help from the Inhumans, the architecture is far more visually interesting than that awful television show, seemingly being comprised of Celestial technology, and I enjoyed the ominous gothic presentation of Hel, with its restless Viking warriors and damaging sludge. Unfortunately, Marvel: Ultimate Alliance 3 continues the trend of having disappointingly bland and forgettable music, opting for generic themes for each location, event, and character that are lost amidst the constant fighting.

A visually impressive brawler that takes obvious inspiration from the MCU films.

The game also opts for an almost cel-shaded, action figure-like aesthetic for its colourful cast of characters. While many again both look and sound like their MCU counterparts, there are some exceptions: Peter Quill/Star-Lord, for example, looks nothing like Chris Pratt and the X-Men are far closer to the comic books than Fox’s films. Despite you assembling a custom team of heroes, cutscenes depict either everyone or characters specific to the location you’re in (the corrupted Doctor Stephen Strange in the Dark Dimension, for example) as they’re better suited to advance the plot against the local baddies. With the game shifting to a more third-person perspective, you’re closer than ever to the action and can see more of the environment than in the previous games. However, this comes with some drawbacks: mainly, there are far less opportunities or incentives to explore. Second, environments are painfully linear, with dead ends or locked doors barring your progress. Third, and most frustrating, is the camera, which easily loses track of your opponent/s and often lumbers you with wireframe representations when the foreground blocks the view. Thankfully, you won’t be falling down pits and rarely have to worry about onscreen hazards, but it can be aggravating trying to figure out which platforms and crates can be jumped on and which can’t. Marvel: Ultimate Alliance 3 offers a diverse cast of characters, each with their own idle poses and quips, though these do inevitably repeat. The game’s also surprisingly light on Easter Eggs: you’ll spot Deadpool singing away as he makes tacos in the X-Mansion, but not much else, and there are no optional missions or choices to encourage replaying missions. It’s a far cry from the first game, where there was always something to collect or an additional character to help out. Instead, it’s basically all combat, all the time in Marvel: Ultimate Alliance 3. Luckily, the game looks pretty good (everything’s very colourful and true to its inspirations) and performs really well, though there are some long load screens and it is annoying being forced to continue your game every time you challenge a Rift.

Enemies and Bosses:
All the usual suspects appear here as disposable cannon fodder for you to endlessly beat up, with many of the game’s goons sharing traits across the various locations. You’ll encounter Kree, Ultron Drones, agents of A.I.M., and Doombats who all pack various energy blasters. Ultron’s clones are the worst for this, relentlessly firing energy blasts and crashing through windows. The Raft’s unscrupulous prisoners attack in large groups, as do the restless Viking warriors who populate Hel, tossing axes from afar and luring you into toxic goop. Gargoyle-like Fire Demons also dwell here, offering a greater challenge with their swoop attack and fire breath, not unlike the monstrous Outriders and Mindless Ones who make up Thanos and the dread Dormammu’s forces, respectively. Alpha Primitives, Hydra goons, and towering Sentinels also appear, with the latter firing huge energy blasts from the palms and best attacked by throwing their explosive energy cores back at them. No matter where you are and what enemies you fight, more powerful commanders will also appear. Larger, tougher, and sporting a stun meter, these commanders should be your top priority as they’ll charge across the screen, cause shockwaves, and generally offer a far greater challenge even when you’re at a higher level. These minions often fight alongside their masters, generally so you can recover some health and EP to better damage the bosses, and will endlessly spawn in one of the additional modes unless you destroy their teleporters. Some of the game’s challenges or story-based missions charge you with defeating a certain number of enemies to progress. Other times, bosses appear in these waves, and you must occasionally flee or purposely lose some fights. This happens when Cain Marko/The Juggernaut comes tearing through the X-Mansion, for example, and in early encounters with the Black Order, who cannot be beaten or will chase you, raining lightning or other attacks from the sky and across the ground.

Few bosses require more than just hit-and-run tactics, even when augmented by an Infinity Stone.

There are loads of bosses to fight in Marvel: Ultimate Alliance 3, with some returning from the previous games, some teaming up, some having a couple of phases, and all boiling down to whittling down their stun bar, unleashing an EX attack and/or your most powerful Abilities, and avoiding damage until you can repeat this. The first ones you’ll face are Nebula and Ronan the Accuser, who often appear as a duo in optional challenges. Nebula is faster and more nimble, wielding blades where Ronan uses a massive warhammer. Both set a standard all bosses follow, which is that they’ll use either a jumping slam or an explosion of energy (or both) to send you flying. While quelling the riot in the Raft, you’ll encounter a version of the Sinister Six, with some unique variations to each battle. Flint Marko/The Sandman, for example, flings waves of sand and erupts his big sand fist from the ground as a large sand creature. You must use A to mount the nearby cannons and unload on him to chip away at his stun meter. Maxwell “Max” Dillon fights alongside Eddie Brock/Venom, raining lighting and electrocuting you with bursts of electricity, before he’s eaten by Venom and starts busting out electrically-enhanced symbiote powers. Venom joins the team after this fight and is tested against Quentin Beck, who first brainwashes Mile Morales/Spider-Man, Gwen Stacy/Spider-Woman, and Kamala Khan/Ms. Marvel to fight you and then unleashes a poisonous mist, teleports about, and confuses you with duplicates, Doctor Otto Octavious/Dr. Octopus is fought in a two-stage fight where you must first avoid his tentacles and scurry charge and then attack each arm to stun him. Finally, you’ll battle Norman Osborn/The Green Goblin for the Time Stone. The Green Goblin swoops overhead and lingers slightly out of reach, peppering the arena with his pumpkin bombs, charging at you, and freezing time to bombard you. He’s noticeably weak to his pumpkin bombs, however, so try and toss them at him before they explode in your face! After battling into the Hand’s fortress, you must first free Elektra Natchios from the Hand’s influence and then face Lester/Bullseye and Wilson Fisk/The Kingpin in separate fights. You must take out the ninjas feeding Elektra power, avoid Bulleye’s spread of razor sharp and explosive cards, and dodge the furniture and massive energy beam thrown by the Power Stone-enhanced Kingpin. The Kingpin also charges like a rhino, leaps at you to cause shockwaves, and even rips up stone columns to use as melee weapons!

Gigantic bosses and the quirkier villains help mix-up the otherwise tedious combat.

Avengers Tower is then attacked by Ultron and his drones, who assist him in battle. Not that he needs it as the Mind Stone allows Ultron to mess up your controls, to say nothing of his signature face and palm beams. Ultron then grows to gigantic proportions, sweeping the area with his eyebeams before Clint Barton/Hawkeye intervenes and Ultron merges with Ultimo. This is the first giant boss battle in the game and sees you blasting Ultimo with cannons and avoiding his massive swipes. The Infinity Sentinel is comparatively smaller, but no less dangerous thanks to its own face beam and missiles. Though you can damage it with Sentinel cores, it’s finished in a cutscene by Erik “Magnus” Lehnsherr/Magneto, who then tosses debris and throws you off balance with magnetic pulses while Juggernaut pummels you and Raven Darkholme/Mystique tosses daggers. After surviving Mystique’s Danger Room trials, you face Magneto, now even tougher thanks to the Power Stone, before being chased away and banished to the Dark Dimension by the Black Order. There, you battle past Loki Laufeyson (who boasts elemental attacks and duplication tricks) to eventually face the dread Dormammu, who wields the Reality Stone and is the second giant boss. You must subdue his minions and avoid his flame bursts, whittling down his magical barrier either directly or be destroying three nearby orbs, all while dodging his giant fists and ground spikes. The brief fight with Maximus Boltagon is far easier, even though the mad Inhuman carries a massive energy cannon and you must take cover in Thane’s energy bubble to avoid Maximus’s barrage of lasers. Ulysses Klaue/Klaw awaits in Wakanda and his sound-based energy blasts and waves must be overcome to rescue and recruit James Buchanan “Bucky” Barnes/The Winter Soldier. You then fight past A.I.M. to confront their master, George Tarleton/Mental Organism Designed Only for Killing (MODOK), who uses the Soul Stone to turn the Dora Milaje against you and attacks with a slew of appendages, from buzzsaw arms, poison gas, failing tentacles, and his signature forehead blast.

Battles with the empowered Black Order, Thanos, and Thane offer some of the most enjoyable challenges.

Though your goal in Hel is to confront Hela, you’ll actually battle the fire demon, Surtur, in another giant boss battle. This was a bit of a difficulty spike for me as Surtur’s flaming sword has a long reach and he causes the ground to erupt in flames, to say nothing of stun locking you with repeat sword strikes! Best him and Hela sets Johann Schmidt/The Red Skull on you, with the Nazi madman firing a powerful revolver and sapping your health with his “Dust of Death”. Hela gives the Red Skull a boost, protecting him with a shield and allowing him to fire a Bifrost-like laser, before placing his consciousness into the Destroyer armour. Though bolstered by Hydra forces and boasting a sweeping face beam, you can get a power-up from glowing crystals to overcome this destructive force. Finally, you venture to Knowhere and must run the Black Order gauntlet to retrieve the Infinity Stones, with checkpoints between each fight. Ebony Maw is first, firing a spread of projectiles and rocks and using the Soul Stone to create portals to trip you up. Supergiant tosses dark spheres and a golden homing shot that messes up your controls, though you can toss explosive cores from her minions to deal big damage. Cull Obsidian infuses his battleaxe with the Power Stone, sending out waves of purple energy and massive purple shockwaves, though he’s far slower and also susceptible to the nearby bombs. Corvus Glaive is much faster, landing multiple hits with his lance and using the Reality Stone to spring spikes form the ground and conjure duplicates who fill the arena with energy waves that can stun lock you. Finally, Proxima Midnight takes her fellow’s teleportation trick to the next level with the Space Stone and fills the arena with lightning bolts and strikes. All these powers are then recycled when you face Thanos, who gathers the six Infinity Stones into the Infinity Gauntlet to rain meteors, teleport, mess up your controls, freeze time, and fire his signature eyebeams. Thanos then joins you to battle Thane, who usurps him and boasts similar powers, though also upgraded by the Infinity Armour. Thane exhibits superhuman speed, traps you in a cube, fills the arena with portals and flames, and explodes in fury, though both battles were fun challenges rather than impossible tasks.

Additional Features:
Unlike in the previous two games, you won’t be finding data logs, action figures, or meeting certain requirements to unlock new attacks or costumes. You just fight over and over, earning whatever you need to unlock, buy, or upgrade whatever you wish and finding some concept art in treasure chests. A far harder (but more rewarding) “Superior” difficulty unlocks upon clearing the game alongside an additional “Nightmare” mode, accessible via the “Curse of the Vampire” campaign. You also unlock Thanos and can freely replay any mission on any difficulty (though you must start a new save to play on “Superior”) to grind and enhance your characters and ISO-8. Dimensional Rifts transport you to special challenges (not unlike the S.H.I.E.L.D. Simulator discs from the first game) that are often rematches with bosses or gauntlet challenges, though far tougher and gifting better rewards if you succeed. There are also three additional modes; however, though you can play a taster of each, you must purchase the expansion pass to fully unlock them. “Curse of the Vampire” adds vampiric enemies to the main story in “Nightmare” mode and offers a “Gauntlet” mode where you battle waves of enemies and bosses against both a time limit and a range of debuffs (including limited health restoration and draining EP). You can also tackle an “Endless” mode that’s pretty self-explanatory, and unlock additional characters like Frank Castle/The Punisher and Eric Brooks/Bladeif you buy the DLC. “Rise of the Phoenix” sees you form a four-person team and go head-to-head with a friend or the computer in three-round Danger Room scenarios. These see you tackling bosses again or wiping out hordes of enemies, awarding additional buffs and effects if you meet certain criteria (such as using any Ability or Synergy attack four times). You can only tackle the first challenge without the DLC, so I didn’t get very far, but this could be a fun distraction for those looking to test their skills against a friend. “Shadow of Doom” adds an epilogue story campaign that sees you return to Wakanda to oppose Doctor Victor Von Doom’s invasion. Dr. Doom’s Doombots endlessly spawn unless you destroy their teleporters, and you even battle the arrogant dictator in the recycled Necropolis, with him teleporting, firing lasers form his palms, and having his health restored by his Doombots. You’ll add Marvel’s First Family to your roster (alongside an alternative Thanos and other characters) by buying the expansion pass and battle Annihilus, a gigantic Celestial, and even “God Emperor” Doom!

The Summary:
I quite enjoyed the first two Ultimate Alliance games. They were mindless and largely repetitive, but I liked the large cast of characters and all the different references and locations from the comic books. Still, I put off Marvel: Ultimate Alliance 3: The Black Order for some time, mainly because I was annoyed by it being a Nintendo Switch exclusive; however it turned out to be a decent enough brawler. Despite the different development team, a few tweaks, and an apparent disconnection from the previous games, Marvel: Ultimate Alliance 3 offers a lot of the same gameplay and enjoyment as its predecessors, which is great for long-time fans of the franchise. Unfortunately, it doesn’t improve on these elements in a meaningful way and actually removes some content that I found enjoyable from the last two. There are no optional missions, for example, no alternative endings, no choices, and no character-specific challenges beyond fighting and levelling-up. I found this made the tedious combat even more aggravating after a while as I wasn’t being rewarded with gear or costumes or anything other than stat boosts. Even the skill tree was limited since you must grind to acquire enough credits and expendables to enhance your team, and I found the ISO-8 mode to be more confusing than engaging. The game also does little to improve the boss battles. Very few were very innovative or required more of you than to strike fast, avoid shockwaves and projectiles, and unleash your Extreme attack. The giant bosses were more of a challenge and I liked the final fight against Thanos and Thane, but I was hoping for a bit more complexity, especially given the possibilities offered by the Infinity Stones. There is a fun selection of characters, but they don’t offer much more than what we saw in the last two games and actually offer less as there are no character-specific team-up moves. While I enjoyed the visual influence from the MCU and the variety, I feel like Marvel: Ultimate Alliance 3 played things a little too safe by relying so heavily on combat and not mixing up the gameplay with a few other puzzles and challenges. Overall, it’s a good enough game and a worthy entry in the series, but it’s a shame that the developers didn’t try to be a bit more innovative and offer some more incentive to keep slogging away in endless fights.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Marvel: Ultimate Alliance 3: The Black Order? How do you think it holds up against the previous two games? Which characters did you choose for your team? Were you disappointed that the combat was so similar to the last two games and the bosses so repetitive? Did you ever conquer all the Rift challenges? What did you think to the MCU influences and the final battle with Thanos and Thane? Did you ever play through the DLC? Would you like to see another Ultimate Alliance game? Whatever your thoughts, leave a comment below, support me on Ko-Fi, and go check out my other superhero content across the site.

Screen Time: Superheroes on Television

Okay, I’ll admit: I’ve never been a big fan of superhero properties on television. Growing up, I never watched The Incredible Hulk (1977 to 1982) as it was never on television when I was a kid – the closest I got were the three made-for-television movies that came out of it (which, incidentally, I liked as a kid). Similarly, the only exposure I had to the old Amazing Spider-Man television show (1977 to 1979) was from the three “movies” that came out of it. In fact, probably the only superhero television show I was regularly exposed to as a kid was, of course, the 1960’s Batman show and even that was primarily through the movie. No, as a kid, I grew up watching superheroes in animation: Batman: The Animated Series (1992 to 1995), the ‘90’s Spider-Man cartoon, ad basically all of the Marvel properties at the time. That was where it was at; animation was much, much closer to the comic books than anything in live action at the time, even compared to the live action movies that were coming out as I grew up. When Smallville (2001 to 2011) first started airing, I pretty much gave it the pass by. I watched a few of the early episodes, but not much more. This really came out at a time when I was in my mid-teens, I believe, when loads of teen-centric shows were on E4 and the like (One Tree Hill (2003 to 2012), Dawson’s Creek (1998 to 2003), all that stuff) and I didn’t have time for any of it. Smallville easily fit into those categories, which was enough for me to ignore it, but when I did flick on to it over the years I became increasingly turned off by the deviations from the source material and the creative licensing taking place on the show.

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Smallville got way more interesting once it included more comic book elements.

Ironically, I believe that Smallville actually did improve over time, especially by referencing and including more comic book-related stuff, but when I realised it had hit the ninth series and Clark Kent (Tom Welling) was no longer living in Smallville, was working at the Daily Planet, basically married to Lois Lane (Erica Durance), and saving lives daily in multiple variations of his eventual Superman costume, and yet despite all this he was not Superman, I was irked, to be frank. I never quite understood the logic of making a show that is about a young Clark Kent, that charts his journey from an unsure teen to the eventual saviour of humanity, and yet never actually evolved into a Superman show for the last season even though it practically was given that Clark was battling Davis Bloome/Doomsday (Samuel Witwer), of all people, and chumming around with Oliver Queen/Green Arrow (Justin Hartley). The final episode finally capitalised on this and had Clark assume his birthright to defeat Darkseid, but many were disappointed that we never got a decent shot of him as Superman. I guess they were trying to avoid degenerating into Lois & Clark: The New Adventures of Superman (1993 to 1997) but, surprisingly, I enjoyed that show as a kid – it struck a very similar balance between drama and superheroics and didn’t have half of the comic book inclusions as Smallville and, if I’m not mistaken, was pretty popular and successful at the time.

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I didn’t start watching Arrow right away.

Anyway, after Smallville ended, I watched a few re-runs and my 50/50 split of the show only increased. Simultaneously, there were persistent rumours that Warner Bros. were trying to fill the gap with a potential Batman prequel show, following a young Bruce Wayne (apparently this was even the initial pitch for Smallville but Batman was toxic at the time due to Joel Schumacher), one that charted a pre-Robin Dick Grayson, an attempt at an Arthur Curry/Aquaman and Bart Allen/The Flash spin-off, and even a Green Arrow series! Ultimately, only one came to fruition but, rather than a spin-off featuring Hartley’s Green Arrow, we got an entirely new, unconnected series depicting the origin and evolution of the Emerald Archer. Again, I don’t recall actually watching much of Arrow when it first aired as it conflicted with work and my life and such, but I did watch the first episode at least, an a few episodes here and there. My resistance to Arrow stems from the fact that Warner Bros. seem to desperately want to make a Batman television show but were unable to due to Christopher Nolan’s Dark Knight films (2005 to 2012), so they used Green Arrow as a substitute. This rubbed me the wrong way, as Green Arrow – or “The Hood”, or “The Arrow”, or “The Archer”, or “Steve” – (Stephen Amell) would frequently clash not with classic Green Arrow villains but with Batman villains – Deathstroke (Manu Bennett) was a prominent villain in the fist season, just as he had been in Smallville and Teen Titans. Now, in the comics, Green Arrow initially did start out as a rip off of Batman – he had an Arrow-Cave, an Arrow-Mobile, a kid sidekick, and even an Arrow-Signal. However, for far longer, Green Arrow has been portrayed as a street-level vigilante who targets the corrupt and those untouchable by law, frequently killing them, and protecting the “little people”. This has existed alongside the more adventurous version that was a member of the Justice League; Green Arrow’s right-wing sensibilities and strong moral beliefs often clashed with other, more conservative superheroes, and his everyday life as Oliver Queen, multi-millionaire, often facilitated his vigilante actions through urban renewals and the like. Arrow follows some of this tangent, with Queen returning to “Starling City” after being marooned on an island (and, later, in Hong Kong) and surviving against nature and a clandestine organisation using the impractical weaponry of a simple bow and arrow. Queen’s mission is to take down the corrupt of the city and avenge his father’s death, which means he kills a great deal of people in the name of the greater good, which I agree with and like – Green Arrow has often been portrayed as a slightly more morally-unhinged version of Batman and, for all their similarities, they have often clashed because of this.

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Arrow became much more of a team-based affair.

As Arrow went on, I largely ignored it because I didn’t agree with the seeming lack of faith Warner Bros. had in the character or the series. Like Smallville before it, the show avoids naming its titular hero even though he was popularly known as Green Arrow in Smallville. I’m sure there’s the case for this, that the show is meant to show Queen’s progression from a simple vigilante to the city’s hero (things like him upgrading his tech, adopting an actual mask, and renouncing killing support this) but why not just call him Green Arrow?  Ironically, I actually dislike the Green Arrow moniker as it’s kind of redundant – he wears green and shoots arrows, no shit!  Much like Green Lantern, I have an aversion to superheroes who preface their name with a colour and much prefer the show’s moniker of “The Hood” as it’s far more fitting. I got more into Arrow as the second season drew to a close due to the inclusion of Roy Harper/Arsenal (Colton Haynes) and the series-changing events initiated by Slade Wilson/Deathstroke (Manu Bennett). With Deathstroke having practically levelled the city and Queen basically poor, the show had raised its stakes for season three. Additionally, Queen had built a tight-knit group of allies, with Roy actually adopting the suit and outfit of Arsenal to become his sidekick! After years of Batman movies dodging, avoiding, criticising, and suppressing Robin, we finally had a depiction of a young teen sidekick that fit and actually made sense. My hope is that Arsenal’s inclusion and increased exposure will relax the embargo surrounding Robin and Nightwing at Warner Bros. and allow for their inclusion in their stupidly-unconnected series of DC films.

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Agents of S.H.I.E.L.D. is still tenuously related to the larger MCU.

Now, a big part of the reason I avoided Arrow was also because of the growing Marvel Cinematic Universe, which eventually spread into television with Agents of S.H.I.E.L.D. (2013 to 2020). After the events of The Avengers/Avengers Assemble (Whedon, 2012) Agent Phil Coulson (Clark Gregg) is revealed to be alive and builds a team of agents to investigate supernatural, paranormal, extraterrestrial, and superhuman incidents across the globe. The main thrust of the first series was the team coming together, leaning to trust each other, and the quest for answers regarding Coulson’s resurrection. However, this soon overlapped with the emergence of Hydra agents within the Strategic Homeland Intervention, Enforcement, and Logistics Division (S.H.I.E.LD.), which crossed over with the events of Captain America: The Winter Soldier (Russo and Russo, 2014), which saw the destruction of S.H.I.E.LD. Many supporting characters, and main character Grant Ward (Brett Dalton), were revealed to have been Hydra agents, and the unlimited resources available to Coulson were stripped away by the end of season one. Simultaneously, it is revealed that Director Nick Fury (Samuel L. Jackson) used an experimental serum and procedure, derived from an as-yet-unnamed alien source (it was recently revealed to be of Kree origin), to facilitate Coulson’s resurrection – this same serum drove HYDRA double agent Dan Garrett (Bill Paxton) mad and gave him superhuman abilities. Season one also included a side plot detailing the origin of a version of Mike Peterson/Deathlok (J. August Richards), a cyborg created to assist Garrett who eventually overcame his programming. Season two features a smaller team, with new characters, who are attempting to rebuild S.H.I.E.L.D. and uncover further truths behind their pasts, and future, as Coulson continually suffers from episodes induced by the alien serum that lead him, like Garrett, to scrawl strange alien symbols.

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The Flash became my favourite of the DC TV projects.

Truthfully, Marvel’s Agents of S.H.I.E.L.D. is far from perfect, or great. The best things about the show are the dialogue, which is witty and clever and full of Whedon-isms, the references and inclusion of lesser-known comic books characters (again, Deathlok…Deathlok, of all people!), and the fact that it ties directly in to the largely Marvel Cinematic Universe. Events from the films are often referenced directly in the show, supporting characters often appear, and it really feels as though the show is helping to build and expand upon the Marvel Cinematic Universe even though it is highly unlikely that any of the characters featured on the show will appear in the films. As a result, the show doesn’t feel “pointless”, unlike Warner Bros.’ efforts. After guest starring in Arrow, Grant Gustin returned as Barry Allen in his own spin-off, The Flash, which I initially decided to watch over Arrow as I was pretty sure there was no way they could shoe-horn in unfitting Batman elements into the show. The Flash is, in many ways, a carbon copy of Arrow; very quickly (hah!), like Queen’s base at Verdant, Barry based his team in Scientific and Technological Advanced Research Laboratories (S.T.A.R. Labs) nd has a team of specialists and supporting characters helping him that are analogous to Team Arrow and Oliver’s associates. The principal difference is The Flash’s inclusion and portrayal of metahumans. Barry gained superhuman speed after being struck by lightning during an explosion at S.T.A.R. Labs, which resulted in a wave of radiation emanating out from Dr. Harrison Wells’ (Tom Cavanagh) particle accelerator. The wave affected many members of Central City, bestowing them with superhuman abilities, and it is up to Barry and his team to subdue or assist all of them. This is in contrast to Arrow, which largely avoids metahumans for corrupt officials, ninjas, and grounded, street-level threats. Exceptions are usually the case of serums and scientific experiments, or clandestine organisations like the League of Assassins (another Batman-orientated organisation!). The Flash aired alongside Arrow’s third season, and the two frequently overlap and interact – characters often appear on both shows, which has increased my stake in both and, alongside the fact that they both air on days I can watch them, means I can now follow both.

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I wasn’t a fan of Gotham

Alongside The Flash, Warner Bros. finally got their Batman-prequel series underway with Gotham, which follows a young James Gordon (Ben McKenzie) in a pre-Batman Gotham City. This series is completely unrelated to The Flash and Arrow, however, and the three do not occupy the same continuity. Like The Flash, however, Gotham (2014 to 2019) had numerous problems with pace, particularly in the first episode. Both debut episodes threw so much at the viewer, introduced so many characters, plot lines, and comic book references that even I, an avid comic book fan, felt overwhelmed and actually a little insulted. Arrow took its time establishing Queen, his city, and his crusade – despite how much it annoys me that he isn’t known by the right name and constantly feels like a Batman substitute, I can’t fault Arrow for pace. Like Smallville before it, the show has been around a while now and has established a tone, pace, and atmosphere and can now afford to become more “comic book” and introduce more comic book elements – Ray Palmer (Brandon Routh) debuted in season three, hinting at the possibility of The Atom appearing at some point. The Flash, however, opened by throwing everything at us all at once: Barry’s mother was killed by a mysterious man-in-lightning when he was a boy, his father (John Wesley Shipp, from the old Flash TV series!) was arrested for it, Barry was raised by Detective Joe West (Jesse L. Martin) alongside his daughter, Iris (Candice Patton), whom Barry has been in love with for years. Barry grew up to become a forensic scientist, he was struck by the lightning, went into a coma, and when he woke up, Iris was dating Joe’s partner, Eddie Thawne (Rick Cosnett), and Barry secretly began working with Dr. Wells and his team to subdue metahumans…oh and, also, there’s all the mystery surrounding Wells’ true motivations.

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Gotham‘s Penguin doesn’t really do it for me.

Think that’s a lot to take in in one episode? Try Gotham, which debuted with the murder of Bruce Wayne’s (David Mazouz) parents, Gordon’s initial partnership with the corrupt detective Harvey Bullock (Donal Logue), the tension between Gordon and his girlfriend regarding both his police work and her past as a lesbian, the suspicious of the Major Crimes Unit about Gordon, the length and breadth of Gotham’s corruption, the introduction of Selina Kyle (Camren Bicondova) as a cat-like street urchin, Edward Nygma (Cory Michael Smith) as a riddle-spouting forensic scientist, Oswald Cobblepott (Robin Lord Taylor) as a limping “Penguin” who angers his mob bosses, and Wayne’s stern-yet-protective butler Alfred Pennyworth (Sean Pertwee). Gordon, moved by Bruce’s plight, pledges to find his killer and is set up to kill a patsy, the father of a girl who greatly resembles Pamela Isley/Poison Ivy, by the mob. The mob consists of Carmine Falcone (John Doman) and Salvatore Maroni (David Zayas), who have both the police department and the mayor on the payroll, but is principally represented by “Penguin’s” boss, Fish Mooney (Jada Pinkett Smith), who is scheming to usurp Falcone’s power. “Penguin” learns of this and Gordon is forced to kill him to prove his loyalty. Gordon fakes the act, leaving “Penguin” to embark on a revenge plot and casting doubt on Gordon’s stature as a police officer. Meanwhile, young Bruce has decided to turn detective and investigate his parent’s killing, believing it to be a conspiracy, and also begin to train himself not to feel fear.

Damn, that is a lot to take in in one episode!

Thankfully, The Flash calmed it down after an episode or two and established a comfortable routine: Barry acts awkward with Iris and has come kind of self-doubt, a metahuman emerges, fight, Wells acts suspicious, the end. This “monster-of-the-week” formula dominates the show even to this day, but the show mixes it up with side-plots concerning the mysterious death of Barry’s mother, Iris’s obsession with “The Streak” (the show took quite a while to brand Barry as the Flash yet…despite all of his metahuman villains have carried their names) and their later romance, Wells’ suspicious nature, the presence of mysterious evil speedsters, exploring the multiverse, etc. Gotham, on the other hand, was far more violent and apparently attempting to channel police-procedural shows like CSI: Crime Scene Investigation (2000 to 2015), only with multiple references to Batman and Batman villains thrown at us in the most unsubtle way possible every episode. My continuation with the show was based on Sean Pertwee, whose presence as Alfred made the show somewhat bearable but I can’t say that I was too upset when it was finally concluded.

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Man, screw this show!

Warner Bros. also produced Supergirl (2015 to 2021) and DC’s Legends of Tomorrow (2016 to present). Easily the weakest offerings of their television line-up, DC’s Legends of Tomorrow is a direct spin-off of Arrow and The Flash, featuring characters introduced shows. However, the show is largely loud, overly complex, and suffers from even more pacing issues. Not only was the first episode a convoluted mess that rushed through its character introductions to set up the on-going narrative, every episode is a rush of plot conveniences, hammy dialogue, and poor scripting. In the first season, for instance, the team travel through various points of time and space in an effort to save the future from Vandal Savage (Casper Crump) but…if they have a time machine, why bother wasting time going back to various points to prevent him accumulating his power when they could travel back to just before his takeover and kill him then? Indeed, in the case of DC’s Legends of Tomorrow, the only stand-out characters for me were Leonard Snart/Captain Cold (Wentworth Miller) and Mick Rory/Heat Wave (Dominic Purcell), whose gruff, anti-hero ways and pre-existing partnership set them apart from the rest of the stilted, awkward group. Both actors chewed the scenery and stole the show at every opportunity, and Mick gained a decent character arc where the heroic sacrifice of his partner made him more accepting of his otherwise more naturally heroic partners.

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Supergirl was fun but a little too annoying for me.

Supergirl, however, is a horrific mess. I have times where I can be pretty pro-feminist but this show really grinds my gears. It seems as though Supergirl is incapable of conveying strong, independent female characters without making them soft, overly effeminate, or lesbians. Seriously, this show is rife with explicit lesbianism; even heterosexual female characters carry a lesbian vibe from them. This boggles my mind; Arrow, a show largely aimed more at the male demographic, doesn’t feature a load of gay males or in-your-face sexual tension between the males so why does a female-driven show feel the need to do so? Also, throughout the first season, Kara Zor-El (the titular Supergirl, portrayed by the sweet, cute, and incredibly likeable Melissa Benoist) is constantly playing second fiddle to her more famous cousin (later portrayed by Tyler Hoechlin); Supergirl is constantly having to prove herself and to live up to Superman’s legacy and constantly compared to him, and judged by how much more impressive he is. I find this quite disturbing, to be honest. Today’s society is much more female-dominated and driven than ever before; woman are in positions of power and have far more equality than ever before, yet Supergirl prefers to send the message to young girls that they will constantly be held down by those around them until they prove that they are just as good, if not better, than males. Plus…she constantly keeps fiddling with her glasses! Even when she is around people who are aware of her duel identity!

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One big happy family.

Additionally, although set on an alternative Earth, Supergirl has crossed over with The Flash (and, by extension, its other shows) by utilising the multiverse aspects introduced in season two of The Flash , unlike Marvel, whose shows all take place within the larger cinematic universe, none of Warner’s DC properties tie in, or relate in any way, to their own cinematic universe that tentatively began with Man of Steel (Snyder, 2013) and continued with Batman v. Superman: Dawn of Justice (ibid, 2016). In fact, Warner Bros. included the Flash in their upcoming cinematic line-up and, as they often have concerning Green Arrow’s inclusion, have consistently gone on record as stating that the character’s will be entirely separate from those on television. Similarly, Gotham does not serve as a prequel to Ben Affleck’s Batman; as a result, we have a situation similar to when Superman Returns (Singer, 2006) came out whilst Smallville was still on the air in that conflicting versions of the same character will co-exist at the same time onscreen. For us comic book fans, this is not a problem: comic book aficionados are well versed in handling multiple, conflicting portrayals of the same characters, but the general audience…not so much. Indeed, Warner Bros. often reference the DC multiverse when justifying this decision, which is crazy beyond belief as the DC multiverse is a concept so confusing that they’ve had to destroy and rebuild it about three times in the last five years! Surely Arrow’s popularity alone, which arguably has helped to facilitate a DC Cinematic Universe, justifies its place in the oncoming cinematic canon?

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A bit more continuity between TV and film would be nice.

This ties back in to my early remark about Marvel’s Agents of S.H.I.E.L.D. not feeling “pointless”. Sure, the show has flaws. Sure, the characters may not reintegrate with the Marvel Cinematic Universe for some time, if at all. But events matter. What happens in a Marvel Studios movie will impact another character, and those events may often be referenced in Marvel’s Agents of S.H.I.E.L.D. When the Arrowverse collides in their crossovers, it has little impact on the big-screen offerings, which also never really factor into their television counterparts in a meaningful way. This is what separates my enjoyment of current superhero television shows: continuity. It’s important for consistency, it’s important to maintain audience (especially the generally, non-comic book audience), and it’s important for integrity. It’s why I can forgive Marvel’s Agents of S.H.I.E.L.D.’s flaws, because the show is expanding upon and a direct part of Marvel’s larger cinematic universe, and it’s why I can forgive Arrow constantly portraying “The Arrow” as a bastardised version of Batman, because it’s integrating with The Flash is the closest thing we have to continuity between DC properties at the moment. Whether or not the films will offer an equal alternative remains to be seen.