Back Issues [A-Day]: The Avengers #54-55 / The Mighty Avengers #66-68


In September 1963 the legendary duo of Stan Lee and Jack Kirby assembled Earth’s mightiest heroes, the Avengers, who became the premier team of Marvel Comics, formed the backbone of the Marvel Cinematic Universe, and become an unbelievably popular and successful franchise.


Story Title: “…And Deliver Us From–The Masters of Evil!”
Published: 9 May 1968 (cover-dated: July 1968)
Writer: Roy Thomas
Artist: John Buscema

Story Title: “Mayhem Over Manhattan!”
Published: 11 July 1968 (cover-dated: August 1968)
Writer: Roy Thomas
Artist: John Buscema

Story Title: “Betrayal!”
Published: 13 May 1969 (cover-dated: July 1969)
Writer: Roy Thomas
Artist: Barry Windsor-Smith

Story Title: “We Stand at Armageddon!”
Published: 10 June 1969 (cover-dated: August 1969)
Writer: Roy Thomas
Artist: Barry Windsor-Smith

Story Title: “…And We Battle for the Earth!”
Published: 8 July 1969 (cover-dated: September 1969)
Writer: Roy Thomas
Artist: Barry Windsor-Smith

The Background:
After DC Comics brought together their most popular and powerful superheroes to form the Justice League of America in 1960, Marvel Comics head honcho Martin Goodman tasked Stan Lee with creating a similar team following his success with the Fantastic Four and the X-Men. Luckily, Lee and his most famous collaborators had already introduced numerous colourful characters and, thus, Anthony “Tony” Stark/Iron Man, Doctor Robert Bruce Banner/The Hulk, Doctor Donald Blake/Thor Odinson, and Doctor Hank Pym/Ant-Man and Janet Van Dyne/The Wasp became the first Avengers. Since the debut issue, the Avengers have been a consistent and influential presence in Marvel Comics and their roster has constantly shifted and changed, with the long-retired Captain Steve Rogers/Captain America joining their ranks in issue four. The Avengers splinter groups, been disassembled and reassembled, aided in massive cosmic events, and battled some of Marvel’s most powerful supervillains. Perhaps one of their greatest recurring enemies is the psychotic cyborg Ultron, who was first revealed under the guise of the Crimson Cowl in The Avengers #55. Created by Roy Thomas and John Buscema, and built in-universe by Hank Pym, Ultron is a sentient android who developed a murderous obsession with destroying the Avengers and conquering the world. Capable of changing his form, improving and becoming more powerful over the years, Ultron inadvertently created one of the Avengers’ most powerful allies, the Vision, expanded his schemes to include both the galaxy and altering the timeline, and even merged with his creator at one point. Ultron has made regular appearances in videogames as a powerful, penultimate, or final boss, is often portrayed as a formidable villain in Marvel cartoons, and was masterfully brought to life by James Spader in Avengers: Age of Ultron (Whedon, 2015).

The Review:
The Avengers’ first encounter with the killer automaton Ultron began with T’Challa/The Black Panther testing Dr. Hank Pym/Goliath’s new defensive protocols at the Avengers Mansion. Satisfied that the booby traps are fully functional, Giant-Man alerts the Avengers’ butler, faithful Edwin Jarvis, who’s shocked at the subtle insinuation that he would ever betray his team’s secrets. However, Jarvis then slinks away to make a clandestine phone call and then slips out to visit his mother, only to venture to a secret base beneath a condemned building to meet the villainous Masters of Evil! Rather than being brainwashed or some elaborate decoy, Jarvis has truly betrayed the Avengers for a hefty cash sum and, while Chen Lu/Radioactive Man is suspicious of their enemy’s butler working with them, the team’s newest leader – the elusive and secretive Crimson Cowl – vouches for Jarvis. Still, Ulysses Klaw is anxious to have his revenge against Earth’s Mightiest Heroes, specifically the Black Panther, and is tempted to kill Jarvis as a substitute. Thanks to Dane Whitman/The Black Knight and Bruno Horgan/The Melter, the enraged villains cool off enough to let Jarvis speak. However, after Jarvis delivers the floorplan for Pym’s new defences, the Crimson Cowl double-crosses him with a puff of knockout gas and sends the Masters of Evil on their way. While flying about on his winded horse, Aragorn, the Black Knight recalls how he joined the new Masters of Evil to betray them to the Avengers. However, the Crimson Cowl anticipates this and sends the others to intercept Whitman at the Avengers Mansion. Though overwhelmed, the Black Knight orders Aragorn away but, while Clint Barton/Hawkeye spots the horse, the abrasive Avenger is attacked by the Melter before he can alert the team.

The Avengers and their foes are stunned when their newest adversary turns out to be more than he seems.

Though he fires off a few arrows, Hawkeye’s downed when the Melter buries him under some debris. Simultaneously, David Cannon/Whirlwind attacks the Black Panther, sending him flying with a whirling cyclone, and the Wasp is accosted by Klaw. Despite showing no fear and her super shrinking ability, the Wasp is easily defeated when she flies head-first into a door! Similarly, Radioactive Man surprises Goliath and Doctor William “Bill” Foster in the Avenger’s lab, subduing Foster with a super adhesive and luring Goliath into a trap where he’s ensnared by his own devices! With all the Avengers captured, the gloating Masters of Evil introduce their master, who’s first revealed to be a distinctly Ultron-looking robot decoy and then unmasked to be Jarvis! The Masters of Evil load their prisoners into a futuristic craft and head back to their master, relishing their victory, though the villains are as unnerved by Jarvis’s turn as the Avengers, if not more since Jarvis demonstrates an uncanny ability to be fully aware of everything, no matter how trivial. Although Goliath escapes his restraints, Klaw’s saved by the Crimson Cowl, who admonishes his carelessness. When Klaw turns his incredible Sonic Claw on his master, he’s amazed when it has no effect and is left grovelling at the hooded figure’s feet, suitably humbled. The Crimson Cowl then reveals his plan to drop the Avengers into the ocean and blackmail New York City with a hydrogen bomb. However, the Crimson Cowl purposely drops the Avengers in a craft so they can slowly suffocate after learning that Jarvis was hypnotically duped into betraying them by none other than Ultron-5!

After freeing Jarvis from Ultron, the Avengers are later betrayed by the Vision!

Though it seems like the Melter crushes Jarvis under some rubble during his desperate escape, the remorseful butler survives and wanders the streets, succumbing to exhaustion just as he’s found by the Black Knight. Thanks to Jarvis’s tipoff, the Black Knight intercepts Ultron-5’s craft and frees the Avengers. The team quickly avenge themselves against the Masters of Evil, causing Whirlwind to flee but apprehending the others and easily dismantling the hydrogen bomb. When the Avengers confront their regretful butler, Jarvis reveals he sold out to pay for his mother’s treatments, and they quickly forgive him and part with the Black Knight on good terms, though Ultron-5 is left vowing revenge. Some time later, aboard a Supreme Headquarters, International Espionage and Law-Enforcement Division (S.H.I.E.L.D.) Helicarrier, a new version of the Avengers tests the durability of the mysterious Adamantium, a substance powerful enough to tank blows from Thor Odinson’s hammer and Iron Man’s Repulsor Rays. This proves that, as the team feared, the mineral has been altered by a “molecular rearranger” and presents a serious threat. As Goliath (now Barton garbed in a garish costume) tries to prove he can succeed where they failed, the strangely silent synthezoid, the Vision, is suddenly assaulted by an unseen force and compelled to brood over the grave of Simon Williams/Wonder Man, whose brain patterns formed his personality. Though he first suspects Simon’s spirit is calling him, the Vision suddenly has a revelation and flies off, leaving Pym (now known as Yellowjacket) to ponder his ally’s fate. While Iron Man tests himself in the mansion’s combat simulator, the Vision returns to the team’s Helicarrier, subdues a guard, and steals the Adamantium before lowering the ship’s air pressure to leave none alive. When the team finds out and find Janet attacked, they angrily confront the Vision, who coldly rejects his humanity, easily shrugs off their attacks, and heralds the rebirth of his creator, now in the jet-powered form of Ultron-6!

The remorseful Vision tries to atone for his mistakes by battling his creator to the death.

Now made of the indestructible Adamantium, the vengeful Ultron-6 attacks without mercy, easily defeating Thor and Goliath when the battle hungry Thor strikes the android’s body with his enchanted hammer, Mjölnir, and causes a massive shockwave. Though Yellowjacket gets the drop on his creation, Ultron-6 easily throws him off and then targets Pym over Iron Man and the Wasp, hell-bent on killing his “father”, though he proves too powerful for Iron Man to affix some electrodes to stop him. Bored of the conflict, Ultron-6 flees, unknowingly pursued by the repentant Vision, realising his creator programmed a failsafe to ensure his servitude. After regrouping, the Avengers set out to stop Ultron-6, who returns to his stronghold and prepares to launch a cache of nuclear weapons, determined to wipe out the human race! When confronted by his melancholic, wayward “son”, Ultron-6 flies into a rage, desperate to prove himself superior to his creation, though the Vision’s incredible matter-altering powers make him more than a match for his “father”. Ever the stubborn android, Ultron-6 escapes the Vision’s wrath by transforming into “sheer ionic force” and leaves the Vision to be attacked by S.H.I.E.L.D. soldiers for stealing their Adamantium. When the Avengers arrive, they discover Ultron-6 is one lever pull away from causing nuclear destruction, though the murder machine is left incensed that lever is mysteriously inoperable. Regardless, Ultron-6 is still powerful enough to endure Yellowjacket’s electrical blasts and throw the team around like ragdolls with a burst of explosive ionic power. Yet, despite apparently being strong enough to kill the Avengers and then enact his diabolical plot, Ultron-6 simply vanishes and the team is left to witness the Vision’s theatrical sorrow for being controlled by his creator. Before collapsing from his efforts to defeat Ultron-6, the Vision also reveals that he caused Ultron-6’s plan to go awry by trashing his apparatus.

Despite his all-powerful new form, Ultron is undone by some Pym trickery.

After convincing S.H.I.E.L.D. to relinquish custody of the Vision, the Avengers fail to rouse him with a concentrated dose of solar energy and thus turn to Yellowjacket’s “rudimentary mind-probe” to learn that the molecular rearranger is the key to stopping Ultron-6 since the only thing that can rearrange Adamantium. Although the device was also stolen alongside the Adamantium, Yellowjacket contacts the Black Panther while he’s fending off an invasion of Wakanda and requests a chunk of his nation’s Vibranium. Upon learning that the Avengers plan to publicly reveal his threat, Ultron-6 decides to enter their obvious trap and slaughter them, intent on kidnapping Adamantium expert Doctor Myron McLain and forcing him to build an army of Ultron duplicates so he can conquer the world. Despite being a capable and adaptable fighter, the Wasp is more concerned with dressing well for the team’s arrival at the United Nations building, where Dr. McLain is attacked by Ultron’s newest shell, a towering humanoid construct claiming to be the “ultimate” Ultron. Easily dispatching the nearby S.H.I.E.L.D. agents, Ultron calls out the Avengers and renews their battle, barely flinching when struck by Mjölnir and shrugging off the clumsy Goliath’s gigantic fist before briefly putting both Avengers down with lasers. Ultron then forces the Avengers to back off lest he murder Dr. McLain, leaving them powerless to stop him from affixing a “mind-draining device” to the doctor’s head to absorb his immense knowledge and secrets. However, Ultron’s forced to break the connection when he struggles to contain Dr. McLain’s vast intellect, leaving him on the brink of a complete meltdown. Thankfully, Thor averts this by containing Ultron within a special expanding chamber…thing…made of Vibranium, seemingly destroying Ultron in the process. In the aftermath, it’s revealed that “Dr. McLain” was really super genius Hank Pym in disguise and that he forced Ultron to absorb a phrase so alien to him that it led to his destruction: “Thou shalt not kill.”

The Summary:
While I’ve always been a fan of Ultron, his first encounters with the Avengers felt a bit lacking to me. The first two issues, especially, are a bit of a mess, overloaded with characters and painting Jarvis, of all people, as a deceiver and a villain! I understand the idea of behind bringing together a new Masters of Evil, especially as the villains nicely counter each hero’s abilities, but their victory felt forced here. Ultron-5 goes to the effort to brainwash Jarvis (despite him later admitting that he “sold out” for money for his sick mother) to acquire Pym’s floorplan, only for Whirlwind to just enter through a window and the Melter to…well, melt…a hole in the wall. There was barely a co-ordinated attack on the Avengers Mansion, the villains just caught them by surprise with such sophisticated tricks as fancy glue and slamming a door. I would’ve much preferred it if Ultron-5 had used Jarvis’s knowledge to reprogram or take control of Pym’s machinery, turning them against the Avengers as he turns training room against Iron Man and overwhelming them with a real show of power. Instead, the first two issues try to sell Jarvis as a traitor, with no one (not even Pym) recognising Ultron-5 until he reveals himself and the Masters of Evil happily following Jarvis’s commands. Ultron-5 is also depicted as a grandiose fool, more focused on gloating and humbling his enemies than finishing the job, and ends up undone by the Black Knight, of all people, and a comparatively weak incarnation of the Avengers. For me, this makes the “Crimson Cowl” part of Ultron’s history an odd and forgettable side note in the killer robot’s lineage, one perhaps only good for a pub quiz.

Despite his menacing appearance, Ultron is a boasting, psychotic braggart whose plans go awry.

Ultron makes a better impression in the second story, even if Hawkeye is parading around in a gimp outfit as Goliath and Pym is making a fool of himself as Yellowjacket. One thing I’ve always loved about Ultron’s design is his permanently screaming face, with the flaming energy bursting from his mouth, which is surprisingly expressive and matches his chaotic mood swings. These three issues are also noteworthy for introducing Adamantium and depicting it as the strongest and perhaps most dangerous substance on Earth. Its nigh-indestructible properties make it the perfect target for Ultron-6, who compels his “son”, the Vision, to steal it and fortify his otherwise laughable half-torso, half-rocket jet form. This also seems to facilitate an evolution in Ultron’s physical self, allowing him to project and even transform into ionic energy, easily making him a physical match for Thor and making fools of Goliath and the Wasp. By this point, Ultron-6’s plan has changed from blackmail to worldwide destruction and there’s a real sense of tension as the team desperately pursues him, especially as Ultron-6 is depicted as psychotic in his desire to eradicate human life. Yet, Ultron-6 apparently cannot construct new bodies for himself or robotic minions, which leads to his undoing when he targets Dr. McLain and is easily fooled by Yellowjacket. Still, despite “ultimate” Ultron failing to impress, Ultron is depicted as a significant threat as he outmatches, outwits, and outpowers a far stronger team of Avengers and comes dangerously close to enacting his plan. While he meets his end in dubious fashion, seemingly destroyed by the thought Pym plants in his head and the laughable Vibranium bell-thing Thor encases him in, I enjoyed seeing Ultron throw the Avengers around and be publicly revealed as a very real threat to the world.

Melancholy Vision proves ineffectual against Ultron compared to Pym’s elaborate scheme.

These three issues also largely focus onto the Vision, a melancholy, brooding figure who’s treated with some distrust by Barton, apprehension by Pym, and naturally seen as a tortured soul by the flakily Janet. Prone to breaking into gloomy soliloquies, the Vision is constantly questioning his purpose and humanity and is torn between his loyalties to his teammates and the programming forced upon him by Ultron-6. Having created the synthezoid some time ago, Ultron-6 compels his “son” to subdue any in his way using his bizarre powers, phase through walls, and betray his allies by stealing the Adamantium. Conveniently, Ultron-6’s control over the Vision isn’t permanent and he soon comes to his senses, only to be set upon by S.H.I.E.L.D. soldiers and put his relationship with the Avengers in doubt. This, as well as the desire to stop his creator, drives the Vision to confront Ultron-6 in a battle to the death. Thanks to the Vision being effectively all-powerful, their fights are brutal and merciless, though Ultron-6 maintains the advantage with his ionic powers and the Vision is left seemingly comatose after exerting himself. I’m not a big fan of the Vision’s dramatic ways but it is fun seeing him go toe-to-toe with Ultron-6 and getting a sense of how powerful Ultron can be since he holds his own against powerhouses like the Vision and Thor. Still, the Avengers’ first counters with Ultron were surprisingly low-key, despite Ultron wishing to wipe the human race off the Earth. Ultron’s shown to be incapable of making good on this threat after the Vision wrecks his equipment, ironically needing the knowledge of a human to prove his mechanical superiority, and spends more time boasting and plotting than actually seeing things through. It definitely makes him a megalomaniacal villain and I really dig his creepy aesthetic, but I don’t think it did him any favours to go up against such mismatched Avengers teams, who handily defeated him despite not being as powerful as they could be.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to Ultron’s first encounters with the Avengers? Where does Ultron rank in your hierarchy of Marvel villains? Did you believe that Jarvis had turned traitor? Were you surprised when the Vision betrayed his team? Which incarnation of Ultron is your favourite or who would you like to see on the Avengers roster one day? What are some of your favourite Ultron stories or moments? How are you celebrating the debut of the Avengers today? Share your thoughts on Ultron, and the Avengers below and, if you’d like to see more Ultron reviews, go support me on Ko-Fi.

Movie Night: Thunderbolts* / The New Avengers

Released: 2 May 2025
Director: Jake Schreier
Distributor: Walt Disney Studios Motion Pictures
Budget: $180 million
Stars: Florence Pugh, Lewis Pullman, Sebastian Stan, David Harbour, Wyatt Russell, and Julia Louis-Dreyfus

The Plot:
When Contessa Valentina Allegra de Fontaine (Louis-Dreyfus) seeks to erase the evidence of her malicious experiments, she unwittingly assembles a rag-tag team of losers and mercenaries, led by Yelena Belova (Push), to stand against her and her secret superpowered agent…

The Background:
Back in the nineties, Marvel Comics were not just in a financial state but the “Onslaught Saga” led to some of their most popular characters being presumed dead for a while. In their place, Peter David created an all-new superhero team, the Thunderbolts, who debuted in 1997 as typically excessive heroes who were secretly the villainous Masters of Evil in disguise. The idea of bringing this concept to the blockbuster Marvel Cinematic Universe (MCU) can be traced back to the production of Guardians of the Galaxy (Gunn, 2014) when director James Gunn expressed interest in a big-screen adaptation. Although the idea was shelved when Warner Bros. produced a similar concept, it regained steam when MCU projects teased Valentina assembling a team of anti-heroes and soon evolved into a starring vehicle for Florence Pugh. Once officially announced, a tumultuous development began as rumours and script rewrites did the rounds, drastically altering key plot points and surprisingly offing one of the main cast for shock value. Writer Eric Pearson was keen to introduce Robert “Bob” Reynolds, arguably Marvel’s most notable Clark Kent/Kal-El/Superman proxy, to tackle mental health issues like depression and addiction, with Lewis Pullman cast after scheduling conflicts forced Steven Yeun to back out. Much speculation surrounded the mysterious asterisk in the film’s title, which quickly saw Marvel re-branding the film to The New Avengers shortly after its release, as was always intended. While this bold decision divided some fans, Thunderbolts* was met with widespread critical acclaim and made over $382 million at the box office. Reviews praised the misfit action, Pugh’s elevation to a lead role, its exploration of depression, and the mixture of action and comedy, though many were dissatisfied with the unceremonious showing for Olga Kurylenko’s Antonia Dreykov/Taskmaster.

The Review:
Although the marketing for Thunderbolts* had me believe that Junior Congressman and ex-Winter Soldier James Buchanan “Bucky” Barnes (Stan) was the central character in this film, I was surprised and delighted to find that former Black Widow Yelena Belova takes the lead. In many ways, Thunderbolts* is as much a sequel to Black Widow (Shortland, 2021) as it is a continuation of The Falcon and the Winter Soldier (Skogland, 2021), reuniting Yelena with her eccentric and overbearing super soldier surrogate father, Alexei Shostakov/The Red Guardian (Harbour), delving a little more into Yelena’s backstory courtesy of some traumatic visits to a nightmare dimension known as the “void”, while also significantly building upon the character of disgraced military veteran and former Captain America turned hot-headed mercenary, John Walker/U.S. Agent (Russell). Still grieving the loss of her surrogate sister, Natasha Romanoff/Black Widow (Scarlett Johansson), Yelena begins the film in a place of apathy. Yelena now works as a black ops agent for Valentina, the director of the Central Intelligence Agency (CIA) who’s currently under heavy investigation regarding all her shady experiments and dealings. However, despite throwing herself into her work and being an accomplished assassin, Yelena is unfulfilled and bored with the day-to-day mediocrity of her assignments. Feeling directionless and empty, she attempts to find some direction by talking through her feelings with Alexei, a disgraced and overweight former Soviet hero who’s left living in squalor and running a limo driving service. Despite his significant fall from grace and his boisterous personality, Alexei emphasises that the greatest calling he ever had was being an adored hero and encourages Yelena to step out of her comfort zone and take on a more public, heroic role like her late sister. Though hesitant, Yelena decides to give it a shot, if only to change her daily routine, and Valentina agrees to reassign her if she completes one last job. Namely, the infiltration of a secret underground O.X.E. facility that’s in danger of being robbed (and thus exposing Valentina’s dirty secrets) by Ava Starr/Ghost (Hannah John-Kamen), a tortured soul who can become intangible for short bursts.

Although Taskmaster’s screen time gets cut short, Pugh steals the show with her layered performance.

However, when Yelena accesses the facility, she’s blindsided by Walker, who’s been contracted to kill her. Walker’s then attacked by master fighter Taskmaster, who’s been hired to kill him, and a four-way melee kicks off as they try to take each other out. Though Yelena immediately sees they’ve all been double-crossed, it takes the sudden, dramatic, and down-right insulting execution of Taskmaster for the fighting to stop. Well, that and the strange appearance of the anxious, confused, and seemingly harmless Bob after he was accidentally released from stasis. Though the pig-headed Walker is reluctant to believe Valentina would turn on him, he’s forced to begrudgingly work with the others to escape the facility, which first threatens to incinerate them and then trap them forever. Despite none of them having the powers or equipment to scale the impossibly large shaft, Bob suggests they clamber up back-to-back and, despite Walker’s selfish arrogance, the group fumbles their way to the surface. Unfortunately, Valentina’s long-suffering assistant, Mel (Geraldine Viswanathan), alerts her boss to their actions – and Bob’s presence – meaning the group are met by a heavily armed response team. Thanks to masquerading as Valentina’s goon squad, the group slip past the barricade, but the grateful and kind-hearted Bob decides to risk his life by covering their escape, resulting in him being peppered by bullets. Instead of dying, he emerges unscathed, blasts into the sky, and crashes to the ground with a massive explosion, inadvertently giving his newfound acquaintances the chance to escape and placing him in Valentina’s excited hands. Thanks to having chauffeured Valentina and Mel, Alexei races to retrieve them and excitedly encourages them to stick together as a team, accidentally nicknamed “Thunderbolts” after a passing mention of Yelena’s school sports team, though the group are less than enthusiastic about working together and are visibly disgusted at having had to rely on each other for so long.

Emotionally damaged Bob turns out to be perhaps the greatest threat the world has ever known…

While all this is going on, Bucky seeks to uncover concrete evidence to expose and impeach Valentina, working his charm on Mel to get the inside track and racing to rescue the group when Alexei’s limo is attacked. Despite Alexei’s joy at meeting a Soviet hero and fellow super soldier, Bucky takes no chances and binds the group, seeking to have them testify against Valentina, but is forced to cut them loose and join forces with them when Mel corroborates their wild claims about Bob. As indicated by paperwork found in the facility, the seemingly unassuming Bob is actually a neurotic and emotionally unstable drug addict and survivor of horrific childhood abuse who, in a desperate attempt to feel powerful and significant, signed up to one of Valentina’s secret drug trials. While all the other subjects died, Bob became a full-blown indestructible superman, capable of flight and exhibiting awesome psychic powers, though his dark side also received a superhuman boost. With a touch, or at his command, Bob sends targets to the void, a dark dimension where they relive their most painful memories. However, Valentina brainwashes Bob with platitudes and strokes his fragile ego, promising to make him the world’s mightiest superhero in the absence of the Avengers and having him become the Sentry. While Bob is reluctant to turn on his newfound friends, he embraces the chance to be more than an insignificant nobody, but quickly becomes drunk on his power, rejecting Valentina’s orders and seeking to take the world for himself. While Mel puts the Sentry down with a kill switch, this merely suppresses Bob’s neurotic (but nonetheless harmless) personality and unleashes his dark side, the Void, who impassively terrorises New York City to plunge humanity into a glorious nothingness. Despite being powerless against the Sentry and going their separate ways, the chaos inspires the reluctant Thunderbolts to save civilians and rally against the Void, with Yelena desperate to appeal to Bob’s humanity by willingly returning to the void and facing his dark past.

While Valentina is a deplorable puppet master, the misfit team is their own worst enemy.

Although Valentina is gleefully presented as a despicable and thoroughly unlikeable villain, I do think she suffered from not featuring more prominently in previous Marvel movies as a dark counterpart to Nick Fury (Samuel L. Jackson). Luckily, the titular Thunderbolts are all largely dislikeable or morally dubious characters and their bickering and in-fighting means they’re their own worst enemies. Indeed, it’s only the fact that they have a common enemy that the group sets aside their egos and dislike of each other to even work together, though Bucky and Alexei go a long way to galvanising the team. Still, “dysfunctional” is putting it mildly when it comes to these guys, especially considering how abrasive and unlikeable Walker is. His temper and arrogance paint him as a typical jock, but he undergoes a surprising redemption arc throughout as he tries to atone for his past and turn his life around. Though sadly not featured as prominently as she should be, Ghost seems to carry some guilt about murdering Taskmaster and, despite frequently clashing with Walker, sticks with the group simply because she’s lived so much of her life alone. As Alexei observes, Yelena feels the same emptiness lifted thanks to the team’s presence. Despite them constantly butting heads, she takes a leadership role and is constantly the voice of reason amongst them, pushing them to focus on their true enemy and to do some good for a change. Naturally, Alexei enjoys the chance to be a hero once more and Harbour’s enthusiastic and bombastic energy really cements Thunderbolts* as one of the best MCU movies of the modern era. Finally, there’s Bucky, a guy who seems uncomfortable in his political role and who immediately reverts to type the first chance he gets. Without a doubt, though, this is Bob’s show as, through him, the MCU tackles the serious and soul-crushing weight of abuse and depression and forces it to the forefront as he discovers, masters, and then loses himself to his incredible powers.

The Nitty-Gritty:
Unfortunately, despite the film’s marketing, Taskmaster really got the shaft here, she appeared onscreen for one fight, gets one line, and then is suddenly executed with little to no fanfare. Yelena basically shrugs it off since she’s so impassive and Taskmaster is barely brought up afterwards, which is a shame as her new suit was cool and I would’ve liked to see her character get a shot at redemption. They could’ve at least had her live until the team escaped the facility, perhaps have Bob accidentally obliterate her in his first unexpected show of power. Similarly, I’m not sure what the benefit of having Bucky be a congressman was if it was going to be dropped immediately. Nothing he did tied into that role and he could’ve worked Mel and helped his fellow congressman (Wendell Pierce) without having a political role. While it was also a shame we never got to see how the others fared in the void, it did provide some additional tragedy to Yelena (who was forced to see her fellow Black Widow recruits tortured and killed during her training) and touched upon the shame that fuels Walker and explains his brash personality. The void truly shines when exploring Bob’s traumatic past, however, as Yelena witnesses Bob’s father emotionally and physically abuse him, his drug addict mother shun him, and briefly witnesses his own struggles with addiction. When in his default personality, Bob talks about how he sometimes has highs and then suffers crushing lows that drove him towards drink and meth but also, seemingly to the point where he didn’t care if he lived or died. This led him to Valentina’s “Sentry Project”, which remarkably made him everything she hoped for, but also empowered his dark thoughts and made him extremely emotionally unstable. Seeing Bob wallow in his childhood bedroom (the quietest, nicest room in the void as long as you don’t mind seeing and hearing your parents fight and belittle you) was heart wrenching and Pullman really ran the gamut of emotions in his portrayal of Bob.

Amidst the action and banter, there’s a chilling and emotional exploration of depression.

This culminates in a spectacular (if brief) display of power from the Sentry in the former Avengers Tower. Garbed in a golden outfit and showcasing superhuman speed and strength, the Sentry easily overpowers his friends, with even the super soldiers barely making Bob flinch and him overwhelming them all while appearing bored. His transformation into the Void is equally impressive, with Pullman being enveloped in darkness. He speaks in a hushed, impassive tone, with only his silvery eyes glittering from the darkness, and sends targets to the void with a wave of his hand in a chilling visual. While much of Thunderbolts* revolves around the rag-tag team trying to co-exist without killing each other, the group finds a common language in combat. Despite them all pretty much just punching and shooting, each brings something a little different, such as Walker wielding his shield, Bucky utilising his mechanical arm, and Ghost phasing in and out of reality. Although Walker scoffs at Yelena taking charge of the group and a combination of bad luck and miscommunication means their plans often fail or quickly fall apart, the group fights well together. Crucially, when the Void envelops the city, these largely selfish anti-heroes don’t hesitate to jump in and save who they can, leading the crowd to safety and earning their appreciation, much to Alexei’s delight and the others’ surprise. Action-packed moments like Bucky’s Terminator 2: Judgment Day (Cameron,1991) style motorcycle intervention, the team storming Valentia’s tower, and their ill-fated showdown with the Sentry are juxtaposed with some fun humour and banter and some poignant moments, particularly between the grieving and emotional Yelena and Alexei. Angry at her “father” for not staying in touch more and still struggling after Natasha’s death, Yelena breaks down in Alexei’s arms at how lonely she is and he does his best to comfort he, just as Yelena finds a kindred spirit in Bob, whom she senses is both lonely and damaged and in need to help and reassurance.

These unlikely heroes step up to meet the challenge when the Void engulfs the city in darkness.

This, as much as her inherent heroic nature, is what drives Yelena to stop running from the Void and willingly return to his dark dimension. There, she ignores her own traumatic past and desperately searches for Bob, eager to appeal to his reason, and discovers the sheer depth of his emotional trauma. Having resigned himself to the void and feeling as powerless to fight it as he was to stand up to his parents, Bob is reluctant to stand against his dark side and, though bolstered by Yelena’s genuine concern, is touched when the rest of the team brave their nightmares to reunite with them. At Yelena’s suggestion, Bob brings them to the worst “room” in the void, the place where he was transformed into a superhuman, and the team discovers that the effect on his psyche was near instantaneous. They also encounter the Void, a spiteful and all-powerful force that belittles Bob, tortures his friends, and maliciously mocks Bob’s insecurities. When Bob lashes out in anger, attacking the Void and mercilessly beating him, Yelena sees that this threatens to erase his compassionate side altogether and, despite the environment itself trying to stop her, she rushes not to stop or kill Bob, but to embrace him. The others do the same, embracing their damaged comrade and affirming their belief in him and their showcase of affection is enough to quiet the Void, returning everyone lost to the darkness and leaving Bob seemingly with no memory of what happened (and, sadly, no longer wearing his awesome Sentry suit). In the aftermath, the group seeks retribution upon Valentina, only to be blindsided when she leads them into a press conference and introduces them as the New Avengers. Though Valentina’s dismayed when the group begrudgingly accept the moniker (and when Yelena asserts dominance over her), she accepts the compromise as it means she can remain in a position of power. Unfortunately, the credits and post-credit scenes immediately deride the unlikely new Avengers, with headlines and news stories questioning them and even Sam Wilson/Captain America (Anthony Mackie) said to be suing them over the name! Still, the team relishes the chance to prove their credentials when they receive word of a strange, extradimensional craft entering Earth’s atmosphere…

The Summary:
I purposely avoiding using any spoiler warnings for this film, and including both titles, since Marvel Studios let the cat out of the bag just a few days after its release. While I was surprised to see the team be revealed as the New Avengers, it was a pretty fun way to end the movie, though I do wonder how prominent the team will be in the sixth phase of the MCU considering how packed the slate is. Regardless, Thunderbolts* was a surprisingly good time. I say “surprisingly” as the team has very little to do with their comic book counterparts and I wasn’t expecting all that much of it, especially after we had two similarly themed DC movies, but it turned out to be very entertaining and surprisingly touching. As a deconstruction of mental illness, Thunderbolts* (more specifically Lewis Pullman) knocks it out of the park, with Bob perfectly encapsulating the insecurities, incredible highs, and soul-destroying lows of depression. While he’s apathetic as the Sentry, Bob is chillingly impassive as the Void and so powerful that he completely neuters his more reasonable side. I also loved how Yelena came to the forefront here as a leader and her own search for meaning, and the evolution of her relationship with Alexei. While it was a damn shame Taskmaster got shafted, I would’ve liked to see Valentina used more leading up to the film, and I was hoping for more Bucky, I really enjoyed the dysfunctional team dynamic and how even an asshole like U.S. Agent could turn his life around with the right motivation. Thunderbolts* was a definitely step in the right direction for the MCU and I’m excited to see how its events will impact future MCU movies, especially regarding the Sentry, and I would absolutely say it’s a must-see for fans of this sprawling cinematic universe.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Thunderbolts* and the surprise reveal of the film’s true nature? Were you disappointed that a more comic accurate team wasn’t used? What did you think of the unceremonious execution of Taskmaster? Were you impressed by the Sentry and the film’s discussion of mental health? What do you hope is next for the team in the MCU? Tell me your rating of Thunderbolts* in the comments, support me on Ko-Fi, and go check out my other Marvel content.

Back Issues: The Sentry #1-5 / The Sentry vs. The Void #1

Writer: Paul Jenkins Artist: Jae Lee

Story Title: “Act 1: The Suit”
Published: 19 July 2000 (cover-dated: September 2000)

Story Title: “Act 2: The Unicorn”
Published: 16 August 2000 (cover-dated: October 2000)

Story Title: “Act 3: The Photograph”
Published: 20 September 2000 (cover-dated: November 2000)

Story Title: “Act 4: The Conspiracy”
Published: 18 October 2000 (cover-dated: December 2000)

Story Title: “Act 5: The Betrayal”
Published: 15 November 2000 (cover-dated: January 2001)

Story Title: “The Truth”
Published: 31 January 2001 (cover-dated: February 2001)

The Background:
Debuting in 1938, Clark Kent/Kal-El/Superman wasn’t just an immediate hit with readers, he was also the first-ever costumed superhero, inspiring every single colourful crimefighter that came after him. Oddly, despite co-creating and bringing to life some of the industry’s most recognisable and beloved characters, Marvel Comics legend Stan Lee struggled to emulate the success of the Man of Steel. Over the years, many Marvel characters have been positioned as the company’s parallel to Superman, with none really making much of an impact. Robert “Bob” Reynolds/The Sentry, however, is perhaps the closest Marvel came to this endeavour. First conceived of by Paul Jenkins and Rick Veitch back in the late-1990s, the Sentry was pitched as an over-the-hill superhero struggling with addiction and was cleverly positioned as a “forgotten” hero from Marvel history. Easily one of Marvel’s most overpowered heroes, the Sentry was also a figurehead for mental illness thanks to his drug addiction and psychotic split personality, though this often led to him being seen an aggravating and inconsistent character. Despite some bad-ass moments and turning the tide in many conflicts due to his awesome power and unpredictable nature, Marvel’s insistence of reverting to the status quo meant the character has had more downs than ups over the years, to the point of fading from the spotlight. Indeed, as of this writing the Sentry has only ever appeared in supporting roles in Marvel videogames, with no animated appearances to his name, though the character did make the jump to the Marvel Cinematic Universe, courtesy of Lewis Pullman, in 2025.

The Review:
We first meet Bob Reynolds when he’s awoken by a lightning storm that triggers memories of an aggressive alien menace known as “The Void”. After reassuring his wife, Lindy Lee-Reynolds, Bob retrieves a bottle of liquid and is haunted by scattered memories that emulate the art style of the legendary Jack Kirby. Through them, we learn that a young, naïve Bob stumbled upon the mysterious “Professor’s” secret serum and drank it, fashioning a golden costume and blue cape and fighting both crime and supervillains as “The Sentry”. As Bob struggles to reconcile these memories, torn between them being fanciful delusions made from a comic book and real-life recollections of his battles against the Void alongside the Avengers, he remembers dispelling the Void with “the power of a million exploding suns” and the shadowy villain’s vow to return one day. Plagued by self-doubt, Bob’s memories shift to a decidedly darker, more Frank Miller-esque style as the Professor runs down his strengths and weaknesses. The serum supercharged his molecules, causing each atom to be slightly out of shift with time, granting him a “hyperstate of consciousness” and rendering him functionally immortal thanks to the power of the Sun. His only weakness was that his powers were tied to the serum, though the Sentry ignored the Professor’s warnings of him becoming addicted to the drug in favour of saving the galaxy from the Void. Desperate to regain a more coherent sense of himself and to be “vigilant” once more, Bob swigs from the serum and is immediately wracked by pain and spasms. Visions of the Void see Bob branded a common junkie and lectured about the emptiness of life so, when Lindy discovers him delirious and with an empty botte nearby, she naturally assumes he’s fallen off the wagon. Refusing to see her lover destroy himself before her eyes, Lindy walks out, leaving Bob to fool himself into thinking he’s slipping back into his costume and answering “the Sentry Signal” when, in reality, he’s simply put on a jacket with a crude cape pegged to the back! Still, he can fly, at the very least, so he heads to New York City (vaguely remembering when the Void reduced Manhattan to a smouldering crater) and is confronted by Doctor Reed Richards/Mister Fantastic. Though Bob speaks to Mr. Fantastic as an old friend, Reed has no idea who he is, though the word “unicorn” triggers something in the curious adventurer.

Triggered by cloudy memories, Bob tries to reconnect with a world that’s forgotten his heroics.

While Bob remembers Lindy accepting his superhero life right before their wedding, Mr. Fantastic talks the incident over with his family, perturbed by the sudden appearance of a golden unicorn that Bob gifted to Reed, who was his best friend. Disturbed and curious, Reed discovers a VHS tape in the unicorn that contains a warning from himself about the Void, but the tape explodes before the Fantastic Four learn anything tangible. Meanwhile, Bob (who “becomes” the Sentry the more he recalls his fragmented past, with his rudimentary costume even being revitalised) visits Doctor Robert Bruce Banner/The Hulk. Unlike the others, the Hulk remembers “Golden Man” as his “best amigo”, though Bob is disturbed to find the Green Goliath hasn’t evolved past his savage, childlike demeanour. Bob shares his concerns regarding a conspiracy surrounding him and convinces the Hulk to stand by him when the Void returns. Bob then meets Peter Parker/Spider-Man, who doesn’t remember Bob, sees only a blank piece of paper when Bob shows him a photograph he once took of the Sentry, and brands Bob a “fruitcake”. However, as he goes to leave, Bob begs Spidey to investigate further. As the world is thrown into turmoil, Peter’s memory is jogged after he confirms that multiple publications have been excised from public record. Additionally, Doctor Stephen Strange confirms the Void’s threat to Reed and, though he refuses to elaborate, he does magically conjure a memory of the Fantastic Four and Dr. Strange erasing everyone’s memories of the Sentry and Reed forcing Dr. Strange to keep that information hidden. Bob has a psychic parlay with Professor Charles Xavier/Professor X, causing Professor X’s memories resurface, and the X-Men to be put on alert. Similarly, Anthony “Tony” Stark/Iron Man remembers the Sentry, leading Bob to fly into a tirade about how he inspired all the world’s superheroes and was simply forgotten. Bob remembers that the Avengers staged an intervention regarding his overreliance on the serum and the lingering threat of the Void, with all begrudgingly agreeing that the Sentry, despite his many good deeds, should disappear. Since Tony stood up for him, Bob begs him to get the others onboard before flying to a desolate area of the city, his impressive super suit finally reformed. He returns to his long-forgotten fortress, the Watchtower, while his scarred and disabled former sidekick, Billy Turner/Scout, awakens from a disturbing nightmare.

Despite fragmented memories of betrayal, the Sentry rallies to oppose the Void’s return.

Inside the Watchtower, the Sentry reunites with its Centrally Located Organic Computer/C.L.O.C. to investigate a subliminal message being transmitted around the world by a small, bug-like transmitter that’s powered by the same serum that gives the Sentry his incredible abilities. Thanks to a “self-modifying loop virus”, C.L.O.C. cannot directly aid the Sentry without being destroyed, so the Sentry disables the crude device himself. This leads to a brief and near imperceptible shift in the fabric of reality and, suddenly, kids discover their Sentry memorabilia, Billy finds his old costume, and people are filled first with relief at remembering their hero…and then horror as they also remember the Void. They also remember the Sentry dying in battle (at least, as far as the public were concerned), marking the end of a “Golden Age” of heroes. This event also sees the Sentry remembering Reed condemn him as a traitor and a criminal, claiming that Bob accepted bribes from the criminal underworld to fund his addictions and then mislead the public into thinking he was a hero while also profiting from his violent impulses. Angered at this betrayal and slander, the Sentry reconciles with a remorseful Lindy, only for her to be attacked and threatened by the Void. Gleefully, the Void spitefully monologues about his scheme to bathe the world in darkness and devour every living soul in the universe, saving his hated foe until last just to make him suffer. With that, the Void tosses Lindy aside and conjures an alarming and devastating hurricane out at sea that threatens the mainland. The Sentry makes a quick public address to announce his return, protest his innocence, and warn that the storm signals the return of the Void. After calling for a mass evacuation, the Sentry pleads with his superpowered cohorts to stand by his side once more against the threat on Liberty Island. Though he’s uncharacteristically afraid, the Hulk is the first to arrive out of gratitude for all the support the Sentry once showed him. Spider-Man, the X-Men, the Avengers, and all the city’s costumed protectors then arrive soon after, alongside Billy Turner. When Mr. Fantastic arrives, the Sentry berates him for his betrayal, though Reed’s still got some gaps in his memory and is adamant that he’d never betray his best friend like that.

A remorseful Bob is forced to sacrifice his reputation to keep the Sentry, and the Void, forgotten.

Faced with the Void’s pending arrival and the potential end of the world, the Sentry steels himself, with friends and foes at his back, for the assault. The Void attacks with “infinitendrils” that sap even the Sentry’s abilities and confidence. The trinkets the Sentry gifted to his allies barely keep them from succumbing to the Void’s influence and unnamed heroes and untold civilians die as the Void’s attack decimates the city. During the chaos. Dr. Strange prompts Reed to remember when the Void attacked Manhattan in the past, causing catastrophic damage and leaving a pile of slaughtered bodies in his wake, only for Susan Storm/The Invisible Woman to discover the Void and the Sentry were one and the same! In the face of the Void’s destructive power, which left a million people dead, and faced with a man they’d known and respected and could clearly see was suffering a psychotic episode that manifested in a separate personality, Reed and Bob came up with a plan. After Bob shared his concerns about himself and admitted to his addiction, the two constructed the hypnotic transmitters to ensure that no one, not even Bob, would remember the Sentry, thus keeping the Void at bay.  Thus, at Bob’s insistence, the Sentry’s death was faked, his funeral staged, and his reputation tarnished to ensure that the people who loved and admired him so much would submit to the hypnosis. In the present, the physical and existential battle between the Sentry and the Void rages, breaking even the Hulk’s super-tough body, until Reed intervenes. Although the Void whispers poison in Bob’s ear, fuelling his confusion and anger, Reed triggers Bob’s memories, much to the Void’s anger. Desperate to live and to wreak havoc, the Void threatens to take full control of Bob’s body, so the Sentry rushes back to C.LO.C. alongside his allies. After a moment’s hesitation, the Sentry orders C.L.O.C to reactivate the transmitter and Bob gets a brief moment to reconcile with his best friend before their memories are wiped. In the aftermath, the devastation is blamed on a “temporal anomaly” and Bob returns to his mundane life with Lindy. However, when they stop for a bite and are served by Billy, a flash of a memory suggests the Sentry may not be completely forgotten…

The Summary:
This was my first time reading the Sentry’s debut story arc and I was quite excited to get into it. I don’t know much about the Sentry, but I remember his debut being quite a big deal and have seen it being talked about, and seen him pop up in a few crossover events and such, so I was eager to get into this and see if it lived up to the hype. Unfortunately, I really don’t think it did and I was left a bit disappointed. For starters, it bugged me that the story wasn’t contained in a five or six-issue arc. Instead, we have five issues laying the foundation for the Sentry and the Void, a couple of team-up stories that take between #5 and The Sentry vs. The Void #1, and that standalone resolution to the arc. This was a story clearly written for trade collections, which is fine on paper as that’s my preferred way to read comics, but it’s pretty damn arrogant of Marvel Comics to assume that people are going to be this heavily invested in their brand-new superhero right off the bat. Luckily, the central concept has a lot of legs to it, and I did enjoy the story as a very different, more cerebral superhero tale. It’s always engaging and interesting when comic books are more than just big superhero fights or cosmic events, and the Sentry’s debut definitely delves more into the psychological thriller genre as Bob, Reed, and the reader try to piece together the truth about this strange and apparently forgotten character. The mystery of the Void was equally well done and I liked that he was perceived as a world (well, universe) ending threat and the sense of desperation behind him. The idea that someone or something was so dangerous to all life that even the Avengers and the Fantastic Four blurred their morals to erase the minds of everyone in the world is very powerful and still holds up now, even knowing the truth about the two.

The Sentry is a bit of a Gary Stu and changes long-running aspects of Marvel continuity.

I liked that Bob is presented as an out of shape everyman. He’s a nobody whose wife barely seems to tolerate him and who’s haunted by nightmares and faded memories that could just as easily be comic books he read as a kid. When something (it’s not clear what) triggers the revival of the Void, Bob’s ordinary life is turned upside down and his body undergoes a slow and dramatic change upon drinking the mysterious serum that makes him an all-powerful demigod. I’m not sure how this transforms his costume or why a simple potion can give him such incredible power, but Bob’s memories, personality, and sense of self worth return the more he indulges in the serum and the more he meets with his old allies. Even his physical appearance changes, returning him to the superman physique he enjoyed in his prime, and his trip down memory lane changes many preconceptions of existing Marvel heroes. The Sentry is said to be the “first” costumed superhero, the one who inspired all the others, and his deeds were almost incalculable. He tamed the Hulk, was best friends with Reed Richards, scored Peter Parker his first Pulitzer Prize, and saved the world countless times. Indeed, this debut story goes out of its way to really hammer home that the Sentry was the bastion of all that’s good in the world, that no one could compare to him, and that he was the example others lived by. He had an elaborate headquarters in the heart of New York City, a kid sidekick, and all kinds of gadgets, making him very much a child’s perfect amalgamation of what makes a good superhero. It’s a bit grating, to be honest, primarily because we don’t really get to see any of the Sentry’s past deeds. We simply hear people talk about them and how great he is, with little evidence to back it up since even Bob barely remembers fact from fiction. Equally, we never get to see any of the Sentry’s incredible and much-touted powers beyond a few brief glimpses. Sure, he can fly and take a hit, but I’m not sure what “the power of a million exploding suns” means or how it scales with, say, the Hulk or Thor Odinson.

A unique and engaging story, but one that didn’t live up to its full potential for me.

I really enjoyed the panels that reflected other artists and key eras in comic book history. They went a long way to keeping up the ruse that the Sentry was a long-forgotten hero from Marvel’s glory days, dusted off and reinserted into mainstream continuity. In fact, I’d go as far as to say that we should’ve gotten more of these. They could’ve helped flesh out Bob’s backstory and past exploits, his relationship with Billy, and maybe retroactively insert him into key moments in Marvel history. Instead, they’re just fun panels that don’t live up to their potential, which is a shame. While you could argue that the mystery surrounding the Void, how stubbornly cagy Dr. Strange was and how fragmented records were, hinted towards the final reveal as much as Bob’s obvious unstable mental state, I think it landed really well. There’s a degree of responsibility on the reader’s part to understand that things aren’t quite what they seem. When the heroes assemble to help repel the Void in the finale, they’re not necessarily standing with the Sentry against the oncoming storm. Instead, they’re observing him violently lashing out as the Void reasserts control. While I would’ve liked more panels devoted to the destruction, it’s painted as the greatest threat the world has ever seen and one that the heroes are unable to stop through conventional means. It’s only by appealing to the man they once knew that the heroes manage to contain the Void once more, convincing Bob to make the ultimate sacrifice one more time since his powers and mentality are too unstable to be trusted. It’s a very unusual and dramatic end to a superhero story and paints the Sentry as a very fragile and complex character, one who would continue to suffer from his mental health issues and addictions in subsequent appearances. Unfortunately, I do feel the execution was a bit lacking and the story didn’t quite live up to its full potential. This seems par for the course with the Sentry, who doesn’t seem all that relevant these days, which is also a shame as I really think there’s something here and that it’s a very unique way to introduce a new superhero and supervillain.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to the Sentry’s debut story, and the character in general? Were you surprised and excited by the unusual depiction of the character? Did you guess that the Sentry and the Void were the same person or was it a surprise for you? What did you think to the Sentry being retroactively inserted into Marvel continuity? Do you agree that the story fell a little flat in the end or were you intrigued to see more? What are some of your favourite moments involving the Sentry? Which of Marvel’s Superman knock-offs is your favourite? Whatever your thoughts on the Sentry, leave a comment below, support me on Ko-Fi, and check out my other Marvel content on the site.

Back Issues [National Superhero Day]: Marvels


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


Story Titles: “A Time of Marvels”, “Monsters”, “Judgment Day”, and “The Day She Died”
Published: 9 November 1993 (cover-dated: January 1994) to 22 March 1994 (cover-dated: April 1994)
Writer: Kurt Busiek
Artist: Alex Ross

The Background:
In 1939, pulp-magazine publisher Martin Goodman created Timely Productions, expanding his reach into the increasingly popular medium of comic books. Timely’s first publication, Marvel Comics #1, was spearheaded by the first appearances of Jim Hammond/The Human Torch and Prince Namor McKenzie/The Sub-Mariner, and went on to sell over 900,000 copies. This success was followed by Captain America Comics #1 selling over a million copies just two years later, the same year that Goodman’s wife’s sixteen-year-old cousin, Stanley Lieber, was named interim editor under the pseudonym “Stan Lee”. Though superheroes declined in popularity after the Second World War, Goodman continued to publish Westerns, horror, and war comics under Atlas Comics before rebranding to Marvel Comics in 1961. Stan Lee and Jack Kirby then ushered in the “Marvel Age” of comics with the Fantastic Four, kick-starting a slew of costumed superheroes and Marvel’s distinct narrative style. These colourful heroes caught the eye of artist Alex Ross from an early age; known for his startlingly photorealistic artwork, Ross later cemented his position in the industry with Kingdom Come (Waid, et al, 1996). However, his big break came when he teamed with writer Kurt Busiek to produce this four-issue miniseries that reframed many of Marvel’s most iconic moments through the eyes of a common man. Marvels was an award-winning, widely praised miniseries that inspired a much grimmer counterpart story in 1995, a follow-up series in 2008 (though Alex Ross did not return), and a sister-series in 2021.

The Review:
Marvels followers budding photographer Phil Sheldon who, at the beginning of the story in 1939, is eager to go to Europe and make a name for himself as a war photographer. While his friend and fellow cub reporter, a youthful J. Jonah Jameson, scoffs at the futility of the war, he shares his own lofty aspirations of one day owning the Daily Bugle and making his own headlines. While Jameson heads off to cover a labour dispute, Sheldon attends a press conference hosted by noted scientist Phineas T. Horton, who unveils his revolutionary “synthetic man”, a robotic creation indistinguishable from the real thing except that it bursts into flame when exposed to oxygen. While the reporters initially mock the demonstration as an elaborate hoax, they react in horror when this “Human Torch” moves and appears sentient. Subsequent sensationalist headlines – the “power of the press”, as Sheldon puts it –   slander Professor Horton and see him bury his creation lest it prove to be a danger. While shopping for a gift for his betrothed, Doris Jacquet, Sheldon rushes to investigate a disturbance, hopeful for the big break that’ll get him shipped to Europe, only to the find the Human Torch running amok through the streets of New York City. While the ridiculously fickle New Yorkers brush the event off as an elaborate prank, Sheldon is shaken by his second sight of the flaming man and is therefore the only person to take reports of a “Sub-Mareener” seriously. Over the next few panels, both the Human Torch and the Sub-Mariner raise the ire of everyday folk with their antics, but they captivate Sheldon, who turns down the chance to cover to war to stay and follow these ever-prominent “Marvels”. As awe-struck as he is by such costumed super-men, Sheldon can’t help but question what their presence means for mankind, who suddenly seem secondary in the evolutionary chain. Thus, when the Human Torch and the Sub-Mariner inevitably come to blows in what’s likened to a battle between Gods, Sheldon shares the same fear as his fellow citizens, despite protests from the likes of officer Betty Dean, who vouches for Namor’s character.

Photographer Phil Sheldon witnesses the terrifying and awesome debut of the “Marvels”.

As the two titans battle, hijacking the airwaves and causing a great deal of property damage, Sheldon is angered at them for making humanity feel so helpless. The conflict is ultimately resolved by Officer Dean, who cools the differences between the two, though Sheldon echoes the same bitterness of his peers at both superhumans escaping any punishment for their actions. In the face of his helplessness, and intuiting that such occurrences will only escalate, Sheldon reluctantly suggests pushing back the wedding and, resenting him, Doris opts to call the whole thing off until he feels more like a “man”. By winter, the press was alive with reports of Captain Steve Rogers/Captain America’s colourful adventures; kids and adults alike revelled in his Axis-smashing antics. While at the cinema, Sheldon’s musings that Cap is so accepted because he’s not perceived as a threat are given further credence when the entire audience (him included) applaud news reports of the Human Torch and the Sub-Mariner teaming up to battle the Nazis. Just like that, the Marvels are celebrated, national heroes; the public debates which of them is better and stronger and Sheldon’s perspective has changed enough to rekindle his relationship with Doris. His elevation is short-lived, however, when it’s suddenly reported that Namor has turned on the Allies and waging his own war against America, a war that sees him flood New York with a catastrophic tidal wave! The Human Torch confronts him and Sheldon’s right there to snap some pix, now revelling in witnessing such a titanic clash, only to be injured by flying debris and lose an eye in the process. Surprisingly, he feels no ill will towards the Marvels and instead chooses to focus on the bigger picture – the war and his impending wedding, specifically. After the wedding, Sheldon finally gets to cover the war in Europe and is right there when Cap, the Human Torch, Namor, and the rest of their superpowered Invaders, storm a Nazi compound, noting in a letter to Doris that the Marvels aren’t some temporary fad; they’re here to stay.

While the Avengers and Fantastic Four are celebrated, even Sheldon hates and fears Mutants.

Some decades later, an older and more experienced Sheldon is convinced to cover a battle between the Avengers and the Masters of Evil. Cap has just returned from his icy sabbatical, inspiring the awe and admiration of Sheldon and the public. By this time, sights such as Anthony “Tony” Stark/Iron Man, Thor Odinson, and Doctor Hank Pym/Giant-Man cutting through the city skyline and dwarfing mere mortals are commonplace but no less impressive. Sheldon hopes to publish a book of his photos of their heroics, convincing his publisher to take a shot on the idea based on how inspirational Marvels like the Fantastic Four are. While mulling over his opening text, Sheldon’s swept up by an angry mob who descend upon the X-Men, convinced that the Mutant teenagers tried to kill an innocent construction worker. Sharing the sentiment that the Mutants are dangerous killers, Sheldon literally casts the first stone, left shaken by the words of Scott “Slim” Summers/Cyclops (“They’re not worth it”) and pondering why Mutants illicit such hatred and distrust compared to the other Marvels. He concludes it’s because Mutants are genetically predisposed to be the next step in human evolution, thereby conjuring fears of death and redundancy in everyday folk. Ruminating these matters at home with his kids (who idolise the Marvels), Sheldon is gifted a writing assignment covering an art exhibition hosted by blind sculptress Alicia Masters. He’s also right there for when Doctor Reed Richards/Mister Fantastic announces his engagement to Susan Storm/The Invisible Girl, landing Sheldon another book deal with Jameson for every photo he takes of the colourful couple and landing him on the guest list for the wedding. With major shake-ups occurring in the Avenger’s roster and the likes of Matt Murdock/Daredevil making a splash downtown, to say nothing of the wedding drama, Sheldon almost forgets about the Mutant problem…save for the abundance of anti-Mutant graffiti plastered around town.

Sheldon sees the worst of humanity when the Mutant problem escalates into all-out paranoia.

Sheldon’s stunned when he returns to his quiet suburb and finds an angry mob literally grabbing pitchforks to hunt down a Mutant in the area. His first thought is his family but Sheldon’s shocked to come home and find his children sheltering a Mutant child, Maggie, a frightened little girl who’s the anthesis of everything Sheldon had so firmly believed about her species. Suddenly likening the persecution of the Mutants to the horrors of Auschwitz, Sheldon resolves to protect the girl from their friends and neighbours, who wouldn’t think twice to burn their house down to get to her. While his family keep Maggie safe, Sheldon reads up on Mutants and tries to find some way to help her, only to be met with dead ends and realise that the government wants to lock them up, at best, and execute them, at worst. Sheldon realises that the X-Men could help but falters, worrying they would remember him as another angry human, and meanders through even Reed and Sue’s wedding, his thoughts so preoccupied by Maggie’s fate. His concerns are only exacerbated when a television debate between Professor Charles Xavier/Professor X and Bolivar Trask sees the unveiling of his Mutant-hunting Sentinel machines and the outing of Professor X as a Mutant. Driven into a frenzy by fear, hated, and paranoia, an all-out riot breaks out. Sheldon’s right there, recording evidence of man’s inhumanity to man, as the monstrous Sentinels fly overhead, and is distraught to return home and find Maggie left to keep them safe and unable to comfort his kids when they worry about her safety. Within a mere two months, the fickle public begin to turn on the Marvels, holding them accountable for their actions and questioning their methods. Their primary target is Tony Stark, who bankrolls the Avengers and pays Iron Man to be his personal bodyguard, and the Avengers, who had recently been framed by evil doppelgängers. Disturbed by how sordid the Marvels have become, Sheldon throws himself into his work, determined to keep his family fed and sheltered, but unwittingly drives a wedge between him and Doris and the girls.

Sheldon’s incensed when the public slanders the Marvels even after they defeat Galactus.

The Marvels’ bad press is only escalated by Jameson’s personal vendetta against Peter Parker/Spider-Man and Sheldon comes to question his perception of the Marvels once more. However, he and the entire city are horror-struck when the skies burst into flames, asteroids fill the horizon, and a mysterious “Silver Surfer” arrives, seemingly heralding the onset of judgement day. Once again, despite their distrust and slander, the people must put their faith in the Marvels and be mere spectators as the Fantastic Four raced to confront the Silver Surfer, only to be dwarfed by the might and terror of the titanic Galactus! To the stunned horror of the public, the Fantastic Four lose the battle and none of their other defenders appear to help, leaving them to contemplate their end and watch, helplessly, as Galactus constructs an elaborate device around the Baxter Building. The people celebrate as the Fantastic Four and the Silver Surfer attack Galactus in full force, but Sheldon decides to leave the scene and be with his family, realising that the Marvels could fail and that he would rather be with his loved ones at the end. Luckily for him, and everyone, the Fantastic Four fend Galactus off with the Ultimate Nullifier but, rather than being celebrated as heroes, the team – and all Marvels – are further slandered by Jameson’s derogatory headlines. Sheldon’s protests fall on deaf ears and even he’s disgusted to find teenage photographer Peter Parker gleefully selling incriminating photos of Spider-Man to Jameson. His contempt for the public reaches a boiling point as Sheldon heads to cover a battle between the X-Men and Count Luchino Nefaria, snapping at them for slandering the very people, even Mutants, who save their lives. Still, by the 1970s, the public turn to his book of photographs for comfort after the Avengers are stuck in another galaxy determining the fate of all reality, begrudgingly guilty for questioning their methods. Now feeling his age, Sheldon takes on an assistant, Marcia Hardesty, though even this can’t help lighten his increasingly sour mood as he repeatedly sees the Marvels questioned, persecuted, and smeared by the courts, the public, and Jameson.

Sheldon ultimately decides to leave the awe and drama of the Marvels behind.

After the Fantastic Four again fend off Galactus, Sheldon desperately tries to turn opinion in favour of the Marvels, only to be dismissed as an overworked old man. Sheldon resolves to use his skills as a reporter to clear Spider-Man of Captain George Stacy’s death, interviewing a bystander who unashamedly blames Stacy’s death on Spider-Man. Sheldon’s as sceptical as the cops he meets with; however, while they have evidence that suggests Doctor Otto Octavius/Doctor Octopus caused Stacy’s death, they can’t prove anything without questioning Spidey. Confident that the underappreciated Marvels will handle a crisis happening at the Sun, Sheldon interviews some more people, all of whom believe Spidey’s a menace, and even questions Jameson, revealing the cantankerous publisher feels inadequate against such Marvels and is therefore determined to besmirch them, guilty or not. Jameson’s attitude makes Sheldon seriously consider an offer to write for the Daily Globe and he takes the first boat to Ryker’s Island to talk with the captive Dr. Octopus, only to find the stubborn scientist unwilling to co-operate with his inquiries. With no roads left, Sheldon visits Stacy’s daughter, Gwen, finding that, while she did initially blame Spider-Man, she no longer does. Reinvigorated, Sheldon regularly meets with Gwen; she’s with him when Namor invades New York with an army of mechanical attack craft. Rather than being terrified, Gwen marvels at their beauty and Sheldon realises that lives like hers are what the Marvels are fighting for and resolves to rework his new book into championing the heroes, flaws and all. Sheldon’s conviction turns to dread when he goes to Gwen’s to pick up some of her father’s journals and witnesses her being kidnapped by Norman Osborn/The Green Goblin. Sheldon follows in a taxi and witnesses the brutal battle between Spidey and the Goblin, sure that good would triumph over evil, and is crushed when Gwen’s knocked from the bridge and dies when Spidey tries to save her. Angered that Gwen’s death is buried under Jameson’s anti-Spidey campaign and left disillusioned by the Marvel’s failure, Sheldon loses interest in his book and grows resentful of the world moving on without a care. However, he realises that Marcia still sees the good in the Marvels and ultimately hands the assignment to her, retiring to be with his family and leaving the Marvels behind.

The Summary:
I’ve long criticised the hypocrisy of Marvel Comics’ everyday citizens. The people, especially New Yorkers, are a fickle and judgemental bunch, easily swayed by a few headlines and news reports. They can literally be dodging Galactus’ footsteps one day and then will laugh it off as a hoax the next. They can witness Spider-Man saving people from a burning building and yet fully believe Jameson’s claims that the wall-crawler started the blaze. They’ll come out in droves to cheer the wedding of Reed and Sue and applaud the star-spangled heroics of Captain America, but hurl bricks at Mutants and accuse them of all sorts in the same breath. They are a terrible, unappreciative, unreliable bunch of ingrates who don’t appreciate that these heroes put their lives on the line to save not just them, but the entire world and even the whole universe! Marvels is a perfect examination of this phenomena, with our equally culpable main character witnessing first-hand as Joe Public fear the likes of the Human Torch and the Sub-Mariner because they’re “different” and then cheer them on when they fight to defend America’s interests. Much of the public’s fickle nature isn’t just because of Jameson’s outrageous headlines, either; people, even Sheldon, feared the Marvels in the 1930s simply because of the existential threat they presented. This evolved and escalated once Mutants came along, with the species inarguably representing the next step in humanity’s inevitable extinction and thus causing the public to hate and fear them out of paranoia of being replaced (or the simple fear of death). Yet, Marvel’s civilians can never be appeased; they even turn on celebrated heroes like the Avengers for “abandoning” them and treat many of the Marvels as disposable celebrities. Their everyday, awesome feats lose their grandeur for many, who just become inconvenienced by their battles, and public opinion wildly fluctuates throughout the decades represented here as a result, even spilling over into paranoid violence when Mutants and shapeshifters become commonplace.

Flawed photographer Sheldon finds his awe of the Marvels tested over time.

At the heart of it all is flawed photographer Phil Sheldon. Phil’s a complex character, for sure, echoing the awe and fear of his peers at the sight of the Marvels and feeling small, insignificant, against these God-like figures. His opinion regarding the Marvels fluctuates throughout the story, with him praising and celebrating them during their “Golden Age” and profiting from their antics, never losing his faith in their good deeds even when it costs him an eye. Yet, like the public, Sheldon hates and fears Mutants. Unlike the average Joe, Sheldon contemplates why this is and realises he doesn’t really know, beyond that aforementioned existential dread. When he discovers Maggie hiding in his house, fully accepted by his well-meaning kids, he finally realises that he’s as guilty of persecution as the Nazis he once so heartily rallied against and privately defends Mutantkind. His perception changed for the better, Sheldon comes to see the worst in humanity: while they accuse Mutants of being dangerous, he sees only heroes trying to defend the innocent and angry mobs tearing their neighbourhoods apart out of sheer paranoia. Haunted my Maggie’s unresolved fate, time and weariness with the public’s everchanging opinions takes its toll on Sheldon. He remains in awe of the Marvels but focuses on them so much that he neglects his family, desperate to figure out what it is about them that distracts him so much. When Galactus arrives and the end of the world seems nigh, Sheldon realises that none of that matters; all that matters is being with the ones you love. This attitude leads into him becoming very short-tempered when people question or slander the Marvels, snapping at the unappreciative public for not realising that they owe their lives to the same people they’re dragging over the coals. Unfortunately, Sheldon lives long enough to see the best and worst of both humanity and the Marvels, realising with gut-wrenching finality that these “Gods” are as flawed as the everyday man. He comes to put all his faith in Gwen’s innocence and is thus heartbroken when Spider-Man fails to save her, but comes to see that his time with the Marvels has come to an end and that it’s time to let those concerns go to focus on what really matters.

Alex Ross’s beautiful artwork brings some of Marvel’s most epic moments to glorious life.

Of course, what really makes Marvels shine is Alex Ross’s frankly gorgeous artwork. Every panel is painstakingly hand-drawn and painted to bring these colourful, outlandish superheroes to life. Unlike many of his peers, especially later in life, Alex Ross doesn’t try to reinvent these characters or make them more “realistic”; he simply presents photorealistic interpretations of their classic costumes, with the sole exception that he depicts Namor as being completely naked. This can be hit and miss; Spider-Man, for example, looks phenomenal under Ross’s penmanship but Thor and Iron Man struggle somewhat with their more outlandish designs. Still, Ross delivers some gorgeous full-page spreads, recreating Reed and Sue’s wedding, showing the battles between Namor and the Human Torch, and bringing these incredible moments to life from a street level perspective. Nowhere is this represented better than in Galactus’s arrival. Despite being faithful to Jack Kirby’s original design, Galactus cuts an intimidating and awe-inspiring figure here, towering over skyscrapers and constantly framed as though a Titan has risen from the Earth. While the story primarily focuses on Sheldon’s family life during this bout, the glimpses of the Fantastic Four and the Silver Surfer’s battle against Galactus deliver a sense of scale and realism not often seen in comics. This is further echoed in the coming of the Sentinels and Spider-Man’s battle with the Green Goblin, events where Sheldon is merely a bystander amongst the faceless masses watching history unfold, powerless to intervene. Ross fills every panel with little cameos and an amazing attention to detail, basing many characters’ likenesses off real-world celebrities and figures, and his work really makes you appreciate the craft and effort put into every panel, no matter how small. Marvels is a dramatic and compelling distillation of the first thirty-years-or-so of Marvel Comics, linking major events on a realistic timeline and giving us a glimpse at how these heroes, Gods, and villains are perceived by the common man. It’s a startlingly bleak tale at times, criticising our hypocrisy and inclination towards hatred and violence, but also an uplifting story. Sheldon, and many characters, celebrate and are inspired by the Marvels, championing them even when a small, volatile minority try to slander them. It’s the perfect snapshot of what life in Marvel’s New York City can be like and a great way to witness such iconic moments from a street-level perspective.

My Rating:

Rating: 4 out of 5.

Great Stuff

Have you ever read Marvels? If so, what did you think to it? Are you a fan of Alex Ross’s artwork? What did you think to the presentation of Marvel’s fickle public? Did you relate to Sheldon as a protagonist and enjoy his growth throughout the series? Which “Marvel” is your favourite? How are you celebrating National Superhero Day today? Whatever your thoughts, leave a comment below and be sure to check out my other superhero and comic book content.

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.

Back Issues: Captain America 22-25

Story Title: “The Tomorrow Soldier” (Part 1 to Conclusion)
Published: 2 July 2014 (cover-dated: September 2014) to 1 October 2014 (cover-dated: December 2014)
Writer: Rick Remender
Artists: Carlos Pacheco and Stuart Immonen

The Background:
By 1941, Nazi Germany had decimated Denmark and Norway and World War Two was fully underway and, after some initial resistance, the United States joined the War against the “Axis powers” of Germany, Japan, and Italy. Patriotism and national pride was high, especially in America, during those dark days, making it the perfect time for Joe Simon and the legendary Jack Kirby to debut Captain Steve Rogers/Captain America and his kid sidekick, James Buchanan Barnes/Bucky, to encourage support of the war effort. Once the War was over, superheroes saw a decline and Captain America’s solo publication was cancelled in 1954. However, Cap got a second chance when he joined the Avengers as a “man out of time”, battling iconic villains like Johann Shmidt/The Red Skull and even opposing his fellow superheroes during a “Civil War”. After surrendering to the authorities, Cap was seemingly killed and his troubled sidekick, better known as the Winter Soldier, took up the mantle until Steve’s inevitable resurrection. However, in 2014, cybernetic supervillain Arnim Zola’s machinations saw Cap drained of the super soldier serum and rapidly aged into an old man! Thus the battle was on the see who would become the new Star-Spangled Avenger, a battle eventually won by Cap’s long-time ally, Sam Wilson/The Falcon, to much undue controversy, Created by Stan Lee and Gene Colon in 1969, the Falcon was the first Black American superhero in mainstream comic books and was specifically created to challenge social perceptions. After a lengthy career as a bit-player in Marvel Comics, Sam made headlines with his promotion, a story arc that achieved mainstream recognition due to Anthony Mackie’s celebrated portrayal of the character in the Marvel Cinematic Universe.

The Review:
Sam Wilson’s assumption of the Captain America mantle didn’t come easy, nor without drama. In the leadup to this story, Cap was kidnapped by Arnim Zola and spirited away to Dimension Z, where the mad scientist plotted to drain his super soldier serum to create a race of genetic super-beings! Cap broke free but was trapped in Dimension Z for ten years, during which time he raised Zola’s son, Ian, as his own. Though Cap eventually escaped with Jet Zola/Jet Black, Zola’s daughter, both Ian and Cap’s lover, Agent 13/Sharon Carter, were lost. Cap then spent some time working with Sam to mould Jet Black into a hero but, in a battle with former Strategic Homeland Intervention, Enforcement, and Logistics Division (S.H.I.E.L.D.) agent-turned-madman, Ran Shen/Iron Nail, Cap’s super soldier serum was neutralised and he quickly aged into frail, infirm old man! Our story picks up with Steve sequestered at Avengers Mansion, stewing over sensationalist news reports demanding accountability for Captain America and S.H.I.E.L.D.’s dangerous and destructive antics. Steve’s offered council by S.H.I.E.L.D. director maria Hill and the decidedly Samuel L. Jackson-esque Nick Fury Jr., who assure him that he saved countless lives taking down Iron Nail. Unfortunately, his shield has been left too radioactive to be returned to him and Steve’s aghast when he’s told S.H.I.E.L.D. won’t be destroying Gungnir, the weaponised, Transformer-like Helicarrier Iron Nail hijacked and threatened the United States with. Steve is so angered that he starts to wonder if the reports of corruption within the government and S.H.I.E.L.D. aren’t valid, though Fury simply explains that contingencies such as Gungnir are vital to protect innocent civilians and keep the public from being overly reliant on costumed heroes, especial as the Avengers’ roster has dwindled lately.

When Armin Zola’s mutates invade, the Avengers gain an unlikely ally in Steve’s adopted son!

Over on the upper west side, Sam Wilson wakes up to a hell of a hangover and to find he spent the night with Jet Black! Though he’s not exactly thrilled at having crossed that line, he seems won over by her affections, but their tender moment (and the awkwardness) is interrupted when Jet spots a commotion outside. It turns out that her father, Armin Zola, is so eager for revenge that he rips open a hole in the fabric of reality and his monstrous, “hyperevolved mutates” come pouring into Central Park, followed closely by a mysterious man garbed in a spiked battle suit. Zola quickly contacts the Red Skull to co-ordinate their newest efforts in overthrowing the decadent West, asserting himself as a menacing force in his own right and seemingly earning the Red Skull’s respect with his army of mutates. While Anthony “Tony” Stark/Iron Man and Doctor Robert Bruce Banner/The Incredible Hulk work to find some way of restoring Steve’s superhuman condition, they (along with Thor Odinson and Steve himself) are alerted to the crisis via the mansion’s monitors. Steve immediately recognises the threat as Zola; Stark is incredulous but quickly convinced of the danger when the armoured mutate comes crashing through the wall. Luckily, the Hulk is around to face the stranger (with Banner having more control over the Hulk at this point). Naturally, Iron Man adopts a snarky “shoot first, ask questions later” philosophy, leading to an explosive confrontation as he and Thor try to keep the masked intruder from reaching Steve. However, the masked man easily avoids their attacks and even gets the better of Thor, running rings around them, only to be astonished by Steve’s frail condition. This distraction allows the Hulk needs to strike; ironically, though the stranger deftly evades the Green Goliath, Steve easily subdues the masked man. However, Steve is stunned when the intruder unmasks to reveal himself as Ian Ziola, now Ian Rogers, Steve’s adopted son, who was regenerated from death by one of Zola’s “bio-mass [tanks]”.

Zola manipulates events to coerce his daughter, whom the Falcon rushes to defend.

Overjoyed to see Ian alive and that he’s come to help, Steve proudly introduces him to his fellow Avengers but distraught to learn that Ian’s been fighting Zola alone for the last ten years. Steve then gets a call from the Falcon, who relays the extent of Zola’s attack: thanks to the city’s birds, Sam has seen the monsters rapidly spread throughout New York City. Jet Black then reveals she knows a way into her father’s fortified tower that may help them to stop the invasion and calls upon the Avengers to go along with her father’s plan, which is to face him head-on, to provide a suitable distraction. The Avengers readily accept, taking the fight to the ravenous, near-mindless hoards alongside their new ally, and are initially unimpressed by Zola’s forces. However, they’re soon confronted by Zola’s “hyper-mutates”, warped, monstrous copies of the Avengers that call themselves the “Unvengers”! Meanwhile, Jet Black and the Falcon easily infiltrate Zola’s tower, affirming that her allegiances lie anywhere but with her crazed father and insisting on using her position as the madman’s daughter to throw off his mutate guards. The plan works and they advance through the tower, only to find Sharon held hostage in a pitiful cell! After learning about Sharon’s predicament from Sam, Steve immediately asks Ian to leave the fight to the Avengers and go rescue her; though Sharon warns that such an act was all foreseen by Zola. When Jet confronts her father in his control room, he all-but guarantees the Red Skull that he can win her over to their side, claiming everything she’s done – even her betrayal – was also all part of his manipulative will. The Falcon breaks up the tense family reunion, tackling Zola out the window and sending him crashing to the streets below. Zola recovers near-instantly, however, his patience with his “perfect child” wearing thin, but the Falcon immediately intercepts him in mid-air.

Though the Avengers turn on Jet, Sam survives to take up the Captain America mantle.

Raging at Zola for his ill treatment of Jet, the Falcon fights valiantly even as Zola smashes a bus onto the mis-matched hero. When Jet rushes to his aid and Zola sees how much she cares for the Falcon, Zola vows to murder him to rid her of such weaknesses all while hypocritically declaring his undying love for her! Thanks to Sharon, Steve warns the Falcon that Zola plans to blow up Avengers Tower, though Sam inadvertently kickstarts the detonation when he has Redwing remove Zola’s “telepathic broadcast doohickey”! When the Unvengers keep Iron Man from helping and Ian and Sharon are unable to disarm it, the Falcon bravely and selflessly grabs the bomb and flies high into the sky, bidding an emotional farewell to Steve and urging him and Sharon to enjoy their retirement with Ian before the bomb explodes in his arms. A horrified Steve thinks back to when he and Sam first met, the adversity he fought through, and how hard he worked to be a hero without any superpowers, fancy gadgets, or special serum as Iron Man sombrely retrieves the Falcon’s surprisingly intact body. Though Zola pleads with Jet Black to return to Dimension Z where she can be safe from the Red Skull’s looming threat, she angrily rebukes him. Sharon, Steve, and the Avengers gather in quiet mourning, only to be astonished when he comes to and reveals that Stark made him some Adamantium wings, which absorbed most of the blast! Though everyone’s overjoyed by this, Sharon blames Jet for Zola’s attack and accuses her of being a double agent. To Jet’s dismay, even Sam has his doubts and, when the Avengers try to restrain her to investigate, she angrily rushes to Zola’s tower, believing her father was right that her new allies couldn’t be trusted. One week later, seemingly every superhero around gathers at Avengers Mansion, where Steve announces his retirement from superheroics due to his condition (though he and Sharon plan to aid the Avengers with tactical support). He also reveals that Sam is the new Captain America and proudly hands him his shield, entrusting one of his oldest friends with his legacy, which Sam humbly accepts with a cry of “Avengers Assemble!

The Summary:
This was a difficult story to just jump into without context. A lot of modern comics are like that, with one series of mini arcs leading to the next, all of it part of a bigger picture. I get it and I accept it and I know there’s some onus on the reader to maybe get some background before diving in feet-first. However, since I’m mostly going on some background reading and what the “Previously…” recap is telling me, there were a few characters and events that I wasn’t very familiar with. Jet Black and Ian Rogers were two main examples; I knew Steve aged into an old man around this time, but I didn’t realise he took a son and a protégé as well. Consequently, Ian’s big reveal didn’t impact me as much as other, more invested readers but I think Rick Remender did a great job of conveying Steve’s shock and joy at seeing his son alive and well. I loved that Steve proudly introduced him to his surrogate family, the Avengers, and that Ian wasn’t some bitter, twisted soul looking to kill his adopted father. Instead, we got a young man who’s actually happy to see and fight alongside his father for a change, something very rare in comics. Ian meshes well with the Avengers, sporting a smart mouth and a capable agility despite his years of fighting against his maniacal father and living in a nightmarish alternate dimension. Similarly, I didn’t have much of a connection with Jet Black but I think the story did a good job of showing her as a character just trying to find her way. I liked her blossoming relationship with Sam (even if his reaction at waking up with her was a little odd) and that she willingly and selflessly opposes her father once he arrives. She does nothing except lash out against Zola, rebuking his offers and voicing her hatred of him even as he tries to win her over with his silver tongue. And, for all her efforts and hard work and personal turmoil, Jet is met with suspicion and accusations from even her own brother. Thus, she’s driven from her newfound allies and retreats back to Zola, devastated to learn that he was right and that she would never be accepted as one of them all because Sharon blew her lid and Sam barely even vouched for Jet’s trustworthiness.

For a story meant to be Sam’s crowning moment, he was strangely portrayed throughout.

Indeed, I hope subsequent issues delved into Sam’s feelings regarding this. He barely says anything when Sharon accuses Jet and gets only one panel where he seems conflicted or upset by what he sees as a betrayal. It’s a weird way to end the conflict, especially considering everyone was just mourning Sam’s loss and celebrating his survival. Sam’s selfless actions and his commitment to justice despite lacking any superpowers are the qualities that make him suitable to take up the Captain America mantle, yet this feels somewhat tarnished since he didn’t showcase any loyalty to Jet or any conviction in defending her. He stood there, stunned, and let everyone run their mouths, which doesn’t scream “Captain America” to me. In fact, this is a bit of an odd story to introduce Sam as Cap in general, really. For most of the issues, he’s not really doing anything except flying around and reporting intel to the Avengers. Sure, this is useful from a tactical standpoint but the mutates were swarming everywhere; I’m pretty sure the Avengers would’ve spotted them without him. The Falcon does take the fight directly to Zola, infiltrating his tower with Jet Black, and he does valiantly fight the cybernetic madman despite clearly being outmatched. During this fight, the Falcon also sticks up for Jet in a way he fails to do once the conflict is resolved and his fighting spirit is certainly commendable, but I feel like any hero would’ve fought just as hard in his stead. The Falcon making the sacrifice play is a great shorthand for the mentality needed to be Captain America but, again, it feels a touch hollow. Like, Iron Man was just about to take care of the bomb before he got interrupted and Sam probably wouldn’t have had to make that call if he hadn’t yanked out Zola’s broadcast device. It just felt a bit rushed and out of nowhere to me and I can’t help but wonder if maybe it would’ve been better to play things a little closer to the ground. Like, have Zola threaten to kill a group of civilians and have Sam shield them with his wings and seemingly be beaten to death, or something like that. Just something a little less random and a bit more in-line with his status as a more grounded, “human” superhero.

I liked that Steve passed on the mantle but the story felt oddly rushed at times.

On the plus side, Carlos Pacheco and Stuart Immonen do good artwork. I liked Iron Man’s darker armour and Ian’s totally nineties emo armour (I mistook him for Robbie Baldwin/Penance at first), though Jet Black felt a bit overdesigned. Similarly, while Sam’s Falcon outfit is a vast improvement over his debut costume, I can’t say I’m a big fan of his Falcon/Captain America hybrid suit. He reckons it’s “sexy” but it looks a bit of a mess to me, with miss-matching colours and a far too “busy” design. Maybe if his chest emblem was just the star, which was an extension of his weird-looking cowl, I’d like it more. I dunno, it just looks uncomfortable to wear and a pain in the ass to draw. I quite enjoyed the passing of the torch, though, in concept. I like seeing Steve rendering incapable of continuing as Captain America and retiring to a more sedentary life, though I do think Bucky is a better choice to take up the mantle. I get the idea that Captain America is a symbol of what a normal man can strive to be, but Steve was at least partially superhuman thanks to the super soldier serum. Then again, considering the Falcon survived having a bus dropped on his head, it’s safe to assume he’s more durably than Joe Public. I really like seeing all the other heroes immediately accept and endorse Sam; there was no question or objection, and he slipped into the role effortlessly. However, I feel he didn’t play a big enough role in this conflict. He fought Zola, sure, but to a standstill and didn’t defeat him; he just stopped his plan, and he lost his girl in the process. It’s a weirdly, tonally confused story for me and a strange way to usher in a new Captain America, though I was left curious to explore how Sam adapted to the role and the fallout from this adventure.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to Sam’s promotion to Captain America? Do you agree that this was a strange story to make that change or did you like the way it went down? What did you think to Sam’s suit, and do you like seeing him in the role? Were you disappointed that the Unvengers didn’t do more, and that Sam didn’t try harder to defend Jet Black? What are some of your favourite moments from Sam’s time as Captain America? Use the comment section below to share your thoughts and go read my other Marvel and Captain America content on the site.

Screen Time [Sci-Fanuary]: M.O.D.O.K.


January sees the celebration of two notable dates in science-fiction history, with January 2 christened “National Science Fiction Day” to coincide with the birth date of the world renowned sci-fi writer Isaac Asimov, and HAL 9000, the sophisticated artificial intelligence of Arthur C. Clarke’s seminal 2001: A Space Odyssey (1968), being created on 12 January. Accordingly, I am dedicating all of January to celebrating sci-fi in all its forms.


Air Date: 21 May 2021
Directors: Eric Towner and Alex Kamer
Network: Hulu / Disney+
Stars: Patton Oswalt, Aimee Garcia, Ben Schwartz, Melissa Fumero, Wendi McLendon-Covey, Jon Daly, and Beck Bennett

The Background:
Created by Stan Lee and Jack Kirby, George Tarleton, the “Mental Organism Designed Only for Killing”/MODOK first appeared in the pages of Tales of Suspense back in 1967. The deranged, cybernetic would-be conqueror has been a thorn in the side of numerous Avengers and a mainstay of Marvel videogames, though he’s had a tumultuous life on the big and small screen. While I best know the character from his appearances in the 1990’s Iron Man cartoon, most mainstream audiences probably best know him from his infamous appearance in Ant-Man and the Wasp: Quantumania (Reed, 2023). Before that debacle, MODOK received his own adult animated series on Hulu, the first in what was planned to be a bunch of adult animated series before his fellow “Offenders” were summarily cancelled. A stop-motion production in the style of the similarly-themed Robot Chicken (2005 to present), M.O.D.O.K. was well-received upon first airing. Though some found it incomparable to its peers, most reviews praised the vulgar tragicomedy for its workplace humour and entertaining performances. Unfortunately, neither the generally positive reactions or a Golden Trailer Award nomination were enough to produce a second season and M.O.D.O.K. was cancelled after only one season.

The Plot:
After failing to conquer the world, MODOK (Oswalt) loses control of Advanced Idea Mechanics (A.I.M.) when it goes bankrupt and schemes to regain his position while dealing with a failing marriage and a mid-life crisis.

The Review:
M.O.D.O.K. is an adult stop-motion animated series in the same visual style of Robot Chicken, a show I haven’t watched all that much but have enjoyed its zany take on pop culture. However, I used to watch The Adam and Joe Show (1996 to 1999) as a kid and that regularly included segments featuring stuffed toys and action figures, so it’s a style I’ve always enjoyed. M.O.D.O.K. skews more towards the action figure aesthetic; this is especially evident in scenes where MODOK and A.I.M. attack Avengers Tower and battle Anthony “Tony” Stark/Iron Man (Jon Hamm), who’s styled after the Toy Biz “Marvel Super Heroes” action figure. Considering how painstaking stop-motion animation is, I’m surprised by how long each episode is, with each clocking in at around twenty-five minutes; though it’s my understanding that the animation studio, Stoopid Buddy Stoodios, used elaborate puppets during filming. The result is a very surreal animation style that perfectly matches the bizarre nature of the show, which is much cruder and ruder than the average Marvel production. M.O.D.O.K. features blood, violence, a touch of body horror (both in MODOK’s unsightly appearance and in a Fly-like (Various, 1957; 1958 to 1989) genetic monstrosity), and some swears, thus firmly setting it as a more adult-orientated show. Additionally, and most prominently, M.O.D.O.K. tackles adult themes such as divorce, mid-life crises, and navigating an increasing unstable workplace undergoing corporate mandated overhauls to be more politically correct and accommodating. As enjoyable as it is to see characters have half their faces melted off, blood and guts burst on the screen, and MODOK’s long-suffering (but endlessly enthusiastic) henchman Garfield “Gary” Garoldson (Sam Richardson) get his arm blown off just for standing in the wrong place at the wrong time, it’s the domestic drama where M.O.D.O.K. really shines. There’s an unexpected pathos laced throughout the show as MODOK desperately attempts to win back his frustrated wife, Jodie Ramirez-Tarleton (Garcia), and the approval of his kids, aspiring supervillain Mental Entity Living to Induce Seriously Sinister Anarchy/Melissa (Fumero) and endlessly jovial Lanky Organism Undeniably Irresistible and Syphilitic/Lou (Schwartz).

The once-fearsome MODOK is reduced to squalor by his failing company and family life.

MODOK’s family is acutely aware of his evil deeds; it’s hard for them not to be since the only thing he talks about at home is himself, how superior he is, and spinning disastrous failures into overblown wins just because he stole Iron Man’s boot. MODOK’s obsession with destroying the Avengers and conquering the world stems from his childhood, where he was relentlessly bullied for his big head and supervillain-level genius. However, his loving mother (Unknown) encouraged his ambition and he continuously experimented on himself with science and cybernetics in a bid to take over he world and “improve” it with his own twisted version of a utopia. Unfortunately, MODOK’s preoccupation with this goal has caused him to neglect his family: he barely acknowledges Jodie’s success as a self-help guru or her upcoming book launch, Melissa resents him for embarrassing her and not acknowledging her opinions, and Lou, though seemingly cheerful, is hiding his own insecurities behind a happy-go-lucky façade and an amateur interest in stage magic. When MODOK’s reckless spending pushes A.I.M. to the brink of bankruptcy, MODOK’s forced to sell to young, socially aware Austin Van der Sleet (Bennett), owner of tech company GRUMBL, who, despite his assurances, makes so many changes to A.I.M.’s corporate structure that MODOK is eventually reduced to a mere mailman. His frustrations see his marriage crumble; realising they no longer have anything in common, Jodie demands a divorce and kicks MODOK out, forcing him to live in squalor with the family’s underappreciated robot slave, the Super-Adaptoid (Daly). When MODOK’s begging and pleading for a second chance fail, he and Gary break into the Strategic Homeland Intervention, Enforcement and Logistics Division’s (S.H.I.E.L.D.) headquarters and steal a time machine, desperate to undo a past mistake and take Jodie to a Third Eye Blind concert to rekindle their love. However, the attempts fails when she’s angered at him using the jaunt to also try and assassinate Austin and he inadvertently creates the show’s overarching villain when his ineptitude angers his past self and displaces him from time after he shatters the time machine’s Chrono Crystal.

MODOK’s long-suffering wife and daughter come to resent his selfish attitude.

Jodie’s frustration with MODOK is well founded; he’s an egotistical, selfish, obnoxious braggart who causes chaos wherever he goes. At work, MODOK is largely idolised by A.I.M.’s mostly nameless and faceless beekeepers; MODOK shows he cares for them when he begs Austin to keep them employed, but also treats them as disposable pawns when enacting his plans. Jodie feels a degree of the same disregard, constantly feeling second fiddle to MODOK’s greater aspirations, and forces a separation so she can get her life in order. When she starts dating Simon Williams/Wonder Man (Nathan Fillion), Jodie sees her stock and fame skyrocket due to the sordid publicity surrounding Wonder Man and she shamelessly embraces it. She manipulates both Wonder Man and MODOK to promote her book, coldly using the limelight-loving superhero for her own ends, and even injects Lou with a serum to give him a peanut allergy to give him a personality flaw, showing why she’d fall for a supervillain in the first place. It’s clear Jodie and MODOK still have feelings for each other (when trapped in the past, they grow old and rekindle their feelings, only to be erased from time) but they struggle to reconcile even for the sake of their kids. Melissa, though a female copy of MODOK, is actually very popular and has aspirations of being a supervillain but is continuously let down by him ignoring her input. She expertly teaches him how to psychologically manipulate others during a work conference, only for him to default to a grandiose plan for hero worship by opening a portal to the Broodworld. She works hard to give him a makeover, but he ruins his new look by brawling with Wonder Man. It’s doubly frustrating for Melissa considering she’s the most pragmatic of the family. Indeed, when faced with discovering which of them are murderous robot doubles created by Arcade (Alan Tudyk), Melissa doesn’t hesitate to slaughter their doppelgängers either on a whim or by closely watching their body language and behaviour.    

MODOK’s struggles to regain A.I.M and be taken seriously are compounded by his family life.

Lou is the black sheep of the family. Whereas MODOK and Melissa and even Jodie can be cruel, cold-hearted, and manipulative in their own ways, Lou is kind and jovial, without a care in the world. Not confined to a floating machine like his sister and father, Lou’s free to express his boundless energy, seemingly finding the good in every situation, no matter how dire. The only concern he seems to have is about his upcoming Bar-Mitzvah, and even then he just wants to perform magic for his audience; a desire so great that it drives him to chase after his props when MODOK callously transports them to Asgard. There, he earns the awe and loyalty of the goblin-like Kodolds, setting him against his father but ultimately aiding him in escaping death when he learns the MODOK is just trying to protect him from possible humiliation. While his family love him, Lou’s mostly perplexing to them; he finds a kindred spirit in outcast, sullen goth Carmilla Rappaccini (Zara Mizrahi) and gains a brother when he befriends his robot duplicate, but an overriding concern of MODOK and Jodie’s is that Lou is hiding his pain behind his magic. MODOK’s attempts to be a good father, win back Jodie, and regain control of A.I.M. see him turning to lower-tier supervillains for assistance when big shots like Samuel Sterns/The Leader (Bill Hader) and Doctor Nathanial Essex/Mister Sinister (Kevin Michael Richardson) turn him away. Begrudgingly relying on the Super-Adaptoid for company and transport, MODOK forms a crew consisting of David Angar/Angar the Screamer (Bill Hader), Antonio Rodriguez/Armadillo (Dustin Ybarra), Bruno Horgan/The Melter (Eddie Pepitone), Marion Pouncy/Poundcakes (Whoopi Goldberg), and Alvin Healy/Tenpin (Chris Parnell) to steal Captain Steve Rogers/Captain America’s shield and curry favour. Naturally, this goes hideously awry when the D-listers get distracted by their own personal dramas and incompetence, and when they abandon MODOK after learning he was manipulating them. However, MODOK comes to sympathise with the downtrodden villains and they agree to storm Avengers Tower, only to fall asleep on the trip and the Melter to die from excitement.

MODOK’s abrasive nature creates his own villains and even angers a past version of himself.

MODOK’s abrasive personality and disregard for his underlings means he has many enemies beyond the likes of Iron Man, even within his own company. Most notably, he’s constantly challenged at work by Monica Rappaccini (McLendon-Covey), an A.I.M. scientist whose genius matches, or many even surpasses, that of MODOK. Initially excited to be hired as another disposable beekeeper since she idolised MODOK, Monica slowly came to resent him when he not only undermined her inventions but also took credit for her killing an unnamed Avenger. Monica’s frustrations with MODOK’s leadership lead to her betraying him and siding with Austin, fooling the cybernetic villain with her jelly-like doubles and taking his place as A.I.M.’s “Scientist Supreme”. Despite her lofty position, Monica becomes paranoid when MODOK seemingly embraces his new position as a mailman, but ends up partnering with him when he sells a controlling share of A.I.M. to Iron Man and sets up A-I-M-2 with Gary once it’s revealed that Austin’s masters, a sentient, alien corporation known as the Hexus, plans to brainwash the world with their new GROME device. The exact opposite of MODOK, Austin is an overly friendly and accommodating boss who insists his employees take regular breaks, vacations, and relaxation time. Claiming to idolise MODOK, Austin repeatedly tolerates his abusive behaviour until he’s caught stealing from the company, but eventually turns on his alien masters when they order him to dispose of his beloved dog, though being on the same side doesn’t stop him from being run down by Gary. The show’s ultimate villain is MODOK himself, literally and figuratively. A younger version of him becomes displaced from time and, angered at MODOK’s failures, conspires with the likes of Arcade to kill his family and set MODOK towards world domination. Calling himself “The Anomaly”, this younger MODOK shows his older self that his plans are destined to fail unless his family dies. While MODOK cannot bring himself to sacrifice the ones he loves and is determined to have it all, the Anomaly is not so morally inclined and murders his wife and children, creating a dystopian future where MODOK rules all. However, when he exhausts the energy of the Chrono Crystal and the life of his younger counterpart, the sullen dictator vows to find a way to bring his family back and retain his supreme position, ending the show on an unresolved cliff-hanger.

The Summary:
Though not set in the Marvel Cinematic Universe (MCU), M.O.D.O.K. is clearly influenced by it in many ways. Avengers Tower, for example is basically a carbon copy of the MCU’s version and Iron Man is a snarky asshole like in the films. Other characters, like MODOK’s crew and the assorted villain cameos, are styled more after their comic book counterparts. Even S.H.I.E.L.D.’s uniform is modelled after the comics and A.I.M.’s employees are all rendered anonymous by their comic accurate beekeeper outfits. MODOK, though, is ironically more akin to his later MCU counterpart than the source material. Rather than being a frothing, maniacal supervillain, he’s an insecure, angry, petty cyborg lashing out at the world around him. MODOK is seen as a lesser-tier villain, even more so than in the 1990’s Iron Man cartoon where he was a glorified henchman; he’s not allowed in the supervillain club and ends up slumming it with D-list villains. When MODOK approaches Iron Man with an offer to buy A.I.M., the armoured Avenger initially believes he’s there for a fight and downplays MODOK’s threat, despite the rotund villain sporting various dangerous weaponry such as buzzsaws, claw arms, and his iconic brain blasts. Thus, just as his kids seek his approval and the likes of Gary and the Super-Adaptoid long to be recognised for their significance, so too does MODOK strive to be acknowledged as a (or the) superior being. His plots and ambitions are lofty and often exceed his grasp, causing him to steal technology from others or claim ownership of victories that weren’t his own. Constantly, desperately seeking approval and acceptance, he initially plans to save a party of investors from the Brood then quickly takes credit for the party-loving Ciegrimites who arrive instead. He manipulates an army of Asgardians into attacking the Kobolds since his systems have been damaged and ends up bleeding out when his younger counterpart fatally wounds him, only to be begrudgingly saved by Melissa.

Episodes are full of lewd comedy, bloody violence, and a surprising pathos.

Many episodes have great moments in them, either spontaneous scenes of violence, workplace gags where MODOK is taken to human resources, or emotionally charged explorations of MODOK’s fragmented family life. “The M.O.D.O.K. That Time Forgot!” was a pivotal episode not just for exploring MODOK and Jodie’s past but also for introducing the younger MODOK, who isn’t held back by the domestic drama that befuddles his elder’s life. The plot twist of the Ciegrimites being so party hard that they literally dance people to death was fun, but I really enjoyed watching Melissa teach her dad how to emotionally manipulate people into seeking validation from him, and Monica’s desperate attempts to get out of using her corporate-mandated vacation time in “If Bureaucracy Be… Thy Death!”, which also showed how low MODOK will stoop to be seen as a great villain. “This Man… This Makeover!” showed a darker side to Jodie, who becomes consumed by the fame being associated with Wonder Man brings her and her book, to the point where she disregards Wonder Man’s very real feelings for her and manipulates MODOK into embracing his base instincts just to make headlines. “O, Were Blood Thicker Than Robot Juice!” promises a reconciliation for the family, only to reveal that Jodie, Melissa, and Lou have been replaced by Arcade’s robots. Arcade then forces them to fight to the death against multiple robotic duplicates, a fight easily won by the real family not because they know each other so well, but because Melissa eagerly resorts to violence. I loved the satirical take on corporate greed that comes to the forefront in “What Menace Doth the Mailman Deliver!”, where the Hexus’ plot to control and conquer the world is seen as a heinous by-product of their dislike of Austin’s puppy. This episode also commentated on society’s dependence and love for smart technology like Alexa by having the GROME brutally murder people when activated. The show ends with a surprisingly emotional gut punch in the aptly named “Days of Future M.O.D.O.K.s”, where MODOK’s forced to see that the only way he’ll conquer the world is if his family dies before his eyes. He’s complicit in this and is brought no joy at being the undisputed master and ruler of the world, but is sure to torture the Anomaly to death to both see glimpses of his family and make him pay for making him endure such a loss.

A bizarre and entertaining show bolstered by its toy-like animation and characters.

Thus, MODOK’s characterisation may irk fans of the character. He’s a very co-dependent, egotistical narcissist, one who takes his family for granted and demands adulation without really earning it. The juxtaposition of this gruesome supervillain cackling away with his minions and bludgeoning his enemies retreating to suburban mundanity is amusing. MODOK’s efforts to destroy his enemies and retake his company are seen as equal to his attempts to win the favour of his kids and deal with his messy divorce, casting him as a desperate and clingy villain whose knee-jerk reaction is to blast his way out of every situation. Eventually, he embraces his wife’s teachings and tries to turn his life around, then braves Arcade’s death trap to save them when they’re replaced by robot doubles, ultimately refusing to kill them but, paradoxically, also not trying to save them when they’re targeted by the Anomaly. I loved the biting wit and satire at work in the show, and the explosive violence. Seeing the dolls get torn to shreds, guts and gore splattering everywhere, was really fun and the occasional swears really hammered home that this was a different sort of Marvel project. The animation was commendable, with the dolls and puppets showcasing a lot of personality, none more so than MODOK, expertly brought to life by Patton Oswalt as an insecure, unpredictable villain burdened by time and family life and desperate to make his mark on history. It’s a shame the show was cancelled without a proper resolution as the door was left wide open for more episodes. There were many plot threads left dangling that promised greater things in another season and plenty of places for the characters to go, especially as M.O.D.O.K. wasn’t afraid to explore surreal, colourful, and obscure aspects of the Marvel Universe. I really enjoyed the marriage of suburban drama with violent, over-the-top comic book action; seeing MODOK struggle to adapt to corporate policy and appease his children was as enjoyable as his fight for world domination. He might not be a completely faithful rendition of the character, but he’s endlessly more interesting here due to how complex and layered he is, with the show emphasising that he can be a serious threat if given sufficient motivation.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy M.O.D.O.K.? What did you think to his characterisation as a struggling family man and villain? Did you enjoy the animation style and the various cameos spliced throughout the show? What did you think to Austin, Hexus, and the satirical commentary on corporate synergy? Which of MODOK’s family was your most or least favourite, and did you enjoy the family drama? Would you have liked to see another series, or at least a resolution to the ending? What are some of your favourite MODOK stories? Share your thoughts on M.O.D.O.K. in the comments and then go check out my other sci-fi content on the site!

Back Issues [Independence Day]: The Avengers #4


First appearing in 1941, Marvel Comics’ star-spangled super soldier, Captain Steve Rogers/Captain America, has become one of Marvel’s most recognisable and celebrated characters not just for his super patriotism but also for being a prominent member and leader of Marvel’s premier super team, the Avengers. Having successfully made the jump to live-action, Cap is now a widely celebrated, mainstream superhero and, given that today is Independence Day, this seems like the perfect excuse to pay tribute to the star-spangled man with a plan himself!


Story Title: “Captain America Joins…The Avengers!”
Published: 1 March 1964
Writer: Stan Lee
Artist: Jack Kirby

The Background:
In 1941, the Second World War was well under way; Nazi Germany overtook Denmark and Norway in April 1940 and the United States finally entered the fray in 1941 to oppose the combined “Axis powers” of Germany, Japan, and Italy. Due to the ever-escalating conflict, patriotism and national pride ran rampant in America, leading to Joe Simon and the legendary Jack Kirby debuting Captain America and his kid sidekick, James Buchanan Barnes/Bucky, who took the fight directly to the enemies of America and encouraged readers to support the war effort by any means necessary. However, after the War ended, superheroes saw a decline in popularity and Captain America’s solo title was cancelled in 1954, but the character got a second chance when he was recast as a “man out of time” in this issue of The Avengers. The Avengers came about as a direct response to rival DC Comics’ Justice League of America; Martin Goodman tasked Stan Lee with bringing together Tony Stark/Iron Man, Doctor Bruce Banner/The Hulk, Doctor Donald Blake/Thor Odinson, Doctor Hank Pym/Ant-Man, and Janet van Dyne/The Wasp as Marvel’s premier superhero team. With their ever-changing roster and prominence in some of Marvel’s biggest events and stories, the Avengers became a consistent and influential presence in Marvel Comics, even more so after the Star-Spangled Avenger joined their ranks in this historic issue.

The Review:
Marvel Comics always liked to hype up their stories and issues back during this time period; front covers would proclaim even the most bizarre-looking characters as being must-see events and issues generally always featured celebratory mentions of the creatives involved, and The Avengers #4 is no different. There are a couple of notable unique features in the full-page title splash for this story, though; first, a big explosive bubble of text directly attributes the return of Captain America to an “avalanche of fan mail” and a dialogue box at the bottom of the page makes sure to mention that “glorious” Stan Lee and “grand” Jack Kirby both collaborated on Captain America’s debut story, thereby lending further prestige to his return to the then-modern era of Marvel Comics. The story itself takes a little while to get started as the first page of panels is dedicated to recapping the Avengers’ battle against Prince Namor McKenzie/The Sub-Mariner and the Hulk in the previous issue; after the Hulk disappeared, Namor was forced to flee from the overwhelming odds and returned to the depths of the ocean. The sting of defeat is great for the proud Mutant but pales in comparison to the frustration he feels at being abandoned by his people after the inhabitants of Atlantis questioned his loyalty. Vowing to never stop searching for his lost people, Namor finds himself lost amidst the frozen wastes of the North Sea, where he comes across a tribe of Eskimos who worship a mysterious figure frozen in a block of ice. Interestingly, despite the Eskimos being isolated from the rest of the world, they instantly recognise “the dreaded Namor”, who wastes no time in mocking their idol and turning his anger upon them. In his rage, Namor decimates the frozen landscape, terrorises the simple folk, and hurls their frozen idol into the sea.

The Avengers are awestruck when they recover the perfectly-preserved body of the legendary Captain America!

Free from the frigid temperatures of the northern climate, the ice block slowly melts and, by the time the Avengers come across it in their little submarine (I assume they were tracking Namor, that seems to make sense as to why they’d randomly be out there), the ice has completely melted, freeing the unconscious body trapped within. Giant-Man brings the body aboard and the team are stunned to find that it’s none other than the slumbering body of the legendary Captain America, a star-spangled crusader of justice so prolific that even Norse God Thor is aware of his accolades. The team’s shock at this discovery turns to panic when Cap suddenly awakens and lashes out in a confused daze, desperate to keep his kid sidekick, Bucky, from harm. Thor, Iron Man, and Giant-Man leap in to restrain the raging legend, but his madness quickly passes. Within the space of five panels, he resigns himself to the memory that Bucky is dead and reclaims his identity, shield, and mantle of Captain America. Though impressed, the Avengers are so puzzled by Cap’s youth and vigour that they suspect some kind of trick. Thus, Cap invites them to test him, easily dodging Thor’s magical hammer, overpowering even the hulking Giant-Man, and is only kept from embarrassing the group further when Wasp stops him in his tracks by challenging his chivalry. Suitably convinced that Cap is the real deal, tensions calm long enough for Cap to tell the tragic story of how he came to be encased within a block of ice. Back during the Second World War, Cap and Bucky were posing as security guards at an Army base when a mysterious Nazi figure launched an explosive-filled drone in a bid to either kill the two or rob the United States of a powerful weapon. Although Cap failed to reach the plane in time, Bucky leapt onboard and was seemingly vaporised when the plane exploded; the heartbroken Cap was hurtled into the ocean depths off the coast of Newfoundland, where he became encased in ice and effectively held in suspended animation. When the Avengers reach New York City, they’re greeted by the press, hungry for the big scoop on their battle against Namor and the Hulk, but the team are suddenly and inexplicably turned into stone statues by a flash of light! Cap missed the event since he was still inside the craft and, when he emerges topside to find everyone gone, he assumes that the statues are in honour of the colourful heroes and ventures out to explore the strange new world he’s found himself in without a second thought.

Cap tracks down the one responsible for petrifying the Avengers, an alien whom he vows to assist.

Cap is impressed by how much has changed, from clothing and fashion to the establishment of the United Nations and the upgrades to everyday vehicles, and stuns the public, who instantly recognise him as the legendary hero of World War II. Directed to a hotel by a helpful police officer, Cap briefly marvels at the wonders of television before dozing off in a troubled exhaustion. Already questioning his place in the modern age, Cap is startled to wake up and find Bucky alive and well in his hotel room…only to realise that it’s perennial sidekick and Avengers mascot Rick Jones. Concerned by the Avengers’ disappearance, Rick confronts Cap; since Cap was the last person to see them, Rick basically accuses him of being involved and threatens to set the Hulk on him if he doesn’t help find the team. This threat means little to Cap since he doesn’t know who the Hulk is and he’s still struggling with the uncanny resemblance between Rick and Bucky, but he promises to help find the team despite Rick’s rude demeanour. After reviewing the photos taken of the team by the press, Cap spies a suspicious man holding a camera-like gun and Rick wastes no time in contacting his “teen brigade” to try and find him amongst the teeming masses. Laughably, the teens come up with nothing but dead ends and false leads, but Cap finds the guy seemingly at random just by scouring the city’s rooftops. Once he spots the man he’s looking for, Cap wastes no time in springing into action and confronting him and his armed goons. Even these lowly mobsters recognise Cap and they’re easily overwhelmed by his indomitable shield, uncanny agility, and Herculean strength; while the goons quickly surrender, their leader desperately tries to turn Cap to stone with his ray gun, only to miss and be unmasked as a bizarre extraterrestrial lifeform! Unfazed by this, Cap threatens the alien (who goes unnamed in this issue but is eventually revealed to be named Vuk), who gladly tells his story to avoid being handled by “primitive beings”. Vuk crash-landed on Earth centuries ago and, encountering nothing but fear and hostility, would turn men to stone with his ray gun in self-defence, which Cap realises directly led to the myth of the hydra-haired, stone-eyed Medusa. Vuk relates that the Sub-Mariner promised to help Vuk return to the stars if he turned his weapon against the Avengers and, recognising the Sub-Mariner’s name from the past, Cap vows to help Vuk in return for undoing the damage he’s inflicted upon the Avengers.

As impressed by the team as much as they are with him, Cap helps fight Namor and joins the Avengers.

Namor witnesses these events from his deserted imperial castle using his “undersea scanner” and vows to avenge himself upon his enemies, a promise that suddenly becomes more viable when he conveniently stumbles upon a loyal troop of his elite guard. True to his word, Cap leads the Avengers in finding and freeing Vuk’s ship from the ocean depths, an act that earns them Vuk’s eternal gratitude and Cap’s admiration for the group’s unparalleled teamwork. Their victory is short-lived, however, as Namor and his elite guard suddenly attack the group; Iron Man goes toe-to-toe with Namor but his armour struggles to withstand the sledgehammer-like blows of the Sub-Mariner. In desperation, Iron Man blasts Namor with a “full [intensity] magnetic ray”, but this only grants him a temporary reprieve; with his armoured foe’s “greatest weapon” exhausted, Namor redoubles his attack, smashing a rock over Iron Man’s head and manhandling him to the ground. Momentarily powerless as he waits for his transistors to recharge, Iron Man is saved from certain death by the timely intervention of the Wasp, who Namor easily shrugs off before answering his lieutenant’s plea for help in subduing the rampaging Thor. Thanks to his mighty hammer, Thor easily holds back Namor’s forces by himself and repels the energy bolts fired at him by their ray guns, forcing Namor to leap at the Thunder God to tackle him directly. After slipping free of the Atlantean’s net and saving himself from drowning, Giant-Man returns to the fray to assist Iron Man, hurling the Atlanteans off-panel with his massive strength before rushing to aid Thor in tussling with Namor, who’s become obsessed with wrestling Mjölnir from Thor’s grasp. Watching from the side lines, Cap can’t help but be impressed by the power and courage of the Avengers and in awe of Mjölnir, a weapon so powerful that only the Mighty Thor can lift it. Although the Avengers clearly have Namor beat, the proud prince refuses to surrender and lowers himself to threatening Rick’s life. This irks Cap so much that he finally leaps into action, tackling Namor’s elite guard and briefly being overpowered by the Sub-Mariner before the tiny isle on which they’re all fighting suddenly (and conveniently) breaks apart from an undersea explosion caused by Vuk’s ship. Confident that his enemies will drown beneath the resulting waves, Namor commands his forces to retreat, unaware that the heroes easily survived by clinging to the remains of the island. Impressed by Cap’s prowess in battle, the Avengers ask him to join their little team and he gratefully accepts, but Rick is left pondering the fate of his friend and partner, the Hulk, whose rage at being “replaced” by Captain America is as sure as the inevitability that the Avengers will butt heads with the Sub-Mariner again before long.

The Summary:
I quite enjoyed “Captain America Joins…The Avengers!” I sometimes struggle with Jack Kirby’s more bizarre artwork and designs but there was none of that here (save for the Avengers’ submarine and the brief depictions of Atlantean technology), which really helped these colourful characters to stand out all the more prominently. I especially liked Cap’s brief walk around New York City and him being impressed by the advances in technology and society since his day, and the panels that took place underwater, which evoked a murky, almost alien environment. Unfortunately, paralleling this was the pretty haphazard and confusing flashback to Bucky’s final mission, where it’s a bit difficult to make out where the characters are in relation to the plane, and the depiction of Vuk, who ends up looking more like Beaker than anything remotely impressive. I also really didn’t care for the reveal that an alien was behind the Avengers’ petrification; it was weird that Cap took it in stride and that the story didn’t treat it as a big deal, and it just came out of nowhere. I think it would’ve been far better to have it be an Atlantean in disguise, maybe switch the order of events to show Namor recruiting his elite guard before the Avengers reach New York, and then Cap could just threaten the Atlantean into helping him. It’s a minor thing to complain about but that’s kind of the problem; Vuk doesn’t even get a name and it just seems so random to just insert a Medusa-like alien into the story when the primary focus is the antagonism against Namor. Normally, I’d also complain about the depiction of women and youth during this time but, aside from being a bit too rude and confrontational, I didn’t have much of an issue with Rick Jones here and I was actually very impressed by the restraint show with the Wasp. She doesn’t fawn or coo over Cap upon seeing him and actually proves quite useful in the scuffle with him and Namor…but then all that goodwill gets thrown away on the very last page where it’s revealed that the Wasp disappeared from the battle to powder her nose!

Cap impresses with his abilities and characterisation, as does Namor’s unquenchable pride.

However, I enjoyed the angst of the Sub-Mariner as depicted here; Namor’s anger against he surface world has only exacerbated since his people abandoned him after questioning his loyalty due to his mixed heritage and he’s desperate not only to find his people, but to subjugate humanity to prove his superiority. There’s a tragedy to Namor that’s present even here; he lashes out at everyone and everything because he doesn’t want to be alone and craves power and adulation, but he’s tormented by being a child of both worlds and his status as a Mutant amongst even his bizarre people. Depicted as both an underhanded tactician and a formidable physical force, Namor’s threat is enough to require the attention of all the Avengers even without his elite guard and I liked how he easily overpowered Iron Man and matched even Thor’s God-like power (even if he was unable to lift Mjölnir). Of course, the true star of this story is Captain America; I really enjoyed how the issue went to great lengths to talk up Cap’s status as a legendary figure and that even randomers in the street recognised him as a hero from their youth. The Avengers are awestruck by his presence and seem delighted to not only have him amongst them, but also to test his abilities in battle, and Cap is equally impressed by the team, who he wishes could’ve been by his side during World War II. While it seems like Cap quickly regains his senses and returns to his confident and commanding persona, the story does touch upon the grief and anguish he feels at Bucky’s death and his feelings of belonging in the then-modern world. Though impressed by how far the world has come since his day, Cap briefly feels as though he doesn’t belong there, and it isn’t until he’s back in action, tracking down the Avengers’ mystery attacker and engaging with the Sub-Mariner, that he truly feels himself again. This was the perfect way to sell newcomers and sceptics on Cap’s return and make him relevant amongst his modern contemporaries and I really enjoyed how he meshed with the Avengers and their mutual respect for each other. Take out the Vuk stuff (or replace it with something better) and this would’ve gotten full marks from me, but it’s still a blast to read and one of the quintessential Avengers and Captain America stories.

My Rating:

Rating: 4 out of 5.

Great Stuff

Have you ever read “Captain America Joins…The Avengers!”? If so, what did you think of it and did you enjoy seeing Captain America join the Avengers? Was this your first exposure to Captain America, and if not what was? Were you also disappointed by the inclusion of Vuk? What did you think to the depiction of Namor and Cap’s introduction to the then-modern world? Which of the Avengers is your favourite? How are you celebrating Independence Day today? Whatever your thoughts, drop a comment below or on my social media and be sure to check out my other Captain America content across the site!

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


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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

My Rating:

Rating: 3 out of 5.

Pretty Good

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

Back Issues: Secret Invasion

Published: June 2008 to January 2009
Writer: Brian Michael Bendis
Artists: Leinil Francis Yu

The Background:
In January 1962, legendary duo Stan Lee and Jack Kirby introduced Marvel Comics readers to the Skrulls, a race of warmongering shape-shifters who have long hounded Marvel’s heroes, particularly the Fantastic Four, by assuming their identities and powers. Experimented on by the all-mighty Celestials and launching aggressive campaigns against both the Earth and their hated enemies, the Kree, the Skrulls have been at the forefront of numerous Marvel stories over the years in addition to featuring as villains in various videogames and animated ventures before making their live-action debut, in a decidedly different manner, in Captain Marvel (Boden, 2019). Perhaps one of their most prominent storylines was the Secret Invasion arc that ran through these eight issues and multiple tie-ins and spin-offs; the brainchild of writer Brian Michael Bendis, Secret Invasion had not only been hinted at for some time and was heavily advertised as a means of changed up the perception of legacy Marvel characters and even return some to mainstream publication. Reviews of the storyline were mixed, with some noting that it was an anti-climatic Marvel event and others praising the marketing and artwork while criticising the religious undertones and spotty dialogue. Still, an adaptation of the story made its way into the Avengers: Earth’s Mightiest Heroes cartoon (2010 to 2012) and it also formed the basis of a six-episode, live-action series of the same name on Disney+.

The Review:
This eight-issue event series begins “years ago” after the destruction of the Skrull throneworld, a cataclysmic, prophesied event that leads the few survivors back to their queen, Veranke, who kicks the story’s narrative in motion by seeding Skrull agents throughout our world. It took years for this to be uncovered, and it was revealed in dramatic fashion when it turned out that the resurrected assassin Elektra Natchios was a Skrull in disguise, a revelation that alerted Tony Stark/Iron Man (then the conceited and self-righteous director of the Strategic Hazard Intervention Espionage Logistics Directorate (S.H.I.E.L.D.) following the game-changing events of Civil War (Millar, et al, 2006 to 2007)) to the depths of the Skrull’s infiltration. Recognising that even his armour’s sensors can’t be trusted to identity friend from foe, Stark drafts in his allies – Doctor Reed Richards/Mister Fantastic and Doctor Henry “Hank” Pym/Yellowjacket – to perform an autopsy in an attempt to figure out how the Skrull was able to remain completely undetected to technology, magic, and Mutant probing. Conveniently enough, a Skrull ship chooses this exact moment to come crashing into Earth’s atmosphere and make landfall in the Savage Land, taking Iron Man away from the operating room so he can investigate. Concerned that this could be the full-scale invasion they fear, Jessica Drew/Spider-Woman calls in the renegade “New” Avengers (those who refused to sign up to the ludicrous Superhero Registration Act in Civil War), which leads to Luke Cage/Power Man, Peter Parker/Spider-Man, James “Logan” Howlett/Wolverine, Danny Rand/Iron Fist, Clint Barton/Ronin, and Maya Lopez/Echo subduing Black Widow/Natasha Romanova and stealing her Quinjet to beat Iron Man and his government-sanction Mighty Avengers – Iron Man, Spider-Woman, Black Widow, Carol Danvers/Ms. Marvel, Janet van Dyne/The Wasp, Ares, Simon Williams/Wonder Man, and Robert “Bob” Reynolds/The Sentry – to the crash site. Both sets of Avengers are aware of the potential Skrull threat, which drives an even greater wedge between them as not only are the Secret Avengers being actively hunted by their former comrades, but they can’t even trust each other to be who they say they are.

While the Skrulls cripple Earth’s defenses, the fractured Avengers battle their classic counterparts.

After being brought down by one of the Savage Land’s rampaging dinosaurs, the New Avengers prepare to open up the crashed ship, but they’re intercepted by the Mighty Avengers, with Iron Man immediately trying to arrest them and Luke Cage obviously telling him and his jumped-up thugs to go kick rocks. Iron Man’s attempt to keep the rogue superheroes from overstepping the mark are scuppered when Timothy “Dum Dum” Dugan and his trusted butler, Edwin Jarvis, unexpectedly sabotage not only the orbiting the Sentient World Observation and Response Department’s (S.W.O.R.D.) satellite base but also Stark’s armour and S.H.I.E.L.D.’s Helicarriers and bases, effectively disabling the armoured Avenger and crippling the superhero community’s resources and communications. Additionally, maximum security prisons the Raft and the Cube are suddenly hit by mass breakouts and Mar-Vell/Captain Marvel and Susan Storm/Invisible Woman disable the villainous Thunderbolts and the rest of the Fantastic Four, with each of these supposed heroes flashing ominous eyes and assuring their victims that “He loves [them]”. Meanwhile, a Skrull armada bares down on Earth and Mr. Fantastic finds himself reduced to an elasticated mess right as he figures out the key behind the Skrull’s newfound undetectability, the victim of a shot from Pym, who’s revealed to also be the Skrull Citri Noll! Momentarily setting aside their differences to get Tony Stark to aid, the two Avengers groups are startled when a slew of classic-styled, currently deceased or long-changed superheroes emerge from the Skrull ship; Captain Steve Rogers/Captain America, the Vision, Thor Odinson, Doctor Jean Grey/Phoenix, Doctor Henry “Hank” McCoy/The Beast, Wanda Maximoff/Scarlet Witch, Jessica Jones/Jewel, Emma Frost/The White Queen, and Barbara “Bobbi” Morse/Mockingbird appear alongside classic versions of Spider-Man, Power Man, Wonder Man, Iron Man, Hawkeye, Ms. Marvel, Wolverine, and the Invisible Woman. Naturally, a tense showdown ensues in which both groups assume the other are Skrulls in disguise; guys like Wolverine, Spider-Man, Emma Frost, and the Vision struggle to get any kind of reading on their counterparts beyond sensing their distrust while Ronin is stunned to see his former flame, Mockingbird, alive and well but, despite Ares trying to convince his allies that it’s a trap, tensions boil over and an all-out brawl kicks off!

As more characters enter the fray, internal distrust is as rife as the escalating war with the Skrulls.

With Stark in agony from the alien virus that’s crippled his armour, Ms. Marvel flies him to safety as the others duke it out; the two Spider-Men trade quips and punches, the Vision uses the Sentry’s fear of his destructive and malevolent alter ego, the Void, to disable his God-like power, and Ronin steals his counterpart’s weapons to subdue their attackers but the arrival of a raging Tyrannosaurus rex disrupts the fracas. Trampled to death by the dinosaur, the classic Spider-Man and Hawkeye are revealed to be Skrulls, and Wolverine intuits that the Skrulls are setting them against each other to wipe out any resistance to their invasion plan. However, when he tries to eviscerate Mockingbird, Ronin intervenes and questions her; she’s adamant that she’s not a Skrull and even reveals personal information that only she and Clint would know, which is enough to convince him to trust her. This offers Luke Cage the hope that the Cap and Iron Man aboard the ship are the real deal, which would certainly explain Stark’s recent manic behaviour and allow the recently deceased Cap to still be alive, but Wolverine’s far from convinced. Meanwhile, back in New York City, a portal opens up and a whole slew of Avengers-inspired Super-Skrulls attack; there’s Skrulls combining the powers of various X-Men, a Fantastic Four Super-Skrull, one that’s a mixture of Spider-Man villains, and even an Illuminati hybrid, meaning the Young Avengers – Eli Bradley/Patriot, Dorrek VIII/Hulkling, Billy Kaplan/Wiccan, Tommy Shepherd/Speed, Kate Bishop/Hawkeye, and their mentor, the Vision – are completely overwhelmed despite Hulkling’s efforts to talk down their attackers with his royal status. Thankfully, they receive some back-up in the timely arrival of fledgling superheroes, the Initiative – Joseph Green/Gauntlet, Rachel Leighton/Diamondback, Cassandra “Cassie” Lang/Stature, David Alleyne/Prodigy, Anthony Masters/Taskmaster, Geldoff/Proton, Z’Reg/Crusader, Jimmy Santini/Batwing, Fahnbullah Eddy/Gorilla Girl, Wallace Jackson/Red 9, Delilah Dearborn/Geiger, Melee, Andrea Roarke/Sunstreak, and Alexander Ellis/Annex. Though the Skrull forces prove ruthlessly formidable, and the Vision is lost in the battle, even more help arrives when the Secret Warriors – Colonel Nick Fury, Yo-Yo Rodriguez/Slingshot, Daisy Johnson/Quake, Alexander Aaron/Phobos, J.T. Slade/Hellfire, Jerry Sledge/Stonewall, and Sebastian Druid/Druid – add yet more names and the bodies to the chaotic artwork and conflict.

Heroes and villains set aside their differences to take the fight to the invading Skrull army.

The Skrull threat is doubled thanks to the distrust between the world’s heroes, with even Nick Fury abandoning Ms. Marvel because of her alien DNA. Meanwhile, as a weakened Stark desperately attempts to repair his armour, Spider-Woman reveals herself to be the Skrull Queen, Veranke, and tries to convince him that he’s a Skrull agent so deep undercover that he’s forgotten his true nature. Before her poison (both literal and figurative) can take hold, Black Widow causes her to flee and Stark reveals that the key to victory lies with Mr. Fantastic, who’s currently being tortured aboard a Skull ship. Thankfully, S.W.O.R.D. director Abigail Brand bluffs her way onto the ship and flushes the Skrull into space to rescue him; Reed then fashions a device that exposes the Skrulls’ real forms, arriving just in time to stop another conflict in the Savage Land and revealing not only that the classic Emma Frost, Invisible Woman, Thor, Ms. Marvel, and Jessica Jones are Skrulls but that Mockingbird is as well, enraging Clint. The real Thor transports everyone to New York for a final confrontation, which even the Watcher, Uatu, shows up to observe and also sees Parker Robbins/The Hood’s criminal syndicate and Doctor Norman Osborn’s Thunderbolts pitch in with the nearly-incomprehensible brawl. While Mr. Fantastic and Iron Man try to take out Veranke (still disguised as Spider-Woman) to demoralise the Skrulls, the Wasp targets Citri Noll, who apes Pym’s Giant-Man form, though it’s Stature and the assassin Bullseye who end up taking him out. Iron Man is forced to withdraw so he can sort out his messed-up armour, Fury’s forces save Mr. Fantastic from being torn apart by multiple Skrulls posing as the Invisible Woman, the real Jessica Jones joins the fray, and Kate Bishop ends up gravely injured amidst the chaos. Although Wolverine tries to take out Veranke, the bio-electrical powers she stole from Spider-Woman keep him at bay, meaning it’s an arrow through the face courtesy of the vengeful Ronin that ultimately subdues her.

Although the Skrulls are defeated, the general distrust in Stark allows Osborn to seize power!

With Veranke compromised, Citri Noll activates a device that causes Janet to enlarge uncontrollably and unleash a chemical agent designed to kill humanity and Skrulls alike. With no other choice available, Thor whips up a hurricane with his magical hammer, one so powerful that is destroys the enlarged Janet and dissipates the weird black spots that threaten everyone’s lives. Although Wolverine seeks to make Veranke pay for Janet’s death, it’s Norman Osborn who gets the kill shot, then Iron Man finally gets his shit together and leads an all-out assault on the remaining Skrull ships, with the now disillusioned and leaderless armada being easy pickings. Iron Man also frees everyone the Skrulls impersonated since the shape-shifters conveniently needed the original versions alive in order to make the deception more convincing, meaning Elektra and Mockingbird return to “life”, Reed is finally reunited with his family, and the true versions of the likes of Spider-Woman re-join society. Unfortunately, this also means that Jessica Jones left her and Luke’s baby, Danielle Cage, in the care of the Skrull-Jarvis, a plot thread left unresolved in this story. Although recent tensions are eased in the aftermath and ensuing celebration, there’s an unshakable sense of hesitation given how long the Skrulls had been a part of Earth’s society and superhero community; Thor also condemns Stark’s recent actions and refuses to associate with him. Thanks to having publicly executed Veranke, Osborn is able to manipulate the President of the United States into equally losing faith in Stark, his methods, and his technology; the President thus ousts Stark as director of S.H.I.E.L.D. and names Osborn as the new overseer of any and all superhuman and defensive measures under a new organisation, H.A.M.M.E.R., unaware that this is exactly the opportunity the scheming madman and his Cabal of allies (Emma Frost, Doctor Victor Von Doom/Dr. Doom, The Hood, Prince Namor McKenzie/The Sub-Mariner, and Lady Loki) were waiting for.

The Summary:
Now, I am by no means an expert on the Skrulls; I know of them, primarily as an antagonistic, shape-shifting race of aliens who are almost constantly at war with the Kree and getting into scuffles with the Fantastic Four, but they’re generally on the periphery of most Marvel stories I’ve read. Secret Invasion is probably, to date, their most prominent story, at least in my experience, and it definitely adds some nuance to them that I didn’t expect. Normally, I see them as a warmongering race who live to conquer through both subterfuge and force but, here, they’re motivated by a fanatical devotion to their God (the “He” they keep referring to) and their invasion is seen almost as divine intervention. The Skrulls swamp television screens with their pseudo-religious propaganda, hijacking every telecommunications device across the globe and assuming the guise of various political figures, celebrities, and superpowered monarchs like Erik Lehnsherr/Magneto and Dr. Doom, and insist that they’re there to bring glory to our world and that their might cannot be opposed. Given the strength of their invasion and that their Super-Skrulls have mimicked the combined powers of many of Marvel’s heroes, it’s perhaps not surprising that Marvel’s ridiculously fickle citizens embrace their alien overlords, though this scene showcases that the Skrulls aren’t simply defending themselves or there to usher in a new age for mankind as they claim and are hell-bent on conquering the planet.

Having lost everything, the Skrulls throw themselves at Earth with fanatical desperation.

This campaign is spearheaded by their queen, Veranke, a figure of worship for the Skrulls and who has placed herself on the frontline, earning the trust of Tony Stark by posing as Spider-Woman and becoming privy to many of Earth’s defences. Stark even reflects on his role in the invasion and the shame he feels about not recognising the threat sooner in a show of guilt that was somewhat uncharacteristic of him at this time; this is a man who was so blinded by his belief that superhumans needed to register with the government that he actively fought and imprisoned his fellow heroes and abandoned many of them, and his morals, in favour of an uncompromising, borderline fascist mentality that only led to further conflict and resentment Indeed, Veranke revels in the irony of having twisted Earth’s technology and heroes towards her agenda, something she was easily able to do thanks to Stark being so dead-set about forcing or punishing his peers to register their true identities and powers. However, as much as Veranke likes to preach that hers is a Holy mission, she’s actually equally motivated out of revenge, specifically against Mr. Fantastic and the Fantastic Four after they tricked a contingent of Skrulls into believing they were cows decades prior. Since the Skrull home world has been lost and their once-prosperous empire lies in ruins, the Skrulls follow her without question and throw everything they have at Earth; they’re even willing to give their lives in the process, and in a last-ditch effort of mutually assured destruction, only to be defeated and left dejected. Veranke’s death leaves the Skrulls directionless and all their once-formidable might is as nothing; those that survive are left demoralised as they saw this as their last chance at survival and glory. Thus, Veranke’s quest for vengeance and conquest leaves her people devastated and more worse off than ever as a sizable portion of their armada is destroyed and the last thing they had in all the universe, their faith, is also shattered by their defeat.

The Skrulls are so deeply entrenched that the already frayed heroes are strained to breaking point.

I’m generally not a fan of imposter storylines; it’s a tired cliché and one that quickly outstays its welcome, but it actually works quite well in Secret Invasion. Many of the Skrulls seem to be completely unaware of their true nature; the Mockingbird-Skrull believes that she’s the real deal right up until the end and is begging Clint to listen to her even as he attacks her in a rage. This is also true of Captain Marvel, who believed so strongly that he was the deceased former hero that he couldn’t bring himself to kill and was convinced by Norman Osborn, of all people, to turn on his race; he even died begging the Kree warrior Noh-Varr/Marvel Boy to carry on the fight in his stead, so complete was his conditioning. It’s not revealed exactly how the Skrulls have the memories they do but it’s one of the big reasons why so many of them went undetected; however, many of the Skrulls posing as classic Avengers continued to believe they were the real deal after their true nature was revealed rather than immediately attacking the heroes in service of their God, which definitely paints much of this conflict in a morally grey area. The Skrulls pick the perfect time to strike the Earth; its heroes are divided and at war with each other and easy to manipulate, and seeing the return of dead heroes like Captain America, Mockingbird, and Captain Marvel, as well as the original version of Iron Man, only fuelled the flames of conflict between them thanks to Stark’s actions during Civil War leading to many deaths, including Captain America’s. It would’ve been so easy to explain away Stark’s recent actions as being the work of the Skrulls but, interestingly, that doesn’t turn out to be the case and, similarly, Cap’s death isn’t immediately undone with the presence of his classic counterpart. Instead, we’re left with a world where Stark is still shouldering the burden of his actions and where Cap’s mantle has been taken up by his friend, James Buchanan “Bucky” Barnes; there are no quick-fixes in this story to explain away the events of Civil War and there isn’t really a sense that bridges have been mended by the end of it as distrust is still rife and the status quo remains unchanged.

A decent story with some interesting wrinkles but a bit overstuffed and manic at times.

Ultimately, I quite enjoyed this story; it’s hard to read as an eight-issue standalone as you need some knowledge of prior Marvel events, especially Civil War, and it’s clear that there’s a lot of additional story and conflict in supplementary collections and books, but the narrative works just as well if you only read these eight issues. I enjoyed seeing the Mighty and New Avengers be forced to set aside their differences when faced with their classic counterparts and the reveals of which characters were Skrulls, even if none of the major players were aliens in disguise. The quasi-religious bent to the Skrull invasion was an interesting twist, as was them siphoning and combining the powers of Marvel heroes into an army of Super-Skrulls, and the art was pretty consistent and easy to follow throughout. Unfortunately, the biggest issue I had with Secret Invasion was the sheer number of characters jammed into it; it was hard to keep track of it all at times and it’s obvious that teams like the Young Avengers, Thunderbolts, and Secret Warriors all had bigger parts to play in spin-off stories, but I think they could’ve been downplayed a little here. There’s a Skrull-Galactus with absolutely no context or consequence to the story and even Uatu shows up, which is generally a short-hand to indicate that the events are of cosmic importance but, again, it doesn’t actually factor into the story in a meaningful way. Stark spends most of the arc out of action thanks to the Skrull virus messing up his armour, which is great for leaving him vulnerable and in pain and unable to participate in the wider conflict but then he just shows up in an older armour with a throwaway line for the finale. Similarly, Thor just pops in out of nowhere, formally prominent characters like Wolverine and Spider-Man get lost in the shuffle, and late appearances from Jessica Jones and Norman Osborn are simply there to set up the next big Marvel events and stories. Overall, it was pretty enjoyable and not as much of a mess as some Marvel events, but the action got a little too chaotic at times and there were too many characters wedged into these issues, which I think would’ve been far stronger if they’d focused on, say, eight or ten main characters and then just showcased the others in supplementary materials.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Secret Invasion? Were you shocked to find out which characters were Skrulls in disguise? Were you hoping that some of the classic Avengers would turn out to be the real heroes? Which of the teams featured was your favourite? Did you think there were too many teams and characters in the story and which of the spin-off books did you enjoy? What did you think to Veranke, the pseudo-religious slant to the Skrulls, and the Skrull invasion? Were you also frustrated by Tony Stark’s characterisation during this time, or did you enjoy seeing Marvel’s heroes in dispute? What are some of your favourite Skrull-centric stories? Whatever your thoughts on Secret Invasion, feel free to share them below or leave your thoughts on my social media.