Movie Night [Bat-Month]: Batman (1966)


Since his first appearance in the pages of Detective Comics, Bruce Wayne/Batman has become a pop culture icon. September celebrates “Batman Day”, the perfect excuse to celebrate this grim and broody vigilante.


Released: 30 July 1966
Director: Leslie H. Martinson
Distributor: 20th Century Fox

Budget: $1.378 million
Box Office: $3.9 million
Rotten Tomatoes Scores: 80% / 62%

Quick Facts:
Between 1966 and 1968, Batman took audiences by storm with its sardonic wit and camp action, cementing star Adam West as one of the most iconic versions of the character. Executive producer William Dozier wanted a feature film to hype the first season, using the increased budget to debut some fun new Bat-vehicles. Though Julie Newmar was replaced by Lee Meriwether and the show’s popularity eventually declined, this surprisingly faithful adaptation of the comics remains a celebrated cult classic.

The Review:
Released a mere two months into the first series, Batman (or Batman: The Movie) is a gloriously camp, ridiculously colourful and bonkers action/adventure that, rather than provide a definitive origin for Bruce Wayne/Batman (Adam West) and his youthful ward, Richard “Dick” Grayson/Robin (Burt Ward), is largely an excuse to use the heightened budget to film a bunch of stock footage for the television show. Although the classic Batman theme song is absent in the strictest sense, recycled for a traditional film score, and Catwoman (who takes the alias Kitanya “Kitka” Irenya Tatanya Karenska Alisoff/Miss Kitka) is portrayed by Lee Meriwether, Batman’s most colourful rogues are represented in all their madcap glory for easily their most ludicrous and ambitious plan yet. The Joker (Cesar Romero), Oswald Cobblepott/The Penguin (Burgess Meredith), Edward Nygma/The Riddler (Frank Gorshin), and Catwoman form the “United Underworld” of super criminals. Despite often bickering, jostling for authority, and seeking to one-up each other’s wacky schemes, they unite with two mutual goals: destroy Batman and Robin (preferably using one of the Penguin’s many exploding marine animals) and kidnap delegates from the United World Organization’s Security Council (including Albert Carrier, Gregory Gaye, Maurice Dallimore, and Teru Shimada) in a bid for world domination. Their plot to carry out this dastardly act is ridiculously simple: fool the Dynamic Duo with an elaborate holographic projection and kidnap Commodore Schmidlapp (Reginald Denny), keeping him placated so they can steal and repurpose his genius “Total Dehydrator”, a device which removes all moisture from a victim’s body, reducing them to dust and storing them as “light water” to be rehydrated later.

Death traps, nonsensical riddles, and mid-day traffic are easily overcome by the highly capable Dynamic Duo.

Initially, Batman, Robin, Commissioner James “Jim” Gordon (Neil Hamilton), and Police Chief O’Hara (Stafford Repp) are baffled by the methods used by the villains. Eventually, however, their worst fears come true when they realise that the four supervillains have joined forces. Yet, while Batman easily solves the the Riddler’s absurdly convoluted riddles, our heroes are often stumped by the quadruple threat. Rather than cause mass panic, Batman downplays the incident to the Gotham City press and investigates further, using outrageous leaps in logic to figure out how the villains fooled them and who their next target is. Batman is comically capable here, easily the smartest person in the room and yet continually encouraging others (especially Robin) to figure out clues for themselves to reach his bonkers conclusions. Batman and Robin are said to be “fully deputised members of the police” and regularly operate in the daytime and with the full cooperation of the police and the public, who regard them with reverence that borders on awe. Thus, Vice Admiral Fangschleister (Milton Frome) is initially elated to receive a phone call from Batman regarding the sale of a nuclear submarine and then disheartened to learn he was duped into selling it to “P. N. Guin”. Batman also has a bat-branded gadget or device for every occasion, easily fending off exploding sharks, deflecting missiles, and traversing the city by car, helicopter, or boat. In a world full of vibrant pantomime villains, Batman and Commissioner Gordon play things deathly straight. Adam West delivers every line with a grave undertone or exaggerated exuberance, chewing the scenery at every opportunity and helping the comedy to land even harder because he and Neil Hamilton take it so seriously. Even when Robin’s solving riddles with suggestions like “a sparrow with a machine gun”, they just nod along in complete agreement as if there was no other solution, and it’s a joy to see.

While Bruce is besotted by Miss Kitka, he’s supported by Alfred and the ever-enthusiastic Robin.

Interestingly, Bruce Wayne gets a fair bit of screen time here. While he’s mostly just running to and from the Batcave, he takes centre stage when the United Underground plot to kidnap the millionaire and hold him hostage, sure that Batman and Robin would race head-first into their death trap to rescue him. Thus, Miss Kitka (having already caught Batman’s eye at the press conference) easily bewitches Bruce with concerns of a threat from the villains, causing him to hatch an elaborate scheme to take Miss Kitka on a date and have Robin and their loyal butler, Alfred Pennyworth (Alan Napier), follow in the Batmobile to intervene when the villains strike. However, Robin gets a bit uncomfortable watching Bruce and Miss Kitka play tonsil hockey and tunes out, meaning he’s too late to save Bruce from being kidnapped. Unaware that the beautiful Soviet reporter he’s falling for is secretly Catwoman, Bruce rages at the villains, threatening to kill them if they harm Miss Kitka, and giving them a beating before doing what he does best and outsmarting the evildoers and escaping. Robin is generally Batman’s echo chamber, there to enthusiastically shout encouragement or hit upon comical solutions, but he’s fiercely loyal to Batman and always has his back. He’s dismayed when it appears Batman’s been blown up by an absurdly oversized bomb, takes it for granted that the Batcopter would safely land on a convenient pile of foam, and is always on hand to offer suggestions, like commandeering a taxi, even if he often defers to Batman’s age and experience. There’s not much for Commissioner Gordon or Chief O’Hara to do except be Batman’s cheerleaders, but it was amusing seeing Alfred don a domino mask and drive Robin around as part of their scheme.

The bickering, colourful, outrageous villains steal every scene with their madcap personalities and plot.

As amazing as Batman is, however, even he’s intimidated at the thought of his greatest villains forming a cabal. Although the villains squabble, with each thinking they’re the leader and have the best goons or plans, they begrudgingly get on the same page to work towards a common goal. The goons are holed up in a seedy bar and utilise the Penguin’s repurposed nuclear submarine to plan and execute their scheme, which involves building a makeshift cabin to dupe Commodore Schmidlapp and boobytrap their headquarters with hopes to flinging Batman and Robin into an unseen exploding octopus. The villains eventually realise their best chance of success is to incorporate all their individual gimmicks and ideas, though the Riddler’s obsessive compulsion with bamboozling Batman with obtuse riddles often annoys his cohorts. Similarly, the Joker is initially annoyed at how bossy the Penguin is on his submarine and Catwoman is constantly berating the others for bungling their plot. When infiltrating the United World Headquarters, the Riddle is equally nonplussed about whether the Penguin succeeded in his separate ploy to infiltrate the Batcave in the guise of Commodore Schmidlapp. While Batman and Robin aren’t fooled by this in the slightest, they go along with the ruse to get an idea of the villain’s plot, only to be aghast when the Penguin’s rehydrated goons vanish into “antimatter” due to being reconstituted with “hard water”. As great as Batman and Robin are, the villains steal the show. The Joker is a cackling, moustachioed maniac, Catwoman is a sultry temptress, the Riddler is absolutely off his rocker, and the Penguin waddles about with manic glee. Romero and Gorshin are practically bouncing off the walls at times, while Meredith quacks through gritted teeth and postures with delusions of grandeur. Catwoman is easily the most level-headed, often cutting through their nonsense to get them on track, while the Penguin has all the fancy gadgets and goons, though the Joker and the Riddler’s machination see the Dynamic Duo faced with numerous hilarious near-death experiences.

The ridiculous camp is married with some impressive vehicles and interior sets in this colourful adventure.

You can definitely see the money on the screen in Batman. The show was famous for its elaborate and expensive sets and they really shine on the big screen, with the Batcave standing out as a fully stocked laboratory with every bat-themed device the plot requires. The villains’ skewed lair is a fun mirror of the Batcave, being much more lowkey but still filled with personalised areas and their individual gimmicks. They later transition to the Penguin’s submarine, which isn’t as interesting an interior, but I did like that each had a personalised station on the periscope and that every control console was clearly and obnoxiously labelled. As ever, the costumes are colourful and ripped right from the comic books. Batman and Robin are especially impressive, with both men filling out their spandex admirably, but the outrageous villains give them more than a run for their money. The Penguin stood out for me thanks to his hilariously mad impersonation of Commodore Schmidlapp, the cigarette holder permanently clamped between his teeth, and his ridiculous gas-filled umbrella. Most notably, Batman spends a lot of time having the Dynamic Duo hop between the Batmobile, Batcopter, Batcycle, and Batboat. Though obvious stunt doubles and rear projection are used in these sequences, it’s always a thrill seeing the 1960s Batmobile roar to life. I really enjoyed the Batcopter scenes, especially with Robin unnecessarily hanging upside down on the Batrope to deliver the Shark Repellent Batspray, and the Batboat scenes, both of which include some cinematic wide shots through the city and over the ocean. The Penguin’s personalised submarine was also a fun model, and I really enjoyed the big fight scene on the submarine (surprisingly the only use of the comic book sound effects in the film), which was shot on an elaborate water set.

After a bombastic submarine brawl, the Dynamic Duo (mostly) restore the World Security Council…

Despite all the comical nonsense, such as the villains being aggravated when Batman doesn’t come to rescue Bruce Wayne, Batman racing around the pier desperately trying to get rid of a bomb (one of the most amusing sequences of the film!), and the Riddler’s ridiculous riddles, the United Underworld successfully dehydrate and abduct the World Security Council. Hot on their trail, desperate the rescue the delegates and Miss Kitka, Batman and Robin force the Penguin’s submarine to surface after bombarding it was “Batcharges” and a furious fistfight breaks out on the deck that sees the Dynamic Duo tangle up the Penguin, the Joker, and Riddler and all their henchmen. When Catwoman flees into the sub, she trips and loses her disguise, leaving Batman briefly devastated when he realises she was Miss Kitka all along. Quickly shrugging off his heartbreak and returning to duty, Batman secures the dehydrated World Security Council, only for the confounded Commodore Schmidlapp to accidentally break the vials and scatter their powdered remains. Luckily, the Batcave has a “Super Molecular Dust Separator” that the Dynamic Dup use to filter the mingled dust particles. Though Robin suggests they “shuffle” the delegates’ personalities to encourage world peace, Batman advises against playing God lest they cause a catastrophe like the Penguin’s hard water minions. Thus, with Commissioner Gordon, President Lyndon B. Johnson (Van Williams), and the world watching, Batman and Robin successfully rehydrate the World Security Council. Amusingly, despite Batman’s meticulous efforts, the delegates have their personalities mixed up, leaving him to hope that the “strange mixing of minds” could benefit humanity. The Dynamic Duo then “discreetly” exit via a nearby window using their Batropes and dump the problem on someone else!

Final Thoughts:
This is my first time watching Batman in years, maybe even over a decade, and I was surprised by how much I enjoyed it. I watched it a lot as a kid and was really into it then, but I was glad to find my enjoyment wasn’t stifled despite me preferring a dark, gritter Batman. There’s an infectious charm to this interpretation of the Caped Crusader (which was actually far more comic accurate than people think) and I really liked that the show and its movie weren’t afraid of the ludicrous nature of the source material. Everyone is decked out in colourful costumes and giving it their all, with Batman playing things straight as an arrow and his villains chewing the scenery with their pantomime-like behaviour. I love how tongue-in-cheek everything is, from the ridiculous solutions to the Riddler’s puzzles to that damn bomb scene (!) and the villains’ outrageous plot. Adam West remains one of the quintessential benchmarks for Batman. I love how intelligent and capable his Batman is, and that he’s constantly mentoring and encouraging those around him. Robin is full of enthusiasm and energy and throws himself into everything, and I really liked how the city was so enamoured by the duo. The villains steal the show, however, with their rambunctious performances. There’s such manic energy to the men and a tangible sexuality to Catwoman that’s appealing even today. I really enjoyed how elaborate and overblown everything was and the fun vehicles and sight gags used throughout the film. My only complaints are that the Batman theme wasn’t used more and that the “Pow!”, “Biff!” sound effects only appear in the finale. Otherwise, Batman remains a rollicking good time. If you only like dark, moody, super serious Batman then you might dislike this film but you’d honestly be missing out as it’s a fantastic, vibrant piece of camp fun that’s as enjoyable to me now as it was thirty-odd years ago.

My Rating:

Rating: 4 out of 5.

Great Stuff

Do you also have a soft spot for the 1966 Batman movie? Were you a fan of the show back in the day or were you turned off by the camp nonsense? Which of the outrageous villains featured here was your favourite? Did you correctly guess the answers to the Riddler’s riddles? Would you have liked to see another feature film spin-off of the show? How are you celebrating Batman this month and which Batman movie is your favourite? Whatever your thoughts on this version of Batman, leave a comment below and donate to my Ko-Fi to support the site.

Game Corner [Bat-Month]: Batman Forever (Mega Drive)


Since his first appearance in the pages of Detective Comics, Bruce Wayne/Batman has become a pop culture icon. September celebrates “Batman Day”, the perfect excuse to celebrate this grim and broody vigilante.


Released: 7 September 1995
Developer: Probe Entertainment
MobyGames Score: 5.8

Also Available For: Game Boy, Game Gear, MS- DOS, R-Zone, Super Nintendo Entertainment System (SNES)

Quick Facts:
Though divisive, Batman Forever (Schumacher, 1995) made over $330 million at the box office and was accompanied by both toys and videogames. While Acclaim’s arcade tie-in was met with mixed reviews, it still fared better than the vastly different home console versions. Reviews criticised the clunky, digitised sprites, the obtuse and ugly environments, and unintuitive controls, resulting in what’s been called one of the worst releases for the Mega Drive.

Gameplay and Power-Ups:
Batman Forever is a 2D, sidescrolling beat-‘em-up that sticks pretty closely to the plot of the film (except Dick Grayson/Robin, looking decidedly more adult here, is already Batman’s partner). The game supports both two-player co-operative play and, bizarrely, competitive play, in which players can attack each other, which seems a terrible idea given how awkward this game is. Unlike its predecessors, which were simple brawlers, Batman Forever opts to lumber the player with fighting game mechanics not unlike the Mortal Kombat games from the time (Midway, 1992 to 1995). The game offers two control schemes, though option two is for those with a six-button controller (honestly, the recommended way to play this nonsense). By choosing this option, up makes Batman (or Robin) jump, up and left performs a somersault, and tapping and holding up when jumping executes a glide. While this helps reach out of the way areas, you’re locking into this animation and at the mercy of the awful level layouts. You perform a roll by double tapping left or right and hitting A, hold B to block, and attack with A, B, X, and Z. These see you firing rapid punches high and low, kicking, sweeping the leg, or performing a roundhouse kick or uppercut depending on your stance. Enemies generally attack one or two at a time, but you perform back attacks with the right button combinations (none of which are displayed onscreen). Button combinations also activate the many gadgets. While some are available from the start, others are only obtained by finding blueprints and Batman and Robin have unique gadgets as well as sharing weapons like the Batarangs and grapnel gun.

Sadly, the crippling fighting game controls are the least of this awful game’s worries.

While you can only pick two additional gadgets per level, you get unlimited ammo and can switch gadgets after clearing levels. Batman can perform his weird-ass cape morph from the film, erect a holographic decoy, and toss smoke and flash pellets to disorientate foes. Robin primarily utilises his bo staff, whacking enemies and using it as a shield, though he can also throw tranquilizer darts. While the jumping is finnicky and the glide is even worse, these aspects aren’t too difficult to get to grips with and can even be fun. However, you’ll run into a literal dead end seconds into starting the game as Batman and Robin must use their grapnel to get about. It’s not always immediately clear where or when you use the grapnel, or even how as even the six-button layout sees you hitting up and X with precision timing in the right spot. Occasionally, you may need to fire it while standing to swing over gaps but you’re more likely to be awkwardly leaping to handholds to fling yourself to higher platforms. Jumping down is even crazier as you must hold C and press down, making even the most basic movements needlessly complicated. Some elements of the environment are destructible, gifting partial or full med kits and extra lives, while riddles interrupt the gameplay when collected. Each enemy has a health bar that must be whittled down in janky-ass combat and all enemies must be defeated to progress as it’s the only way to open previously locked doors. However, this is also pointlessly convoluted as it’s not always clear where the exit is (it often appears as regular parts of the environment!) A counter showing how many enemies are left and an onscreen arrow pointing you to the exit would’ve been nice! While most areas are straightforward, the visuals don’t make exploration easy and areas you need to get to are often hidden behind the many foreground elements, compounding the issue.

Grappling and basic exploration is an uphill battle thanks to the confusing level layouts.

Mostly, you’ll just be wandering about digitised approximations of locations from the movie, beating up thugs to progress and smashing walls for goodies or secret areas. At first, you’re using the grapnel and drop down a lot but these elements fade over time, replaced by awkward jumps, annoying gliding, and obtuse puzzles. While clumsily grappling about the bank, you’ll rescue guards and end up fighting Harvey Dent/Two-Face’s goons on the extracted vault. As if the confusing, largely vertical layout of the circus wasn’t bad enough, you’re also battling a timer as you hop to hanging lights. While you can collect clocks to add additional time, you have around five minutes to search for goons to beat up, which drops rope ladders and opens the roof so you can disarm the bomb (in a cutscene). While exploring Two-Face’s warehouse lair, you must destroy crates to progress or grapple up to hanging crates to bypass water (or maybe it’s acid?) hazards, occasionally using them as platforms to get past larger bodies and struggling with the game’s large hit boxes whenever those crushing presses are onscreen. As confusing and unsightly as Arkham Asylum is, things really take a nosedive in level five, where you must search all over for levers to kick, which open trap doors to new areas. Many loop you back to an underground section, though, forcing you to clamber to background handholds (when the game decides you can grab them) to get back to where you need to be…only for platforms to drop as you’re on them and the whole tedious process to start again! By comparison, battling through and onto a subway train is far easier, even with the electrical hazards, but it’s equally aggravating to fling yourself around Nygma’s Claw Island lair to activate six of Edward Nygma/The Riddler’s pods. Between the awful controls, unintuitive combat, and confusing layouts, everything is overly complicated and tiresome, with even simple shit like fighting enemies on a descending platform being tedious chores.

Presentation:
Sadly, Batman Forever ends up being a product of its time as it opts to use the same technology and techniques as Mortal Kombat to present digitised sprites and pre-rendered backgrounds in an attempt to be innovative and groundbreaking. Unfortunately, it ends up being unsightly and confusing as the game loves to block your view with foreground elements. As impressive as these may be, they don’t equate to enjoyable gameplay as you’re left scrambling about trying to grapple or drop to new areas. Batman and Robin look awful, flailing about in standard fighting poses and jerkily executing the basic moves you’d see in Mortal Kombat. It’s such a shame as the game might’ve been somewhat tolerable if the developers hadn’t used this restrictive format and had used a more traditional beat-‘em-up style of play. Instead, combat is wild and unpredictable, with moves sometimes missing or passing through your target or being cancelled as the computer reads your inputs. While Batman Forever doesn’t include the game’s bombastic score, it does feature some digitised voice samples, though the story is entirely related through boring text rather than digitised recreations of the movie, or even sprite animations. The visual presentation relies heavily on shadow, which is pretty ironic considering how vivid the film was, with colour only coming into play at the circus (and even then, its muddy browns and oranges). While you sometimes see enemies burst from their prison cells or drums and the environment often changes, the level layouts are all over the place and difficult to navigate as it’s never clear where you have to go.

The digitised sprites and ugly visuals make for an unappealing and aggravating gameplay experience.

While the title screen is disappointingly basic and the ending is little more than a still image of Gotham City and some congratulatory text, Batman Forever does a commendable job recreated locations from the movie. The game starts in Arkham Asylum, which is actually a deep cut reference to the film’s original opening, where crazed inmates burst from their cells as players traverse a rusted walkway with the city in the background. Arkham Asylum is very gothic, dark, and claustrophobic, which is fitting but also makes for a confusing opening stage as dead ends are everywhere. Next, you head to the bank that Two-Face robs in the film. This level sees you fighting past desks, large windows, and potted plants, visiting each floor via the cylindrical lift on the outside, where the overly ornate Gotham City stretches to the horizon. As mentioned, the circus brings some colour to the game but also additional anxiety due to the timer and the vertical layout. You must grapple and jump to trapeze platforms, past clown cars and stage equipment and to the rafters and lights in search of baddies to beat to reach the bomb, which explodes in a still image if you fail. Two-Face’s warehouse is a disappointingly bland visual follow-up, comprised mainly of wooden crates and storage containers, until you reach the boss area and see Two-Face’s bizarre décor recreated. Level 5 was equally disappointing, being mainly the Ritz Hotel in the background and various tunnels and rafters, but the subway made up for it by having you fight through the dark tunnels and atop a speeding subway train. Level 7 takes place in Wayne Manor and the Batcave below, where you’ll see the Batcomputer, Batmobile, and Batwing in the background (with the latter two being sadly unusable). Level 8 starts on Claw Island and then shifts to inside the Riddler’s madcap lair, which rises from the background, forces up a narrow cylindrical shaft, and features various elaborate, overly complicated, technologically stuffed rooms full of monitors and question marks.

Enemies and Bosses:
A bunch of disposable goons are littered throughout Batman Forever, all of whom sport their own names and health bars. I don’t recall ever fighting more than two at a time, however, so you’ll be constantly backtracking and searching for any enemies you’ve missed to open the next area or level exit. Enemies largely share the same basic moves as Batman and Robin, and between each other, though there are some variations. This means enemies can punch, kick, and roll at you but they’ll also burst from the background, throw you, and wield various weapons. The Arkham inmates attack with knives (or possibly the rags of their straightjackets), batons, and tasers, pulling off fancier combos than either Batman or Robin, while Two-Face’s suited-up thugs carry pistols or high-powered shotguns. His gimp-masked brutes are more likely to grapple you, tossing you around with wrestling-style moves, or thrust a chainsaw into your crotch! The circus clowns wear comically oversized boxing gloves, performing jumping split kicks, and either vomit or toss paint, it’s not clear which. Level 5 debuts the Riddler’s bizarre minions, who teleport about, fire sticky goop overhead, and erect an energy shield to negate your attacks. Sadly, that’s about it and Batman Forever is very light on bosses. In fact, there are barely four bosses to worry about here. You fight Sugar and Spice before your first encounter with Two-Face (who goes wild with dual knives) and dispatch the Riddler’s holographic doubles before fighting him on Claw Island. The Riddler is surprisingly formidable, whacking you with his cane, stunning you, and using energy waves. He also transforms into a hulking form that stomps, shakes the ground, and cracks you over his knee before reverting to his normal form for the finale. Two-Face also returns in the finale, leaving himself open whenever he flips his coin or mocks you while also boasting an impressive and wholly uncharacteristic bicycle kick!

Additional Features:
There are three difficulty modes available in Batman Forever (“Easy”, “Normal”, and “Hard”), though I didn’t care to find out what’s different about them. The game also gives you the option to turn the music off (probably best given how awful the soundtrack is) and play alongside a friend. You can also enable friendly fire and battle a friend in traditional one-on-one fights in the “Training Mode”, where other characters are also available to play as. Players must collect blueprints to unlock additional gadgets, but I wouldn’t say it was necessary as they’re all pretty similar, and can find hidden areas if they care to experiment. Batman Forever features a handy cheat code to enable a level select and one-hit kills, though this strangely doesn’t apply to the final Two-Face or Big Riddler bosses.

Final Thoughts:
I was honestly dreading playing this game as I’ve played the SNES version before through emulation and am well aware of how frustrating, ugly, and overly complicated it is. I wanted to give it a good go, though, and was surprised to find it quite beatable…if you enable those one-hit kills. While I’m a big fan of Mortal Kombat, translating those fighting game mechanics into a sidescrolling beat-‘em-up never works and Batman Forever is no different. Every fight is a chore and a coin toss regarding whether your moves will hit or miss. There’s a noticeable delay between pressing buttons and performing actions, Batman and Robin are clunky, and the level layouts are all over the place. Batman Forever tries so hard to be ground-breaking and innovative, using digitised sprites and pseudo-3D, pre-rendered environments to appear cutting edge, and in doing so is one of the ugliest games you’ll ever see from this time. The digitised sprites look awful, especially Robin, and the environments are needlessly complicated by obstructive foreground elements, confusing layouts, and the bizarre fixation on having you defeat every enemy. I liked that the game tried to mix things up with the timer gimmick and the looping path and grapple mechanics could’ve been fun, but they (like everything here) were executed so poorly. You’ll need a guide to perform even the most basic functions, the game’s awful at telling you where you need to go and what needs to be done, and the sheer lack of bosses and story elements is laughable. Of all the Mega Drive Batman games, this is clearly the worst and that’s saying a lot as I couldn’t beat the other ones! I would say that things might’ve fared better if the developers had ported or adapted the action-packed arcade game instead, but that was a manic mess of a game as well so it seems a videogame adaptation of Batman Forever was doomed to fail no matter what format it found itself on.

My Rating:

Rating: 1 out of 5.

Terrible

Are you a maniac and somehow a fan of Batman Forever? Did you also struggle with the fighting mechanics and grapple or did you find them enjoyable? What did you think to the digitised spites and pre-rendered backgrounds? Which of Batman and Robin’s gadgets was your favourite? Did you also struggle to defuse the circus bomb? Were you disappointed by the lack of boss battles or did you find Big Riddler a fun surprise? How are you planning on celebrating Batman Day this year and what is your favourite Batman videogame? Whatever your thoughts on this version of Batman Forever, or Batman in general, please leave a comment below and donate to my Ko-Fi to suggest other Batman videogames for me to review.

Mini Game Corner [Bat-Month]: Batman Returns (Mega Drive)


Since his first appearance in the pages of Detective Comics, Bruce Wayne/Batman has become a pop culture icon. September celebrates “Batman Day”, the perfect excuse to celebrate this grim and broody vigilante.


Released: October 1992
Developer: Malibu Interactive
MobyGames Score: 6.4

Also Available For: Amiga, Game Gear, Master System, Mega/SEGA-CD, MS-DOS

Quick Facts:
Just as Batman (Burton, 1989) was accompanied by a smorgasbord of merchandise and videogames from Sunsoft, so too was the controversial (but nonetheless profitable) Batman Returns (ibid, 1992). While Konami brought their success with sidescrolling arcade brawlers to the widely praised Super Nintendo version, SEGA got wildly different games released for their consoles. Though echoing Sunsoft’s work on the Mega Drive adaptation of Batman, this version of Batman Returns was regarding as a forgettable brawler at best and a frustrating, unsightly release at worst and is largely seen as inferior to its Super Nintendo counterpart.

First Impressions:
Batman Returns borrows quite a few elements from Sunsoft’s Batman adaptation for the Mega Drive, featuring a nearly identical options menu and some similar gameplay mechanics, while expanding the scope and giving Batman more toys. While you cannot change the game’s difficulty, you can still set how many lives you start with (three, five, or seven) and can now pick between a few control presets. I mapped attack to the A button, jump to B, and Batman’s “Special Weapon” to C. Batman still throws punches but can also execute kicks depending on which direction you press on the directional pad (D-pad). Batman’s feet are so well armoured that they protect him from bullets and attacks so you might want to throw a kick to defend yourself. When jumping, you can tap B to shoot Batman’s grapple and swing from overhead platforms, though you can still fire it upwards while standing still and pressing up and A. If you tap or hold C in mid-air, you either flap or spread Batman’s cape, allowing you to glide across gaps. This is marginally more useful than Batman’s somersault from the last game, but it has an energy meter and, more crucially, level design so cluttered, ugly, and confusing that you never know if you’re going to glide into a bottomless pit! You can replenish Batman’s health by grabbing hearts, collect 1-ups (or earn extra tries by accumulating points), and appear to have unlimited continues. However, this also comes with two major drawbacks that crippled my run. First, if you die when fighting a boss, you respawn at a pre-set checkpoint, meaning the boss’s health is restored. Second, if you exhaust all your lives and continue, you are sent back to the beginning of the stage, which makes Batman Returns needlessly frustrating very quickly.

Ugly graphics, horrendous music, and clunky controls make this a chore to play through.

Batman has a bunch of Special Weapons he can use with C. Each consume ammo, replenished by collecting item-specific power-ups, and is selected from the pause menu. Batman tosses Batarangs, stuns enemies with smoke bombs, fires his grapple gun, disorientates them with a swarm of bats, or throws “super seeking” Batarangs. These last three are the most powerful and cost the most to use so they’re best saved for boss battles, though I also found myself forced to waste a seeker Batarang when a shaft was blocked by enemies above. There are five levels (or “Acts”) with three stages each. Each Act sees Batman pull up in the Batmobile and swoop into the scene but, while Batman is a far bigger sprite than before, he still has no idle animations. He’s also a far bigger target and, though faster, is very slippery and as ungainly as ever. It doesn’t help that the visuals are uncomfortably distorted and pixelated. Batman Returns may retain the Christmas aesthetic of the movie and recreate elements like the gothic architecture and Max Shreck’s cat-themed shops, but it’s painful to look at and listen to. While there are some fun effects, like slanted buildings, and stages are far bigger than in the last Mega Drive game, it’s no fun struggling with the clunky controls, constantly taking damage from enemies or spike pits, or falling down a bottomless pit or to the bottom of the stage because hazards are obscured by foreground objects. Though enemies don’t respawn, everything is too zoomed in and too big, making it difficult to see or know where you’re going, health is sparse, and bosses absorb a bunch of hits before being defeated. While it’s fun seeing the Red Triangle Circus Gang rendered as enemies, it’s weird that stone gargoyles spring to life and attack you and Batman’s again forced to endure some needlessly aggravating platforming challenges.

My Progression:
Although I was immediately put off by the graphics and music of Batman Returns, I found Batman more durable than in the last game and was quite enjoying seeing recognisable landmarks from the movie recreated, however ugly, in each stage. Oswald Cobblepott/The Penguin’s goons and maniacal fowls litter each stage, exploding upon defeat, and stages contain multiple mini bosses. You soon fight Selina Kyle/Catwoman on the rooftops, for example, struggling to avoid her lengthy whip and frustrated to find she’s invulnerable when cartwheeling about. Gotham City itself attacks you as well, with those giant, ostentatious statues flinging gears from the background, and the Penguin battles you in a bell tower, flying about on his comical helicopter umbrella and tossing missiles. At first, this was a bit of a chore, especially as you must grapple up, avoiding gargoyles as you go, if you die against him. But, on my second try, I found the Penguin could easily be cheesed if you stay in one corner and throw punches. Things fell apart in Act 2, however, where one of the Penguin’s brutes stalks about atop one of Shreck’s department stores and tosses giant letters at you. This bastard follows your movements, meaning I couldn’t figure out how to grapple up to him without taking damage and, when I did, he decimated me with his meaty punches and kicks. Technically, this is where my game ended as I was so annoyed by this that I resorted to inputting the stage select code (a chore in itself!) I used this to skip to the inside of the store, where roller-skating punks, knife-tossing temptresses, and bomb-tossing jesters await before giant windows and around escalators. I then got my ass handed to me in a rematch with Catwoman that I had no hope of beating, found the next section started with an insta-kill rolling hazard I couldn’t avoid no matter how hard I tried, and skipped to the Red Triangle Circus stage…where a simple jump over a pit proved too difficult for this heavy-ass Batman!

Unintuitive controls and awful enemy placement make this short game frustrating and tedious.

Honestly, I was glad to be done with the game, which was an assault on my senses and a far cry from the simple, arcade action of the SNES beat-‘em-up. While I couldn’t reliably get the stage select code to work to check out the game’s later stages, a longplay I watched revealed that Batman Returns is only about half an hour long in the right hands. It also turns out that you have to grapple over that pit in Act III and battle through the background cages, but I’m buggered if I’m going to endure this game again any time soon. But, for due diligence, the rest of the game sticks pretty closely to the movie once Batman’s finished swinging about the Red Triangle’s ferris wheel, circus tent, and colourful, hazardous train. Act 4 takes him into the sewers, which feature rushing water slides, gun-toting clowns, and a maze of pipes. This leads to the Penguin’s frozen lair, where Batman slips about on frigid, precarious, often sloped platforms, avoiding icicles and riding ice floats. While there are sadly no vehicle sections here, you do battle the Penguin at the end of each subsequent Act. He flies about in Act 3 tossing buzzsaws, blasts you with toxic sludge from a giant cannon before unloading with his machine gun umbrella in Act 4, and pilots his giant duck vehicle in Act 5, which displays battle damage as you attack. Finally, the dishevelled and maniacal Penguin hops about his lair, blasting with his shotgun-like umbrella while electrical bursts flare overhead. After he’s defeated, Batman battles Catwoman one more time as the credits roll, with her being mysteriously spirited away by cats to end the game.

Continue?
My expectations were low for Batman Returns after how disappointing Sunsoft’s efforts were with Batman and having played the SNES version (through emulation) in my teens. I’ve always known that the Mega Drive version is an entirely different game, which immediately makes it far less appealing, but the reality is so much worse. For everything the developers improved from the last game, there are a bunch of bizarre decisions that make Batman Returns just as bad, if not worse. Visually, the game is dreadful. It’s so muddy and pixelated and almost impossible to see Batman against the drab, overly complicated backgrounds. They’re fantastically faithful to the movie, but that just makes it worse as half the time I couldn’t see enemies or projectiles and most of the time I had no idea if I was gliding into a bottomless pit. I liked Batman’s array of gadgets, but their usefulness is negligible as you’re probably just going to save them for the bosses. Batman’s weird glide doesn’t get much play, thankfully, and the grapple is restricted to just reaching higher ground, but Batman’s still a clunky character with limited moves in his arsenal. As if the visuals weren’t bad enough, the game sounds awful, lacking both Danny Elfman’s timeless score and jaunty tunes to make the janky gameplay more tolerable. I probably could beat this one now that I know how to get around that pit, but I have no desire to come back to it, especially when I could just emulate the SNES version or even try out a Mega Drive conversion of that game. This was ridiculously disappointing, doubly so as there are no vehicle levels despite Batman Returns feature three Bat-vehicles! I’d be surprised if you thought this game was any good but let me know if you did in the comments. While you’re here, why not check out my other Batman-related content or pop over to my Ko-Fi to drop a donation to keep the site going?

Mini Game Corner [Bat-Month]: Batman (Mega Drive)


Since his first appearance in Detective Comics, Bruce Wayne/Batman has become a pop culture icon. September celebrates “Batman Day”, the perfect excuse to celebrate this grim and broody vigilante.


Released: 27 June 1990
Developer: Sunsoft
MobyGames Score: 7.4

Other Versions Available For: Amiga, Amstrad CPC, Arcade, Atari ST, Commodore 64, Game Boy, MS-DOS, MSX, Nintendo Entertainment System (NES), PC, PC Engine/TurboGrafx-16, ZX Spectrum

Quick Facts:
At the tail-end of the eighties, “Batmania” swept the nation after Tim Burton eschewed his camp reputation in favour of a hugely successful and influential gothic feature film. This blockbuster hit was accompanied by a slew of merchandise, including a fondly remembered (if challenging) NES title and a generally well-regarded arcade title. The Mega Drive adaptation was developed by Sunsoft, who crafted noticeably different games for each console. The Mega Drive Batman was praised for its visuals and soundtrack, but criticised for being far too short to be truly challenging.

First Impressions:
Batman is a 2D, sidescrolling brawler that surprisingly follows the plot of the 1989 classic quite closely. Before starting, you might want to dip into the “Options” menu and tinker with the settings, which allow you to set your maximum number of lives (three, five, or seven) and set the game to “Normal” or “Hard”. From there, you’re given five continues and a limited supply of Batarangs and dropped into it. Batman tosses Batarangs with A, punches goons (or kicks their shins when crouching) with B, and jumps with C. You can double-tap C to perform a somersault but it’s far too unreliable for precision platforming between small, moving platforms. By pressing down and C, Batman jumps down wherever possible but again, watch out as you don’t want to drop into one of the many bottomless pits! Holding B sees Batman block and pressing up and C fires his grapnel, which snags parts of the environment and lets you reach higher ground or scale shafts. You’ll get points for each enemy you defeat (with most going down in one hit) and can refill Batman’s health, ammo, and lives by collecting specific items (usually placed over bottomless pits). Batman also features two autoscrolling vehicle sections, one where you blast through Gotham City in the awesome 1989 Batmobile and another where you cut through the skies in the Batwing. In both cases, you blast enemy vehicles with B and fire a limited supply of missiles with A, which you’ll want to stock up on as they’re seriously overpowered!

Clunky platforming and limited combat handicap Batman even when he’s in his fancy Batmobile.

Things start off okay in Batman. The title screen’s nothing to shout about, the story is a wall of text over digitised images, Danny Elfman’s memorable score is absent, and Batman doesn’t even have idle poses…but he swoops down at the start of each stage and there are occasionally partially animated cutscenes recreating scenes from the film. Batman’s quite clunky and awkward, shambling about and struggling with the finnicky platforming sections. At first, this isn’t a problem as you’re just punching respawning thugs, but things turn frustrating and unfair at the Flugelheim Museum. Pits are strangely all over the place here, with you hopping to moving platforms or grappling up narrow shafts, often as enemies shoot at you or chandeliers drop from above. The Axis Chemicals stage isn’t much better, featuring collapsible pipes, toxic sludge, conveyor belts, and narrow spaces that make manoeuvring Batman’s bulky ass even more aggravating. Being able to crouch-walk or giving Batman a slide or even the wall jump ability from the 8-bit Nintendo game would’ve really helped with this. While Batman respawns on solid ground if he dies, you must restart the stage from the beginning if you exhaust your lives and use a continue, which also resets your score. Respawning or continuing also starts you with the lowest health, meaning you can be easily killed very quickly, especially in the Batmobile stage as the car is surprisingly fragile! There are no combos or throws here and Batman’s gadgets are painfully limited. You’ll want to save your Batarangs and Batmobile missiles for tougher enemies and bosses, but the former are stopped by the environment and the latter are limited. Grappling is equally restrictive at times, primarily being used to get to higher ground to leap over crates and tackle enemies on balconies.

My Progression:
Batman recreates the movie with surprising fidelity, marginally impressing in some areas while also being painfully basic in others. In the first stage, for example, Gotham City stretches off to the horizon and the foreground is occasionally dotted by cars or filled with rain and lightning, but the same shops and buildings loop endlessly. Axis Chemicals is a bit more interesting but also appears cluttered and confusing. It’s never clear which pipes will burst or which jumps lead to bottomless pits, and it’s disappointing that the game doesn’t use digitised stills to show Jack Napier’s transformation into the Joker (even the Game Boy game did that!) The Flugelheim Museum may be a booby-trap filled madhouse, but it eventually resembles the art gallery seen in the film, only to reduce the Joker and Vicky Vale to static sprites as you fight the Joker’s roided-up henchman. I really enjoyed the Batmobile chase, which switches to an isometric perspective and has you racing past the city. Sadly, the Batmobile is as ungainly as Batman and can barely weave between the Joker’s goon cars. When faced with the more formidable tanks, the Batmobile is shredded in seconds unless you either stay back or get under their bombs. Despite how limited the combat is and the respawning enemies, Batman is quite easy to get to grips with…until you’re faced with the ridiculous platforming, then you burn through lives pretty quickly as troublesome enemies await on narrow platforms and pits exhaust your continues. This happened to me in Stage 4, right after clearing the Batmobile section, where a slew of mimes made traversing the power plant too taxing and I finally ran out of chances after being kicked down the pit or roasted alive one time too many.

Undone by the frustrating platforming, I never got to see the Batwing or final Joker fight.

Since there are no cheat codes for Batman and limited continues, I tapped out at the power plant, which was very disappointing as the next stage ends with a boss fight against that overly enthusiastic sword-wielding Joker goon from the movie and is followed by the Batwing section. This autoscrolling shoot-‘em-up mirrors the Batmobile stage but is far more visually impressive, especially in the way the Batwing tilts while flying. In this stage, you gun down the Joker’s attack helicopters and destroy his comical balloons, before battling a more formidable attack helicopter. As in the movie, the game culminates at the Gotham cathedral, which is full of the Joker’s trigger-happy thugs, spiked ceilings, and overhead walkways to grapple to. There are more bullets than ever here, though they’re nearly impossible to see when fired, and Batman must also contend with another sword-swinging brute, more fire-breathing mimes, bazooka-carrying baddies, and endure rematches against reskinned versions of the previous bosses! Surviving this onslaught leads to a gruelling spike-filled tower climb and a final confrontation with the Joker. Whereas Jack Napier simply stood there firing shots and relied on the nearby turret, bazooka goon, and acid pit to do his dirty work, the Joker fires flaming shots from his comically large hand cannon and, bizarrely, summons lightning blasts to fire across the ground. Ironically, it seems he’s incredibly easy to beat if you have enough Batarangs or jump in to land punches over and over, and the ending is simply a digitised rendition of the Joker’s demise with a splash of text and the credit roll.

I remember playing Batman on the Amiga as a kid, and the Game Boy version was one of the first games I owned for the handheld, and I even had this for the Mega Drive during my early twenties. I sold it off but got it back when I started collecting for the system, hoping for a simple little brawler that wouldn’t be too taxing. At first, that seems to be exactly what Batman offers. It’s ludicrously basic, even for an early Mega Drive title, translating only the bare minimum from the movie and next to nothing of the plot. The developers didn’t even use the in-game assets to recreate moments from the film save for a couple of instances, and Batman’s arsenal is as limited as his mobility and combat. This might’ve been tolerable if it wasn’t for the awful platforming sections. Batman either jumps too far with his somersault or falls painfully short with his dodgy basic jump, easily dropping down pits as a consequence only to drop down anyway when he lands due to knockback! The grapple is next to useless except to reach higher ground and the respawning enemies (particularly those aggravating sliding goons!) are a constant headache. The vehicle sections are fun ways to break up the awkward action stages, but the Batmobile wasn’t much easier to control than Batman and I can’t imagine the Batwing was much better. Batman is a game that’s handicapped by lumbering the Dark Knight with cliché videogame gimmicks like pits and platforms, meaning it’s not much fun fighting the bosses as they’re just bigger goons with cheap-ass attack patterns. But what do I know? I couldn’t beat the game and it’s apparently really easy! Maybe you beat it and found it quite enjoyable. Or maybe you prefer a different videogame adaptation of the movie, perhaps the arcade version? Maybe you can think of a better or worst Batman videogame to mention in the comics? And maybe you can donate to my Ko-Fi to help support the site.

Back Issues [National Superhero Day]: Kingdom Come


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: “Strange Visitor”
“Truth and Justice”
“Up in the Sky”
“Never-Ending Battle”

Published: May 1996 to August 1996
Writer: Kurt Busiek
Artist: Alex Ross

The Background:
While working on Marvels (Ross, et al, 1994), artist Alex Ross pitched a similar “grand opus” to celebrate DC Comics’ long and illustrious history. Inspired by a similar, rejected proposal by Alan Moore, Ross brought his signature photorealistic artwork to this acclaimed, thought provoking miniseries. Kingdom Come was such a hit that it spawned numerous spin-offs and follow-ups and has influenced DC Comics ever since.

The Review:
Perhaps the greatest DC “Elseworlds”, Kingdom Come begins with audience surrogate and main character, pastor Norman McCay, visiting the aged, sickly Wesley Dodds/The Sandman. Wesley has been driven to near mania by nightmares of an apocalyptic future, one akin to the “Book of Revelations” and dismissed as the delusions of a dying old man. Insistent to the end, Wesley begs Norman to read from the Bible to understand the coming crisis but passes before he can fully explain himself. Having met Wesley near the end of his life and shared many dinners with him, Norman is somewhat aggrieved that he took Wesley’s stories of his past heroics for granted, especially as this is a world (since designated Earth-22) where superheroes (or “metahumans”) are a controversial topic. Wandering the streets, Norman reminisces about how Wesley despaired of society, which placed so much faith in a new, more violent and less morally skewed generation of superheroes and wished more than anything for the legends of yesteryear to be remembered rather than reduced to mere pastiches by the likes of the Planet Krypton restaurant chain. Recognising that “hope” has become a precious commodity, Norman tries to take solace in scripture, but his faith is tested as the “mighty” far outweigh the “meek” and seem destined to inherit the Earth. The heroes of today are largely the children and grandchildren of legends, numbering in the thousands and fighting mainly for their own egos, having eliminated most old-school supervillains and caring little for the collateral damage their battles cause. Indeed, it’s up to normal folk like Norman to rescue crying children from these dangerous conflicts, though even he despairs for the fate of the world when Earth’s greatest and most belligerent “hero”, David Sikela/Magog, led the Justice Battalion against the confused and desperate Parasite and caused widespread devastation when he split Nathaniel Adam/Captain Atom open in a panic and decimated Kansas with a nuclear explosion.

The Spectre recruits pastor Norman McCay to observe and judge the world’s new and old metahumans.

Already suffering from the same horrific visions that plagued Wesley and rattled by these events, Norman believes he’s gone mad when Jim Corrigan/The Spectre appears and tasks Norman with assisting him in judging the world in Wesley’s absence. Though initially reluctant, Norman accompanies the Spectre to a seemingly innocuous midwestern farmland (actually an elaborate virtual reality environment tied to the Fortress of Solitude), where the aged, bitter, reclusive Clark Kent/Kal-El-Superman has exiled himself and his livestock after losing faith in humanity. Norman watches, unseen and unheard, as Princess Diana Prince/Wonder Woman visits Clark Kal and expresses concern for him, believing he has lost touch with humanity after all the losses he’s suffered. Annoyed at Kal’s dismissive stubbornness, Wonder Woman demands that he remember what he once stood for (“truth and justice”) and review Magog’s destructive behaviour. Though stoic, Kal’s obviously disturbed by the devastation, yet he urges Wonder Woman to return to Themyscira where she will be safe. The Spectre reveals that Superman’s exile caused many of his contemporaries to also give up their crusade, but not all: Wally West/The Flash (now pure energy) still patrols Keystone City as a lightning fast “guardian angel”, an unknown Hawkman protects the forests of the Pacific Northwest, and Alan Scott/Green Lantern guards the Earth from extraterrestrial threats from an emerald-hued space station. Bruce Wayne/The Batman also still maintains order in Gotham City (despite being confined to an exoskeleton) with a series of Batman-themed robots. Angered that their successors have become even more reckless after Kansas, Norman rages at the Spectre, asking why he or his “higher power” didn’t stop the madness. While the Spectre remains impassive, Norman’s pleas are answered when a noticeably changed version of Superman makes a dramatic return, immediately awing the masses but bringing only dread to Norman as his visions tell him this is a sign of greater conflict.

Although Batman refuses to join the new Justice League, Superman hopes to inspire the new heroes.

Norman finds himself displaced from time and space as the Spectre follows the pastor’s visions, eventually watching with horror as super-patriot (and aggressive fascist) the Americommando and his Minutemen attack immigrants coming to the United States. Luckily, the reformed Justice League (Superman, Wonder Woman, Green Lantern, the Flash, Hawkman, Kara Zor-L/Power Woman, and Raymond Terrill/The Ray) quell the danger, with Richard “Dick” Grayson/Red Robin also dispatching two psionics (the Brain Trust) who were escalating the situation. The Justice League then address the world’s press from the United Nations to state their intentions: namely, to inspire hope in people once more and mentor their misguided protectors into more benevolent force, though Superman is noticeably reluctant to discuss Magog given their history. Still puzzling the link between Superman and his prophetic visions, Norman accompanies the Spectre and Superman to the remains of Wayne Manor, obliterated years ago when Bane and Harvey Dent/Two-Face exposed Bruce’s identity. Since then, he’s lived in the Batcave, his crimefighting efforts largely aided by the deaths of many of Gotham’s worst criminals in unsanctioned bombings. Bruce dismisses Superman’s offer to join the new Justice League, persists in calling him “Clark”, and criticises Superman for pretending like the state of the world is anything new. Bruce believes the metahuman situation requires a finesse the Justice League isn’t equipped for and is as unimpressed that Superman recruited Dick (Batman’s former partner and adopted son) to his cause as Superman is that Gotham is now a police state ruled by fear. Bruce has his own allies (Oliver Queen/Green Arrow, Dinah Lance/Black Canary, and Ted Kord/Blue Beetle) and his own plans to address the situation. Norman’s stunned at the bickering between Batman and Superman but watches with hesitant optimism as the Justice League, through diplomacy and force alike, turn others to their cause and bring hope to the masses.

Superman’s decision to imprison rebellious metahumans inspires an unlikely alliance for Batman.

Norman and the Spectre then observe a meeting between Lex Luthor and his “Mankind Liberation Front” (including Selina Kyle/Catwoman, immortal tyrant Vandal Savage, and Raʾs al Ġhūl’s heir (and Batman’s illegitimate son) Ibn al Xu’ffasch). Luthor offers medical aid to the Kansas victims while also outfitting survivors of the Belle Reve and Arkham Asylum massacres to arm vigilantes and metahumans to their cause, aiming to heighten tensions between humans and metahumans so humanity can reclaim their world through war. Justice League’s unexpected return sees Luthor’s plan escalate to a ten-day plan that largely depends on Billy Batson/Captain Marvel, who’s been swayed to Luthor’s manservant. Next, Norman observes as the Justice League gate-crash a metahuman bar and chastises the patrons, offering the chance to be better or be dealt with, only for the awestruck metahumans to receive an alternative pitch from Green Arrow. Still, many join Superman and setup their headquarters in Green Lantern’s emerald space station to spread their mission across the globe. When Superman shares his concerns about the resistance they’ve met, Wonder Woman takes him to Atlantis to ask King Arthur Curry/Aquaman to setup an underwater penal colony for rebellious metahumans. Although Diana tries to appeal to Aquaman by reveal that she’s been stripped of her royal heritage and has committed herself to improving the world, he refuses to grant the request as his focus remains on his people. Superman’s similar talks with Orion end in failure as he’s disappointingly become as grim and ruthless a ruler of Apokalips as his father, Darkseid. Although Scott Free/Mister Miracle and Big Barda provide the solution (a labyrinthine gulag built on the ashes of Kansas), this sees Batman and his allies join forces with Luthor in response. Superman’s worries about Wonder Woman’s anger are shelved when Magog resurfaces in the wastelands of Kansas, desperately trying to repair the damage he caused.

The reunion between Superman and Magog is as combustible as the tensions in the gulag.

When Superman chastises him, Magog challenges him to punish him, mocks him, and then blames the Kal for everything that happened ten years prior since he refused to change with the times and the people’s demands for darker, more violent heroes. Magog bitterly recounts how the Joker easily murdered the Daily Planet staff, including Superman’s wife, Lois Lane, because of the heroes’ refusal to kill. Magog had no such compunction and publicly murdered the Joker, only to be arrested by Superman and summarily acquitted for ending the Joker’s threat. Magog was then slighted when Superman refused to acknowledge him as Metropolis’s “number one” and exiled himself in disgust rather than fighting for that title. Interestingly, Magog isn’t some unhinged psychopath. Instead, he’s incensed that he had to become the man, the killer, Superman refused to be and blames him for it, submitting to Superman’s custody after raging at the Man of Steel. Yet, Norman’s cataclysmic visions only increase, especially as the gulag is filled within two weeks, its embittered inmates only incensed by Superman’s hologrammatic lectures. The events catch the attention of God-like beings like the Wizard, Shazam, the Phantom Stranger, and Ganthet, who refuse to intervene since the affairs of man are insignificant in the grand scheme of things. While observing this, Norman is approached by Boston Brand/Deadman, who questions the Spectre’s motivations as he’s lost touch with humanity since becoming God’s avenging spirit. While Superman and Wonder Woman debate metahuman ethics and motivations, Luthor subjects Captain Marvel to further brainwashing using a combination of his silver tongue, doctored videos, and Mister Mind’s psychic powers. Luthor the reconvenes with his allies, sure to keep Batman on side by talking of necessary evil rather than world domination and reveals that Superman’s no longer vulnerable to Kryptonite, though Batman assures him that the youths they’ve recruited are more than willing to fight.

Despite Norman’s pleas, the Justice League war with themselves over their conflicting views.

While listening in to Red Robin’s concerns about the gulag, Norman is stunned when the Flash drags him into the real world. Met with suspicion, Norman tries to warn Superman of the coming apocalypse, only for his fears to first be disregarded and then come to light by reports of a riot at the gulag. Although Superman orders it to be quelled peacefully, Wonder Woman orders the opposite, leading to some conflict between them ahead of their meeting with the United Nations. Despite Superman’s assurances, the representatives are unimpressed with their God-like saviours and their prison and ready to act for themselves, if necessary. When Luthor prepares Billy to capitalise on the gulag riot, Batman punches him out and betrays Luthor, subduing him and his allies and trying to reason with Billy, only for him to panic and explosively become Captain Marvel. Superman’s fears about Wonder Woman’s warrior lust come to a head when she dons her ceremonial battle armour and leads their allies to war when the gulag riot turns violent and fatal, forcing Superman to demand help from the Batman before things escalate further. After learning of Captain Marvel’s threat, Superman speeds to the battlefield, only to be intercepted by the Big Red Cheese and a fist fight to break out between them as the Justice League battles the rioting prisoners in all-out war! Norman is horrified to see his visions coming to life and begs the Spectre to intervene, though he refuses as he’s simply there to judge. While Superman unsuccessfully tries to talk sense into Captain Marvel, the United Nations tasks the Blackhawks with launching three multi-megaton nuclear missiles at the site, reasoning that the collateral damage is acceptable to ensure the survival of the human race. Norman watches as both sides (Wonder Woman, especially) use lethal force, all moral qualms abandoned, and Batman and his allies try and subdue and save whoever they can, leading Bruce and Diana into a moral and physical conflict.

Though many lives are lost, Norman appeals to Superman’s reason and a new age is born.

When they spot the incoming Blackhawks, Wonder Woman finally sees she’s consumed by anger and violence and tries to intercept the planes alongside Batman, toppling two of three. Superman struggles against Captain Marvel’s magic and desperately shuts him up, rendering him powerless, but is horrified to see the third, wayward nuclear missile heading towards them. When it easily shrugs off Superman’s heat vision, he hesitates to intercept it, unsure if he should keep it from destroying them all. Reasoning that Billy, who’s both man and demigod, is the best to make the decision, Superman begs for his help and releases him before racing towards the missile. The Spectre then turns to Norman and demands that he decides what should happen, shouldering the burden of judgement to the unsure priest, who sees “good” and “evil” on both sides. Ultimately, Norman’s unspoken decision impacts Superman and Billy, who transforms into Captain Marvel one last time and takes Superman’s place, unleashing his magic upon the missile and detonating it up high. Norman is as devastated as Superman to see the battlefield littered with charred corpses and few survivors. Overcome with grief and rage, Superman turns his wrath on humanity and, enraged at the Spectre’s impassive nature, Norman demands to talk sense into him. Thankfully, Norman succeeds, appealing to Superman’s better nature and talking him down, with him and the other survivors vowing to exist alongside humans as equals rather than acting as Gods. Thus, Batman follows in his father’s footsteps and becomes a healer, caring for any survivors and building bridges with his family; Wonder Woman reconnects with her sisters; Green Lantern joins the United Nations; and the Spectre thanks Norman for giving him perspective, with the whole experience having reaffirmed Norman’s faith in a higher power. After building a fitting monument to the lives lost, Superman works to restore Kansas and begins a new life with Wonder Woman as lovers, with them naming Bruce godfather to their pending child and the DC Trinity finally committed to making the world a better place together.

Final Thoughts: 
Unquestionably, Kingdom Come is an absolutely gorgeous and glorious piece of work from Alex Ross, with the artist’s signature, painted realism bringing these classic characters to life in ways never seen before. Although it’s similar to Marvels in that we follow a mortal man as he observes these God-like beings, Kingdom Come presents a possible future for the DC Universe with a new generation of violent anti-heroes. Thus, the likes of Batman, Superman, and Wonder Woman are aged and noticeably changed by time and conflict, meaning the story doesn’t present these characters at their physical peak and renders many in very different guises, yet it beautifully captures the spirit of their morals, conflicts, and very personalities in its morality tale. Superman, especially, is rocking a striking look. While his costume is extremely familiar, his signature S-shield is visibly simplified and tinged with black to show he’s still morning his losses and attempting to be the light against the dark. Wonder Woman is largely unchanged, but more focus is placed on her warrior heritage, especially when she shuns Superman’s more pacifist ways and takes up her Themysciran armour for war. Batman is only briefly seen in his recognisable suit in a flashback and is dramatically presented as physically broken and relying on an exoskeleton, but is no less cunning and capable, employing gigantic robotic bats to curb any crimes in Gotham and eventually donning a mechanised Batsuit for the finale. I especially liked Green Lantern’s emerald armour and the Flash’s disembodied look, and the blend of “Golden Age” and “Silver Age” heroes, such as using Alan Scott and Wally West. While these legendary heroes are changed, they’re still recognisable and inspire the same awe (and fear) from the masses, who embraced more violent heroes some time ago, ones whose designs are purposely exaggerated and “extreme”.

Classic heroes face new challenges in this alternative future in desperate need of hope.

Magog is the figurehead of this new generation. Donning golden, ram-like armour and wielding an energy staff, Magog won over the people when he did what other heroes refused to do and made violent supervillains pay for their crimes with their lives. It’s an interesting ethical quandary as, undoubtably, the Joker is more than deserving of the death penalty but, on principal, Superman cannot sanction wanton execution and is disgusted when the people embrace such violence. Interestingly, Magog isn’t exactly happy about having to be what Superman refused to be, and it’s implied he would’ve preferred to be more virtuous but was forced to fill that void because the “old guard” wouldn’t change. The absence of the legendary heroes and the rise of increasingly violent vigilantes saw conflicts escalate as “heroes” disregard the innocents caught in their crossfire and cause as much damage and death as they prevent, with them only resenting being locked up and judged by the reformed Justice League. While Superman urges his followers to teach and inspire first, he’s forced to imprison those who refuse to conform, which quickly skews his mission as he and the Justice League act autonomously, agitating the United Nations and causing many to question their methods. This is part of the reason why Batman refuses to join the new Justice League as he’s always been a little resentful of metahumans, but he also sees that the situation requires a more strategic approach. He allies with Luthor to influence those on his side away from all-out war and worldwide domination, though largely out of his own sense of self-preservation due to his stubborn nature. Though Wonder Woman urges Superman to reconnect with humanity, she’s ironically as separate from them as he since she takes a far more aggressive approach towards the rebels, believing that violence is often necessary to ensure peace and still clinging to her demigod status despite being ostracised from Themyscira.

Norman’s given an impossible task, one that will decide the fate of the entire world.

Norman is not only our guide through all this, but also the Spectre’s. Norman’s amazed by the events he witnesses, which test his faith in the metahumans of hold and in the almighty, with him astonished to see just how flawed and vulnerable these God-like beings really are. Norman’s understandably enraged at the Spectre, and God, for simply standing back and letting such awful things happen, though the Spectre impassively maintains that it’s not their place to intervene…only to judge. Norman’s journey is a tumultuous one, with him seeing heroes and villains on both sides, meaning his final judgement is clouded by shades of grey and isn’t as simple as saying they all deserve to live or die. This is the same conflict that laces disagreements between Superman and Wonder Woman, as one wants to preserve and improve life, and the other is adamant to protect it. In the end, Norman is faced with an impossible, heart wrenching decision that he seemingly subtly delegates to Superman and Captain Marvel, meaning Norman carries as much of the guilt for all the deaths as Superman. Yet, Norman has seen how inspiring these heroes can be and how they need to use their powers for the greater good by acclimatising with humanity, with both sides understanding that they’re each flawed and must work together for the greater good. I loved seeing Superman so consumed by guilt and rage that he became a wrathful God ready to scorch the Earth, and that Norman managed to appeal to his humanity and core values. It’s not a pretty end, as many lives are lost, much has been destroyed, and there’s a lot of work and healing to be done, but the message is clear: there’s hope for the future. This sees the DC Trinity reunite as equals, committed to improving the world using all their talents, rather than just being seen as God-like figures to be revered, feared, or hated. All this makes Kingdom Come one of the most emotionally engaging and visually stirring tales in all of comics and easily places it as one of the quintessential alternative takes on these beloved characters.

My Rating:

Rating: 5 out of 5.

Fantastic

Ae you a fan of Kingdom Come? Do you also appreciate Alex Ross’s artwork? Were you shocked to see the classic DC superheroes so changed by time? Do you prefer violent anti-heroes or those with a moral compass? Would you have saved or destroyed all the characters if you were in Norman’s shoes? Which DC Comics character is your favourite? How are you celebrating National Superhero Day today? Whatever your thoughts, leave a comment down below, support me on Ko-Fi, and check out my other superhero and comic book content.

Back Issues [Crossover Crisis]: Zero Hour: Crisis in Time!


Cover-dated April 1985, the first issue of Crisis of Infinite Earths (Wolfman, et al) precipitated the destruction of the “Multiverse” and what better way to celebrate than with a “Crossover Crisis” of my own?


Published: September 1994

Writer/Artist: Dan Jurgens

Quick Facts:
After DC established an infinite number of parallel worlds in Showcase #4 (1956), writers like Mark Wolfman became frustrated with this concept and spent two years planning Crisis on Infinite Earths, one of the greatest comic book crossovers. However, while the likes of Clark Kent/Kal-El/Superman and Wally West/The Flash benefitted from this reboot, others like Carter Hall/Hawkman did not so writer/artist Dan Jurgens sought to correct this about ten years later with Zero Hour: Crisis in Time! Accompanied by numerous tie-in issues and occurring during the “Dark Age” of the industry, the story is largely regarded as a confusing, poorly executed mess that created more problems than it solved.

The Review:
As if numbering this miniseries in reverse order (so the story starts in issue #4 and concludes in issue #0) wasn’t unique enough, each page and/or panel takes place at different times, both literally and relatively, making this a confusing time-based tale. The story begins at the literal end of time, when destructive, unstoppable entropy has engulfed the cosmos. Here, an unseen force executes the mysterious Time Trapper while berating the cloaked figure and others like him for flaunting their omnipotence and yet allowing injustice to prosper. This powerful, unseen figure then harnesses entropy’s destructive power and vows to end the universe’s suffering. His actions (unseen at this point but probably related in one of the event’s many tie-in comics) are detected by Metron, the scientific advisor to almighty Darkseid, who’s so concerned by the unravelling universe that he defies his master and seeks out allies to halt annihilation. Our first indication that something is very wrong with time occurs in Gotham City, where the Joker’s latest killing spree is unexpectedly ended by Barbara Gordon/Batgirl, apparently back in her prime and perplexing even Bruce Wayne/Batman since she was dramatically paralysed by a gunshot some time ago. The enigmatic Linear Men, who monitor and safeguard time from a pocket dimension, then observe entire timelines being erased, dispatching Matthew Ryder/Waverider and Rip Hunter to investigate. In the 64th century, Wally West/The Flash notices the surreal light engulfing the world and learns from Waverider that entropy is ceaselessly making its way back through time, wiping out everything in its path. Though Waverider’s powerless to stop it, Citizen Abra/Abra Kadabra and the Linear Men suggest that the Flash create a super-speed vortex. However, Waverider realises all-too late that the effort is futile and is unable to keep the Flash from running to his untimely doom just like his mentor in the previous Crisis, resulting in the death of the 64th century and Waverider vowing to honour Wally’s sacrifice.

Waverider desperately gathers the forces of justice to stand against Extant and this time rifts.

Their next stop is 57000 A.D, where a youthful Harold “Hal” Jordan/Green Lantern (plucked from before he became the malicious Parallax) is currently battling entropy. Green Lantern’s efforts only feed the destructive force, however, causing it to obliterate Hal and Rip. Before he dies, Rip tells Waverider to research the previous Crisis. Disregarding an anomaly in the timestream, Waverider returns to Vanishing Point and is horrified to learn of the last Crisis and frantically heads to Earth for help, arriving to find Hawkman fluctuating between his various incarnations, Alan Scott/Green Lantern randomly de-aged, and reminding Jay Garrick/The Flash of Barry Allen’s fate while simultaneously informing him of Wally’s leaving Jay heartbroken at having lost the men he considered sons. When Waverider transports the Justice Society of America (JSA) to Vanishing Point, they’re mysteriously separated and attacked by the malevolent Extant. Metron recruits Batman and Superman, who call an emergency meeting of all costumed heroes (though Metron fails to enlist Jim Corrigan/The Spectre’s help as he’s unconcerned by natural disasters). Already rattled from experiencing his own time anomalies, Superman stops to assist the debuting Bartholomew “Bart” Allen II/Impulse (displaced from the 30th century) and recruits him. Earth’s heroes discuss the time anomalies, which see heroes pop in and out of existence, the various Hawk-beings merged into a single, God-like entity, and timelines to merge as the Crisis worsens. Waverider brings the group up to date (inspiring Guy Gardner/Warrior to attempt to change Hal’s fate) but quickly teleports to Vanishing Point when he senses the JSA are in trouble. When he arrives, Extant has killed Al Pratt/The Atom and Kent Nelson/Doctor Fate and rapidly aged Doctor Charles McNider/Doctor Mid-Nite and Rex Tyler/Hourman (to the point that he dies). Although the grief-stricken Alan’s ring is depleted, Waverider gets his comrades to safety and confronts Extant, horrified to find his future self behind the mask and not Hank Hall/Monarch as he suspected!

Parallax is revealed to be the mastermind behind the Crisis and wishing to reset time in his image.

Extant reveals that he’s the amalgamation of Waverider, Monarch, and others, having assimilated incredible powers, amassed an army, and spread entropy to birth a new world. Extant teleports Waverider and the others away since it’s too soon for them to fight, though the shattered, aged JSA quit from superheroics due to their losses, officially making Kyle Rayner the only Green Lantern. Inspired by their sacrifices, Superman and the others transport to the 30th century with Metron. As they struggle to halt the entropy, Kara Zor-L/Power Girl suddenly goes into a mystical labour, and Warrior suddenly sprouts weapons by mere thought, they’re attacked by Extant’s brainwashed Team Titans before the man himself attacks…as his future self watches on! Waverider desperately teleports the others away right before Extant plunges his hand into his body and absorbs his incredible time-based energy, assuming Waverider’s guise and completing his time loop as an unseen other retrieves Alan’s discarded power ring. Returned to the 30th century, Metron has Superman and Princess Diana Prince/Wonder Woman hurl his “Mobius Chair” into the entropy rift and Captain Nathanial Adam/Captain Atom pour his full power into it, creating a Boom Tube that successfully dispels the rift. Unfortunately, entropy continues to ravage the timelines, shredding John Henry Irons/Steel and leaving Warrior distraught. Still, angered at his plans being disrupted and his armies defeated, Extant’s past and present-selves merge to ponder the rampant entropy rifts, only to be blind-sided by a greater power for attempting to usurp his plans for reality with the rifts, which erase Impulse and Michael Carter/Booster Gold. Luckily, Jay convinces guilt-trips he Spectre into joining the fray right before he also dies and the few survivors flee to Vanishing Point to restore Waverider. Although he arrives too late to save the Batman from being torn apart by a random rift, Waverider leads the assault against Extant (which leaves Doctor Ray Palmer/The Atom de-aged to a teenager!), only for Parallax to finally assert himself as the man behind the destruction of time!

Although Parallax’s mad ambitions are stopped and reality is reset more naturally, the cost is high.

Determined to re-write reality to undo all the injustices they’ve suffered, Parallax wills entropy to engulf all that ever has or will be in the hopes of starting fresh, reshaping reality from a pocket dimension of pure, white space as the handful of shocked survivors watch. Although Guy and the others think he’s mad, Parallax vows to ensure all of them, even the time displaced Batgirl and Extant, get the world they desire, utilising leftover chronal energy and cosmic power from the first Crisis to effectively make himself a God. Having saved a handful of others and spirited them away to Vanishing Point, Waverider proposes piggybacking off Parallax’s efforts and restarting the universe in a more natural way, rather than allowing Parallax to decide who exists and who doesn’t, bringing them into conflict with Batgirl and those who want their worlds back. Lamenting having to fight his old allies and amazed that they would oppose his promise of paradise, Parallax easily fends off Superman and even the wrathful Spectre. While Oliver Queen/Green Arrow tries in vain to reach his friend and laments how far he’s fallen, Waverider has Superman and a few others channel their awesome powers through him, which he then redirects to confused outcast Grant Emerson/Damage, with the remorseful Batgirl sacrificing herself to protect the boy from Parallax’s fury. Heartbroken by how far his friend’s fallen, Green Arrow does the only thing he can and fire an arrow at the weakened Parallax, seemingly killing Hal and leaving the stage clear for the super-charged Damage to spark a new big bang. Thanks to Waverider’s intervention, Superman and the others watch as a new timeline forms, restoring many lost during the Crisis but leaving others, like Batgirl, lost to memory. Although Power Girl rejoices at having birthed new life in this new world, Green Arrow is left devastated and the survivors are both rattled and haunted by the experience, which caused numerous changes to their history (such as Warrior losing his armour and Batman no longer knowing who killed his parents, and the “Modern Age” of superheroes having only started “10 Years Ago” with the debut of Superman).

Final Thoughts: 
As I really started getting into comics during the 1990s, Zero Hour: Crisis in Time! was possibly the first Crisis event I ever read (or, at least, the one I read the most). I’ve only ever read the main five issues and a few of the tie-in and aftermath issues, which mainly dealt with our heroes encountering other versions of themselves or bizarre time anomalies. However, I would probably advise that you seek out the complete event as the main story can be confusing without context. For example, Superman says he encountered his Kryptonian parents and different versions of Batman, Warrior’s left devastated by some unexplained loss, and it’s clear that key events are missing from the main story. This may be the first DC event where the tie-in issues were semi-required to fully grasp what’s going on, which does impact the story as it’s so crammed with characters and events that it’s difficult to keep track of what’s happening and a chore to read at times. Every panel is stuffed with heroes and word bubbles, with many just standing around aimlessly, justifiably confused, or summarily executed by the entropy rifts. This means Raymond “Ray” Terrill/The Ray is left spouting “Cool!” and hovering in the background before randomly helping to kick-start the new big bang, and powerhouses like Matrix/Supergirl are as powerless to stop the destruction as the likes of Richard “Dick” Grayson/Nightwing, who joins Batman in a futile attempt to save lives. However, I did like that the heroes were determined to save as many as they could, and to intervene when the timelines merged, even though it was blindingly obvious they couldn’t stop the entropy, and how devastated they were when they inevitably failed. The stakes are definitely high and the heroes are constantly fleeing, reeling from their losses, or trying new ways to halt the destruction, keeping tensions high as they constantly fail.

This confusing mess of a Crisis is bogged down by copious exposition and cluttered action.

However, the pacing is all over the place. One minute, things are going a mile a minute; the next, things grind to a halt, and the cluttered panels are filled with endless dialogue as Waverider describes what’s going on. This really comes to a head in issue #0, where Waverider plucks the survivors from a microsecond of time and they witness the rebirth of the universe, all while Waverider waffles on about how they have one shot to re-join the timestream and it must be at the exact moment. He then explains, in great and confusing detail, why the likes of Batgirl (and, it’s assumed, Kyle) are dead but Batman and the billions of others are alive. Conveniently, this is because those latter examples died before the timeline reset; but anyone killed afterwards is really, truly dead. This does tie into Green Arrow’s grief and anger as he’s devastated at being forced to kill his best friend, despite having no choice as Hal was clearly mad with power and had appointed himself judge and jury over all lives and timelines. Green Arrow gets into a physical and ethical debate with Batgirl regarding this as Batgirl simply wants to live, just as the other anomalies want their worlds and lives back, and they briefly defend Parallax since he promises to give them everything they want. Though impressed by Batgirl’s spirit, Green Arrow echoes Warrior’s sentiments and believes Parallax isn’t qualified to make these decisions since it defies the natural order, but Oliver is distraught at being forced to take such extreme actions and this informed his characterisation for a while in the aftermath. Sadly, this comes far too late in the main story to be as impactful as it could be. I’m sure it’s fleshed out more in a tie-in comic but it’s noticeably lacking here, just like Warrior’s desire to undo Hal’s corruption and restore the Green Lantern Corps, which ends up being just one of many sidebars that aren’t resolved in the main story.

Extant and Waverider don’t make for compelling characters, making the story more dull than exciting.

As Zero Hour features time travel shenanigans, it makes sense for it to be confusing story and that the likes of Metron and Waverider must rattle off a lot of exposition. It gets frustrating as every issue reiterates a lot of this information, and if you’re not a big fan of Waverider, like me. I liked the twist that Extant was a gestalt entity comprised of different time-based powers and people, reducing him to an energy-based being with no real identity who sowed destruction for this own ends. I quite like Extant and feel he got short-changed here as he was rendered completely impotent once Parallax emerged from the shadows. Consequently, I think Zero Hour would’ve been far better and more coherent if Parallax had been the antagonist from the start, going around time destroying and absorbing power from the likes of Extant, the Time Trapper, and Waverider, just to give the story more focus and really emphasise how shocking it is when the JSA are de-aged and killed and characters are erased. This would’ve been a natural evolution of his original turn when he destroyed the Guardians of the Universe and would’ve made for more drama as his former allies lamented his madness and struggled with fighting him, rather than Extant constantly unmasking to be different people, and could’ve even seen Hal’s past self confronted by his future, corrupted counterpart. While the art is okay, Zero Hour suffers from having far too many characters crammed into every panel, making it difficult to keep track of who’s still around or not. I liked the depiction of entropy erasing characters and timelines, especially as a metaphor for DC literally streamlining their time, but the execution was lacking as it left Hawkman a combined entity rather than simply resetting him and I always come out of this story wondering what the purpose was beyond being a cluttered celebrating of DC’s colourful characters. Sadly, it falls very short and everything that happened in it was rewritten eventually, with even Parallax being redeemed, making the entire story forgettable and pointless.

My Rating:

Rating: 2 out of 5.

Could Be Better

Were you also disappointed by Zero Hour: Crisis in Time!? Were you able to follow all the time-based nonsense and exposition? Are you a fan of Waverider and Extant or did you also find them dull characters? Which of the deaths was most impactful or senseless to you? Were you a fan of Hal’s turn as Parallax and do you agree he should’ve been the sole villain here? Did you like the changes made to DC following Zero Hour? Which Crisis event was your favourite and what are some of your favourite cosmic events? Tell me what you thought about Zero Hour: Crisis in Time! in the comments and donate to my Ko-Fi to suggest other Crisis events for me to cover.

Back Issues [Robin Day]: Batman #440-442 / The New Titans #60-61


In April 1940, about a year after the debut of Bruce Wayne/Batman, DC Comics introduced “the sensational find of [that year]”, Richard “Dick” Grayson/Robin. Since then, many have assumed the mantle and the Dynamic Duo have become an iconic staple of DC Comics.


Story Title: “A Lonely Place of Dying”

Story Title: “Part 1: Suspects”
Published: 31 August 1989 (cover-dated: October 1989)
Writers: George Pérez and Marv Wolfman
Artist: Jim Aparo

Story Title: “Part 2: Roots”
Published: November 1989 (cover date)
Writers: George Pérez and Marv Wolfman
Artists: George Pérez and Tom Grummett

Story Title: “Part 3: Parallel Lines!”
Published: 28 September 1989 (cover-dated: November 1989)
Writers: Marv Wolfman
Artist: Jim Aparo

Story Title: “Part 4: Going Home!”
Published: December 1989 (cover date)
Writers: George Pérez and Marv Wolfman
Artists: George Pérez and Tom Grummett

Story Title: “Part 5: Rebirth”
Published: 2 November 1989 (cover-dated: December 1989)
Writers: George Pérez and Marv Wolfman
Artist: Jim Aparo

Quick Facts:
Initially created to literally replace Dick Grayson as Robin, readers came to dislike Jason Todd when he was reimagined as a bratty street kid, leading Jim Starlin and Dennis O’Neil to dramatically kill the new Robin off in the iconic “A Death in the Family” (1988). While Jason’s death haunted Batman for years, a new Robin debuted almost exactly one year later in this five-issue crossover story. Created by Marv Wolfman and Pat Broderick as the opposite of Jason and possessing keen deductive skills to rival Batman, Timothy “Tim” Drake saw a dramatic redesign for the character and was popular enough to not only get his own solo book, but also be widely considered the best incarnation of Robin.

The Review:
Our story opens with the Batman in bad shape and tussling with the Ravager, a sadistic masked psychopath who’s been on a killing spree. Although the Batman’s cut and bruised from the Ravager’s attacks and knives, he turns the killer’s golden chain against him and sends him plummeting off dam. Limping to the Batmobile. Batman stumbles back to Wayne Manor, where his faithful butler and father figure, Alfred Pennyworth, cares for him as he struggles against a fever, exhaustion, and his wounds. In his frazzled state, Batman completely missed that a mysterious individual photographed his fight and has been following his career for some time. An avid fan of Batman and the Dynamic Duo, this individual notes that Batman’s been getting more reckless and violent since Jason’s death and longs for the confident, compassionate Batman of old. These concerns are echoed by Alfred, who candidly expresses worries for Bruce’s mental health, which has severely impeded his judgement and impacted his physical health, though Bruce ignores these concerns and suits up for another night’s patrol. Following the Ravager’s failure, his shadowy employer, baited by a voice from a radio that’s actually his own delusions, arranges a trap for the Dark Knight by manipulating mob boss Gerry Syke. Naturally, the Batman shows up, triggering a firefight. While dispatching Sykes’ mooks, Alfred’s words rattle around Batman’s head (“think with our heads, not with our fists”) and he realises he’s been too distracted to see the obvious clues (everything related to the Ravager and the break-in points to the number two in some way) and that former district attorney turned scarred crime boss Harvey Dent/Two-Face is back in town! Meanwhile, Batman’s mysterious teenage stalker tries to contact Dick Grayson/Nightwing, learning from a concerned Princess Koriand’r/Starfire that Nightwing left the Teen Titans, leading him to discover that Dick returned to Haly Circus.

Concerned for Batman’s welfare, fanboy Tim Drake tries to persuade Dick to return as Robin.

Dick is heartbroken to learn from Harrison “Harry” Haly that the circus has been struggling financially and suffered some bizarre accidents, though he jumps at the chance to be part of their swansong show. Although the teen briefly panics when hot-headed lion tamer Wilhelm is suddenly killed by a lion, he’s amazed when Dick swoops to ensnare the beast, though it’s the final straw for Haly. While pondering the strange “jinx” cursing the circus, Dick spots the teen as he’s chased by some of the staff and is amazed to learn the boy not only knows his true identity but also suspects drunkard Harry the Clown doped the lion. However, Dick masquerades as Harry and tricks little person Pedro and circus strongman Samson/Mister Muscles into revealing they were behind everything as part of a plot to buy the circus for peanuts. After helping Haly out by becoming a co-owner, Dick confronts the teen, who shows him pictures of Batman and begs him to return to his mentor’s side as Robin, concerned that Bruce is on a downward spiral without him. Back in Gotham City, Batman and Two-Face brood over how best to lure each other out, with Two-Face stressing over the best way to concoct a scheme related to the number two that will both kill his foe and net a profit, vetoing every suggestion with a flip of his coin. Simultaneously, Batman mulls over Two-Face’s possible targets, ruling out the obvious and trying to think of an enticing target for the villain. Ironically, Two-Face settles on kidnapped twin child actors Alan and Richard Wright and flips out when he learns that Club Gemini is holding a poker tournament with a $22 million grand prize. Thus, the two are compelled to abandon their plans to address the other situation, unable to deny their obsession towards justice and greed, respectively, resulting in the kids being saved and Two-Face missing out on the cash thanks to a coin toss.

Inspired by Batman and Robin, Tim reluctantly steps up to save Batman from himself.

Meanwhile, Dick brings the boy, Tim Drake, to Wayne Manor, where Alfred is as amazed by the boy’s knowledge as Tim is awestruck by the opulent abode. Encouraged by them, Tim reveals that he first met Dick on the day his parents were killed. Though traumatised by the murder, Tim was fascinated by the Batman, who comforted the grieving Dick, and had recurring nightmares of that night. Thus, when Tim saw Robin performing Dick’s patented quadruple somersault on television, he realised that Bruce and Dick were Batman and Robin and avidly followed their careers, inspired to hone his body and mind. Believing Batman and Robin need to live again, Tim begs Dick to reclaim his mantle but Grayson refuses, having established himself as Nightwing. Indeed, Nightwing is angered at the suggestion and races off to Batman’s aid, believing Robin should stay dead, much to Tim’s dismay. Although Alfred’s rattled by Tim’s probing questions, he can see how much Batman and Robin mean to the boy and shares some insight into Bruce and Dick’s tumultuous relationship, revealing the two are as stubborn as each other. This stubbornness is what drives Batman to lead Nightwing to him through surreptitious means rather than simply asking for help, though he orders Nightwing to hold back when he (as in Batman) scopes out Two-Face’s possible location. Inside, Batman’s disturbed to find the house literally turned upside down. Struggling to figure out what it means, and constantly snapping at Nightwing and almost calling him “Robin”, Batman refuses to rest until he figures out what’s going on, meaning they walk right into Two-Face’s trap and become so distracted by the mystery that they’re caught off-guard by the bombs Dent planted in the house, leaving them trapped beneath the rubble and Two-Face practically giddy with manic glee.

Though reluctant to take on a new partner, Batman’s impressed by Tim and agrees to a trial run.

Although Alfred insists that they must stay in the Batcave and trust that the heroes will overcome the situation, Tim refuses and dons Dick’s old Robin costume, convincing the grieving manservant to help. After overcoming his self-deprecating madness, Two-Face exits the building and blows up another charge only to be attacked by the new Robin. Though amazed to see the Boy Wonder alive, Two-Face spitefully fights back with a brick and a piece of scrap metal, compelling Alfred to intervene. This allows Robin to send Two-Face slinking away with a punch and to shift the wreckage and free Batman and Nightwing, though Batman is unimpressed and chastises the boy. Once outside, however, Alfred and Nightwing praise Tim’s deductive instincts, bravery, and physical skill, though Batman refuses to endanger another youth. When Tim stresses the importance of Robin to keep Batman from being reckless and to send a message to the underworld that the Dynamic Duo are more than just flesh and blood since “Robin” is as much a symbol for justice as Batman or even regular police officers. Tim then further proves his worth by revealing he slipped a tracking device on Two-Face, allowing the three to confront Dent at a scrap yard, where Batman reveals he truly does care as he freaks out when it seems like Robin and Nightwing are killed and seemingly accepts Tim as part of the team after apprehending Two-Face. Back at Wayne Manor, the four discuss the situation further, with a reluctant Bruce begrudgingly admitting that Tim made some good points and agreeing to take it one day at a time since Tim still needs to earn their trust, despite all his enthusiasm. The story ends by revealing that the voices Two-Face was hearing were not only real, but belonged to a bed-bound Joker, who relishes the chance to kill Robin again…

Final Thoughts: 
I’m somewhat biased towards “A Lonely Place of Dying” as the fifth part was the first Batman comic book I ever owned outside of the annuals and collections I picked up here and there. Consequently, while I was aware of Dick’s tenure as Robin, I had little experience with Jason and this was my first, true Robin origin story, meaning Tim has a special place in my heart as perhaps the best to ever don the pixie boots. I was very invested in this era of Batman, meaning Jim Aparo is the artist I most associate with “classic” Batman adventures. While his art is as sublime as ever here, I am disappointed by how rigid everyone, especially Batman, appears at times. When the characters leap into the action, they pop off the panels but, when at rest or pondering Two-Face’s next hit or what’s to do about Tim, they often appear lifeless and stilted. I’m also a little confused about the age gap between Dick and Tim. Tim states he’s thirteen years old and that he met Dick when they were both kids. The art makes it seem like there’s only a couple of years between them in the flashback, yet Dick is a full-grown adult, and Tim is somehow a teenager. Still, “A Lonely Place of Dying” has some fascinating insight into the nature of Batman’s relationship with Robin, with it being explicitly stated that Batman has become more reckless and violent since Jason died and that he needs a partner to keep him from driving himself into an early grave. Batman’s reluctance to take another partner is understandable given what happened to Jason, but his pig-headedness is fuelled by this guilt, blinding him to how close he’s come to death in the time since Jason died and how the legend of the Batman has grown beyond his control to make Batman and Robin a necessity.

Tim might be a little too perfect at times but he’s a far better fit for Robin than Jason.

“A Lonely Place of Dying” is another great example of how Two-Face is often a litmus test for new Robins, being just dangerous enough to be a formidable threat but not as dangerous a challenge as, say, the Joker. I loved how obsessed Two-Face was by his compulsions, how he drove himself to madness figuring out the perfect bait for Batman and couldn’t fight the urge to flip his coin or chase a more enticing target. I liked that he was duped into thinking he’d gone mad and that his scarred side was talking to him and how close he came to ultimate victory thanks to how distracted Batman is by his grief and arguing with Nightwing. Naturally, this story is a showcase for newcomer Tim, who’s depicted as the polar opposite of Jason and even Dick, being a more cerebral and emotionally stable youngster thanks to being inspired by Batman and Robin and coming from a normal (if somewhat wealthy…and crucially alive) family. Tim may have fantasised about being Robin, but never dreamed it would be possible; his goal is simply to reunite Bruce and Dick. However, Tim doesn’t hesitate to take up the mantle when his idols are in danger and argues passionately for the role, easily winning over Alfred and Dick and, eventually, convincing Bruce, too. As much as I like Tim, though, he does come across as a bit too perfect here. It’s impressive that he deduces Batman and Robin’s identities, but he only does this because he has personal experience with both so that gave him an edge. Tim says that he’s kept up with his studies and worked out a bit, but Alfred compares him to Dick in his prime at one point, which seems a bit ridiculous as Tim’s no circus acrobat and only bests Two-Face by sheer luck and determination. Still, he’s shown to be likable, capable, and enthusiastic and greatly impresses Nightwing, making Tim a far better fit than the rebellious Jason. While Tim wouldn’t get his iconic custom costume until he passed Bruce’s trials, this was a great introduction to the new Robin and went a long way to establish Tim as one of the best to serve in the role.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy “A Lonely Place of Dying”? Were you disappointed to see a new Robin debut just a year after Jason’s death? Did you like Tim at the time or did you think he was a little too perfect? Do you like seeing Two-Face used as a litmus test for Robins? What do you think of the idea that Batman needs Robin to keep him from going off the deep end? Which Robin is your favourite? Whatever your thoughts on “A Lonely Place of Dying”, and Tim Drake, leave a comment below and donate to my Ko-Fi to suggest other Robin stories for me to cover in the future.

Back Issues [JLA Day]: JLA #43-46


To celebrate the release of Justice League (Snyder/Whedon, 2017), DC Comics named November 18 “Justice League Day”. Setting aside all the drama surrounding that movie, this provides a perfect excuse to spotlight DC’s top superhero team, which set the standard for super teams.


Writer: Mark Waid – Artist: Howard Porter

Story Title: “Tower of Babel, Part 1: Survival of the Fittest”
Published: July 2000

Story Title: “Tower of Babel, Part 2: Seven Little Indians”
Published: August 2000

Story Title: “Tower of Babel, Part 3: Protected by the Cold”
Published: September 2000

Story Title: “Tower of Babel, Part 4: Harsh Words”
Published: October 2000

The Background:
In the 1940s, All Star Comics brought together eight superheroes from different publishers for the first time, birthing not just the Justice Society of America (JSA) but also the first ever superhero team in comics, allowing readers to see their favourite characters interacting for the same price in a single issue. The JSA’s ever-changing roster underwent their most significant change at the late-1950s, when then-editor Julius Schwartz had writer Gardner Fox with reintroduce and rebrand the team as the Justice League of America (JLA) to capitalise on the popularity of the American Football League and Major League Baseball’s National League. Clark Kent/Superman, Bruce Wayne/Batman, Diana Prince/Wonder Woman, Hal Jordan/Green Lantern, Arthur Curry/Aquaman, Barry Allan/The Flash, and J’onn J’onzz (or “John Jones”)/Martian Manhunter debuted as the JLA in The Brave and the Bold #28. Their origin story became a best-seller and the initial line-up of DC’s heavy-hitters is arguably the most iconic, which is exactly why they were at the forefront of the team’s revamp in the 1990s. Spearheaded by Grant Morrison, the new JLA title also became a best-seller and greatly inspired their celebrated animated adventures. This new team battled the likes of White Martians and the adaptable supervillain Prometheus, whose unexpected victory over the JLA laid the foundation for this widely regarded story. Marking the beginning of Mark Waid’s memorable run on the book, “Tower of Babel” had long-term repercussions, was critically acclaimed, and was even loosely adapted into a pretty decent animated feature.

The Review:
Although I grew up reading odd issues and random annuals from the 1970s and 1980s, this is the Justice League I mostly closely associate with. Superman (fresh off his brief stint as an energy being), Batman, Wonder Woman, Wally West/The Flash, Kyle Rayner/Green Lantern, Aquaman (in his best, most intimidating look), and even Patrick O’Brian/Plastic Man being included for some visual variety and laughs made for an impressive and powerful incarnation of the team. “Tower of Babel” pits this team against Rā’s al Ghūl, the “Demon’s Head” who fronts the League of Assassins and believes humanity is a danger. His anger at an aide accidentally dooming the Javan tiger to extinction only precipitates his latest plan to wipe out humankind, which begins with him playing spiteful mind games with his respected adversary, the Batman (whom he reverentially refers to as “The Detective”), by exhuming his parents. Rā’s then dispatches his daughter, Talia, to strike the Martian Manhunter with an explosive shell of strange nanites. Nearby, the Flash and Wonder Woman desperately fight a mysterious and aggressive forest fire, only to be amazed and horrified when the source turns of to be J’onn, his body engulfed in perpetual flames that the Flash extinguishes with his fantastic speed. Aquaman and Plastic Man are then attacked within the United Nations, Aquaman being gassed by a substance that makes him deathly afraid of water and Plastic Man frozen and shattered into a dozen pieces!

Batman’s horrified when Rā’s targets the JLA using his secret contingency plans!

The injured or affected JLA members are brought to their Watchtower space satellite by their teammates. Superman analyses the nanites infecting the Martian Manhunter and discovers they’ve forced his body to combust in air. Crippled by fear toxin, Aquaman’s condition deteriorates as he rapidly dehydrates and, though the Flash pieces Plastic Man back together, they’re unable to restore him. Realising that the JLA is being targeted, Superman coordinates with John Henry Irons/Steel and Barbara Gordon/Oracle to keep their reserve members are safe but Batman abruptly refuses to help. After switching to Clark Kent to use his sources at the Daily Planet for a possible lead, Superman and the staff are astonished to find that all text has become incomprehensible! Superman races to curb the ensuring madness, learning from Oracle that the aphasia’s caused by ultrasound waves, which he successfully disrupts by retrofitting some Brainiac tech. Finally, Wally and Diana find Kyle woke up suddenly blind, which understandably causes the artist great distress. Although Aquaman figures out that the League of Assassins are tracking their signal devices, his warnings come too late and Diana is trapped within a never-ending battle simulation courtesy of a virtual reality chip. The Flash is also shot with a “vibrational projectile” that induces epileptic seizures at lightspeed and Kyle, directionless and berserk without his eyes, is easily subdued by a begrudging Talia. The world is plunged into chaos as the stock exchange collapses, gang wars break out, planes narrowly avoid collision, military services grind to a halt, and hospitals are rendered useless. The Batman angrily confronts Rā’s in his modern-day Tower of Babel, where Rā’s relishes the chaos and threatens offers to resurrect the Waynes using his rejuvenating Lazarus Pits.

The JLA is left aghast and traumatised by Batman’s betrayal.

Despite clearly being tempted and overwhelmed by the proposition of being reunited with his parents, the Batman attacks in a rage but is horrified when Rā’s brandishes synthetic red kryptonite. Subdued by Rā’s’s troops, Batman fails to warn Superman who is caught completely off-guard when he arrives to help Wally, Diana, and Kyle with Martian Manhunter (wearing a special Atlantean water suit). Although Batman escapes Rā’s and Talia seems displeased at being her father’s lapdog, Superman’s crippled with agony when the rock turns his skin transparent and overloads him with solar energy. Alarmed that Rā’s has stolen his secret contingency files and turned them on his allies, Batman desperately tries to contact Aquaman with a solution, only for Rā’s to further disrupt communications. Luckily, Batman fools his pursuers with a fake death and Plastic Man finally pulls himself back together to teleport the JLA back to the Watchtower. There, Arthur is sustained by a telepathic illusion courtesy of J’onn, Plastic Man removes the chip lodged in Diana’s brain, and Superman focuses long enough to destroy the device tormenting the Flash. Finally, Diana and J’onn work with Kyle to deduce that his ring was slipped on him during sleep and that his blindness was caused by a post-hypnotic suggestion; by focusing, Kyle’s sight returns. The shellshocked JLA discuss Batman’s actions, their faith in their teammate shattered, with Superman feeling especially betrayed. Despite knowing the JLA distrust him, the Batman gathers them in Antarctica to infiltrate Rā’s’s tower, demanding the team work together to end the worldwide disruption. The battle is incredibly brief as Superman simply explodes in a burst of power, bringing the tower down and demanding an explanation from his comrade, only to be stonewalled by Batman’s stubborn nature.

Although Rā’s is stopped, the JLA are fractured by Batman’s questionable actions.

Despite the tower’s destruction, a disgruntled Talia informs the JLA that Rā’s is still a threat, leading Batman to split the fractured team up to handle each crisis. While Green Lantern, Plastic Man, the Flash, and Wonder Woman stop a chemical attack in Rhapastan, Batman explains to Superman that he created fail-safes after the alien tyrant Agameno swapped their consciousnesses with a gang of criminals. Finding little comfort in that explanation, Superman echoes Plastic Man’s uncharacteristically stoic and enraged demeanour by leading Batman through Rā’s’s stronghold. Though Rā’s prepares to retreat in frustration and Superman’s held off by the red Kryptonite, he covers his escape by dropping the Waynes’ coffins! Luckily, the restored Aquaman and Martian Manhunter pull both Superman and Batman’s parents from danger, leaving Batman free to pursue his adversary. While Rā’s escapes, his assistant, Doctor Kant, isn’t so lucky and takes the brunt of Batman and Aquaman’s retaliation, while Wonder Woman convinces Rā’s’s agent out of unleashing his chemical agent. With the danger over and the JLA back to full strength, the team debate what to do about Batman. While the Dark Knight awaits their decision, Superman questions whether they should have safeguards against their powers being manipulated. Aquaman believes the team should be based on trust, the Flash reluctantly thinks Batman has a point, and J’onn somewhat echoes this sentiment. When Arthur challenges J’onn’s loyalty to the Batman, pointing out that he once had similar dossiers, a fight almost breaks out between them, though J’onn ultimately votes in favour of Batman. While Kyle’s also not happy about what happened, he recognises that their powers are potentially dangerous and also votes to keep Batman on the team. However, while Wonder Woman agrees in principle, she refuses to fight alongside someone she can’t trust and Plastic Man coldly agrees. Although the deciding vote comes down to Superman, Batman makes the decision for them and quits the team without a word while they’re debating.

The Summary:
Like I said, this was a great time to be a JLA fan. The artwork was always really good in these comics and the team gelled really well together visually and with their contrasting personalities. It’s a very nineties period for the JLA, of course, with guys like Aquaman and newcomer Kyle Rayner offering very different interpretations of classic characters. I’ve always loved this version of Aquaman, though, with the harpoon hand and dishevelled appearance. Kyle is and will always by my favourite Green Lantern and I enjoyed the dichotomy he brought to the team as he obviously felt a little out of his depth and often deferred to his superiors as a result. These are characteristics reminiscent of Wally’s early days as the Flash, which led them to eventually form a tight friendship, but much of Kyle’s characterisation at this time was proving (or at least realising) that he’s worthy to hang with the big boys. Plastic Man was something of a wild card, for sure, especially due to his goofy nature and bizarre abilities. “Tower of Babel” showed that there was more to him than just being a wise-ass, though, as he’s so traumatised by being frozen and shattered (and by the Batman’s actions) that he drops the jokes and dismissively votes against Batman. Indeed, this story shakes the foundations of the JLA as, up until this point, they’ve all fought together on the understanding that they can trust each other. I’m pretty certain they all know each other’s strengths, weaknesses, and secret identities, for example, and feel they’re more than just colleagues. Thus, when they discover that Rā’s al Ghūl’s plot is due to Batman’s secret contingency plans, the team rightfully feels betrayed and angry, with Superman noticeably upset since he knows Batman the best and has worked with him the longest.

The JLA is divided and rattled by Batman’s betrayal and questions his trustworthiness.

Thus, the main enemy in “Tower of Babel” is essentially Batman, while technically also being the group’s insecurities, and more accurately being the devious Rā’s, who disrupts them to facilitate his latest scheme. The JLA is caught completely off-guard when Talia and her troops ambush them, wielding weapons designed specifically to neutralise their powers or otherwise subdue them. While I believe Batman’s plan was always to non-fatally pacify his teammates if they go rogue or were manipulated, some of his contingencies are very questionable. J’onn, for example, bursts into flame when exposed to air, something that would be both physically and emotionally traumatic for him considering his fear and weakness to fire. Aquaman is almost killed by dehydration when fear toxin variant made him deathly afraid of water, forcing J’onn to put him at ease with a telepathic vision so he could be safely placed in water. The Flash had it pretty bad, too, forced to endure what felt like days of torturous seizures in less than half an hour, while Superman’s powers raged thanks to red kryptonite. Similarly, it seems Wonder Woman would’ve eventually been so lost in her endless combat that she would’ve perished and Kyle was extremely distressed when he was duped into making himself blind. Seems to me that Batman could’ve just as easily used virtual reality environments for all his allies for a similar end, so it’s likely Rā’s al Ghūl perverted his countermeasures. Either way, the JLA are outraged at both the experience and the betrayal, believing Batman misled them and cannot be trusted. Even if he was right, since the JLA are mind controlled every other week and have extremely dangerous powers, the characters are angry at the deception. I doubt their reaction would’ve been much better had they known about Batman’s fail-safes, but it certainly would’ve lessened the sting since they put a lot of trust in him as their strategist and smartest mind.

A classic story that deconstructs the JLA and had far-reaching consequences.

This ethical quandary hangs over “Tower of Babel”, creating tension and animosity within the group for the finale, where they can barely function as a cohesive unit and are extremely reluctant to listen to Batman. Though he’s horrified by what Rā’s al Ghūl has done, Batman offers no apology and little explanation. He believes he was right to create contingencies and won’t be swayed from the belief, kick-starting a long-tunning theme of Batman being a stubborn, paranoid, and somewhat unethical character whose efforts to prepare for every scenario alienated his nearest and dearest. Interestingly, “Tower of Babel” doesn’t suggest what Batman’s back-up plan was if he went rogue (though it’s implied to be the remaining JLA) and barely gives him a chance to counteract Rā’s al Ghūl’s actions since the Demon’s Head keeps messing with their communications. I would’ve liked to see more of the world being plunged into chaos but I think “Tower of Babel” wisely focuses on the JLA and how they’re affected by Batman’s actions. The entire point is to fracture DC’s greatest superhero team, which literally happens by the end when the Batman walks away without hearing a verdict, but has knock-on ramifications as tensions are high amongst the others. I enjoyed seeing the team struggle to decide Batman’s future since they were personally disgusted and angered by the betrayal but recognised the need for fail-safes, and also how black-and-white the decision was for Aquaman and Wonder Woman, who felt the betrayal outweighed the risk. “Tower of Babel” easily ranks as one of the top JLA stories for a reason and it’s a great deconstruction of the team and exploration of their powers, weaknesses, and the fragile ethics that hold them together. It had far-reaching consequences for all involved and is well worth a read, especially for fans of this era of DC Comics.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think of “Tower of Babel”? Do you consider it a classic JLA story or do you think it’s over-rated? Which of Batman’s contingencies do you think was the worst to suffer through? Did you enjoy this incarnation of the JLA or do you prefer a different line-up? Do you think Batman was right to have contingency plans or do you agree that he crossed a line? How are you celebrating Justice League Day this year? Whatever your thoughts on the JLA, feel free to share them below, check out my other Justice League reviews, and go donate to my Ko-Fi to suggest other JLA stories for me to cover.

Game Corner [Bat-Month]: Batman: Arkham Origins Blackgate: Deluxe Edition (Xbox 360)


In the decades since his first dramatic appearance in Detective Comics, Bruce Wayne/Batman has become a pop culture icon. The brainchild of writer Bob Kane, Batman was brought to life by artist Bill Finger and has been a popular staple of DC Comics over the years. Accordingly, September celebrates “Batman Day”, the perfect excuse to celebrate comic’s grim and broody vigilante.


Released: 1 April 2014
Originally Released: 25 October 2013
Developer: Armature Studio
Also Available For: Nintendo 3DS, Nintendo Wii U, PC, PlayStation 3, PlayStation Vita

The Background:
Batman’s “troublesome” relationship with videogames was changed for the better when Eidos Interactive, Rocksteady Studios, and celebrated Batman writer Paul Dini collaborated on the critical and commercial success Batman: Arkham Asylum (Rocksteady Studios, 2009). This was followed by a bigger and better sequel, Batman: Arkham City (ibid, 2011), that was even more lauded, an achievement Rocksteady Studios didn’t take lately. Eager to capitalise, Warner Bros. Interactive Entertainment turned to WB Games Montréal to develop a prequel while Rocksteady worked on a third game. Although it received a fair amount of praise, Batman: Arkham Origins (2013) was largely seen as mediocre and derivative. Yet, Warner Bros. doubled down on their desire to cash in on the Arkham franchise and outsourced the development of a portable spin-off title to many of those behind the Metroid Prime trilogy (2002 to 2007). Armature Studio collaborated with WB Games Montréal to ensure continuity between their titles, and the portable versions were developed to be unique for each system, though reception was mixed regarding the downgrade to portable hardware. Indeed, considering reviews criticised the bland prison setting and clunky combat, it’s surprising that the game was re-engineered to run on home consoles, though with updated visuals, controls, and maps, to deliver this slightly better received Deluxe Edition of the game.

The Plot:
Three months after apprehending the maniacal Joker, Batman is forced into an unlikely alliance with Selina Kyle/Catwoman to quell a prison riot at the Blackgate Penitentiary, which has been taken over by the Joker, Oswald Cobblepot/The Penguin, and Roman Sionis/Black Mask. 

Gameplay:
Unlike other entries in the Batman: Arkham series, Arkham Origins Blackgate is a 2.5D “Metroidvania” style title that restricts Batman to a self-contained, largely linear series of environments explored and expanded by acquiring additional gadgets. While the 3DS version divided the gameplay to the top screen and the map to the lower screen, the Deluxe Edition emulates the Batman: Arkham style but on 2 2.5D plane. Therefore, players must press the ‘Back’ button to bring up a janky 3D wireframe map and check their objectives and collectibles, and use the Left Bumper to enable the trademark Detective Mode rather than tapping on the bottom screen. Similarly, LB allows you to scan the environment, pinpointing crates to open, clues to solve cases, and interactive elements in the environment (that, strangely, need to be scanned every time before use). Otherwise, the controls should be relatively familiar for anyone who’s played a Batman: Arkham game before. Holding A allows Batman to sprint and double tapping it sees him to hop over enemies to attack from behind or roll past spiked hazards. B stuns enemies with a swipe of your cape, allowing you to pummel armoured foes, while X sees Batman attack with strikes, building combos for fancier moves and additional damage. Tapping Y when the icon appears over his head counters incoming attacks, while the Right Trigger is used to crouch and enter vents. Batman’s various gadgets are selected with the directional pad, aimed with LT, and used with RT, allowing him to toss Batarangs or quickly grapple to higher ground as needed.

The game tries to emulate its main console counterparts by recreating Batman’s abilities,

Given the 2.5D restrictions, you won’t be battling large waves of enemies and foes tend to come in manageable groups and only swarm from the background and foreground sporadically. There is no level-up system like in other Batman: Arkham games so you can often bypass enemies rather than fighting them, which is sometimes preferable given that the combat feels much clunkier than in the other games. Countering, in particular, can be a bit hit and miss at times. Knife-wielding thugs and those with stun batons cut through your defences surprisingly easily and Batman seems much weaker this time around. This means electrical currents and poisonous gas drain your health extremely quickly and Batman cannot withstand even a short burst of sustained gunfire. Although Batman doesn’t have to worry about gaining experience points and levelling-up, he can still improve his suit and gadgets by finding WayneTech crates. Similarly, you upgrade Batman’s “Rush” ability (something I struggled to understand but seems to do additional damage as his combo increases) or obtain gauntlets to increase your regular damage. There are numerous helpful autosave points and you can skip cutscenes when reloading, which is even better, but it can be very frustrating to fail again and again because you were spotted and got caught in a crossfire. Arkham Origins Blackgate tries to recreate the “Predator” sections of its bigger, better counterparts but these are both painfully limited and needlessly frustrating. Detective Mode highlight enemies and objects to distract them, and Batman can toss a snare to tangle goons when up high, but there are few options to avoid being spotted. Batman can still hop into floor grates, shimmy along ledges, or sneak behind enemies to take them down or can just dive kick them. Still, you’ll mostly rely on distracting enemies or take them out by dropping hazards into them or destroying the ground beneath them.

You can explore new areas with Batman’s different gadgets and abilities.

Blackgate Prison is split into three main areas: the Cell Block, the Industrial Area, and the Administration Offices. Each has sub areas, such as a sewer system, a dock and lighthouse, and the maximum-security Arkham Wing and you’ll be going back and forth between these areas many times. In many ways the game has more in common with Batman: Arkham Asylum than the other open-world titles, meaning you’ll inevitably reach an obstacle and be forced to explore elsewhere to acquire a different gadget or a key card for your Cryptographic Sequencer. Each area has different entrances and exits and there are shortcuts you can take, but it would’ve helped speed things up to be able to return to the main map from the pause screen. Once there, you can jump to different areas, which is helpful, but it’s not always clear where you need to go or what you need to do no matter how helpful the map thinks it’s being. To be fair, if you haven’t acquired the Line Launcher then you obviously can’t cross gaps and if you don’t have the right key card you can’t open new paths. However, the game is structured to allow you to tackle the main bosses in any order provided you don’t mind backtracking. The puzzles are pretty simple and familiar and largely centred around the Cryptographic Sequencer, which launches you into a number matching/finding mini game, but you’ll also be activating consoles, grappling to switches, and using your various gadgets to access new paths scanned with your Detective Vision. Batman starts with his Batarang and grapnel gun but soon acquires the Batclaw to rip down grate covers and certain walls, the Line Launcher to cross gaps, and explosive glue to explode floors. These can also be upgraded as the story progresses, providing a shock upgrade for the Batarang to create an electrical current to activate doors and machinery, the ability to walk on your line like a tightrope and clumsily ascend up shafts, and glue gel to temporarily jam gears and mechanisms.

Presentation:  
As you might expect, given that it’s a conversion of a 3DS game, Arkham Origins Blackgate isn’t anywhere near as impressive as its main console counterparts but, for the most part, it looks and runs quite well. Batman’s character model fittingly gets the most attention, though he won’t show battle damage and he’s obviously limited in his animations and movements because of the perspective shift and lesser game engine. Combat is a little sluggish, unfortunately, and nowhere near as slick and satisfying as in the other games, which makes one of the franchise’s most enjoyable aspects a chore. Thankfully, much of the gameplay is focused on exploration, simple puzzle solving, and backtracking and Batman controls much better in this regard. Catwoman will help him on the comms, presenting a unique dialogue dynamic compared to talking with Batman’s usual allies. Thugs still engage in some amusing and distracting banter as you wait in the shadows, but the visuals let the game down a bit, appearing more akin to a late-PlayStation 2 or PlayStation Portable title.

Blackgate fails to impress with its drab visuals, however ambitious they may be at times.

Much like Batman: Arkham Asylum, the game is awash in drab, uninspired, grey locations. It’s all very dull and clinical whenever Batman’s indoors, with the only things separating one area from another being one might have some elevators while another has more office equipment, one will be a gothic almost steampunk sewer and the other will have more advanced cells for inmates, but none of it is very visually appealing. The lighthouse and docks are a notable exception, but I was glad to venture into the sewers (generally one of the more visually uninspiring videogame locations) just to mix things up. When I played through the 3DS version, I chose not to engage the 3D function; while it offers a decent sense of depth, the game’s too visually dull to make the most of it. As many environmental puzzles and collectibles are hidden, this means it’s usually better to play with Detective Mode activated so you don’t miss anything and can see during blackouts. The game’s cutscenes largely use a motion comic style reminiscent of Tim Sale’s artwork and they’re fully voiced. You’re gameplay is also often interrupted by cutscenes showing Amanda Waller observing and commenting on your progress, though cutscenes using the in-game engine are restricted to a few short sequences.

Enemies and Bosses:
Blackgate Prison houses some of Gotham City’s most violent criminals, but they’re not the most colourful. Most of the common thugs return from the bigger Batman: Arkham games, with no new additions or interesting wrinkles added. You’ll get into fist fights with enemies, some of whom wield blunt instruments like baseball bats, but those with knives will slash at you mercilessly unless you stun them with a swipe of your cape and beat them down and those with stun batons must be hopped over and attacked from behind. You won’t have to worry about thugs using car doors as shields or coming at you with swords, or any brutish goons, but anyone with a gun should be avoided at all costs. In these instances, you’ll need to use stealth to take them down as it won’t take much to alert them to your presence and see you riddled with bullets, but easily one of the worst dangers in the game is the annoying abundance of spiked hazards lining the floors!

Bosses can be ridiculously simplistic or ridiculously frustrating, with little middle ground.

As Batman progresses further into the prison, or to facilitate this progression, he must face some of his most memorable rogues…and also Benjamin Turner/Bronze Tiger and Floyd Lawton/Deadshot…in boss battles that range from simplistic to ridiculously frustrating. First, you’ll chase Catwoman across the city’s rooftops to a construction site, then you must tap Y to evade her claw swipes and press B to stun her with your cape when prompted. If you try to attack any other time, she’ll slap or whip you away and you’ll need to be quick with your counters for the final hit as she swipes at you three times in slow-motion before going down and offering to help you out. As you explore the cell blocks, you’ll end up in a specially constructed electrified arena made for the Penguin’s amusement where you fight Bronze Tiger in a battle that’s functionally very similar to the one against Catwoman. You’ll initially need to counter Bronze Tiger’s attacks, stun him with your cape, and hit a quick combo but he also has a leaping attack that you must dodge to smack him up, and you can deal a fancy finish if your combo hits him into the electrified cage. As much as I mock him, Deadshot at least mixed up the challenge for his boss battle. Initially, you control Batman from the perspective of Deadshot’s sniper rifle, using cover to avoid being shot and making your way around the area. Then, he switches to a machine gun and will cut you down in seconds if you don’t duck down, meaning the timing to hit a nearby spotlight and blind him is very tight, but at least it wasn’t just counter/stun/attack/repeat.

These three bosses had me tearing my hair out during each encounter.

Down in the sewers, you randomly fight Cyrus Gold/Solomon Grundy, the game’s solo gigantic foe. Accordingly, he’s immune to your standard attacks and you must use Batman’s explosive gel and Batarangs to activate electrical cables to shock him when he charges over puddles. It’s probably just me but this wasn’t immediately clear and I struggled to figure out what the hell I was supposed to do but, once you figure it out and get the timing right, it’s not too difficult. This frustration continued into the fight with Black Mask. As he’s not a physical match for the Batman, Sionis sends in his goons, tosses grenades, and blasts away with his machine gun. He’s also very slippery and forces you to disable three generators in a time-consuming puzzle before waiting to gun you down the moment he spots you. You need to distract him with the nearby alarms, take out an overhead light, and use the floor grates to lure him into position to take him down, all of which was far more aggravating than it had any right to be. Easily the most difficult of the regular bosses, for me, was the Penquin. Cobblepott is flanked by armed goons who cannot be defeated without disarming them, which is extremely difficult to do. Instead, it’s better to distract them so you can drop onto the Penguin and avoid being shot to death in seconds by his shotgun. As the battle progresses, more goons and even an overhead drone makes things harder, though thankfully there is a checkpoint for the final stage.

Your greatest challenge will come, surprisingly, from the Joker and Catwoman.

In a change of pace for this series, you go one-on-one with the Joker in Arkham Origins Blackgate, to a degree. You fight him in a small, enclosed space where his minions toss grenades and the Joker races around a central obstacle, smacking you with an electrical baton whenever you get close. Accordingly, you must run in the opposite direction and time your Line Launcher to fly in and land a combo, but he’ll also take shots with his pistol, floods the arena with poisonous gas, and has the largest health bar of any boss so far. However, he’s a walk in the park compared to the final boss, initially teased as another tedious fight against Bane but which turns out to be an infuriating three-stage fight against Catwoman, of all people. Before you fight her, you’re forced to search all over finding and defusing bombs before you battle her in the same format as in the first encounter, except she’s added Bronze Tiger’s leap to her arsenal and trying to counter her claw swipes is even more difficult. After this, she blinds Batman and strikes from the darkness; your only cue to when she’ll attack is the brief glow of her goggles and a little jingle, meaning it’s way too easy to miss-time your counter and get hit. Survive this phase and she appears to duplicate, with her doubles feigning attacks and the true Catwoman striking so quickly and so awkwardly that it’s near impossible to correctly time your counters as you need to press Y slightly before the indicator appears. Oh, and you need to repeat this last phase three times, with the fakes and attacks increasing each time, making for the most irritating boss battle in the franchise since that God-awful fight with Slade Wilson/Deathstroke!

Additional Features:
There are thirty Achievements on offer in the Deluxe Edition of the game, with one being awarded each time you defeat a boss or hit a continuous combo (up to 100). You’ll also get Achievements for solving detective cases, destroying Joker teeth, explosive bird cages, and replica black masks (which also unlock extras in the game’s gallery), and locating armour and full costume sets. Interestingly, there are some creative Achievements available too, such as dying from the Joker’s laughing gas, facing a different final boss each time, and defeating Grundy with the shock Batarang. While there are no Riddler Trophies, you can find and scan various clues to different criminal cases; some are hidden and others require your gadgets to uncover. What you really want, though, are the WayneTech crates containing the different Batsuit parts. Find all five of each to apply a new skin to the Dark Knight and be afforded additional perks, such as increasing your resistance to damage or just making you invincible! Although there are no Achievements tied to it, the Deluxe Edition offers “Normal” and “Hard” difficulties and you unlock “New Game Plus” after clearing the game, which carries over any Batsuits, clues, and unlocks you’ve earned but will overwrite your save data, take away your gadget upgrades, and present you with re-ordered boss battles and some new items.

The Summary:
I knew that Batman: Arkham Origins Blackgate wouldn’t be as expansive or as impressive as its home console counterparts, but I held out hope that the game would make the most of its new format and genre to deliver a fun and engaging Metroidvania. In many ways, Batman suits this genre perfectly; it really opens a lot of avenues for exploration, unique use of Batman’s gadgets and abilities, and speaks to his reputation as the World’s Greatest Detective. Unfortunately, it failed to live up to its potential, the standards set by its bigger cousins, and to meet the expectations of its genre. The combat is slow, sluggish, and unreliable; you’ll try and counter an attack only to get hit and this makes fighting, especially boss battles, extremely aggravating. The Predator sequences are far too limited; I think it might’ve been better to switch to a different presentation for these sections, perhaps a little more zoomed out or isometric perspective but, as it stands, they’re just too finnicky to be anything other than a chore. Some aspects are interesting, like tracking the Penguin’s blood trail or rescuing hostage or even defusing the bombs in the game’s finale, but it’s so difficult to navigate that it’s easy to get turned around or exit an area before you’ve completed your objective. I appreciate it when a game doesn’t hold your hand but, normally, the Batman: Arkham games give you a little more direction than here, where you can just fail constantly trying to figure out how you’re supposed to take out Solomon Grundy and the Penguin or get to where the map’s directing you. I’m not really sure what makes this version so “deluxe” compared to the 3DS title as it barely improves upon the limited 3DS version. As a budget title that offers a taste of Batman’s bigger adventures, it’s not bad but, as an entry in the lauded Batman: Arkham series, it’s a clear disappointment.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to Batman: Arkham Origins Blackgate? Do you agree that it fails to make the most of its new format and genre? Did you also find the game world difficult to navigate or were you able to find your way without much problem? What did you think to the game’s bosses? Did you struggle against Black Mask, the Penguin, and Catwoman? Would you like to see the Arkham Origins games given more spotlight? How are you celebrating Batman Day and what is your favourite Batman videogame? Whatever you think about Batman: Arkham Origins Blackgate, or Batman in general, please leave a comment below and check out my other reviews of the Batman: Arkham series.

Movie Night [Bat-Month]: The Dark Knight Rises


Following his first dramatic appearance in the pages of Detective Comics, Bruce Wayne/Batman became a mainstream pop culture icon. The brainchild of writer Bob Kane, Batman was brought to life by artist Bill Finger and has been a popular staple of DC Comics and countless movies, videogames, and cartoons over the years. “Batman Day” fell on 20 September this year so I spent every Saturday celebrating comic’s grim and broody vigilante.


Released: 20 July 2012
Director: Christopher Nolan
Distributor: Warner Bros. Pictures
Budget: $230 to 300 million
Stars: Christian Bale, Tom Hardy, Anne Hathaway, Marion Cotillard, Joseph Gordon-Levitt, and Gary Oldman

The Plot:
After taking the fall for Harvey Dent’s (Aaron Eckhart) killing spree, billionaire Bruce Wayne (Bale) has retired from vigilantism and the public spotlight. However, when nigh-superhuman mercenary Bane (Hardy) terrorises Gotham City, Bruce is forced to suit up as the Batman once more.

The Background:
Once Joel Schumacher was done killing the live-action Batman franchise with his poorly received camp throwbacks, Warner Bros.’ desperate attempts to restart the series paid off thanks to visionary writer/director Christopher Nolan, writer David S. Goyer, and star Christian Bale and their well regarded reboot Batman Begins (Nolan, 2005). The three reunited soon after to produce a follow-up, The Dark Knight (ibid, 2008), a blockbuster success that is widely regarded as the best Batman movie. The film set a new standard for the genre, though at a cost as star Heath Ledger died from an accidental overdose following his surprisingly impressive turn as the Joker. Goyer’s original pitch for The Dark Knight called for the Joker’s return, but Nolan opted not to recast the role out of respect for Ledger. Initially reluctant to return due to this, and the poor track record of third movies, Nolan soon insisted on using Bane as the main villain to present both a physical and mental challenge to Batman in a story inspired by classic Batman events like The Dark Knight Returns (Miller, et al, 1986), Knightfall (Various, 1993 to 1994), and No Man’s Land (ibid, 1999). Tom Hardy was cast, gaining 30lbs of muscle and crafting a voice that drew much scrutiny. Bale returned as the title character and felt bittersweet and calling time on his Bat-career, while Hathaway trained rigorously for the role of Selina Kyle/Catwoman. Believing IMAX to be the future of filmmaking, Nolan avoided filming in 3D in favour of IMAX and once again insisted on doing as many effects practically and in-camera, including the dramatic opening sequence and Batman’s latest vehicle. Following another viral marketing campaign, The Dark Knight Rises also cleared $1 billion at the box office and was received very positively, with critics praising Hardy’s performance, its complex narrative structure, and Nolan’s direction. Many reviews criticised the bloated plot, however, and its bizarre characterisations and saw it as a disappointing conclusion.

The Review:
Honestly, it was going to be hard for Christopher Nolan to top or even match The Dark Knight. The movie earned its flowers as one of the most engaging and gritty superhero thrillers even if you discount Heath Ledger’s tragic death, and part of me thinks it might’ve been better to wait a little longer to follow it up, especially considering how lacklustre this third entry is. Granted, things start off positively as Nolan opens with a thrilling, IMAX-enhanced mid-air plane hijack as the masked brute Bane and his suicidally loyal followers infiltrate a Central Intelligence Agency (CIA) plane to kidnap renowned nuclear scientist Doctor Leonid Pavel (Alon Aboutboul). This breath-taking, fully practical, death-defying sequence introduces Bane, an intimidating and calculating villain. Rather than simply being a mindless brute, Bane is as articulate and loquacious as he is jacked, but you’d be forgiven if you had trouble understanding his obtuse soliloquys. Yes, I’m going to address the elephant in the room right away: Bane speaks with a very strange and at times indecipherable accent that often sounds pre-recorded, kind of taking me out of any scenes he’s in. Tom Hardy is a fantastic physical performer and Nolan did a wonderful job masking the height discrepancy between him and Bale, but his accent and line delivery is so strange and distracting that it can detract from Bane’s menace. I just wish we could’ve heard him speak in a less janky mishmash of accents, or perhaps if we could more clearly see his lips moving through the mask’s mesh, because Bane frequently seems ridiculous due to this decision (though, to be fair, memes and parodies haven’t helped his portrayal).

Broken and grieving, Bruce ignores his ailments and all advice to suit up as Batman once more,

In the eight years since the last film, Harvey Dent has been honoured as a hero, Batman branded a murderer, and the “Dent Act” has largely kept Gotham’s streets free from organised crime. Despite finishing the last movie fully prepared to be hounded and vilified, it seems Batman retired pretty soon after The Dark Knight. The rebuilt Batcave suggests he kept it up for a bit, but dialogue also suggests he disappeared the same night Dent died, which is confusing. Bruce has also shut himself away in Wayne Manor for many years. Still grieving the loss of his childhood friend and love interest, Rachel Dawes (Maggie Gyllenhaal), Bruce retreated after overseeing the development of a clean fusion reactor and mothballing it to keep it from being converted into a weapon. A reclusive shut-in, Bruce is riddled with physical ailments from his crimefighting antics, having lost all cartilage in his knees, and has become so morose that he’s let Wayne Enterprises fall into financial ruin. When he’s robbed by brazen cat-burglar Selina Kyle (Hathaway), Bruce uses his detective skills and resources to track her down and seems reinvigorated at the chance to don the Batsuit once more. Quickly (and magically) compensating for his injuries with a single leg brace, he eagerly returns to the streets despite the protests of his loyal butler and father figure, Alfred Pennyworth (Michael Caine), who believes (and rightfully so) that Bruce is no longer physically capable of contributing as Batman and that renewing his vigilante ways will simply lead to his senseless death. Instead, Alfred (and Lucius Fox (Morgan Freeman), executive vice president of Wayne Enterprises and Bruce’s quartermaster) encourage him to pursue more meaningful endeavours, such as sharing his clean energy reactor, funding orphanages, and pursuing “lovely” philanthropist Miranda Tate (Cotillard), who longs to collaborate with Bruce and bring glory back to his family name.

Lies have created a period of peace for Gotham, but its foundations are incredibly fragile.

As beaten down as Bruce has become, police commissioner James “Jim” Gordon (Oldman) is equally burdened by guilt. In the years since The Dark Knight, Gordon has been celebrated as a hero but at the cost of his family and is currently at risk of losing his position since he’s become superfluous. Clearly still guilt-ridden for failing to save Dent and lying about his death for eight years, Gordon’s plans to come clean are scuppered when he’s captured by Bane’s henchmen and brought to the main man himself. Though he manages to escape, Gordon’s wounded and bedridden and pleads with a concerned, partially masked Bruce to bring the Batman back to face this new threat. Later, he’s instrumental in galvanising the city police and civilians against Bane’s forces, and in tracking down Bane’s bomb. Although Gordon’s still in charge of the police department, much of the day-to-day operations are now run by Peter Foley (Matthew Modine), an uptight and annoyingly antagonistic individual who’s determined to oust Gordon by apprehending the Batman and continually ignores evidence of the greater threat, no matter how often rookie cop John Blake (Gordon-Levitt) tries to warn him. Seen as a “hothead” (despite literally being as cool as a cucumber), orphan Blake is quickly promoted to detective when his keen insight rescues Gordon, and works diligently to uncover Bane’s true plan. Blake gains additional support when, after Gordon’s kidnapping, he goes to Bruce for help, revealing that, as a fellow orphan, he recognises both Bruce’s pain and his attempts to mask it with his playboy persona, thus revealing his knowledge of Bruce’s dual identity. Blake therefore becomes something of an apprentice to both Bruce and Gordon, learning of Bruce’s motivations to wear a mask and fight crime and putting his natural deductive reasoning to good use, all to serve true justice and make life better for his fellow orphans. Naturally, Bruce is also aided by Fox, who gives him a tour of an off-the-books armoury where all his new Bat-toys are stored, including a fearsome jet-plane concept imaginatively called “The Bat”. Fox is begrudgingly forced to agree with the Board that Bruce needs to step down, advocates for Miranda to continue their work, and is forced to aid Bane when he holds the city hostage so Pavil can weaponise the fusion reactor.

Bruce’s relationship with Alfred crumbles as his intrigue in Selina is piqued.

Of all Bruce’s supporting cast, it’s Alfred who has changed the most, however. Just as Bruce and Gordon struggle with their guilt and decisions, Alfred is agonised at having lied about Rachel choosing Bruce over Dent. When Bruce insists on reviving the Batman, Alfred pleads with him to explore other solutions to Gotham’s troubles but, when his protestations fall on deaf ears, he’s forced to come clean in a last-ditch attempt to keep Bruce from throwing his life away. Instead, Bruce reacts with anger and orders Alfred to leave, leaving his father-figure heartbroken and leading to some bittersweet amusing scenes where Bruce realises how much he relies on his faithful manservant. Much of Bruce’s investigation into the so-called “Catwoman” revolves around retrieving his mother’s pearls, but he soon realises she’s a devious, highly capable, sultry thief who’s desperate to acquire the fabled “clean slate”, a piece of technology that will erase all records of her and presumably allow her to give up her life of crime. Manipulative and a master of deception, Catwoman allies with anyone, no matter how morally skewed they are, to achieve her goal, but is captivated when she fights alongside the Batman. Her distrustful, selfish nature sees her sell Batman out to Bane, but she’s stricken with a conscience when she learns of Batman’s true identity. She thus helps him in the finale, despite having achieved her goal, though she has little interest in following Batman’s “no-kill” rule. Hathaway definitely embodies the role and makes an impression in her skin-tight catsuit. Selina sports some gadgets and martial arts skills of her own, but her greatest ally is her ability to assume different roles (on the fly or with a simply costume and demeanour change) to deceive her marks, with only Bane proving immune to her deceptions and flirtations.

Calculating powerhouse Bane has an intimidating presence…until he’s revealed to merely be a pawn.

All throughout the film, we’re drip-fed information about Bane. Alfred (…somehow…) tells Bruce how Bane was the prodigy of his old mentor and enemy, Rā’s al Ghūl (Liam Neeson), and a man so ferocious and feared that he was excommunicated by the League of Shadows. When held captive in a prison in the Middle East – a desolate pit where inmates risk life and limb trying to climb to freedom using a precarious rope – the critically injured Bruce learns of a child who made the climb, forsaking all fear and the safety of the rope, and claw his way to freedom. Bruce assumes the child is Rā’s’ son, out for revenge, and Bane himself boasts of his goal to “fulfil Rā’s al Ghūl’s” destiny. A large, muscular man, Bane intimidates through sheer size and presence but swiftly and deftly proves his threat by snapping necks, crushing windpipes, and punching through solid concrete with his bare hands. Unlike in the comics and most iterations, this isn’t due to the superhuman drug Venom but actually thanks to his mask, which constantly feeds him aesthetic to numb the pain of the wounds he received in the Pit. Calculating and vindictive, Bane immediately targets Bruce, pulling off a very public robbery of the stock exchange that somehow leaves Bruce bankrupt and colluding with greedy businessman John Daggett (Ben Mendelsohn) to seize Wayne Enterprises. Once he’s achieved the funding and influence he needs, Bane captures Bruce’s armoury and brutalises Batman in a completely one-sided fist fight that leaves Bruce broken and humbled. Bane then outs Dent’s secret, destroys all bridges leading in and out of Gotham, traps the cops in the sewers when Foley stupidly sends their entire force to flush the mercenary out, and turns Gotham into a veritable no man’s land for five months as he threatens to detonate his nuclear bomb if anyone tries to escape. Bane’s plot is therefore essentially a combination of Rā’s’ and the Joker’s, exposing Gotham’s corruption and encouraging civilians to turn to anarchy, all with the threat of total destruction overhead. This is honestly a far cry from releasing Batman’s rogues from Arkham Asylum and watching as they mentally and physically wear him down. To be fair, it’s not like there were any recognisable inmates for Batman to fight here. Sure, Doctor Jonathan Crane/Scarecrow (Cillian Murphy) gets a quick, fun cameo but Batman is mostly fighting Bane’s goons, Foley’s cops (but not all cops since many are strangely still on his side), or Bane himself.

The Nitty-Gritty:
There’s a theme in The Dark Knight Rises and you’ll never guess what it is: it’s rising. Rising from adversity, from pain, from obscurity; rising against corruption, deceit, or malicious forces. And, naturally, one can’t rise without a fall, but my issue with this film is that Bruce falls so many times. Bruce rises from the stagnant quagmire of his reclusive life to return as the Batman, only to immediately fall at Bane’s hands due to his hubris and be forced to rise again (literally and figuratively) when imprisoned in the Pit. It’s not clear how bad Bruce’s injuries are here as he shrugs off that cartilage issue, seems just as capable as ever as Batman when not facing Bane, and easily recovers from what is potentially a broken back with a well-placed punch and some basic exercises. Personally, I was hoping for an adaptation of Knightfall first and foremost: start with Bruce being physically and mentally worn down by grief and fighting both the cops and criminals so he’s completely exhausted but too stubborn not to confront Bane. Then he can rise from his hubris and his injuries all at once and we’d get not only more Batman action in the early going, but a better payoff for The Dark Knight’s ending. Also, the film jumps all over the place, to the point where it seems the injured and bankrupt Bruce escaped the Pit and returned to the inaccessible Gotham through magic. It might’ve been better to skip the Pit altogether and have Bane imprison Bruce deep in the sewers, perhaps with Godon and the cops, who learn his true identity and the truth about Dent, and are therefore inspired to join him against Bane.

Nolan finally delivers an intense fight scene alongside his jaw-dropping practical set pieces.

Indeed, a lot of The Dark Knight Rises just feels like padding and it lacks much of the gravitas of its predecessors since it repeats many of their story beats. Nolan continues to struggle with fight scenes, though the team-up between Batman and Catwoman in the sewers is a lot of fun, the grand destruction of Gotham’s football field is suitably impressive, and the intense brawl between Batman and Bane is a memorable sequence. Devoid of music so all we hear are the combatant’s blows, Bane’s taunting, and Batman’s stubborn growling, the fight shows just how ill-prepared and overconfident Bruce is. Just as Alfred feared, Bruce underestimated Bane and “[fought] like a younger man” rather than preparing for the fight. It’s interesting that Batman, a character typically depicted as very smart, didn’t think to target Bane’s mask in this fight. He learns of this vulnerability and uses that tactic in their rematch, though Bane reacts furiously by this and is still positioned as Batman’s physical superior. Even Batman’s gadgets are useless against Bane, though Batman’s new EMP gun helps stop Bane’s goon after their heist. Batman also pilots the Bat, a jet-like vehicle that allows him to quickly and easily fly around Gotham’s skyscrapers. It’s not used much (there’s only really a need for it in the finale), so Batman continues to ride the Batpod, though prototype Tumblers are commandeered by Bane. Nolan definitely ups the scope for The Dark Knight Rises, staging an all-out war between Gotham’s police and ordinary civilians and Bane and his troops in the finale. It’s a bit of a mess with lots of smoke, bullets, and bodies crashing into each other. Background characters simply collapse and die, Foley is killed offscreen, and the entire scuffle is literally framed as a distraction so Batman can fight Bane once more, in broad daylight, to find the trigger to his bomb.

A cringey death here, a disappointing finale there, and Bruce gets to retire once again.

Bane claims to have hidden the trigger somewhere in Gotham and that anyone could accidentally set it off at any time. In the five months Gotham is on lockdown, Blake and Gordon try to rally the civilians with the hope of Batman’s return as Crane and Bane execute the city’s government in a kangaroo court. Although he takes a beating, Batman overpowers Bane by targeting his mask but is absolutely dumbfounded when Miranda literally stabs him in the back and reveals her true identity as Talia al Ghūl and that it was she who made the climb thanks to Bane’s protection. Talia’s gloating is quickly rendered moot thanks to Gordon blocking the trigger, so she races to activate the bomb herself after Bane is unceremoniously killed by Catwoman and a blast from the Batpod’s cannons. Catwoman helps Batman and Gordon to catch Talia, who ultimately crashes and gives one of the worst onscreen deaths in cinema history, followed by a strangely uncomfortable kiss between Batman and Catwoman, and Gordon looking like a complete fool as he was truly clueless about the Batman’s true identity until Bruce made it explicitly clear. With no way of stopping the bomb, Batman does the only thing he can and carries it out to sea using the Bat, seemingly perishing in the blast. In the aftermath, Dent’s legacy is tarnished, freeing all those convicted in his name, and the Batman is memorialised by the fickle Gothamites. Fox, Gordon, and especially Alfred are left heartbroken by Bruce’s death but soon realise that he survived. The Batsignal is found repaired, Fox discovers the Bat’s ejector seat malfunction was repaired, and Alfred literally sees Bruce, now retired and seemingly happy with Selina. Finally, Blake resigns and finds Bruce left him a special package under his legal name, “Robin”, that leads him to the Batcave, where he literally rises into the darkness to an unknown destiny.

The Summary:
Despite the tragedy of Heath Ledger’s passing, I was excited for The Dark Knight Rises when it came out because I’m a big fan of the Knightfall story but, honestly, this film struggled from the start. The lame and uncreative title, Hardy’s weird-ass voice, Bale’s odd demeanour as Batman, and the confusing editing, strange dialogue, and inconsistent performances really hold this one back. Honestly, it feels as though everyone was contractually obligated to do a third movie but no one really wanted to. There’s effort here, for sure, and Nolan is still putting his all into the practical effects, but the execution is lacking and there’s so many odd flaws and plot holes that I wouldn’t expect from Nolan and his team. Bale continues to be the quintessential Batman, adding new nuance through his stubborn refusal to see that he’s past his prime, his hubris, and his deteriorating relationship with Alfred, but his Batman seems strangely tired and ineffectual here and I really didn’t like that he just gave up and then magically recovered from all those injuries. Anne Hathaway, Joseph Gordon-Levitt, and Tom Hardy inject some much-needed life into the film, though. Anne was easily the best Catwoman at that point, Nolan surprised me with the Robin reveal, and Hardy made for a fantastic Bane…except for that weird accent. I just feel like there’s too much happening here, with Batman’s return, the clean slate stuff, Bane’s convoluted plan, the Pit, the no man’s land stuff…it’s a lot and it’s very messy, which is also unlike Nolan. In the end, it feels like an extended, lacklustre epilogue to a great duology. It delivers an unexpected and somewhat unfulfilling end to Bale’s Bat-career, with this Bruce being one of the few to survive long enough to retire, but ultimately fails to deliver a satisfying follow-up to perhaps the greatest Batman movie ever made. Catwoman’s sex appeal, the fight between Bane and Batman, and all the stunning IMAX-enhanced action sequences aren’t enough to make up for an otherwise dull, plodding affair that ends the trilogy on a disappointingly sour note.

My Rating:

Rating: 3 out of 5.

Pretty Good

Do you think I was too harsh on The Dark Knight Rises? What did you think to Tom Hardy’s portrayal of Bane, especially his accent? Is Anne Hathaway the best live-action Catwoman we’ve ever seen? Were you also annoyed that Bruce quit after The Dark Knight and by how easily he recovered from his injuries? What did you think to this version of Robin? Were you as disappointed with the film as I was or is it a favourite of yours? How are you celebrating Batman Day this year? Whatever your thoughts The Dark Knight Rises, or Batman in general, share them below.