Movie Night: Blade: Trinity

Released: 8 December 2004
Director: David S. Goyer
Distributor: New Line Cinema
Budget: $65 million
Stars: Wesley Snipes, Dominic Purcell, Jessica Biel, Ryan Reynolds, Parker Posey, and Triple H

The Plot:
After being exposed and vilified by a vampire ruse, half-human, half-vampire vampire hunter Blade (Snipes) reluctantly teams with the upstart “Nightstalkers” against the resurrected Count Dracula/Drake (Purcell).

The Background:
The brainchild of Marv Wolfman and Gene Colan, Eric Brooks/Blade (an obscure and culturally problematic vampire hunter) first appeared in The Tomb of Dracula decades before a radically different version essentially birthed the modern superhero genre. Following years of development and rewrites, Blade (Norrington, 1998) was a critical and commercial hit that was followed by a divisive (if profitable) sequel about three years later. Plans for a third film were made before Blade II (Del Toro, 2002) was released, with writer David S. Goyer tapped to pen the film and Oliver Hirschbiegel initially in talks to direct. When those plans fell apart, Goyer took the big job after receiving advice from previous Blade directors Stephen Norrington and Guillermo Del Toro. Ryan Reynolds signed on, with Goyer tentatively hoping for a spin-off for his wise-cracking character, though the shoot was reportedly tense when star Wesley Snipes fell out with Goyer, refusing to talk to him or even follow basic directions. Though co-star Patton Oswalt spoke negatively of the experience, Snipes later claimed these reports were over dramatised and an elaborate ruse. Although it grossed slightly more than the first film, Blade: Trinity was widely panned for being a nonsensical mess lacking the style and substance of its predecessors and for having one of the worst onscreen renditions of Dracula. Though plans for a crossover with the Underworld franchise (Various, 2003 to 2016), the character lived on in a short-lived TV show and Snipes even reprised the role in the Marvel Cinematic Universe ahead of a complete reboot.

The Review:
Things start out normal for everyone’s favourite dhampir as he knocks off vampires and operates out of a repurposed garage/warehouse much like in the first movie. Blade is oddly baffled when a victim shrugs off silver, despite claiming to have killed 1182 Familiars, and being easily fooled by fake fangs despite his heightened senses. This costs him when bystanders witness him killing a man in cold blood and Danica Talos (Parker Posey) releases the footage, painting Blade as a psychopathic murderer and exposing him to the Federal Bureau of Investigation (F.B.I.), specifically Agent Ray Cumberland (James Remar). While Blade’s mentor and father figure, Abraham Whistler (Kris Kristofferson) returns, he’s little more than a cameo who encourages Blade to rely on others and dramatically sacrifices himself holding off Cumberland’s strike team. The normally stoic dhampir is once again anguished by the loss, which further undermines his unnecessary return in Blade II. Much of Blade’s exchanges with Whistler set up his central character arc, namely his reluctance to rely on others or accept help (which is also a bit odd considering he worked with others, and even a vampire crack squad, before and Blade II painted him as a natural leader). Though Blade openly scoffs at the idea of having friends or relying on others, Drake’s threat forces him to fall in with the Nightstalkers, who Whistler secretly organised to aid him (despite them not appearing the last time Whistler died).

Devastated by Whistler’s loss, Blade reluctantly teams with a group of upstart vampire hunters.

The Nightstalkers are an eclectic bunch of young upstarts who immediately rub Blade the wrong way, with wise-cracking Hannibal King (Reynolds) particularly grating on Blade’s nerves due to his motor mouth. Despite Blade’s very aggressive and unapologetic scepticism, though, the Nightstalkers sport state of the art tech and weapons, such as Abigail “Abby” Whistler’s (Biel) ultraviolet bow and Sommerfield’s (Natasha Lyonne) “Daystar” pathogen to wipe out the vampire species (which is doubly impressive considering she’s blind). Abby and Hannibal join Blade as the titular “trinity”, leaving Blade stunned to learn that Whistler had a secret daughter. While we never learn how close she and her father were, it’s clear she’s as haunted by her past and driven by revenge like Whistler, who wanted to destroy all vampires for torturing and killing his family. While Blade reluctantly becomes a key figure in the Nightstalkers, he also becomes a mentor for Abby, teaching her to “use” her pain and anger at the death of her friends to better aid her in battle, though she impresses with her speed and deftness and her ability to fight while listening to music. Hannibal’s fast talking, smarmy attitude clashes with Blade’s reserved personality, leading to the dhampir all-but dismissing King despite him formally being Danica’s plaything. This gives him all the motivation for hating vampires and wanting to wipe them out, something Blade can definitely relate to, though he remains adamant that the Nightstalkers need an attitude adjustment and some proper, experienced leadership. Hannibal may be a shit-talker, but he’s both extremely cut and loyal, insulting sadistic brute Jarko Grimwood’s (Triple H) manhood and bravely defying Danica, but he’s terrified of being turned back into a vampire and forced to feed his loved ones.

Parker Posey drags every scene down with her atrocious line delivery and ham acting.

Blade: Trinity shows a new side to vampire society as Familiars wage a public relations war against Blade and control the local police, placing Blade in an unwinnable and desperate situation. Danica leads her brother, Asher (Callum Keith Rennie), and Jarko, in reviving Dracula in hopes of cementing their race’s dominance. In a film full of missteps and poor ideas, Parker Posey has to be one of the worst. While she seems to be having fun and is certainly chewing the scenery with her over the top performance, she’s literally painful to watch and drags the already questionable script further down with her atrocious delivery and childish tantrums. While Triple H doesn’t fare much better, he at least has an imposing presence and some funny character quirks, such as his love for a Reaper-like Pomeranian and his heated rivalry with Blade and Hannibal, matching his brawn and smart mouth against both. While the vampires are clearly well funded and have many resources, even setting up literal blood banks to sustain them when they take over, they seem far less organised and capable, with Danica so desperately unearthing Dracula to blood can transform her race into dhampirs. Danica and Jarko hate Blade and Hannibal with a passion, the former because he’s systematically wiping out their race and the latter because he’s a smart ass who routinely insults them even when suffering brutal torture. Having previously turned and tortured Hannibal and presumably had numerous run-ins with him, Danica delights in seeing him suffer but seems to have some respect for Blade and is especially envious of his ability to walk in daylight. While Drake quickly acts in his own interests, exploring the city and toying with Blade on his own terms, Danica seems okay with this (not that she can stand against Dracula’s power) since she’s convinced Drake will turn the tide for her entire race.

Despite his impressive demonic form, Drake may be one of the worst filmic Dracula’s ever seen.

Echoing the same sense of superiority as the Pure Bloods of the previous films, Drake is said to be the first vampire, a demonic entity who’s never had to evolve who was a feared Sumerian warrior before entering a long period of hibernation after becoming disgusted by the world. However, as much as I enjoy Dominic Purcell’s work, he’s a poor fit for the role. With his stocky physique and robotic delivery, he’s very much the opposite of the Dracula legend as told by Hannibal, to say nothing of the classically trained actors who usual embody the part. While Blade: Trinity repeatedly downplays the movies and popular depictions of Dracula, Drake is fast enough to avoid bullets, exhibits superhuman strength, and is an accomplished shapeshifter. Drake strangely mimics Whistler to attack the Nightstalkers and is initially depicted as a monstrous, armoured demon overcome by “The Thirst”, a look that’s honestly more menacing and unique than his bog standard “Everyman” guise. Before he takes the lame-ass name “Drake”, Dracula is disgusted by Danica and modern-day vampires, rightly seeing them as “shadows” of their former glory. However, Drake’s convinced to begrudgingly aid them to test himself against Blade, whom he sees as the future of the vampire race and a formidable opponent. Drake is mesmerised by the modern world, it’s glorification of vampires, and how decadent and soft humanity and vampires have become. Unlike Blade, who resists the bloodlust of the Thirst, Drake gives into it at every opportunity, using it to further augment his abilities and freely feeding upon his victims to fuel his strength. Said to have the purest blood of all vampires, Sommerfield theorises that Drake holds the key to eliminating all vampires with Daystar just as Danica hopes Blade’s blood will ensure vampire survival. Thus, Blade and Drake are positioned as opposites and equals, though Dracula only ever appears as such when in his impressive, sadly little seen demonic form (which, interestingly, also sports Reaper-like fangs).

The Nitty-Gritty:
Knowing how chaotic and troubled Blade: Trinity’s production was, it’s hard not to read more into Blade’s disgust at the Nightstalkers, whom he sees as “amateurs”. Indeed, he shows more animosity towards them than he does the Blood Pack, though this may be because Whistler never told him of the “sleeper cells” he prepared to aid Blade. While the Nightstalkers are more capable than Blade gives them credit, they lack his years of experience and unique insight into fighting vampires, though they recognise this and see him as essential to the cause. It’s equally true that they’re slightly less impressive than their comic book counterparts, with Hannibal King, especially, being quite different as it was originally him, not Blade, who was a dhampir. I don’t mind this change much, mainly because I barely know Hannibal and the changes made to Blade only benefitted the character, but I can’t help but be unimpressed by Dracula, who lacks gravitas and finesse and comes across as just another formidable vampire threat for Blade. Blade: Trinity leans more into humour than its predecessors, particular through Ryan Reynolds’ obvious riffing. While I enjoy his humour and delivery, it’s constantly framed as inappropriate and awkward as no one, not even Abby, acknowledges his quips regarding Danica’s vagina fangs, pop-culture references, or Blade’s grim façade. While it’s clear Hannibal is using humour as a coping mechanism, he’s portrayed as a hyperactive little kid whom Abby keeps in check like a big-sister. Abby’s thus devastated when Drake slaughters her friends and kidnaps Somerfield’s young daughter, Zoe (Ginger “Haili” Page), channelling her grief and rage to emulate Blade’s stoic demeanour despite Zoe showing no fear even when Drake tries to intimidate her with blasphemy.

Fights are still very impressive, with Abby especially taking the spotlight with her archery skills.

Blade has some new toys here, including a fun silver-lined roped dagger and a new delivery system for his serum, alongside his usual muscle car, trademark sword, and gun. However, it’s the Nightstalkers who get all the cool gear, such as Abby sporting a silver danger in her boot, lugging around a high-tech bow that sports an ultraviolet laser and lets her shoot around corners, and a wrist-mounted dagger. While Hannibal largely relies on pistols and his smart mouth, he also busts out ultraviolent grenades and Hedges (Patton Oswalt), the Nightstalkers’ resident armourer, develops an “electronic pistol” that fires explosive silver rounds and a high-impact shotgun (similar to those used by the Blood Pack) that fires anything from stakes to heat-seeking mini rockets. While these are rarely used, and Wesley Snipes may appear more lethargic and stoic than usual, Blade continues to ooze charisma and shine in fight scenes, executing kicks and throws with a slick precision to showcase Blade’s raw power whenever the Thirst takes hold. Overall, fights are easy to follow and vampires still explode into cinders and ashes when killed. There are some fun montages of Blade, Hannibal, and Abby knocking around Familiars to get a lead on Drake and Blade frantically chases Drake through the city, leading to a tense rooftop showdown where Drake endangers a baby simply to parlay with the feared Daywalker. When Sommerfield’s research leads Blade and Abby to a vampire “blood bank”, revealing they keep braindead vagrants as a food source, they return to find Zoe and the injured Hannibal kidnapped and the other Nightstalkers dead, with Drake using the two as bait. This leads not just to the now traditional montage of Blade suiting up and preparing for battle and Abby compiling a suitable playlist, but also to Abby working through her grief by preparing her bow and practising her impressive archery skills.

Though victorious after an intense sword fight, Blade’s war is apparently far from over…

Sommerfield leaves a message asking Abby to take care of Zoe and discussing the Daystar prototype, though warns that it must be injected into Drake to work and could potentially kill Blade alongside the other vampires. Regardless, Blade and Abby take the virus (helpfully forged to be fired as an arrow) and follow Hannibal’s tracker, spreading silver dust through the facility’s air conditioning to weaken the vampires ahead of a full-frontal assault. While Blade and Abby fend off Danica’s disposable goons with their karate and toys to rescue Zoe, Hannibal struggles against the hulking Jarko while Blade gets into a swordfight with Drake, now garbed in ceremonial armour. For all the shit I’ve talked about this Dracula, this sword fight is actually really cool (despite some dodgy CGI sequences where Drake defies gravity) and nicely spliced alongside Hannibal and Jarko’s more brutal smackdown, which ends with an exhausted and overwhelmed Hannibal stuffing an explosive ultraviolet round into Jarko’s mouth and blowing him inside out. Although relishing matching swords with Blade, Drake assumes his demonic form to overpower Blade, leaving him prone for a bloody end. While Drake has the wherewithal to catch Abby’s arrow, a second shot stuns him long enough for Blade to inject the Daystar virus, which immediately reacts with Dracula’s blood to reduce all remaining vampires in the building (including Danica) to choking, rotting corpses. In his final moments, Drake commends Blade and praises him as the future of his species, using the last of his power to mimic Blade’s form to spare him future persecution. Though the wounded dhampir’s recovered by his allies, Hannibal’s final narration delivers an anticlimactic and open-ended coda that sees Blade continuing his war, suggesting that Daystar will take some time to eradicate the vampire threat.

The Summary:
While Blade: Trinity is nowhere near as bad as many would have to believe and is still a sleek, sexy, kick-ass vampire action movie, there’s no denying the drop in quality from the previous two films. While the action is as hard hitting and bloody as ever, there are some unmistakable flaws, like Blade’s stupidity regarding Familiars, the glossed over explanation of Abby’s birth, and the overreliance of Ryan Reynolds’ smart mouth humour. While I do enjoy him here, your enjoyment of Blade: Trinity may depend on if you can stomach his wise-ass jokes, which are oddly framed as awkward and childish. Personally, I much preferred Hannibal King to Abby, who showed little personality until Sommerfield’s brutal death, with the film bizarrely avoiding emphasing her heritage, how that affects Blade, and his role as a mentor to her. While the film is as stylish as its predecessors and competently presented in the same visual style, with fun, well-choreographed, and well edited fight scenes, I do question the casting of Parker Posey. She’s just awful here, hamming up every line and looking spaced out in every scene. Triple H’s physical performance was impressive, leading to a decent David vs. Goliath fight between him and Hannibal and I did like his animosity towards Hannibal, which was in stark contrast to Blade’s stoic dismissal. For me, Blade: Trinity drops the ball with its depiction of Dracula. Robbed of his aristocracy and screen presence, Drake appears as just another vampire thug unless he’s in his impressive demon form. Dominic Purcell just doesn’t have the gravitas for the role, and I would’ve much preferred he took Danica’s place, and a classically trained actor was cast as Dracula to give him a better aura of menace and refinement. Additionally, Blade: Trinity does do a disservice to the title character by having Abby, Hannibal, and the Nightstalkers eat into his screen time to set up a spinoff we never got. In the end, I think Blade: Trinity is a decent film to throw on in the background and is unfairly saddled with a negative reputation. It’s not as good as the last two and has far more flaws, but it’s decent enough, though I appreciate how many see it as disappointing end for the character.

My Rating:

Rating: 3 out of 5.

Pretty Good

Are you a fan of Blade: Trinity? How do you think it compares to the previous Blade movies? What did you think to the Nightstalkers? Did you enjoy Hannibal’s lewd sense of humour and do you agree that the film dropped the ball with Abby’s potential? Were you disappointed by Dracula’s lukewarm portrayal and did you also find Parker Posey a grating inclusion? What would you like to see from Blade in future movies? Whatever your thoughts on Blade: Trinity, share them below, check out my other Blade reviews, and donate to my Ko-Fi to suggest more Blade content.

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

Released: 19 July 2019
Developer: Team Ninja

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

My Rating:

Rating: 3 out of 5.

Pretty Good

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

Movie Night: Blade II

Released: 22 March 2002
Director: Guillermo del Toro
Distributor: New Line Cinema
Budget: $54 million
Stars: Wesley Snipes, Leonor Varela, Luke Goss, Ron Perlman, Norman Reedus, Kris Kristofferson, and Thomas Kretschmann

The Plot:
Half-human, half-vampire vampire hunter Blade (Snipes) is recruited by vampire overlord Eli Damaskinos (Kretschmann) to lead an elite vampire team against the genetically-engineered “Reapers”, led by Jared Nomak (Goss), who threaten the survival of both humans and vampires.

The Background:
Created by Marv Wolfman and Gene Colan, the extremely obscure, culturally problematic vampire hunter Eric Brooks/Blade debuted in the pages of The Tomb of Dracula and, as unlikely as it was, kick-started the modern superhero genre as we know it back in 1998. After years of development and rewrites, Blade (Norrington, 1998) was both a commercial and critical hit and virtually redefined star Wesley Snipes’ position in Hollywood. Plans for a sequel immediately made the rounds, with writer David S. Goyer initially wanting to feature Doctor Michael Morbius as a main villai. Though rights issues prevented that and director Stephen Norrington refused to return, the production scored noted auteur Guillermo del Toro. A noted comic book fan and desiring vampires to be scary once more, del Toro brought a visual language to the film that drew inspiration from various media sources and ensured the film’s visual effects would stand the test of time by incorporating traditional practical effects, bringing in Tippett Studio and XFX to achieve the best of both. Additionally, Snipes was excited to revisit the role, working hard to maintain his physique and given a lot of creative freedom regarding the character’s portrayal. Despite a worldwide box office return of $155 million, Blade II was met with mixed reviews that praised the gory action but questioned the mindless narrative. Of course, this wasn’t the end for Blade. It was followed by a widelypanned third film two years later, a short-lived TV show two years after that, and Snipes even surprisingly reprised the role in the Marvel Cinematic Universe ahead of a complete reboot.

The Review:
Blade II takes place some years after the first film (at least two, it seems) and opens with Blade giving a quick recap of his origins, powers, and mission statement while also clumsily retconning one of the most emotional moments of Blade. Attacked by Deacon Frost (Stephen Dorff) and left mortally wounded, Blade’s gruff mentor and surrogate father, Abraham Whistler (Kristofferson), demanded Blade leave him his gun so he could finish himself off and avoid turning into the thing they both hated, a blood-sucking vampire. However, it turns out that Whistler either didn’t kill himself or was found by another group of vampires or was potentially too late to stop the change or somehow revived and turned after killing himself as he was spirited away all over Europe. Kept alive in stasis and constantly moved around for reasons not explained here (or ever), the now vampiric Whistler eluded Blade during the time gap, but Blade II catches up with the stoic Dhampir finally locating his lost mentor. Once again, Blade can’t bring himself to finish Whistler off and instead chooses to take him back to his base, despite the inherent risk he poses to him and his new mechanic/armourer/lackey, Josh Fromeyer/Scud (Reedus). Yet, Blade isn’t blind to the possibility that Whistler is beyond salvation. He shoots Whistler up with a concentrated dose of his serum (the only thing keeping Blade’s “thirst” for blood at bay) and threatens to burn him to ash if he hasn’t gone “cold turkey” by the morning. Although Whistler appears to fully recover (except for his gammy leg), the question of his trustworthiness is raised multiple times throughout the film, with Scud and Blade’s newfound vampire allies both being aggressively suspicious of the grouchy old man’s true intentions. Yet, Whistler remains one of the few people Blade truly cares for. While I’m not a fan of undoing Whistler’s poignant death, he’s a great foil to the others, barks some amusing lines, and adds a great deal of emotional depth to Blade, a character largely known for hiding his humanity behind a grim-faced façade.

Stoic Blade risks everything to rescue his mentor and join forces with his hated enemies.

Still, Blade II gives the character (and Snipes) more screen time and more of a chance to showcase some emotional range. He says a lot with just a glance or some quick hand gestures but isn’t above mocking Scud’s reluctance to assist in the Reaper autopsy by calling him a “sissy” and seems to enjoy winding up the Bloodpack. In particular, Blade develops a quick rivalry with unashamed sadist Dieter Reinhardt (Perlman), humiliating the outspoken racist in front of his peers and engaging in a constant game of one-upmanship that naturally results in them coming to blows by the film’s end. A quiet, solitary individual, Blade lives only for his mission. He’s still at war with his base instincts, taking his aggression out on the creatures that created him, but embraces his animalistic side when near death to effortlessly dispatch Reinhardt’s goons. Blade’s physical prowess is at its peak here; Snipes excels in fight scenes, which showcase his dexterity and agility, and Blade easily manhandles and outfights multiple foes, even while unarmed. Gifted with all a vampire’s strengths but none of their weaknesses, Blade can afford to be cool and confident in battle, quickly healing from any wounds and taking the lead whenever their mission ventures into sunlight. When approached by Asad (Danny John-Jules) and Nyssa Damaskinos (Varela) and taken to Overlord Damaskinos with the promise of a truce, Blade goes along out of curiosity, his awesome trenchcoat packed full of explosives, and immediately recognises that getting into bed with the vampires to combat the Reapers will inevitable result in them being betrayed. However, he’s eager to delve deeper into the inner world of his enemy and learn more about them to fight them better, and constantly demonstrates that he can take out the Bloodpack, despite them training for two years specifically to fight him, thanks to his superior skills and fancy toys. Although Blade is initially incredulous about Nomak’s threat since the Reapers actively hunt vampires, he recognises their threat to humanity and the vampires must reluctantly defer to his orders since the best method of fighting the Reapers is to use ultraviolet light. While there’s no mention of what happened to Doctor Karen Jenson (N’Bushe Wright), Blade battles Nomak using a variation of the anticoagulant weapon she developed that finished off Frost, though he’s just as dependent on his serum as ever and it doesn’t appear to have been improved between movies.

Blade’s notoriety makes him a feared and hated (but largely respected) bogeyman.

In her place, Blade has a new love interest: Nyssa. Nyssa delivers a unique insight into Blade, revealing that vampires think of him as a bogeyman, and she’s just as interested to see his world as he is to see hers. While most of the Bloodpack is antagonistic towards Blade and his allies, Nyssa respectfully defers to Blade’s orders while warning him not to interfere in vampire business since their mission is to target Reapers. As they encounter the voracious vampire variants, Blade constantly moves to either protect Nyssa or keep her from being burned up by sunlight. He could easily let her run into danger or be vaporised by Scud’s ultraviolet grenades, but time and again holds her back and orders her to seek cover. Indeed, he saves her life and showcases a honourable valour so often, even slitting his wrist to revitalise her after a Reaper attack, that Nyssa comes to greatly respect him as a warrior and equal. Just as Whistler worries Blade’s loyalties are becoming divided by Nyssa’s allure, so too are Nyssa’s loyalties to her family and her kind tested by the conflict she feels over the man painted as her hated enemy. These feelings are only exacerbated when it’s revealed that Damaskinos engineered the Reaper strain, even infecting his own son with it, and cares little for his children, firmly setting her against her father and her dishonourable species by the finale. Blade brushes off Whistler’s concerns, confident that he retains the upper hand, but Scud remains suspicious of Whistler, especially as the old man leaves his post and seems to have recovered unnaturally quickly. Scud, a pot-smoking rebel, appears to have no love for vampires and delights in pimping out Blade’s muscle car and cobbling together new tech for him, including a small bomb Blade implants on Reinhardt’s head and those ultraviolet grenades.

Nomak’s voracious, monstrous Reapers easily overwhelm even the most elite vampires.

Although Asad and Nyssa seem excited (or, at least, intrigued) to be fighting alongside Blade, the same can’t be said for the rest of the Bloodpack. These colourful and largely one-dimensional, leather-clad vampires have spent the last two years training to hunt and kill Blade and, seeing him before them, struggle to not simply jump him. While mute swordsman Snowman (Donnie Yen) seems to at least respect Blade, Reinhardt doesn’t. He accosts Blade right away, comes close to shooting him in the vampire club, and is happy to leave him to fight legions of Reapers alone. Reinhardt’s hatred of Blade is matched by the pugnacious Chupa (Matt Schulze), who transitions his aggression towards Whistler when the old man’s brief desertion leads to the infection and slow, agonising death of his friend, Priest (Tony Curran). Although Priest immediately and painfully begins to mutate into a Reaper shortly after being bitten, the brutish Lighthammer (Daz Crawford) somehow resists turning for about a day. When he does, he blindsides Snowman with his massive battleaxe and ends up being incinerated by his lover, Verlain (Marit Velle Kile), who takes herself along with him. Though well-equipped, the Bloodpack are slow learners; despite seeing first-hand how ineffectual bullets (both regular and silver) and even blades are against the Reapers, they continue to waste ammo, presumably out of fear of roasting each other with their ultraviolet torches. The Reapers prove to be especially vicious and durable foes; essentially grotesque mutations of vampires, not unlike the goblin-esque Damaskinos, their hunger is likened to that of a crack addict, meaning they quickly spawn an aggressive army. Sporting superhuman strength, advanced healing, and a nigh-impenetrable skeletal structure, the Reapers leap at their prey and latch on with their horrifying split jaw, feeding and creating new minions for Nomak’s crusade against his father. Though they’re also destroyed by sunlight, the Reaper’s physiology is incredibly resilient and Nomak easily recovers from broken limbs and even a bullet to the head. Nomak demonstrates a reluctance to fight Blade, believing they have a common enemy and should be on the same side, but Blade vehemently rejects such a notion and chooses the devil he knows in opposing the new threat since, by and large, the Reapers are far more animalistic than the more sophisticated vampire nation.

The Nitty-Gritty:
Retaining the slick, gothic aesthetic of the first film, Blade II continues to marry leather fetish with a gritty, urban vibe, one bolstered by a surprising earworm of a soundtrack. I’m not really a hip-hop kinda guy but I can never get Massive Attack and Mos Def’s “I Against I” out of my head after watching Blade II. Having manipulated or forced their way into positions of political and social power, there are few resources the vampires don’t have, but only those under Damaskinos’ command enjoy these benefits. Indeed, the Bloodpack are disgusted by the ravers in the club since they’re not “Pure Bloods” and Priest would have happily killrf everyone there to weed out the Reapers. Indeed, one reason Blade’s so quick to join the Reaper hunt is to get a closer look at the high-level vampire hierarchy, quickly learning that fear of him has seen them be less open about marking their clubs and safe houses so as to avoid his attention. The juxtaposition between the elite and the lowers is best exhibited in Nomak’s grubby attire. He’s literally dressed like a vagrant, sporting haggard clothing throughout the film, in contrast to Damaskinos’ elaborate robes, the Bloodpack’s form-fitting leather, and Blade’s armoured attire. The Reapers also scurry about on all fours, often naked, appearing like goblins, shrieking and roaring and swarming their prey like wild animals. Though Nomak, as the carrier and progenitor of the virus, is the exception (essentially the reaper equivalent of a “Daywalker”), the Reapers lack the eloquence and sophistication of the vampire nation. For the most part, vampires keep their hunger in check unless angered or feeding, instead assuming a holier-than-thou allure and utilising their own language and writing. As such, even a brute like Lighthammer is disgusted by the Reapers, which are seen as base vermin, despite the creatures only existing because Damaskinos was trying to engineer Blade’s unique physiology to strengthen the vampire race even further.

Monstrous effects and a greater focus on action make this perhaps the best in the trilogy.

Naturally, Blade II is as impressively gory as the first movie, if not more so. The Reapers attack with a ravenous fury, causing arterial blood to splatter across walls and the creatures clutch and bite at their prey with an intensity that puts vampires to shame. The Reapers themselves are horrifically ghoulish creatures; hunched, spindly, and shrieking, they sport this awesomely gruesome split jaw and a probing tongue that rivals that of a Xenomorph. Even when dead, their bodies desperately try to feed; Preist’s severed head even appears to still be alive after he’s roasted, and the creatures think nothing of disembowelling themselves to escape. Vampires are largely ineffectual against Blade, despite their superior numbers and mostly being armed; thanks to his silver-tinted weapons and superior physical skill, Blade easily turns them to flaming ash with his signature sword, boomerang-like blades, and hefty rapid-fire pistol. Blade II ups the fight sequences from the previous film, showcasing Wesley Snipes’ impressive fighting prowess against multiple foes. Though there are a few questionable instances of CGI doubles (and shades!) involved here and there, the fights all have a raw brutality and are enjoyable to watch. The vampires are constantly overwhelmed by the Reapers and backed against the wall and the Reaper physiology means Nomak offers Blade a physical challenge not readily apparent by his dishevelled appearance. While most of the Bloodpack don’t get much character development, they do at least stand out with their signature weapons. Snowman, especially, makes an impression with his effortless swordsmanship, respectful demeanour, and focused intensity. Chuba hefts a massive machine gun and Lighthammer of course has his big-ass, caveman axe/hammer. While Reinhardt favours a simple shotgun, he takes a fascination with Blade’s sword. Avoiding its booby-trapped hilt, he relishes in brandishing the weapon before the captive Whistler and even claims it for himself when he believes Blade is dead, then tries to skewer him with it when he’s revived by the bloodpool and splits his ruthless rival in two with one simply swipe.

Empowered by a bloodbath, Blade triumphs over Novak, but not without suffering a loss.

After wiping out most of the Reapers with Scud’s ultraviolet bomb and saving Nyssa’s life, Blade’s efforts are rewarded with an inevitable betrayal. Although Blade explosively reveals that he was well aware of Scud’s true allegiance to Damaskinos, the Daywalker is stunned by taser batons and taken to Damaskinos’ secret lair/laboratory. There, Blade once again endures having his life’s blood drained by the vampires to help them engineer a sunlight-resistant variant. However, Whistler escapes and frees the weakened Blade, getting him to a bloodpool to revive and empower him, leading to him easily making short work of Reinhardt. Thanks to the Reaper pheromones sampled by Nyssa, Nomak infiltrates the stronghold, intent on avenging himself on his father. Easily slaughtering Damaskinos’ guards, ripping open his blast doors, and penetrating his inner sanctum thanks to Nyssa turning on her father, Nomak confronts his father, seemingly looking for his approval. In desperation, Damaskinos tries to welcome his wayward son back and offer him a place at his side, only for Nomak to see through the deception and rip the ghoul’s throat out. He then attacks Nyssa before battling Blade once more, proving again to be the Daywalker’s physical equal. However, when Blade stabs Nomak through the heart, forcing his blade past his armoured ribs, the cursed deviant chooses to finish himself off, exploding in a burst of blue flame. Already feeling the Reaper strain threatening to destroy her personality, Nyssa requests that Blade allow her to die with dignity, as a vampire, by the rising sun. Out of respect and a genuine affection for her, Blade stoically agrees, embracing her as she turns to cinders. The film then ends with Blade making a special trip to London to track down Rush (Santiago Segura), a cowardly vampire who earlier led him to Whistler, ending the movie on an amusing note as he had previously promised to tie up that loose end.

The Summary:
Blade was a fantastic action/horror flick back in the day; simple, grounded, gory, and gritty, it was only letdown by some dodgy CGI in the finale. Blade II takes a much more action-orientated approach, increasing the threat against Blade, the fight scenes, and the cast of characters to great effect. I loved the twist of the vampires being so threatened by the Reapers that they were forced to turn to Blade for help, and the added swerve that it was all part of an elaborate deception to get their hands on the Daywalker and synthesise his blood. The Bloodpack, though largely underdeveloped, were surprisingly memorable through their aggression towards Blade, their signature weapons, and simply by being an elite vampire team forced to fight alongside their hated enemy. Wesley Snipes was peak Blade here, impressing in his trenchcoat, armour, grim façade, and slick fighting style. He exudes a cool, convincing authority while still being snarky and witty when necessary…or descending into full-blown animal fury. I loved the humanity Blade shows in his continued shame at relying on the serum, his respect and admiration for Nyssa, and his quest to retrieve Whistler and when reunited with him. Though, as I said, I don’t think it was necessary to bring Whistler back, Kris Kristofferson steals every scene he’s in as the cantankerous old man who’s had enough of this shit, but I wonder if the film might’ve been better swerved to have brought him back as or revealed him to be a vampire, just to add to Blade’s emotional journey. Nomak was a surprisingly effective bad guy; eloquent and expressing some relatable grievances, he and his Reaper kin represent a gruesome, monstrous threat that threatens even the all-powerful vampire nation. Honestly, Blade II is my favourite of the Snipes trilogy; it just as this cool allure to it that elevates it above the first film and stands it head-and-shoulders above the third, especially as it ups the obsession action films had with leather and sunglasses and infectious beats throughout the nineties. However, my personal bias isn’t enough to give it a full five stars. Tweaking a few things (the Whistler conundrum and the Bloodpack’s characterisation, as mentioned) would’ve changed that, but that doesn’t diminish my enjoyment of the film or the fact that I regularly choose to watch it over either of the others.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy Blade II? Do you think it’s the best of the original three? What did you think to the Bloodpack and Blade’s rivalry with them? Were you annoyed that Whistler’s emotional death was undone? What did you think to the Reapers, and Nomak’s threat? Did you see Scud’s betrayal coming or did it take you by surprise? What Blade storylines do you enjoy? Whatever your thoughts on Blade II, feel free to share them below and go check out my other Blade content on the site.

Back Issues: Vampire Tales #8/9

Story Title: “Beware the Legions”
Published:
1 October 1974 (cover date: December 1974)
Writer:
Don McGregor
Artist:
Mike Vosburg

Story Title: “Bloodmoon”
Published:
3 December 1974 (cover date: February 1975)
Writers:
Marv Wolfman and Chris Claremont
Artist:
Tony DeZuniga

The Background:
Eric Brooks/Blade, the creation of Marv Wolfman and Gene Colan, was inspired by the 1970’s “Blaxploitation” and came about once comic creators were allowed to publish stories involving vampires and other supernatural creatures. Marvel Comics took advantage with their Tomb of Dracula series, where vampire hunter Blade would battle the titular Count and other supernatural creatures. Heavily inspired by the classic Hammer Horror films, it took some time for The Tomb of Dracula to find its feet as different writers and artists came and went, before Wolfman and Colan turned things around. Originally depicted as a jive talking, mortal vampire hunter, elements of Blade’s origin and motivation were first revealed in these two issues. However, Blade was basically a bit-player in Marvel Comics, despite his association with groups like the Nightstalkers and the Midnight Sons. Regardless, New World Pictures purchased the character rights in 1992, and the subsequent success and popularity of Blade (Norrington, 1998) transformed the character into a stoic, bad-ass Dhampir and saw him become an integral part of Marvel’s supernatural and horror stories.

The Review:
This gothic, black-and-white tale kicks off down a squalid London side-street, a back-alley slum for the poor and destitute suddenly brought to macabre life as “Billy-Blue’s” lifeless body is tossed through a window, drained of his blood, with “Beware the Legions” carved into his chest. His body is stumbled upon by courtesan Meva Whytte, leaving her distraught and vowing to avenge herself against “The Legion”. Next, we find exotic dancer Safron Caulder heading back to her dressing room when she’s suddenly grabbed by an unseen assailant, who turns out to be smooth-talking Blade. Since they’re lovers, she’s perfectly happy to be grabbed, smothered by a kiss, and get a playful smack to the ass by the jive Blade, though he’s far too jetlagged for much else. Blade heads to his hotel for a relaxing shower but is interrupted by Neva, who breaks down in tears and blames herself for not running away with Billy-Blue when she had the chance. Since Blade owes his life to Lady Vanity, the head of Neva’s vampire stalking organisation, he doesn’t hesitate to comfort Neva and get involved in the situation. On the drive, Blade relates how Lady Vanity saved and delivered him, how his mother was butchered by a mysterious vampire posing as a doctor, and how Lady Vanity raised him, teaching him everything he knows. Since then, Blade has devoted his life not just to hunting down vampires but also searching for the one who killed his mother, and that extends to defending Lady Vanity’s promiscuous cohorts from the judgemental comments of the local coppers.

When Blade’s allies are threatened, he leaps into action, despite being outnumbered.

One of Lady Vanity’s girls, Tamsin Ling, relates that Billy-Blue came knocking for Neva, like usual, but he was anxious, shaking, desperate for them to leave that very night. Then, a strange man arrived, one reeking of rotting fish and appearing little more than a gaunt skeleton. He commanded Ling to direct him to Billy-Blue and she was forced to obey by the power of his mesmerising gaze, leading to him being jumped and slaughtered by a bunch of bloodsuckers. Blade spends the next three nights preparing and sharpening his stakes, then visits Billy-Blue at the city morgue. The corpse awakens, sporting vampiric fangs, and Blade forces him to reveal where the vampire coven hangs out before regretfully cutting his throat, severing his head, stuffing it with garlic, and burning the remains. His thorough work accomplished, Blade heads to the address Billy-Blue gave and crashes in, stake at the ready, killing the vampires with a near-superhuman deftness. Though one pins him down and threatens to force him into joining their Legion, Blade easily stakes him through the back and tackles the remaining hoard with the same moxie, only to be subdued by the sadistic Lord Anton Vierken. However, while Vierken bites Blade’s neck, he refuses to kill him, instead revelling in his bite having made the vampire hunter little more than a mindless zombie. Blade is therefore helpless as Vierken boasts of their plot to use science to walk freely in the daylight and conquer the humans, even the accursed Van Helsings, enslaving them as livestock, slaves, and entertainment. Vierken’s speech is interrupted by a summons from his mistress, Marguerite D’Alescio, a sultry vampire queen who acts as a mediator between the Legion and their true master, Count Dracula.

Blade’s hatred of vampires only intensifies after Vierken kills his closest allies.

Speaking through Marguerite, Dracula orders Vierken to remain focused on eliminating threats to their species rather than getting distracted by his science projects. The irony is, of course, that Dracula’s distraction allows Blade to slip away, and with crucial data as well, since he has “a built-in immunity to vampire bites” that meant he was simply playing along this whole time. Through sheer tenacity and experience, Blade eliminates the one vampire who tries to stop him and returns to Lady Vanity for some backup, realising the even he can’t take on the entire Legion alone. While they tend to him, Blade calls up Quincy Harker to lend his aid and check out the information he stole from the Legion, but the call is interrupted when a swarm of vampires come crashing in as bats. They target Lady Vanity, biting her and cracking her skull against a wall, enraging Blade, who makes creative use of the nearby fireplace to take out the murderous vampire bats and avenge the only mother he’s ever known. However, the vampires also kill Ling and Neva, spilling their life’s blood across the floor, and flee before the breaking dawn, leaving Blade distraught and incensed at having witnessed his closest allies so brutally murdered before his eyes. A few days later, the crippled Quincy arrives, only to chastise Blade for being so caught up in his need for revenge that he refuses any further help. Marguerite (and, by extension, Dracula) is furious at Vierken for failing to kill Blade. Despite Blade being just one man (though an incredibly lucky one), Vierken is stunned to learn that Dracula fears the hot-headed vampire killer. Despite the  superior strength and numbers of the vampires, Marguerite orders that Blade’s death be Vierken’s top priority from now on…or his life will be forfeit, and the story ends with the two seemingly on a collision course.

The Summary:
Ooh, baby! The jive is funky in this one! While the Blaxploitation aspects of Blade’s early appearances are problematic, at best, they certainly do add a lot to Blade’s characterisation. This, as much as Blade’s English heritage, adds a distinctive “voice” to the character you don’t see with many, if any, other Marvel heroes from this time. It’s not exactly politically correct, but it sure makes Blade a jivin’, silver tongued bad ass. He’s alluring even to a coven of promiscuous ladies of the night, cocksure, and full of bravado, happily dropping into a gaggle of vampires without hesitation. His cavalier attitude towards his mission is juxtaposed with an incredible efficiency. The narration is almost poetic in describing how his movements are fast, sure, and precise, painting him as a character his overconfident, vicious foes often underestimate. At the same time, Blade’s hatred of vampires is a very personal one; he wants to make them all pay for one vampire killing his mother. More broadly, he has been searching for the one responsible for her death and come up short but is happy to settle for any other bloodsucker that crosses his path. This vendetta only gets more personal by the end of this two-part arc as Vierken and his hoard kill the closest thing Blade had to a mother, Lady Vanity, his lover, and a close friend of his. This enrages the already hot-headed Blade so much that he refuses even old ally Quincy Harker’s aid (despite calling him for exactly that reason) and he’s determined to make the Legion of the Damned pay for their senseless slaughter of his closest allies.

His depiction might be dated, but Blade sure brings a lot of personality to his vampire slaying.

Vampires are presented as demonic, voracious creatures. They’re eloquent enough, showcasing an awareness of impending danger (daylight, fire, and such) but seem overcome by an insatiable bloodlust. They’re also depicted as overconfident; sporting supernatural powers, they’re used to easily swarming and manhandling their prey. Blade, however, has twenty-eight years of training and experience under his belt and is purposely armed specifically to kill the undead. Therefore, he easily catches them unawares, staking them through the heart and even taking the time to properly dispose of Billy-Blue’s body when simply staking him would’ve been sufficient (say what you will about Blade, but he’s thorough!) Lord Vierken appears to be an anomaly among his kind; despite sporting a traditional, decrepit look, he turns to science to improve his race. He’s been so focused on perfecting his daylight research that Count Dracula himself is starting to question his focus, especially as his Legion seems happy to indulge and draw attention to themselves by leaving carved up bodies for the police to find. Vierken’s followers are onboard with his project, but far more comfortable sinking their teeth into human prey or attacking as a swarm of bats. There’s not much to note about Marguerite D’Alescio; indeed, the story doesn’t explicitly state that Dracula is talking through her. Sometimes (especially at the end), it’s not clear which character is meant to be talking. However, she appears to be revered as Dracula’s emissary and shares his goal of wanting Blade dead, simply because he’s a very dangerous man the other vampires constantly fatally underestimate. In the end, this was an interesting glimpse into Blade’s backstory, the scope of his operation, and his reputation amongst the vampire nation. The black-and-white style captures that atmosphere of classic Hammer horrors and allows for some surprisingly bloody action, though it did seem to end anti-climatically and to primarily exist to establish an ongoing vampire threat.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to this glimpse into Blade’s backstory and world? Did the Blaxploitation aspects of the character bother you? Were you surprised by the violence on show her? What are some of your favourite Blade stories? No matter what you think, share your thoughts below and be sure to check out my other Blade content.

Movie Night: Blade (1998)

Released: 21 August 1998
Director: Stephen Norrington
Distributor: New Line Cinema
Budget: $45 million
Stars: Wesley Snipes, Stephen Dorff, N‘Bushe Wright, Donal Logue, Kris Kristofferson, and Udo Kier

The Plot:
Blade (Snipes), a half-human, half-vampire dhampir born with all of the strengths of a vampire but none of their weaknesses (save the thirst for human blood), hunts vampires alongside his grouchy mentor and father-figure, Abraham Whistler (Kristofferson). Their mission is upended when Blade helps haematologist Doctor Karen Jenson (Wright) after she is bitten, and when sadistic upstart vampire Deacon Frost (Dorff) sets in motion a plot to usurp his elders and evoke the mythical “Blood God”.

The Background:
Eric Brooks/Blade began life as an extremely obscure, culturally problematic vampire hunter in the pages of The Tomb of Dracula, courtesy of Marv Wolfman and Gene Colan, after Marvel Comics were were finally allowed to publish stories involving vampires and other supernatural creatures. Development of a Blade movie can be traced back to 1992, when New World Pictures bought the rights to the character and rapper LL Cool J was initially attached to the role. Obviously, this never came to fruition and the rights eventually ended up with New Line Cinema, where the property caught the attention of writer David S. Goyer. After battling against the studio’s wishes to make a spoof film, and change Blade’s race, Goyer won out with his gritter, bloody, realistic reimagining of the character. Goyer’s revised ideas for Blade were reflected in his guest appearances on the nineties Spider-Man animated series where he was also a dhampir and accompanied by Whistler (Malcolm McDowell/Oliver Muirhead). Although actors Denzel Washington and Laurence Fishburne were considered for the role, Goyer pushed for Snipes, who had previously been attached to star in an unproduced Black Panther movie. Norrington’s first 140-minute cut was heavily trashed by test audiences, necessitating not just heavy reshoots but also an entirely new ending, but the final movie went on to be a huge success; it grossed over $131 million at the box office and was highly praised for its slick visual style, seedy depiction of vampire society, and unapologetic violence and gore. Though there were some reservations with the disparate genres at work in the film, the results spoke for themselves; not only was the comic book Blade altered to match his live-action counterpart, but Blade spawned two sequels of varying quality and an unfortunately short-lived TV show. Blade was also one of the first movies to really kick-start the surge in popularity for superhero properties in cinema, so it was only fitting when Marvel Studios reacquired the rights to bring the character back to the big screen with a reboot.

The Review:
Before Blade, I (like many) had never heard of Marvel’s most famous vampire hunter. Hell, I wasn’t even that familiar with Wesley Snipes, having seen him in Demolition Man (Brambilla, 1993) and very little else since my action movie dance card was firmly filled up with Arnold Schwarzenegger’s body of work. Still, like The Matrix (The Wachowski Brothers, 1999) and Armageddon (Bay, 1998), Blade was a  constant presence at sleepovers and birthdays, and probably the last good vampire film I watched until 30 Days of Night (Slade, 2007)). It didn’t help that the genre became oversaturated with lame-ass, love drunk teenage vampires and Blade and Matrix rip-offs like the God-awful Underworld franchise (Various, 2003 to 2017). Don’t get me wrong, I’m a huge fan of the dark, gory, gritty, leather-and-guns aesthetic that these films popularised at the time, but crafting a good vampire film in this day and age seems like a lost art as filmmakers lean a little too heavily towards the camp and an excess of CGI. But still, Blade was (largely) immune to all of that, and barely even had the stigma of being a comic book movie (the film doesn’t even have the classic Marvel logo in the opening) since no-one really knew who he was; I’d seen him in Spider-Man and even I hardly remembered him, so in many ways this was the perfect “back door pilot” for the superhero movies we were about to see explode onto cinema screens. Unfortunately, we wouldn’t see R-rated superhero films take centre stage during this movement, but I still maintain that not every superhero property even needs to be full of gore and cuss words; but those who do deserve it, like Blade, should definitely veer more towards that and would do well to take a few notes from this classic horror/action film.

With all a vampire’s strengths but none of their weaknesses, Blade wages a relentless crusade.

Blade is the story of…well…Blade…a stoic and highly skilled vampire hunter who was born Eric Brooks. When his mother, Vanessa (Sanaa Lathan), was bitten by a vampire (later revealed to have been the big bad, Deacon Frost) while pregnant, Eric was born a “dhampir” (though the film prefers the term “Daywalker”), a human being with all the strengths of a vampire (heightened senses, superhuman strength, agility, and durability, and skin-piercing fangs) but with none of their weaknesses to sunlight or ultraviolet radiation (which burns and eventually explodes on contact), garlic, or silver. For all his fantastic abilities, though, Blade still ages like a normal human and is still hampered by perhaps the vampire’s most crippling affliction: “The Thirst” for human blood. While other vampires freely indulge their bloodlust, luring in unsuspecting prey and literally raving at underground bloodbaths, Blade relies upon a special serum, derived by his half-crippled mentor, Whistler, to keep the Thirst at bay. Blade takes this serum at least once a day and this is the first time (and one of the rare times) that we see him in an kind of vulnerable state; strapped to a chair, grasping Whistler’s hand for support, his body is wracked by seizures as the serum courses through his veins, leaving his hunger satiated and his body trembling. Aside from this, Blade is an absolute machine when out in the field; stone-faced and exuding menace and confidence, he thinks nothing of walking into a club filled to the brim with horny, blood-hungry vampires and even little of storming a hospital or Frost’s penthouse in the pursuit of his targets. Harbouring a deep-rooted hatred towards vampires since they killed his mother and cursed him with a life of violence and pain, Blade is relentless in his quest to kill every vampire that crosses his path, disrupt and destroy their entrenched hierarchy, and track down and kill Frost, which has earned him a reputation amongst the vampire community as a feared and formidable figure, the aforementioned Daywalker, who is effectively their bogeyman. However, Blade is deeply ashamed by himself; disgusted at his inhuman thirst for blood and sickened at what Frost did to his mother, he seeks solace in the only thing he knows: killing the monsters responsible for his existence to gain just a small sliver of his humanity back with each victory.

Grouchy hard-ass Whistler has devoted his life to training Blade and killing vampires.

Although Blade is somewhat cold and dismissive towards Whistler, who is a crotchety and jaded old man with a prominent limp and a tendency to smoke around flammable liquids, there’s a mutual respect and admiration between the two. When Blade was a boy, Whistler stumbled upon him on the streets and nearly killed him before realising what he was and has been teaching him everything he knows ever since. Whistler has even less love for vampires than the titular hunter; years ago, his wife and children were killed after taking in a drifter, who turned out to be a vampire, and he was forced to watch as they were tortured before his eyes. Quite how he survived this encounter isn’t elaborated, but he’s made it his mission to take them out one by one. Despite their contentious relationship, where Whistler is often admonishing Blade for his actions, there’s a father/son bond between the two; it’s obvious that they care about each other, and Whistler is clearly disturbed at the serum’s increasing ineffectiveness and concerned for Blade’s welfare out in the field. Unfortunately, age, injuries, and cancer have taken their toll on Whistler and he’s no longer able to be an active combatant, something you can tell is a source of great frustration for him. Despite this, he’s still a valuable ally and resource for Blade; his vast knowledge of vampire society and their inner workings allows Blade to pursue Deacon Frost, and Whistler furnishes Blade with all his weapons and his supped-up muscle car, and even makes a dramatic and amusing last-minute save later in the film (his “Catch you fucker’s at a bad time?!” and “Somebody get me a Goddamn wheelchair!” lines are some of the best in the film). For all his piss and vinegar, Whistler has a large heart; he truly cares for Blade and sympathises with Karen’s plight, and his whole mission is motivated by a desire to protect others from the vampire’s bloodlusts. However, while he has an indomitable fighting spirit, his best efforts to protect Karen and fend off Frost are for naught, leaving him beaten, bloodied, and bitten. Blade is left shell-shocked and refuses to finish off his father figure; it’s all he can do to clean Whistler’s wounds and, seeing his protégé’s struggle, Whistler demands that he walk away so he can finish the job himself, and Blade begrudgingly obeys, resuming his grim façade and fuelled by an even greater need to extract revenge on Frost.

Violently thrust into Blade’s world, haematologist Karen works to find a cure for vampirism.

When we first meet her, Karen is just an average overworked and underpaid haematologist trying to get through a nightshift while dismissing the advances of her colleague and former flame, Doctor Curtis Webb (Tim Guinee). She’s violently introduced to Blade’s gruesome world, however, when the charred corpse of Frost’s underling, Quinn (Logue), springs to life and violently attacks both her and Curtis. Although it’s admittedly a bit weird that Blade went to all the trouble of setting Quinn alight to send a message to Frost and then immediately came back to “finish [him] off”, thereby endangering innocents by letting Quinn live, it does mean that he crosses paths with the injured and infected Karen. In a rare moment of emotion, Blade sees a resemblance between Karen and his mother and chooses to take her to his lair rather than finish her off or leave her to turn. Karen thus becomes the audience surrogate; it’s through her interactions with Whistler and Blade that we learn about Blade’s origin, the rules of these vampires, and the lore behind the movie. At first, she’s naturally terrified; not only has she just been attacked by a ravenous, burned up corpse but this hulking motherfucker just threw her out a window and effectively kidnapped her, and her fear only worsens when she’s told that she has a high chance of becoming a vampire even after the treatment they give her. Determined to avoid this fate, and fascinated by their operation, Karen experiments with ethylenediaminetetraacetic acid (EDTA), discovering that it not only has explosive results when mixed with vampire blood but could also hold the key to curing vampirism. Though this wouldn’t have any affect on Blade since he was born with his abilities, she’s confident that she can cure him with enough time but, ultimately, he requests that she synthesise a more effective serum for him. Since she was attacked, Karen becomes “marked” and thus remains at risk of vampire attacks; this comes to a head when she’s taken hostage by Frost, meaning she willingly allows Blade to drink her blood in order to restore his strength for the finale, but any romantic subplot between them is continually (and refreshingly) downplayed due to Blade’s intense focus on his never-ending mission (although the scene where he drinks her blood seems purposefully shot to evoke an intense love scene).

Upstart sadistic Frost wants nothing more than to rule over the humans and usurp his antiquated elders.

As different as Blade is from his comic book counterpart, Frost is equally a departure from the silver-haired, middle-aged man seen in the comics. Indeed, the movie version of Frost has more in common with David Powers (Kiefer Sutherland) from The Lost Boys (Schumacher, 1987), both aesthetically and in terms of his motivation. Frost is seen by his more composed elders as a disruptive and chaotic individual, one who regards vampires as the dominant species and humans as mere food and whosr antics draw unnecessary attention to their kind not just from Blade, the scourge of vampire society, but also from the humans they so tentatively live alongside. Frost’s mindset is an intriguing one; since he was “merely turned” into a vampire, and was thus once human, his hatred and resentment towards humanity seems to stem from an untampered, sadistic lust for power, bloodshed, and a superiority complex afforded by his superhuman abilities. Seeing the vampire high council as relics of a bygone era, Frost wants nothing more than to run free and rampant, unrestricted by antiquated rules and treaties, and has even found a way to operate in the sunlight using sun block (a ludicrous solution, but it makes for an intimidating confrontation between him and Blade and one of the first popular instances of “bullet time” in cinema). Frost is a twisted, arrogant punk who surrounds himself with a gaggle of likeminded cronies, all of whom revel in indulging their thirst for blood and anarchy, and this extends even as far as to threaten a young girl just to hold Blade at bay and to take the head of the vampire council, Gitano Dragonetti (Kier), rip his fangs out with pliers, and leave him to be annihilated by the rising sun. Despite his disrespect and frustration with the old ways, Frost devotes a great deal of his time, energy, and resources to translating the secret of the “Blood God”, La Magra, from the Book of Erebus (the “Vampire Bible”), discovering that sacrificing twelve “Pure Bloods” will summon the eldritch force and infuse him with its power. A cruel-hearted and vicious individual, Frost takes great pleasure in beating Whistler half to death and delights in torturing Blade not just with the knowledge that his mother is still alive (and a vampire now entirely loyal to Frost) but also by draining his blood to fuel his transformation into the Blood God. Imbued with a virtual immortality, Frost’s ambition more than exceeds his grasp, allowing him to effectively usurp his elders and ascend to a level of existence that threatens to spell the end of days for both humans and any vampires that don’t pledge undying fealty to him.

The Nitty-Gritty:
If there’s a downside to Blade, it’s that it suffers from the annoying trend of having its antagonists sit around in suits and in elaborate boardrooms and office buildings, lording their power and control over the city. However, this actually plays into Frost’s character; unlike the vampire high council and the likes of Gitano Dragonetti, Frost shuns the corporate ways of their society and prefers to indulge his whims, and this dispute leads to a great deal of antagonism between his upstart group and their elders. Indeed, vampire society in Blade is depicted as being firmly entrenched within what we recognise as the real world; they’ve infiltrated every level of society, from politics to law enforcement and real estate, and enjoy the wealth and privileges such influence brings, allowing them to carefully select their victims and modulate their base desires so as not to draw attention to themselves. In contrast to these Pure Bloods, Frost and his cronies are seen as petulant children; admonished for encouraging gatherings of similarly turned vampires and threatening the “treaty” they have with the human politicians (indicating an awareness of vampire society at a higher governmental level, but it’s ignored and/or tolerated to keep from sparking an all-out war that would cost humans their lives and vampires their lofty position). If you’ve ever watched Buffy the Vampire Slayer (1997 to 2003), you’ll be immediately familiar with vampire society in Blade: there’s the older Pure Bloods at the top of the food chain, those they’ve turned and inducted into their cabal (like Frost), but there are also more monstrous variants in their ranks. The morbidly obese Pearl (Eric Edwards), who’s been feeding on children while helping translate the Vampire Bible, is just one such example, but Curtis later pops up as a horrific zombie-like creature as a common by-product of being bitten. On the other side of the coin, the vampires frequently employ “Familiars”, regular humans like Krieger (Kevin Patrick Walls), a police officer who carries Frost’s tattoo and hopes to one day be turned for assisting his master.

Blade excels in its action-packed fight scenes, gritty presentation, and unapologetic gore.

One of the things I absolutely love about Blade is, like The Crow (Proyas, 1994) and The Matrix before it, the film has a heavy reliance upon bad-ass leather trench coats and kung-fu. Garbed head to toe in black and sporting a nifty armour vest, Blade cuts quite the intimidating figure; our introduction to him, standing bone dry amidst a literal bloodbath, couldn’t be more striking and watching him dismantle vampires left and right with ease and skill is always a joy thanks to Snipes’ slick movements and some incredibly well-shot and well-choreographed fight scenes. The action is easy to follow, even when in low or strobe lighting, and Blade oozes confidence and charisma every time he’s on screen even though the character is largely stoic and no-nonsense. Having said that, though, Blade’s grim demeanour does crack on more than one occasion; he gives himself a little fist pump after nailing Quinn to a wall, shares some banter with Whistler, expresses concern over Karen and appreciation towards his allies, but perhaps his most amusing attribute is that he often delivers cool, snappy one-liners (his outburst of “Motherfuckah, are you outta your damn mind?” when the cops shoot at him never fails to amuse and his “Some motherfuckahs are always tryin’ t’ice skate uphill” is exactly the right level of awesome and ridiculous). Blade is so proficient at killing vampires because his superhuman abilities are bolstered by some awesome weapons, courtesy of Whistler; he carries a variety of silver stakes to instantly turn vampires to charred ash, wields a modified MAC-11 for rapid fire like he’s fuckin’ Alex Murphy/RoboCop, blows vampire heads clean off with his shotgun and, of course, carries a titanium, silver-tinted sword that easily allows him to not only sever limbs and reduce even roomfuls of armed vampires to dust but also contains a security feature that means no one but him can hold it without losing a hand! Whistler even furnishes Karen with a compound of “vampire mace” to fend off any unwanted attention, and has put together quite the sexy muscle car for Blade to bomb around the city streets in.

Unfortunately, the film’s effects and finale are bogged down by some ugly CGI blood.

I mentioned Buffy the Vampire Slayer earlier and the comparison is more fitting that you might think; while the vampires don’t sport monstrous make-up like in the show and appear much sexier with their glistening fangs and gothic attire, they die in very much the same way. After being stabbed or sliced with silver, or exposed to sunlight, vampires quickly and violently burn to ash and cinders, an effect that is visually interesting if a little dated. For the most part, Blade does a great job of keeping everything nice and practical; Snipes excels in his fight scenes and shoot-outs, which are all nice and varied and have a great balance of fast-paced, hard-hitting action, explosions, and blood, and the sets are equally diverse, ranging from high-tech archives, the juxtaposition between Frost’s elaborate penthouse and Blade’s rundown lair in the industrial district, and the ancient stone of the Temple of Eternal Night. On the other hand, Pearl is little more than a disgusting mass of rubbery flesh, Frost’s Mac is strangely able to render a complete 3D recreation of the temple simply from translating the Vampire Bible, and, of course, there’s the final confrontation between Blade and Frost himself. After being restored by Karen’s blood (and receiving a power boost as a result) and cutting through Frost’s underlings, and even killing his mother (ultimately an underutilised plot point, I feel, that could’ve easily been dropped), Blade battles the empowered Frost one last time. This one is actually a challenge for Blade; not only is Frost able to match him blow for blow and sword swing for sword swing, but he’s functionally immortal thanks to the Blood God. Despite Frost’s henchwoman, Mercury (Arly Jover), killing one of the twelve Pure Bloods, the ceremony goes off without a hitch, imbuing Frost with the powers of the God (although it’s possible that Mercury’s actions caused him to be more of a demigod than a literal whirlwind of blood). When Blade does cut through Frost’s abdomen for a killing blow, the upstart vampire easily reconnects himself using probably the worst CGI blood effect you’ll ever see. Luckily, these poor blood effects are fleeting and don’t overpower the finale like in the first disastrous test footage, but they do rear their ugly head when Blade bests Frost by injecting him with his entire supply of EDTA, causing him to violently explode in an ugly, bloated mess. Although Frost is dead, this was merely a battle in an ongoing and never-ending war and the film ends with Blade more willing than ever to see his cause through to the conclusion (even ending up hunting vampires in Russia) rather than accept the vague promise of a cure.

The Summary:
It’s actually a little surprising to me how well Blade holds up today; the film has a slick, science-fiction edge to it that permeated subsequent comic book movies like the X-Men films (Various, 2000 to 2020) but it had something to it, a dark, gritty edge, that even now films in the same genre tend to either downplay or ignore. Although it’s undeniably comic book-y in its premise and execution, Blade eschews many of the clichés we’ve come to see from the genre; rather than being a by-the-numbers origin story or feature form-fitting costumes, Blade is primarily a horror/action film and, in this regard, it exceeds tremendously. Full of fast, exciting fight scenes, frenetic chase sequences, and action-packed shoot-outs, Blade is even a cut above other films in the action genre and may very well be the perfect marriage of all these disparate elements. Edgy, gory, and unapologetically aimed at a more mature audience, the film takes everything that worked in The Crow and expands upon it with its gothic, gruesome premise and proceeds the “wire-fu” craze popularised by The Matrix. I’ve never been a massive fan of Wesley Snipes; he’s undeniably cool and certainly has some skills, but it’s a little difficult for me to reconcile his personal life with his movies, which haven’t always been able to compete with his peers, but Blade was a great showcase of his physical abilities and easily his most iconic character for me since it allows him to be stoic, deeply emotional, and snarky in addition to tossing fools around like they were nothing. The depiction of vampire society as being a conflict of interests between the antiquated old guard and Frost’s arrogant upstarts echoed The Lost Boys and nicely challenged the cliché of all-powerful, corporate antagonists, and was a significant influence on the genre going forward. While some of the effects haven’t aged too well and the plot point of Blade’s mother still being alive didn’t really land for me, neither of these things really detract from how enjoyable Blade is. Although I actually prefer the more violent and action-packed sequel, there’s a definite appeal to how raw and uncompromising the original is, especially in its depiction of more horrific and gory moments, and it’s a great piece of dark, gritty vampire fiction for fans of the genre.

My Rating:

Rating: 4 out of 5.

Great Stuff

Are you fan of Blade? What did you think to it when it first came out and how do you think it holds up today? Were you a fan of the comic book character prior to this film and, if so, what did you think to the changes made to his powers and origin? What did you think to the performances, specifically Wesley Snipes and Stephen Dorff, and were you moved by Whistler’s death? Did you enjoy the film’s gore and action sequences, and what are your thoughts on the CGI used in the finale? Which vampire movie or story is your favourite, and which of the Blade films or comics do you enjoy? Whatever your thoughts on Blade, feel free to share them below.

Back Issues: The Tomb of Dracula #10

Story Title: “His Name Is… Blade!”
Published:
17 April 1973 (cover date: July 1973)
Writer:
Marv Wolfman
Artist:
Gene Colan

The Background:
Eric Brooks/Blade was the creation of Marv Wolfman and Gene Colan; inspired by numerous black actors and sporting a 1970s “Blaxploitation” appearance, Blade was only able to come about after comic creators were finally allowed to publish stories involving vampires and other supernatural creatures. One of the first ways Marvel took advantage of this was with the Tomb of Dracula series, in which vampire hunters like Blade would battle against the titular Count and other supernatural creatures. Although heavily inspired by classic Hammer Horror films, The Tomb of Dracula initially struggled with its creative direction as different writers and artists came and went from the book, until Wolfman and Colan joined the publication and turned things around with their close collaboration. Initially a jive talking, very human vampire hunter, Blade was little more than a bit-player in the grand Marvel tapestry, although he did have associations with groups like the Nightstalkers and the Midnight Sons. Despite this, the rights to the character were bought by New World Pictures in 1992, and the later success and popularity of Blade (Norrington, 1998) saw the character transformed into a stoic, bad-ass dhampir to match his live-action counterpart, and the character has gone on to be an integral part of many supernatural and horror stories within Marvel Comics due to this surge of interest.

The Review:
“His Name Is…Blade!” opens on the dark, quiet docks in what I assume is London (or, at least, somewhere in England judging by the dialogue of the characters) where two youths are planning to stow away aboard a ship and elope to the United States when they’re suddenly attacked by three bloodthirsty vampires! These fanged, bat-like creatures exhibit many of the common tropes we associated with nosferatu: they can freely shift between a bat and a humanoid appearance, have monstrous faces, and are driven to suck the blood from their prey. In this case, however, the three aren’t there to feed; instead, they seek to turn the terrified youths into two more of Dracula’s cursed minions, implying a level of mysticism and possession from the process of being bitten. Although their victims haven’t the strength or hope of fighting off their attacks, these dark intentions are interrupted by the arrival of Blade – the Vampire Killer! Now, this isn’t the trenchcoat-clad, armour-wearing, sword-wielding half-human bad-ass you may be familiar with from the movie. Instead, Blade is garbed in a garish green coat similar to an Army jacket, an outrageous yellow visor, sports a maroon bandolier filled with stakes, and is rocking a suitably stereotypical afro hairdo. To say he cuts an intimidating figure would be a lie, frankly; instead, he just looks like a hobo with a vision problem, and yet his reputation as a vampire slayer proceeds him and the vampires state that Dracula has given them orders to kill him. Blade strikes with a speed, precision, and brutal efficiency that comes not from sporting the physical strength of his hated foe but from years of hunting and killing vampires, easily staking two of his foes with a specially carved teak-bladed knife with minimal effort. The third vampire, startled by the vampire killer’s proficiency, tries to flee in his man-bat form, only for Blade to leap onto him and end his vile undead life.

While Blade mercilessly hunts vampires, Dracula attacks a luxury cruise ship.

Upon death, the vampires slowly return to their human form, betraying this particular victim as a youth unwittingly transformed against his will; Blade cares little for this, however, and simply coldly remarks that the only good vampire is a dead vampire. His callous attitude earns him the ire of Quincy Harker, a wheelchair-bound old man and one of the world’s foremost experts on vampires. Harker admonishes Blade’s lack of vision; his crusade to simply slaughter every vampire he comes across is interfering with the bigger picture of tracking down and executing Dracula, thus making his undead minions “easy prey”. Blade, however, is unimpressed; he gives Harker the brush off and vows to continue hunting vampires without the old man’s aid, throwing some jive his way for good measure because…you know, the seventies! The story then jumps over to the ocean liner Michele where wealthy socialite Gabriel Trulaine is throwing a lavish party for his similarly decadent friends and absolutely wows his guests by having the Count Dracula himself unveiled as a special attraction for the soiree. Although Dracula (or “Vlad” as he insists Gabriel’s beautiful companion calls him) downplays the stories and rumours of his gruesome ways, assuring the awestruck guests that vampirism is a “disease” like “blood poisoning” and not the affliction popularised in the media, it’s all merely a ruse to gain power over, and favour with, the wealthy and influential and thus extend his reach into industrial, politics, and society. He’s easily able to charm Gabriel’s bimbo with a few choice words and feed upon her blood, before swatting the Michele’s captain and seizing control of the vessel. Dracula then reveals the true extent of his awesome power, which allows him to turn to smoke and control the wills of others; when one of the guests tries to fight back, Dracula simply laughs in the face of his pistol and tosses him overboard before turning on the others and preparing to work his evil magic.

Despite his superior strength, Dracula simply abandons the fight at the first inconvenience.

Fortunately, Blade intercepts the vessel; considering Harker made such a song and dance about Blade’s actions costing them another lead on Dracula, it’s a bit odd and completely unexplained how he was able to track the Michele, but he easily boards the craft and prepares to battle with Dracula. Amusingly, Gabriel’s guests do a lot of the work for him; Dracula demands that they submit to his requests willingly lest he turn them into the living dead and one devote Christian amongst them leads the charge against the Lord of Vampires, stunning him with a Holy Cross and allowing the others to pin him down. Of course, Dracula’s not so easily bested, evaporating into mist and easily escaping harm, but he flies into a rage when Blade arrives as the Count wishes to avenge the vampires lost at the slayer’s hands. Naturally, Dracula is the physically superior of the two, but Blade is tenacious and full of spunk and only enrages the Vampire King with his mocking quips. Still, as wily and nimble as Blade is, Dracula’s shape-shifting abilities and superhuman strength soon see him gain the upper hand; however, right as he’s about to bite into Blade’s neck, Gabriel’s woman, entranced by Dracula’s bite, interrupts him. This is apparently enough to wreck Dracula’s entire plan and he decides to just fly away in his bat form and leave them all to die from the explosives he had the captain place on the ship, despite the fact he could easily massacre them all with his superior strength. With only seconds left, Blade forces everyone off the Michele and into the cold waters below and is left drifting in the sea with Dracula’s mocking laughter in his ears and the promise of a further confrontation later down the line.

The Summary:
Well, this was…certainly something. I’ve never read The Tomb of Dracula or anything with either him or Blade in it before (not even Stoker’s original novel), so I went into this without any real expectations and still came out of it quite disappointed. The art work is pretty good, at times; Blade and Dracula fare the best out of anyone, with the Lord of Vampires appearing just like he does in all the classic Dracula films and popular depictions, though I can’t say I care for Blade’s appearance here one bit. I don’t really get it; like, what’s with the weird goggles? Why’s his jacket so plain and dull? Later, he dons a wetsuit of sorts to board the Michele, which is a far better look, but he quickly changes into his shitty jacket and glasses and I just don’t really get how he was supposed to look cool or interesting in the slightest in this getup. The other vampires we see come off pretty well; I liked how they shifted from bats to man-bats to monstrous humans and to mist and such, though there’s an understandable lack of blood and the vampires are disappointingly easy to kill, dying from a simply stab from Blade’s special knife that isn’t even in their hearts half the time.

It’s hard to believe Blade became such a sensation after this awfully weak debut story.

The dialogue leaves a lot to be desired, too. This is yet another instance where the story is dated by the misconceptions and stereotypes of the time, with Blade talking in hip jive slang and acting like he just walked off the set of Shaft (Parks, 1971) and Dracula endlessly monologuing and referring to himself in the third person, as was the style of many Marvel villains. This is an odd choice considering he has an underling present, Clifford Graves, to converse with, but Graves is merely a pawn of the Lord of Vampires, one for Dracula to chastise at every opportunity and leave for dead at the story’s end. I’m not sure I really get the premise of The Tomb of Dracula; were readers really just following a sadistic and bloodthirsty vampire on a serious of adventures as he preyed on the innocent and lusted for power? Seems an odd concept to me, one without much legs, and I can’t say that I’m interested in reading other stories from the comic after this one. Hell, I’m not even interested in Blade all that much after this; there’s some intrigue introduced here, with Harker despairing of Blade’s methods (despite how effective he is at killing vampires) and the suggestion that he’s this rogue element in the vampire slaying community, but he just looks and sounds and acts so corny and ridiculous that it’s hard to take him seriously. He’s tenacious, I’ll give him that, and dedicated to killing all vampires without hesitation or remorse, and exhibits some physical prowess, but it’s a pretty weak debut story, if you ask me. Dracula’s plot to manipulate the wealthy and the powerful was completely nonsensical (why didn’t he just turn them with his powers? Why go through all that charade? Why’d he fuckin’ leave when he could’ve killed them all?!) and hardly inspires me to see what else he got up to, and overall I have to say that I’m glad that the movies changed Blade’s character so much if this is what we had to deal with.

My Rating:

Rating: 1 out of 5.

Terrible

What did you think to Blade’s debut story? Did the character interest you at the time or, like me, were you introduced to him through the movies? Did you ever read The Tomb of Dracula books and, if so, what did you think to them? What are some of your favourite Blade moments from the comics? Have you ever read Stoker’s novel, and what are some of your favourite vampire stories? No matter what you think, good or bad, feel free to share your thoughts below and be sure to check out my review of Blade’s game-changing movie!