Game Corner [Crossover Crisis]: Mortal Kombat vs. DC Universe (Xbox 360)


In April of 1985, the first issue of the ground-breaking, twelve issue Crisis on Infinite Earths (Wolfman, et al, 1986) was published. This event, which was easily the biggest in DC Comics at that point (and for many years), saw the destruction of the “Multiverse”, an infinite number of parallel worlds, and the awkward establishing of one unified DC canon. Over the years, DC have returned to this concept again and again, retconning it, expanding upon it, and milking it to the point of excess but that doesn’t change how influential this massive crossover was. To celebrate this momentous event, I’ll be taking a look at multiversal crossovers every Tuesday in April in an event I call “Crossover Crisis”.


Released: 16 November 2008
Developer: Midway Games
Also Available For: PlayStation 3

The Background:
Mortal Kombat (Midway, 1992) stood out from the competition at the time with its focus on gore and violence and unique digitised graphics; the game was a massive success for Midway and the first real competition for Street Fighter II: The World Warrior (Capcom, 1991) in arcades and on home consoles. However, while the franchise went from strength to strength during the 2D era of gaming, Mortal Kombat struggled to find a footing in the emerging 3D fighter arena, leading to the developers desperately trying to be innovative and appealing in an increasingly competitive business. Since Capcom had seen some success with crossovers with Marvel Comics and other fighting game developers, Mortal Kombat co-developer Ed Boon scrapped plans for a back-to-basics reboot of his violent fighting series in favour of a crossover with DC Comics. While incorporating popular DC characters like Bruce Wayne/Batman and Clark Kent/Superman had the potential to broaden Mortal Kombat’s mainstream appeal, the license carried many restrictions for the developers; Mortal Kombat vs. DC Universe was hampered by a “Teen” rating, which substantially neutered the series’ trademark violence. This, as much as anything, greatly contributed to the game’s mediocre reception; while some found the title surprisingly enjoyable, despite its bonkers premise, others found the gameplay and variety frustratingly tedious. Although the game received a “Kollector’s Edition” release, this was Midway Games’ last project before they went bankrupt and plans for downloadable content were subsequently scrapped. Thankfully, this wasn’t the final nail in the coffin for the franchise; the association with DC’ s parent company, Warner Bros, saw Midway being purchased by Warner and restructured into NetherRealm Studios, and the ultra violent was not only soon back on track but the new studio also eventually found success with the DC license in a separate series of fighting games.

The Plot:
After Raiden and Superman repel invasions from both their worlds simultaneously in their separate universes, villains, Shao Kahn and Darkseid are unexpectedly merged into “Dark Kahn” and the two universes to begin merging, with catastrophic events. With characters from both universes wildly fluctuating in power, representatives from both worlds come together to stop the merger by any means necessary.

Gameplay:
Mirroring the style and presentation of its mainline series, Mortal Kombat vs. DC Universe is a 2.5D fighting game in which players pick from a roster initially comprised of twenty fighters of iconic characters from both franchise’s and battle through the game’s single-player story mode, fight one-on-one against another player or computer-controlled opponent, battle their way through an arcade ladder, or take on a series of increasingly difficult combo challenges. By default, fights take place in a best-of-three format and against a time limit but you can alter these settings (and many others, including the game’s difficulty and the use of blood) in the game’s main options menu to speed up gameplay or make it more accessible to you. Rather than employing different fighting styles and weapon combat like its predecessors, or properly incorporate different variations like in the later games, Mortal Kombat vs. DC Universe takes a very barebones approach to combat and gameplay options: controls are fully customisable but, by default, you can throw with X or Y, kicks with A or B, toss them aside with a generic throw with Left Bumper, block incoming attacks by holding the Right Trigger, dash towards (but not away from) your opponent, jump in or crouch down to attack or avoid incoming attacks, and string together combos by quickly pressing the attack buttons alongside directional inputs. The game includes a practice mode to help you get to grips with this, and a “Kombo Challenge” feature that helps you practice the game’s tricky combo system, but you can bring up your fighter’s moves at any time by pausing the game. It has to be said that combat is quite a hurdle here; you’ll sometimes jump or dash when you don’t mean to, even when using the directional pad, jumping punches can be very floaty and often miss, and the game seems weighted in the CPU’s favour even when playing on the easiest setting as they have no difficulty pulling off some of the ridiculous combos on offer here.

Unleash your Rage, pummel opponents in Free-Fall, or smash them through walls.

Each fighter can pull off a number of unique special moves with simple button and directional inputs (back, back, X, for example, or left, down, B); while these can be stringed together with combos, they can’t be enhanced like in subsequent games as your “Rage Meter” only allows you to pull of the ever-annoying breakers to interrupt combos and attacks when filled to the first tier and activate the game’s “Rage Mode” by pressing RT and LT at the same time. This will put you into “Rage” mode, which powers up your attacks and coats you in a glowing armour that weakens the damage you receive, shrugs off projectiles, and keeps you from being stunned or knocked over. This doesn’t last for very long but it can easily make short work of your opponent, and activating it will even see you unleash a burst of energy that knocks your foe away, so properly timing the burning of your Rage Meter can snatch victory from the jaws of defeat. The game also features a few unique gameplay mechanics: if you grab your opponent with the Right Bumper , you’ll activate “Klose Combat” mode, which sees you pummelling or breaking your opponent’s limbs with successive presses of the face buttons. They (and you) can counter these attacks by pressing the right button at the right time, and these quasi-quick-time events (QTEs) also crop up in the “Free-Fall Kombat” and stage transition moments. In some stages, you can send your opponent plummeting down to a new part of the arena; while in free fall, you can mash different face buttons to deal damage and finish them off with RB, but they’ll turn the tide against you if they hit the right buttons. Similarly, some stages allow you to charge your opponent through a way, whereupon you’re asked to “Test Your Might!” in a tug-of-way style button mashing sequence that inflicts more damage the more of the bar you manage to fill. These mechanics can be fun ways to spice up the somewhat lacklustre in-game combat and definitely open up the otherwise bland and empty arenas a bit more since you can literally smash your opponent to new areas, but they’re a far cry from the stage transitions seen in the Injustice series (NetherRealm Studios, 2013 to present).

While you can get up close and personal with foes, the dull finishing moves will leave you disappointed.

Sadly, that’s about it for in-game options; some stages very destructible elements you can smash into, and all of the game’s characters sport special moves befitting of them (Sub-Zero’s ice blast, for example, and Bruce Wayne/Batman’s Batarangs) but, since the game is hampered by a lower rating, there is very little blood and none of the gore you’d expect from a Mortal Kombat. That’s not to say that Fatalities aren’t present, however, they’re just…what’s the word..?…oh yes! Shit. Unlike in subsequent games, you can’t view your character’s finisher inputs from the pause screen, which makes finishing your opponent a real chore, but very few of these moves are even worth your time pulling off. All of the Mortal Kombat characters can execute two Fatalities that will see them murder their opponent in the most PG way imaginable; while some leave the opponent an exceptionally dry and clean skeleton, most boil down to you simply stabbing, shooting, or crushing them with very little bloodshed. The more morally pure DC superheroes will opt to finish their opponent with one of two “Heroic Brutalities”, though many of these would no doubt leave the foe severely crippled or dead since we see the likes of Clark Kent/Superman driving them into the ground and Barry Allen/The Flash pummelling them at superspeed. Unlike in previous (and subsequent) Mortal Kombat videogames, there are no mini games to distract you and is no in-game currency to earn, no player profile or fighter card to customise, and no Krypt to explore to send your coins. There aren’t even alternate skins for the fighters beyond a very minor palette swap when choosing the same character, and the best the game offers is allowing you to view bios, character models, and endings in the “Extras” menu, all of which makes for a very stripped down title even compared to its predecessor, Mortal Kombat: Armageddon (Midway Games, 2006).

While there’s not much to the arcade mode, the story mode is decent enough, if limited and tedious.

This also means that there are no challenge towers or option combat modes like “Test Your Luck” or tag-team combat to spice up multi-player gameplay; you can play locally or online (well, I assume you can’t do this latter any more) in ranked and “King of the Hill” style matches but the arcade ladder is a standard, ten-fight challenge where the extent of the game’s variety is offering you the choice between facing all Mortal Kombat or all DC Universe opponents or a mixture of the two. Mortal Kombat vs. DC Universe does, however, feature a single-player story mode but, strangely, it only allows you to play as up to eight characters from either side. After picking either the Mortal Kombat or DC Universe story, you’ll take control of a specific character and battle anywhere from three to five opponents as part of the campaign. This remains a great way to familiarise players with the vast majority of the game’s fighters and their unique combos and special moves, but you cannot perform finishing moves when playing the story mode. Although you can’t skip any of the cutscenes, or jump to specific chapters and fights after completion, you can save and quit…which is definitely something, though the game’s difficulty can become frustrating as the computer-controlled characters love to block your attacks, uppercut you out of nowhere, and jump-kick you out of the air, and can seemingly juggle you in an inescapable combo at will! Unlike in later NetherRealm Studios games, the story mode is as basic as it gets; the only time it actually tries anything remotely different is during Major Jackson “Jax” Briggs’ chapter as you’re forced to battle Diana Prince/Wonder Woman without your machine gun, which means you’re robbed of on of your ranged attacks. If you’re defeated, you have ten in-game seconds to choose between continuing and quitting, which is true of the arcade and two-player bouts as well. Unfortunately, winning or losing in two-player mode simply dumps you back to the fighter select screen and, as far as I could tell, there isn’t even a way to select your stage let alone input Kombat Kodes or activate anything interesting to make the fights less of a chore.

Graphics and Sound:
Mortal Kombat vs. DC Universe looks pretty good, for the most part; the character models are very similar to those seen in Mortal Kombat (NetherRealm Studios, 2011), meaning they hold up about as well, but some suffer more than others. Women, for example, look particularly off; sure, it’s great seeing Selina Kyle/Catwoman’s amply cleavage and Lieutenant Sonya Blade’s nipples poking through her top, but they’re all impossibly sexualised and their hair is very blocky and static. Unlike later NetherRealm Studios offerings, character’s don’t have unique intros or dialogue with each other before a fight; the camera simply pans the arena and zooms in to find the combatants ready to go and, while they do have little animations between rounds, these don’t seem particularly unique to any fighter. Post-fight animations are a little more unique, but there’s a definite lack of variety and character in each fighter which reminds me of the cut-and-paste job seen in Mortal Kombat: Armageddon (with the exception of the Joker, who dances and prances all over the place at every opportunity). On the plus side, characters do take battle damage; you’ll see their clothes rip, blood and bruises form on skin, and even uncover Scorpion’s skull as inflict damage on your opponent, which is fun, but the lack of any alternate attires or skins is a major tick in the “Con” column for this barebones title.

Stages are quite bland, but character models and cutscenes are okay, save for the poor endings.

There are some other notable little details on offer, however; when you toss Kano’s dagger at an opponent, it’ll stay stuck in their chest for a bit, you can sheath and unsheathe Baraka’s arm-claws with a press of B, you’ll see Sub-Zero’s icy breath, and there’s even a reference to Star Trek II: The Wrath of Khan (Meyer, 1982) thrown in for good measure. Another thing in Mortal Kombat vs. DC Universe’s favour, however, is that the CGI cutscenes are basically indistinguishable from the in-fight graphics; while the character models might be a little less detailed than in later games and have that action figure sheen that is common in this generation of games, it’s still impressive that there’s little distinction between the two, though the voice acting leaves a lot to be desired (the DC Animated Universe this is not!) and there’s very little to inspire you in the soundtrack, either. Similarly, stages are quite a let-down; the majority of them have this half-and-half theme going on where the DC Universe is split or merging with that of Outworld, NetherRealm, or Earthrealm but, even with that, there’s hardly anything to see or do and the stages are disappointingly bland and empty considering how big they are and the fat that you can navigate them in a 3D space. The likes of Oa, Themyscira, and the Fortress of Solitude probably stand out the most and have a few things to see in the background, but there’s a distinct and disappointing lack of Easter Eggs and visually interesting stages. Probably the most interesting one is the asteroid stage that sees you transitioning above and below thanks to the messed up gravity, but the game continues to bug me with presenting all these passable CGI cutscenes and relegating the arcade mode endings to a series of still pictures with narration.

Enemies and Bosses:
Since this is a fighting game, every character will inevitably be your enemy at some point so it can be useful to get an idea of what each one is capable of by playing through the story mode and completing their arcade ladders. However, there isn’t really too much to distinguish each character; you’ think the Flash would be faster and slippery to control compared to Liu Kang but he really isn’t and, while Jax and Billy Batson/Captain Marvel may utilise powerful grabs, they don’t feel any slower than someone like Kano or Hal Jordan/Green Lantern. Every character has a few simple combos that it’s best to learn so you can leap in, mash X three times or X, X, Y and then hit a special move or a throw to deal some decent damage, and they’re obviously made a bit more unique by their individual special moves. Characters will invariably have a projectile or some kind of range attack, a rush or grapple of some kind, and sometimes even disorientating gadgets like flash or smoke grenades. Some have more special moves on offer than others; Shang Tsung, for example, can toss flaming skulls across the screen and from above, suck his opponent’s health to fill his own, swap places (but not bodies) with them, and pull off a slide while other characters, like Batman, Sub-Zero, and the Joker, have parry moves in their arsenal that can interrupt attacks. Some characters are also a little more versatile than others; Superman can suck enemies in for a big punch, rush at them and smack them out of the air, fry them with his heat vision, freeze them with his breath, and perform flying attacks while Lex Luthor relies on his mech suit to fire missiles and blast away from danger. It’s when playing or fighting against the Mortal Kombat characters that long-time series fans will be at their most familiar: Liu Kang tosses his trademark fireballs and flying kicks, Jax grabs his foe and causes shockwaves, Kane launches himself like a cannonball, Scorpion throws his trademark spear, and Kitana uses her fans and dashes about in the air to be her usual annoying self.

Overcome the largely interchangeable fighters to chip away at the monstrous despots.

The lack of powered-up attacks, unique throws, and the generic effects of Rage Mode mean that you really don’t have to tailor your fighting style all that much against different opponents; Raiden’s abilities don’t really make him all that different from Slade Wilson/Deathstroke as both can be jumped over, ducked under, and attacked even if one has a dash and teleport and the other relies more on ranged attacks. You also won’t have to worry about any secret fighters cropping up in the arcade ladder; what you see is basically what you get but you do have to watch for characters like Sonya stringing together their multi-kick attacks in a cheap-ass combo. The exception to this comes in the form of the game’s big bad, Dark Kahn, who basically just looks like a slightly tweaked version of Blaze from Mortal Kombat: Armageddon and fights with a combination of moves from Shao Kahn and Darkseid. Dark Kahn awaits at the end of the story mode and arcade tower and is easily the biggest challenge you’ll face outside of the harder difficulties and opponents getting cheaper and more aggressive. A lumbering, monstrous foe, Dark Kahn can absorb a great deal of damage, gains armour and invincibility frames, and can drain your health bar to nothing in just a few basic swipes to say nothing of his energy barrier, shoulder charge, rising knee, and Warhammer attacks. Your best bet against him is to soften him up with ranged attacks and projectiles and stay moving; hop in, land a combo, and follow it up with a jump kick and then back away to avoid him stringing together his devastating moves in an inescapable barrage. The same is true of Shao Kahn and Darkseid, who act as sub-bosses in the arcade ladder; individually, they’re almost as formidable as their merged form, with both able to stun you with their hammer, fry you with their eye lasers, and smash you into the ground with a leaping attack. While you can’t play as Dark Kahn or perform your finishing moves on him, you can perform your finishing moves against Shao Kahn and Darkseid but, while both of these characters are unlocked after finishing the story mode (and, confusingly, pressing RB on the character select screen rather than adding them to the roster), neither of them have Fatalities of their own. Ultimately, while these three aren’t as impossible or as cheap as other Mortal Kombat bosses and sub-bosses, none of them really challenge your combat skills beyond relying on hit-and-run and spam tactics much like the previous two Mortal Kombat videogames that just ended with this hulking beast that could wreck you if given a chance rather than something that actually requires a bit more skill.

Power-Ups and Bonuses:
There’s absolutely nothing on offer in this regard in Mortal Kombat vs. DC Universe beyond the individual character’s special moves; this game is severely lacking even for a one-on-one fighter as there are no codes or options to spice up gameplay, no weapons to grab, barely anything to interact with in stages, and characters don’t even get buffs or anything with their special moves the closest they get is teleporting, surrounding themselves in a damaging aura for a bit, or tossing bombs or grenades either close, mid-range, or far away.

Additional Features:
There are fifty Achievements on offer in Mortal Kombat vs. DC Universe; many of these are obtained simply by playing through the story mode, with Achievements popping after certain chapters and completing each (and both) stories. Simpler ones are acquired by performing a ten-hit combat, initiating Klose- and Free-Fall Kombat, and performing one Fatality or Heroic Brutality. Things get a little more complicated and frustrating when you try to perform all of these moments as a handful of them require you to press up, which makes you jump and interrupts the sequence, and in trying to get the 5G Achievements from completing each character’s Kombo Challenge otherwise, you’ll get Achievements for finishing the arcade ladder with all characters and competing in online fights, which are probably impossible to get these days. These involved standard fare that you might expect, as mentioned, and you can fight locally, but beyond unlocking every character’s ending and trying to finish their Kombo Challenges, there really isn’t anything else on offer here once you’ve finished the story mode and a few arcade ladders. There’s no concept art, character models, or extras to unlock, no gear or skins or arenas to unlock, and no downloadable fighters on offer, making for an extremely barebones and lacklustre fighting title that struggles to compete against others in the genre or even its predecessors.

The Summary:  
There was a lot of promise in the concept of Mortal Kombat vs. DC Universe; after the success that Capcom had with their ventures with Marvel Comics, this could’ve been a great springboard to a more mainstream audience. Sadly the game is let-down at almost every turn: everything from the music to the visuals and the depths of the combat is just lacking, to say nothing of the additional features and options for replayability. It’s interesting revisiting this after playing Mortal Kombat ’11 since that game was supposed to be the franchise’s back-to-basics approach but it’s hard to get more barebones than Mortal Kombat vs. DC Universe. Even some of the 2D games had little extras, mini games or cheats or options to tweak the gameplay, but there’s absolutely nothing here, not even alternate skins for the fighters! The story mode is okay; it’s a paper thin excuse to mash these worlds together but it works, but I have no idea why it’s not a twenty-chapter mode that lets you play as each character from both sides. I’m actually a bit lenient on the lacklustre finishing moves; I get that the game couldn’t show spines being ripped out and flash being melted, but I think a little more effort could’ve gone into these and I really don’t like the term “Heroic Brutality”. The Free-Fall Kombat, Klose Kombat, and stage transitions are somewhat interesting, but the stages are so bland and empty that they’re completely wasted here. similarly, the lack of individuality to these colourful characters and the generic nature of their special moves and the Rage Mode really make this probably the most mediocre game in the entire franchise. Ultimately, this feels like a rushed, budget title that was hampered by pressing deadlines and financial pressure and a complete waste of the DC license. If you can get it cheap, give it a try and nab some easy Achievements, but otherwise you’re better off playing NetherRealm’s later games as this is just such a throwaway disappointment of a game.

My Rating:

Rating: 1 out of 5.

Terrible

What did you think to Mortal Kombat vs DC Universe? Were you disappointed by its use of the DC license? What were your thoughts on the game’s story and its depiction of these worlds merging? Which of the game’s fighters was your favourite and why? What did you think to the Free-Fall and Klose Kombat features? Were you disappointed by the lack of special features and the Rage Mode mechanic? Which characters or features would you have liked to see added to the game? Which Mortal Kombat and/or DC Comics videogame, movie, comic, or other piece of media is your favourite? Are you a fan of multiverse stories and crossovers? Whatever you think about Mortal Kombat vs DC Universe, sign up to leave a comment down below or leave your thoughts on my social media and be sure to check back in next Tuesday for more Crossover Crisis content!

Game Corner [Crossover Crisis]: Injustice: Gods Among Us (Xbox 360)


In April of 1985, the first issue of the ground-breaking, twelve issue Crisis on Infinite Earths (Wolfman, et al, 1986) was published. This event, which was easily the biggest in DC Comics at that point (and for many years), saw the destruction of the “Multiverse”, an infinite number of parallel worlds, and the awkward establishing of one unified DC canon. Over the years, DC have returned to this concept again and again, retconning it, expanding upon it, and milking it to the point of excess but that doesn’t change how influential this massive crossover was. To celebrate this momentous event, I’ll be taking a look at multiversal crossovers every Wednesday in April in an event I’m calling “Crossover Crisis”.


Released: 16 April 2013
Developer: NetherRealm Studios
Also Available For: Arcade, Mobile, PC, PlayStation 3, PlayStation 4, PlayStation 5, PlayStation Vita, Xbox One and Xbox Series One X/S (Backwards Compatible), Wii U

The Background:
When it was first released, Mortal Kombat (Midway, 1992) was a phenomenal success for Midway because of its focus on gore and violence, and it offered some real competition for Street Fighter II: The World Warrior (Capcom, 1991) in arcades and on home consoles. For a time, the series seemed unstoppable during the 2D era of gaming but struggled to find a footing in the emerging 3D fighter arena and Mortal Kombat seemed to be in jeopardy after Midway went bankrupt in 2010. The main reason for this was the poor reception of Mortal Kombat vs. DC Universe (Midway Games, 2008), the first collaboration between Midway’s Mortal Kombat and the DC Comics characters owned by Warner Bros. Interactive, which was hampered by age-related restrictions. Luckily, Warner Bros. Interactive stepped in and the team, now rebranded to NetherRealm Studios, immediately set about getting their violent franchise back on track; Mortal Kombat (NetherRealm Studios, 2011) was subsequently very well-received for its “back to basics” approach and, bolstered by the reboot’s success and eager to take advantage of the vast library of characters of their parent company, NetherRealm Studios sought to expand upon the game’s mechanics with a new, all-DC brawler. Although the game wasn’t as bloody and violent as its sister series, Injustice: Gods Among Us was a massive critical and commercial success that was followed up by not only a bunch of additional fighters and skins added as downloadable content (DLC) but also a sequel in 2017 and a critically-acclaimed comic book series.

The Plot:
In an alternate reality, Clark Kent/Superman has become a tyrant and established a new world order after the Joker tricked him into killing Lois Lane before destroying Metropolis with a nuclear bomb. In an effort to stop him, Bruce Wayne/Batman summons counterparts of the Justice League’s members from another universe to join his insurgency and end the totalitarian regime that threatens to subjugate the entire world.

Gameplay:
Just like Mortal Kombat, Injustice: Gods Among Us is a 2.5D fighting game; however, this time you’re able to select one of twenty-four characters from the DC Universe and battle it out in the game’s single-player story mode, one-on-one against another player or computer-controlled opponent (both on- and offline), tackle numerous arcade-style ladders, or take on character-specific missions in Scientific and Technological Advanced Research Laboratories (S.T.A.R. Labs) training scenarios. Just as you’d expect from a Mortal Kombat videogame, Injustice’s fights take place in a best-of-three format (although there are no longer announcements or screen text between each round) and against a time limit, though you can alter these settings (and many others, such as the game’s difficulty) to your heart’s desire in the game’s options to suit your playstyle.

Attack with strikes, grapples, and combos to pummel a number of DC’s most recognisable characters.

If you’ve played the Mortal Kombat reboot then you’ll be immediately familiar with this game’s fighting mechanics and controls, although there are subtle differences: X, Y, and A are assigned to light, medium, and heavy strikes, for example, and may be either punches, kicks, or weapon-based melee attacks depending on which character you’re playing as. You can still grapple and throw your opponent with the Left Bumper (or X and Y and a directional input), dash towards or away from the opponent with a double tap of the directional pad (D-Pad), but now you must hold back on the D-Pad while standing or crouching to block, which can make blocking a bit trickier as sometimes you’ll simply walk or dash backwards when trying to block. If your opponent is crouch-blocking, you can land an attack by pressing towards and A for an Overhead Attack, and string together light, medium, and heavy attacks with directional inputs and your various special moves to pull off quick and easy combos. As is the standard for NetherRealm Studios’ releases these days, you can practise the game’s controls and mechanics as often as you like and take part in a very user-friendly tutorial to learn the basics of the game’s simple, but increasingly complex, fighting mechanics. You can also view your character’s moves, combos, special attacks, and “Character Power” from the pause menu at any time, allowing you to also see a range of information (such as where and how to pull of certain moves, the damage they inflict, and frame data).

Utilise Character Powers and the always-annoying Clash Breakers to whittle down your foe.

Each character has a range of special attacks that are unique to them; these mostly consist of certain projectiles or grapples and strikes but can also include various buffs for your character or to slow down your opponent. Each character also has a specific Character Power that is performed by pressing B; this sees Batman summon and attack with a swarm of bats, Oliver Queen/Green Arrow fire different trick arrows at his opponent, Doctor Harleen Quinzel/Harley Quinn gain various random buffs, and allows characters like Diana Prince/Wonder Woman and Rachel Roth/Raven to switch between different fighting styles and thus access different special attacks. While some Character Powers have a cool-down period, others don’t, but they can also be detrimental to you; for example, Slade Wilson/Deathstroke can briefly give his shots perfect aim but, once the Character Power is expended, he’ll miss every shot until it refills. Another new addition to the game is the annoying “Wager” system; when the Super Meter is filled up by two bars, you can press towards and RT when blocking an attack to play a quick mini game where you and your opponent select how much of your Super Meter to gamble. If you win, you’ll regain some health; if you lose, the opponent regains health; and if you tie then you both lose. Personally, if find these “Clash Breakers” even more annoying than the usual “Breakers” seen in the modern Mortal Kombat games as I never win them and they generally just unnecessarily prolong a fight (and, even worse, there’s no option to turn them off).

Different characters attack and interact in different ways according to their strengths.

In a bridge between the differing character movesets of Mortal Kombat and the “Variation” mechanic seen in Mortal Kombat X (NetherRealm Studios, 2013), Injustice features a limited “Class” system whereby characters are split into two camps: Gadget- or Power-class characters. Gadget characters are generally smaller, faster, and rely on various tricks and weapons in fights while Power-class characters are typically bigger, often slower, and rely more on brute strength. One of the main ways you’ll notice the difference between playing as, say, Barry Allen/The Flash and Cyrus Gold/Solomon Grundy is that they interact with the game’s fighting stages in different ways. As in Mortal Kombat X, you can press the Right Bumper when indicated to use (or attack your opponent with) various environmental hazards, such as firing missiles at them or knocking them into the background. But, whereas Superman will wrench a car out of the air and slam it on his opponent, someone like Dick Grayson/Nightwing will rig the same car to explode or somersault off the environment to get behind their foe rather than try to crush them with a wall.

In addition to powerful Super moves, you can bash your foe into new areas using stage transitions.

As you might naturally expect, there are no Fatalities or gruesome finishing moves in Injustice (not even “Heroic Brutalities”). However, when your Super Meter is full, you can still press LT and RT together to pull off a devastating Super Move; while you won’t see bones breaking and organs shattering like in Mortal Kombat’s X-Ray Moves, it’s still pretty fun to see Hal Jordan/Green Lantern transport his opponent to Oa to pummel them with his constructs, Ares shower his foe with arrows and stamp on them while grown to gigantic proportions, Arthur Curry/Aquaman force his enemy into the jaws of a ferocious shark, and Bane demolish his opposition with a series of throws and grapples, culminating in his iconic backbreaker. Another way the game separates itself from Mortal Kombat is stage transitions; when near the far edge of certain stages, you can hold back and A to wallop your opponent through the wall or off into the background where they’ll be smashed up, down, or across to an entirely new area of the stage which often allows more stage interactions and new stage transitions available for your use.

The story involves multiverse shenanigans against corrupted heroes and features some QTEs.

You might wonder exactly how someone like Louise Lincoln/Killer Frost can survive being blasting through the brick walls of Wayne Manor or go toe-to-toe with the likes of Doomsday but the game’s entertaining story mode explains that, on this alternative world, the tyrant-like Superman has developed special pills that bestow superhuman strength and dexterity to his generals. As is also the standard in NetherRealm’s titles, the story mode is broken down into twelve character-specific chapters, which is again a great way to experience a wide variety of the game’s roster (though Batman does feature as a playable character in two chapters, which seems a bit lazy). You can replay any chapter and fight you’ve cleared at any time, which is great, and skip through the cutscenes after they’ve loaded a bit, and the story mode isn’t all constant fighting either as you’re asked to pull off a handful of quick-time events (QTEs) at various points, such as blasting cars with Superman’s heat vision. The story is a fairly standard multiverse tale of the main canon heroes fighting against their corrupted or misled counterparts but it’s pretty fun and easy to blast through in no time at all.

Fight to earn XP and level-up, unlock additional perks and modes, and take on a series of challenges.

Every time you win a fight, you’ll earn experience points (XP) that will eventually level-up your character profile. This, and performing a certain number of specific attacks, playing through the story mode, and tackling the game’s other modes and mechanics, unlocks icons and backgrounds for your profile card as well as additional skins in certain circumstances. You’ll also be awarded “Armour Keys” and “Access Cards” to spend in the “Archives”, which allows you to unlock concept art, music, more skins, and certain boosts that will increase how much XP you earn, to name just one example. Like in Mortal Kombat, you can also take on ten opponents in arcade ladders in the “Battle” mode; these range from the basic tournament-style ladder to specific challenges against heroes, villains, or battling while poisoned, injured, or with certain buffs (such as a constantly full Super Meter or health falling from the sky). We’d see a similar system be incorporated into the “Towers” modes in later Mortal Kombat games and similar scenarios exist here, such as a survival mode, battling two opponents, or being forced to fight against the computer set to the hardest difficulty.

Graphics and Sound:
Like its violent sister-series, Injustice looks fantastic; there’s almost no difference between the high-quality story mode cutscenes and the in-fight graphics (which, again, makes it all the more frustrating that NetherRealm Studios insist on having character’s endings represented by partially-animated artwork and voiceovers), though it has to be said that the graphics are much more palatable when in a violent fight. I say this purely because I am not a big fan of some of Injustice’s character designs: The Flash looks a bit too “busy”, for example, and Batman’s suit (and cowl, especially) look really janky to me, though I love the representation of Green Lantern and Thaal Sinestro.

In addition to various intros, outros, and Wager dialogue, characters also take on battle damage.

Each character gets a nice little fitting intro and outro for each fight and, between rounds, will perform and quip a variety of taunts to the opponent. In a nice little touch, different character skins get different intros and outros; when playing as the evil Superman, for example, he enters and exits the fight differently to his more heroic counterpart. When playing as different skins, like John Stewart or Hank Henshaw/Cyborg Superman, you’ll also be treated to slightly different dialogue and animations, which is a much-appreciated touch on the developer’s part. Although there aren’t any character-specific interactions in the intros, there are during the Wager cutscenes and, even better, both characters and the arenas will accrue battle damage as the fight progresses! This means that you’ll not only see Selina Kyle/Catwoman’s cat suit rip and her skin be blemished by bruises and blood but arenas will degenerate or change around you the more damage you dish out, which can also allow different intractable options to become available to you.

Stages include a range of recognisable DC locations and take damage as you fight.

Speaking of the stages, Injustice really goes above and beyond to make the best use of the DC license; while it’s a little disappointing to see Arkham Asylum and Wayne Manor feature twice in the game, they are made distinctive by having Joker-ised and night-time variants, respectively (and also being clearly modelled after, and featuring cameos by, the Batman: Arkham (Rocksteady Studios/Various, 2009 to 2015) videogames and villains). Additionally, the use of stage transitions really helps to add a whole new dimension to combat, with some stages featuring more than others (or even none at all), to help ensure that every fight can be a little different. Stages also feature a bevy of other little cameos and DC references, such as the Fortress of Solitude being clearly modelled after Superman (Donner, 1978) while also featuring a portal to the Phantom Zone and a cameo from Starro the Conqueror. Similarly, J’onn J’onnz/Martian Manhunter floats in the background of the Watchtower space station, Floyd Lawton/Deadshot is just hanging out at Stryker’s prison, and Amazons are preparing a boat to launch on Themyscira. Every single stage has a number of intractable elements and changes as you fight, cause damage, or smash foes around, with Gotham City being my favourite as you can battle on the roof with the Bat-Signal and then down to the grimy streets below and then blast your foe back up to the roof using a nearby truck!

Enemies and Bosses:
Injustice helpfully separates its character-selection screen into heroes (on the left) and villains (on the right) but, despite their different alignments (and that their loyalties change due to the multiverse shenanigans of the story), every single one of them will be an enemy of yours at some point as you play through the story, Battles, S.T.A.R. Labs missions, and on- or offline. Consequently, it’s worth keeping track of which character suits your playstyle as some have easier combos and special moves to pull off compared to others, or more useful Super Moves and Character Powers.

Play as, and against, the game’s characters to learn their strengths, weaknesses, and skills.

Additionally, the Class system should also be factored in; Lex Luthor, Doomsday, and Solomon Gundy may be powerful and capable of gaining armour to tank through attacks but they’re also a lot slower on their feet and with their jumps. Superman and Shiera Hall/Hawkgirl are much faster Power-class characters but can also have their own drawbacks at times depending on your playstyle (Superman’s Character Power, for example, simply powers up his attacks rather than being a more offensive move like, say, Areas being able to conjure massive magical weapons). Personally, I tend to lean more towards Gadget-based characters, like Nightwing (who can switch between using quick batons or a longer bo staff to attack) or Green Arrow (whose arrows and bow allow for both ranged attacks and blindingly fast melee attacks).

Take on the corrupted Superman and banish him to the Phantom Zone for his crimes!

Unlike Mortal Kombat, Injustice doesn’t really feature any secret or hidden fights or unplayable sub-bosses or boss characters; the story mode and basic arcade ladder culminates in a battle against the corrupted Superman that is a far fairer and more competitive fight compared to the finales of NetherRealm’s recent Mortal Kombat games. While Superman is definitely a bit more of an aggressive foe, even on the game’s easiest difficulty, he doesn’t gain inexplicable armour, can be stunned, and doesn’t deal ungodly amounts of damage or spam his attacks like a cheap bitch. Additionally, he doesn’t transform into some monstrous final form and, instead, the final battle is a far better use of the skills you’ve built up through regular gameplay rather than forcing you to resort to cheap tactics and tricks.

Power-Ups and Bonuses:
Because it lacks a “Test Your Luck” mode and “Kombat Kodes” for multiplayer fights, there aren’t really any in-game power-ups available to you outside of the various status effects seen in the Battle mode. As before, though, some characters can gain in-game buffs with their special attacks and Character Powers: Lex Luthor, for example, can erect a shield, Doomsday can cover himself in impenetrable armour for a brief period, and Solomon Grundy slows time down and drains his opponent’s health with his swamp gas. However, you’ll earn yourself additional XP if you mix up your fighting style and take advantage of stage interactions and transitions, which will allow you to unlock further customisation options for your profile card, and you can also earn additional skins and rewards by playing and linking up to the mobile version of the game.

Additional Features:
There are fifty Achievements up for grabs in Injustice, with three of which being directly tied to the story mode (50- and 100% completion and succeeding at all of the QTE mini games). Others are tied to the game’s online modes, levelling-up to specific levels, customising your profile card, and finishing Classic Battle with one (and every) character. There are also some character-specific Achievements on offer, including performing every character’s Super Move or a ten-hit combat and winning a fight using only arrows as Green Arrow, or landing at least twelve shots without missing as Deathstroke. Batman is the only character to have two specific Achievements tied to him, though, as you’ll get some G for winning a match using all of his special moves and his Super Moves and for defeating every villain as him.

Injustice included some surprising DLC fighters; even Scorpion showed up!

Another standard of NetherRealm Studios is their addition of further skins and characters through DLC; you can get skins to play as John Stewart, Cyborg Superman, and the Flashpoint (Johns, et al, 2011) Batman, among others, and they’re all easily applicable when selecting a character (no need for extraneous “Gear” here). While the game’s DLC characters have no additional Achievements tied to them, Injustice included some fun and interesting extra fighters; Lobo, General Dru-Zod (who also sports his Man of Steel (Snyder, 2013) look as a skin), Barbara Gordon/Batgirl, Zatanna Zatara, and the Martian Manhunter were all great choices to add to the roster and it was nice to see NetherRealm Studios exercise a little restraint and not overload the DLC with additional Batman characters. By far the most exciting DLC fighter was the inclusion of Scorpion, who sports a Jim Lee redesign and began a trend of DC and Mortal Kombat characters appearing in each other’s games.

Take your fight online or complete a series of increasingly tricky S.T.AR. Labs challenges.

When you’ve had enough of the story mode and regular battle options, you can take the fight online in a series of matches; here; you can participate in ranked and unranked fights and “King of the Hill” tournaments where you watch other players fight until it’s your turn and bet on who’s going to win. The S.T.A.R. Labs missions will also keep us offline, solo players occupied for some time; these are expanded upon when you download the DLC fighters, which is much appreciated and, similar to Mortal Kombat’s “Challenge Tower” mode, basically serve as extended tutorials for each of the game’s characters. You’ll take on ten character-specific missions, with each one getting a little bit of text and maybe a picture to set the context of the mission, and these range from performing certain combos or attacks, winning fights, or completing tricky challenges (such as guiding Catwoman’s cat through laser trip wires, avoiding damage or debris, or racing against Superman).

The Summary:
Injustice: Gods Among Us is a far better marriage of Mortal Kombat and DC Comics than Mortal Kombat vs. DC Universe and a fantastic expansion of the gameplay mechanics and features NetherRealm Studios revitalised their violent fighting game series with in Mortal Kombat (2009). While Injustice is obviously not as gory or violent as its sister-series, that doesn’t make it any less fun and it’s still a very brutal fighter; the Super Moves, especially, and certain character’s outros (such as the Joker’s) are definitely in the Mortal Kombat mould. With gorgeous in-game graphics, a fantastic amount of variety thanks to all of the character’s different special attacks and gameplay mechanics and the stage transitions, and a simple to learn, easy to master fighting system, Injustice is an extremely enjoyable game for anyone who’s a fan of either franchise or fighting games in general. The story is a breeze to get through (thought it is essentially every basic multiverse story ever told in comics) and nicely varied with some QTE sequences; the S.T.A.R. Labs missions and different arcade ladders are much more enjoyable and challenging than in its sister-series and there are plenty of character options, variety, and unlockables to keep you busy. Best of all, the game isn’t bogged down by endless grinding to unlock Gear, skins, or other perks and is a much more user-friendly and accessible fighting game, and overall experience, than its sequel.

My Rating:

Rating: 4 out of 5.

Great Stuff

Were you a fan of Injustice: Gods Among Us? What did you think to it as a blend of Mortal Kombat and DC Comics? What were your thoughts on the game’s story and its depiction of a parallel world terrorised by a corrupted Superman? Which of the game’s fighters was your favourite and why? Did you buy the base game and all the DLC packs separately or did you pick up the Ultimate Edition when it released later? What did you think to the additional DLC characters and skins? Were there any characters or features missing from the game for you? Which DC Comics videogame, movie, comic, or other piece of media is your favourite? Are you a fan of multiverse stories and crossovers? Whatever you think about Injustice, leave a comment down below and be sure to check back in next Wednesday for more Crossover Crisis content!

Talking Movies: The Batman

Released: 4 March 2022
Director: Matt Reeves
Distributor:
Warner Bros. Pictures
Budget: $100 million
Stars:
Robert Pattinson, Zoë Kravitz, Paul Dano, Jeffrey Wright, Colin Farrell, and Andy Serkis

The Plot:
During his second year of fighting crime, traumatised billionaire socialite Bruce Wayne (Pattinson) struggles to balance rage with righteousness as he investigates a disturbing mystery that has terrorised Gotham City. During his pursuit of the sadistic Edward Nashton/The Riddler (Dano), the Batman is forced to make new, unlikely allies to bring the corrupt to justice.

The Background:
Ever since his debut in Detective Comics, the Batman has been a popular staple of DC Comics and no stranger to adaptation. The Caped Crusader and his faithful sidekick, Dick Grayson/Robin, first appeared in live-action in a black-and-white serial back in 1943, but it was his outrageously vibrant adventures in the sixties that arguably catapulted the grim vigilante into a cultural icon. Writers such as Frank Miller helped to return Batman to his darker roots, and his mainstream perception was changed forever thanks to the grim and gritty Batman (Burton, 1989); though the character would revisit his campier roots in the latenineties, auteur Christopher Nolan and method actor Christian Bale brought the Dark Knight back on track with an extremely successful and influential trilogy of Batman films that grounded the theatrical vigilante in a hyperreality. However, following the outrageous success of the Marvel Cinematic Universe, Warner Bros. were eager to establish their own interconnected cinematic universe; Man of Steel (Snyder, 2013) was to be their first step in this process; however, a series of missteps and underhanded decisions saw the studio backpedal and re-evaluate their strategy to make the bizarre decision to tell standalone stories alongside interconnected films.

With Affleck out, Warner Bros. decided to recast and start over with a new solo Batman movie.

Initially, The Batman was to be solo project for Ben Affleck; however, the actor left the project after becoming disinterested in the character, production, and Warner’s treatment of director Zack Snyder. Director and lifelong Batman fan Matt Reeves replaced Affleck as director and reworked the script to focus on Batman’s second year of crimefighting and crafting a neo-noir story the focused on the character’s rage and detective skills. Former teen heartthrob-turned-method actor Robert Pattinson replaced Affleck and immediately tackled the role with a grim enthusiasm to undergo a physical and mental transformation and was encouraged by Bale to ignore criticism regarding his casting. Colin Farrell underwent an even more extreme transformation to play a new version of crime boss Oswald Cobblepott/The Penquin, and the film was clearly established as being separate from the existing DC live-action continuity. Reeves strived to incorporate horror elements and a stylistic noir tone to his film, and costume designer Jacqueline Durran drew inspiration from multiple Batman stories and interpretations to create a homemade look for the Batsuit. After being delayed due to the COVID-19 pandemic, The Batman finally released earlier this month; as of this writing, the film has made over $300 million at the box office and has been met with near-unanimous praise; critics lauded the film’s ambiance and gritty noir feel, Pattinson’s grim performance was celebrated, and it was largely heralded as being one of the most gripping and compelling superhero films to date. Even before the film was released, the cast and crew revealed that The Batman was intended to be the first of a new trilogy of films and although a planned GCPD spin-off was recently cancelled, development has already started on spin-off television shows focusing on Arkham Hospital and the Penguin, respectively.

The Review:
Like many, I was somewhat sceptical going into The Batman, but probably for very different reasons; as much as I disagree with many of the choices made in the DCEU, and the direction Snyder took the films, at least we were finally getting DC movies where these wonderful characters actually co-existing and interacted. Now, though, Warner Bros. seem to think that it’s perfectly acceptable and understandable to have different variations of Batman onscreen at the same time, which is a far cry from the infamous “Bat Embargo” they usually place on their property. While I can just about get my head around this, I wonder how many in the casual audience will get that this Batman and this new world isn’t part of the DCEU as we know it, and is unrelated to the Ben Affleck and Michael Keaton Batmen that are in that universe. Personally, I feel things would’ve been much simpler if Warner Bros. had pushed for a new Batman solo film after Man of Steel, or simply recast Affleck with another grizzled veteran and retooled their script. However, I had no doubts about Robert Pattinson; he’s successfully reinvented himself as a high calibre actor and, at this point, I’m resigned to just hoping that these DC movies will be enjoyable in their bubbles and trying to ignore the absolute mess of the DC multiverse.

The film explores little of Bruce’s backstory and instead picks up with him in a dark mental state.

Similar to Batman and Batman v Superman: Dawn of Justice (Snyder, 2016), The Batman begins with Bruce having been active as Gotham City’s bat-themed vigilante for some time. Specifically, he’s in his second year of crimefighting and is already relatively well established as a vigilante; many in the Gotham City Police Department (GCPD) and positions of authority are aware of him and do not approve of his methods, but the city’s such a corrupt and rotting cesspool that there’s really not much of an effort being made to bring him in. Unlike pretty much every single interpretation of the Batman, however, we are spared a recreation of the night Bruce’s parents are killed; their deaths are still mentioned, and are a pivotal part of the plot, Bruce’s motivation, and the city, but the film very much takes inspiration from Spider-Man: Homecoming (Watts, 2017) and assumes that the audience will have a working knowledge of who Batman is and how he came to be. Obviously, for myself and a lot of us, this is the case, but if you’re new to the Batman than you might struggle a little bit with understanding exactly why Bruce was driven to such extremes. The film, in many ways, is framed as though you’ve picked up a random issue of DC Comics; it drops you right into this hellhole of a city and forces you along this intense investigation with a haunted young man who stalks the streets night after night. one thing I really enjoyed was the use of Bruce’s voiceover and the depiction of him keeping track of his nightly activities in a journal, two things which are common staples of the character in the comics and really help to reinforce the film’s seventies-inspired crime noir feel, though Pattinson’s narration dies down for the majority of the film, so that one explicit window into his mindset is shut off from us and the film instead becomes a masterful exercise in subtlety and body language. This is a very different Batman from the ones that have come before, one that is both new and familiar in a lot of ways; like Michael Keaton, he rarely speaks and, when he does, it’s in a hushed whisper. Like Christian Bale, he clearly put his Batsuit together and is still finding his way as Gotham’s protector, and he has a physical intensity not unlike Ben Affleck but fuelled by a rage so intense that it’s almost surprising to find he has such a strong moral code against guns and killing. This Batman is also firmly grounded in the real world, perhaps even more so than Bale’s; it’s suggested that, rather than travelling the world to learn crimefighting and solving methods, he was trained to fight by his faithful butler, Alfred Pennyworth (Serkis), but he also demonstrates an extremely keen mind.

Apart from Gordon, Batman’s relationship with the GCPD is as strained as Bruce’s with Alfred.

More than any other Batman, this Batman is a detective; he works closely with Lieutenant Jim Gordon (Wright), who vouches for him, allows him access to crime scenes, and even calls for him using a makeshift signal atop a seemingly abandoned skyscraper. Batman’s relationship with Gordon is easily the closest ever seen on film; the two have a clear trust and respect for each other, and feel that the system is so broken that they have no choice but to turn to the other (one an extreme vigilante, the other one of the city’s few honest cops). Despite the disapproval of his peers and superiors, Gordon constantly stresses that the Batman is their ally and he even colludes with the brooding vigilante to help him escape police custody. Gordon is depicted as a jaded and bleak individual who’s clearly seen too much death and corruption in Gotham and is near the end of his tether, yet he continues to fight on for justice; we don’t explicitly learn much about his personal life outside of work, but it was pretty great to see the two literally teaming up to investigate clues and having a relationship that’s much more equal than in other interpretations. On the flip side, we really don’t get many interactions between Bruce and Alfred; clearly inspired by Batman: Earth One (Johns, et al, 2012 to 2021) and more than a little reminiscent of Sean Pertwee’s take on the character, Alfred clearly fully supports Bruce’s endeavours as Batman but, like other versions of the character, is dismayed to find that Bruce’s nightly jaunts have all but consumed his life. Indeed, this is truer here than of any other Batman; Bruce Wayne is merely a brooding shell of a man, one who is rarely seen in public and has made no efforts to put his wealth towards improving the city, and Alfred is dismayed that the young billionaire is letting his family’s legacy go to waste in favour of pummelling thugs as Batman. Having said that, though, Alfred assists in looking into the Riddler’s ciphers and helps Bruce to figure out clues to the madman’s next victims, and Bruce is delivered an unexpected blow when his last remaining member, whom he has long shunned, is critically injured after the Riddler targets Bruce Wayne. Bruce’s anger at this turns to feelings of betrayal, and finally appreciation for his elderly butler, after he learns that his father, Thomas Wayne (Luke Roberts), got caught up in Gotham’s underworld during his mayoral campaign.

Batman’s investigation leads to him crossing paths with numerous shady characters and tentative allies.

Similar to some modern Batman storylines, and Joker (Phillips, 2019), Thomas Wayne’s normally morally upstanding reputation is called into question after he is duty-bound to save mob boss Carmine Falcone’s (John Turturro) life and then to turn to the gangster to help keep a scandal under wraps. Though Bruce initially believes that Alfred has lied to him about this and that his father was as corrupt as the city’s system, he’s grief-stricken to learn that Falcone took extreme measures simply to have leverage over Thomas and that his parents were killed as a result. A prominent discussion point in the media, this Batman has taken the concept of inspiring fear into criminals and dialled it up to eleven; brutal and intimidating, he stalks his prey from the shadows and then engages with them, unarmed, with little regard for his own safety. He’ll take on gangs of thugs in the subway as readily as barging into the Iceberg Lounge to get answers from Oswald Cobblepott/Oz/The Penguin (an absolutely unrecognisable Colin Farrell), and utilises minimal gadgets beyond his tough and durable Batsuit, grapple gun, and somewhat unrealistic contact lenses (which record everything he sees and hears). It’s in the Iceberg Lounge that he first crosses paths with Selina Kyle (Kravitz) who, in just one of many homages to Batman: Year One (Miller, et al, 1985), is a working girl, barmaid, and frequent arm candy for some of Gotham’s seedier individuals. Selina is drawn to donning a figure-hugging catsuit in order to retrieve the passport of her friend and lover, Annika Koslov (Hana Hrzic), which one of the Riddler’s victims had taken to keep her quiet about her knowledge of Falcone’s illicit activities, and she ends up forming a rocky alliance with the Batman in order to track Annika down when she goes missing. Similar to Anne Hathaway’s take on the character, Kravitz never actually uses the pseudonym Catwoman, but she is depicted as a slick, cat-loving opportunist who is more than capable of fending for herself in a fight. Her vendetta against Falcone is deeply personal; she feels he owes her a shit-load of money after what he did to her mother and is so driven to making him pay for his actions that she’s willing to kill himself, which causes tension between her and Batman, who cannot abide the senseless taking of lives.

This version of the Riddler is a twisted psycho looking to expose Gotham’s corrupt system.

Speaking of which, Gotham City, already a powder keg of anarchy and crime, is gripped with fear when the absolutely terrifying and psychotic Riddler begins targeting prominent members of the city government and posting viral messages and threats in a bid to expose how corrupt the city’s system is. Garbed in a hunting jacket and masking his face behind a gruesome visage, the Riddler takes more than a little inspiration from the real-life Zodiac Killer to create a version of the character that is far beyond anything I’ve ever seen before. The closest analogy I could draw was with the Riddler seen in the Batman: Arkham videogames (Various, 2009 to present) and a mixture of “John Doe” (Kevin Spacey) from Seven (Fincher, 1995) and John Kramer/Jigsaw from the Saw franchise (Various, 2004 to 2021), which honestly was exactly what I was hoping for for this film considering how heavily inspired the city and the presentation is by Seven. The Riddler is an unhinged psychopath who stalks his victims from afar and either bludgeons them to death or rigs them up to ghastly death traps to be eaten alive by rats or serve as a veritable suicide bomber; his televised threats are an incoherent and frightening example of a mind twisted and snapped, and his tendency towards leaving riddles and ciphers bamboozles the GCPD and hints at a deeper corruption within Gotham. The Riddler specifically addresses these puzzles to the Batman and comes to see the Dark Knight as his intellectual equal; in actual fact, the Riddler is so warped that he believes the Batman is his partner, an accomplice who can perform the physical tasks he (as in the Riddler) is incapable of, and his plot to expose Gotham even goes as far as to not only target Bruce Wayne but to flooding the city and recruiting a number of likeminded lookalikes to assassinate mayoral candidate Bella Reál (Jayme Lawson).

The Nitty-Gritty:
Although it starts in a very subdued manner, The Batman quickly escalates into an intense and gritty noir-style thriller than showcases a side to the Batman that we’ve really never seen before. Accompanied by a dark, haunting orchestral score from Michael Giacchino, this Batman is drawn into the Riddler’s twisted plot and spends the majority of the film attempting to figure out what the madman is doing and who his next target is. Perhaps more than any other Batman before him, Bruce has become obsessed, utterly lost, in his vigilante persona; he can no longer differentiate between day and night, sleepwalks through life as Bruce Wayne, and even pushes Alfred away all in service of his fixation on trying to salvage what’s left of Gotham City from the criminals and the corrupt. Consequently, this really isn’t a movie where you learn much, if anything, about Bruce Wayne; the differentiation between his private, personal, and vigilante life is practically non-existent and Pattinson spends almost the entire movie in the cape and cowl of the Batman. Furthermore, although he’s referred to as “The Batman” by the Riddler and the media, Batman actually believes himself to be vengeance personified, to the point where the Penguin and Selina both frequently refer to him as “Vengeance”, which is all part of the character’s larger story arc where he realises that he is actually making an impact in the city not just as an instrument of fear and revenge but also as a symbol of hope. The Batman may very well be the most visually interesting and stylistically aesthetic Batman movie ever made; every shot is like a work of art, with the camera frequently utilising odd angles and long, lingering shots to really sell the atmosphere of Gotham City and the character of the Batman.

This is a very back-to-basics approach to the character, and his suit and gadgets reflect that.

Gotham is shot almost entirely at night and in the rain; it is a moody, gritty, and dangerous city that feels like it’s on the brink of total collapse at all times. It feels very much like the cesspit seen in Joker and the grimy streets of Batman Begins’ (Nolan, 2005) Narrows but, again, dialled up to eleven. There are some shots of the city at sunrise and sunset, but there’s hardly any scenes that take place in the daytime, all of which really helps to make Gotham feel like an absolute hellhole and really helps sell the idea that Batman is facing an uphill battle. Previously, Batman Begins delivered easily the most grounded and realistic take on the title character ever seen, but The Batman takes that even further; many aspects remind me of director Darren Aronfosky’s God-awful pitch from back in the day, but these elements have thankfully been tweaked with clear inspirations from Year One, Earth One, and Batman: Zero Year (Snyder, 2013 to 2014) that show Bruce operating out of a subway beneath Wayne Tower rather than a more conventional Batcave or Wayne Manor and largely bereft of his usual gadgets and unparalleled efficiency. Even two years into his career, this Batman remains a flawed character; though extremely intelligent, driven, and observant, his body is riddled with bruises and scars and he takes quite a beating during the film’s vicious fight scenes. Although we don’t get a step-by-step insight into Bruce’s trauma and transformation into the Batman, much of this is wonderfully conveyed through Pattinson’s body language and demeanour; he is clearly a haunted, broken man filled with rage and desperate to protect others from the pain that has all-but crippled him. More than any other Batman, he says an awful lot just with a glare of his eyes and his mere presence is enough to leave roomfuls of people, even those already familiar with him, speechless. This is only aided by his absolutely fantastic Batsuit; clearly cobbled together by himself, presumably using some of the resources afforded by his wealth, his Batsuit is as realistically believable as the rest of the film, comprised of an armoured outer shell and a variety of practical gadgets such as his trusty grapple line (hidden in his wrist) and a gliding suit built into his cape. Batman’s use of gadgets is refreshingly limited; he uses the vague bat-shaped symbol on his chest as a cutting tool and has a taser function built into his gauntlets, but he isn’t busting out high-tech equipment at every opportunity and is largely reliant upon a torch and his grapple line. Taking inspiration from the likes of Gotham by Gaslight (Augustyn, et al, 1989) and Batman: Arkham Origins (WB Games Montréal, 2013), this Batsuit is surprisingly flexible and durable; Batman regularly tanks gunshots but can flip and swing about with ease, making him an agile and dangerous enemy to Gotham’s criminals. The only part of it I didn’t really like was the cowl, which seemed a bit too leathery and like it wouldn’t really protect him from headshots, but the suit is constantly shot in a way that makes it fearsome and impressive to behold.

Batman’s monstrous car and grim determination lead him towards a suitably dramatic finale.

Though Batman utilises a motorcycle for much of the film, he does bust out an absolutely mental rendition of the Batmobile; essentially a supped-up muscle car with a jet engine on the back, the Batmobile is like a roaring beast that tears through the rain-slick streets in a thrilling chase to run down the Penguin and a far cry from the overly tech-laden Batmobiles of the past. Also impressive are the make-up effects used to literally transform Colin Farrell into the bulbous, grotesque Penguin; portrayed as an underling of Falcone and proprietor of the Iceberg Lounge, the Penguin is a gruesome gangster who aspires to usurp Falcone’s position as Gotham’s top crime boss. As much as I would’ve liked to see someone like Ray Winstone take on the iconic role, Farrell absolutely steals the show in every scene he’s in, portraying the Penguin as a sleazy and manic mobster who seems to relish Gotham’s descent into freakish anarchy. Although not seen without his mask until quite late into the film, Paul Dano makes for a terrifying take on the Riddler; this isn’t Frank Gorshin’s madcap camp or Jim Carrey’s zany buffoonery, this is a Riddler who is dangerous and sadistic and empowered by his anonymity. Like Bruce, he has completely lost himself to his masked persona and addicted to the rush of breaking and taunting others, and is so far gone that he wants to literally wash away Gotham’s sins by flooding the city. This results in a finale where Batman is effectively powerless to stop the Riddler’s mad scheme and, instead, transforms into a symbol of hope for the terrified and endangered citizens. Although he gets plenty of opportunities to smash up the Riddler’s lookalikes, it’s his heroic actions in leading trapped civilians to safety that marks the turning point for Batman’s character, and potentially will result in him further refining his approach and mindset in a sequel. Although sequel bait is kept largely to a minimum and the focus is clearly on making an intense standalone film, The Batman definitely leaves the door open for continuations; the plot only scratches the surface of the corruption and degradation that threatens Gotha, there’s little hints and references towards the Court of Owls and even Doctor Thomas Elliot/Hush, and the filmmakers just couldn’t help themselves from included a brief, somewhat obscured cameo by Barry Keoghan as a maniacal Arkham inmate who proposed a team-up with the incarcerated Riddler.

The Summary:
As I said, there were doubts heading into The Batman simply because I’m tired of seeing Batman and other DC superheroes existing in self-contained worlds and am eager to see them interacting with each other. However, from the moment the first trailer dropped, I could tell that this was going to be a very different Batman movie from anything we’d seen before, and it certainly was that! “Intense” is the best word I can use to describe this film, which is so dark and gritty and so full of rage and brooding bleakness that you’d bee forgiven you’d walked into a crime thriller like Seven. This, however, is exactly what I’ve been waiting to see from Batman; a back-to-basics detective story where the Batman is met with suspicion, isn’t surrounded by high-tech gadgets, and is simply a broken man trying to fight an uphill battle against crime and corruption. Robert Pattinson brought an intensity to the role that rivals that of Christian Bale, clocking up so much time in the suit and maintaining a ferocity in and out of the cowl that paints Bruce Wayne in a very different light. While newcomers to Batman may be left wanting to know more about Bruce (it’s not even stated why he chooses the iconography of a bat here), a lifelong Bat-fan such as myself really appreciated that we just jumped head-first into the story and largely stuck with the Dark Knight throughout the story. The greater screen time afforded to Jim Gordon was very much appreciated, and more than maybe up for Alfred’s comparatively smaller role, and I loved how grimy and desolate the city was. The portrayal of the Penguin and, especially, the Riddler was fantastic; both actors really threw themselves into the roles and changed the assumed perception of the characters, transforming the Riddler into a calculating, sadistic psychopath and really bringing an intellectual challenge to the Batman. With so much room left to explore, I can’t wait to return to this gloomy new Bat-world and see what else can be done with this version of the character, which easily makes it to the number two spot for me (I still have to give the number one spot to Christian Bale for delivering an overall unmatched performance as Bruce/Batman).

My Rating:

Rating: 5 out of 5.

Fantastic

What did you think to The Batman:? How do you feel it compared to other live-action versions of the character? Were you impressed with Robert Pattinson’s performance or are you too short-sighted to give up on your precious Ben Affleck? What did you think to the Batsuit, his car, gadgets, and setup? Did you enjoy the reinterpretation of the Riddler and Colin Farrell’s transformation into the Penguin? What did you think to the mystery, the noir-style presentation, and the inclusion of Catwoman? Which villains or story arcs would you like to see utilised in potential sequels? Whatever your thoughts on The Batman, or Batman in general, please sign up to leave a comment below or leave a reply on my social media, and be sure to come back for my Batman content later in the year.

Back Issues: Batman: Year One

Story Titles: “Chapter One: Who I Am – How I Come to Be”, “Chapter Two: War Is Declared”, “Chapter Three: Black Dawn”, and “Chapter Four: Friend in Need”
Published: February 1987 to May 1987
Writer: Frank Miller
Artist: David Mazzucchelli

The Background:
Capitalising on the success of Clark Kent/Superman’s debut, artist Bob Kane drew up a design for a new masked crimefighter, the “Bat-Man”. Thanks to the tireless and long-suppressed work of artist Bill Finger, the Bat-Man was transformed into the figure who would become a mainstream cultural icon. Over the many years since his debut, however, Batman underwent significant changes and alterations to his character and supporting cast; he gained a kid sidekick to appear more appealing to younger readers and was transformed into a much softer, more fantastical character. Indeed, although writers like Dennis O’Neil helped to rectify this in the 1970s, it’s safe to say that Batman’s image had been tainted somewhat by the glorious camp (and incredibly popular) 1960s television show. After wiping their continuity mostly clean in the Crisis on Infinite Earths (Wolfman, et al, 1985 to 1986), DC Comics sought to retell the origins of many of their most popular characters, with Batman being chief among them. Following his mainstream success with his work on Daredevil, writer and artist Frank Miller signed a contract with DC Comics that led not only to his seminal Batman: The Dark Knight Returns (Miller, et al, 1986) but also a revamped origin for the Dark Knight. Assured he would be given full creative control, Miller expanded upon Batman’s original story to craft one of the most lauded and well-regarded Batman stories that would go on to influence numerous Batman films, stories, and interpretations for years to come.

The Review:
Batman: Year One is as much a story about James “Jim” Gordon as it is about Bruce Wayne’s first appearance as the Batman. The story is split between the two men and their separate narratives, with each having their own distinct text boxes, perspectives, and experiences within Gotham City. This helps to show the parallels between the two and how they are both driven to extremes due to the city’s bleak, depressing, and corrupt nature and we see their differing perspectives right off the bat (no pun intended) with their respective arrivals in the city in January. Lieutenant Gordon, who has just transferred to Gotham and whose wife Barbara (not that Barbara) is currently pregnant with their first child, laments the state of the city, which he experiences first-hand by mistakenly arriving by train. Twenty-five-year-old Bruce, however, thinks the exact opposite; he wishes that he’d arrived by train to “see the enemy” rather than by air, where the city almost looks civilised. While Bruce is mobbed by reporters desperate for the story of his twelve year absence from Gotham, Gordon is met at the train station by the hulking Detective Arnold Flass, who assures him that “cops got it made in Gotham”.

Both Bruce and Gordon struggle with the harsh nature of Gotham City.

While Gordon grits his teeth through his first meeting with the detestable Commissioner Gillian Loeb, Bruce returns to his familial home, Wayne Manor, and his faithful butler, Alfred Pennyworth. Bruce spends the next month or so mentally preparing himself for the task ahead of him; physically, he’s well-trained and highly capable, able to smash through bricks and topple a tree with a single kick, but he feels something is missing for his plans for Gotham. Gordon, however, is immediately introduced to the ugly side of Gotham’s police force as Flass randomly assaults a group of youths for no good reason at all. Gordon keeps his opinions to himself but takes care to study Flass’ movements and physical capabilities for later, but soon finds himself under suspicion as Flass disagrees with his morals. Having brought this to Loeb’s attention, Flass is given permission to put a beating on Gordon in an effort to teach him how important it is to “fit in” in Gotham. Although Gordon has a military background, it has, in his words, “been a while” and, while he puts up a good fight, he takes a bit of a beating from a few masked assailants wielding baseball bats. Riled up, Gordon heads over to Flass’ favourite bar and runs his drunk-ass off the road. Tossing his gun aside, Gordon offers Flass a baseball bat as a “handicap” and sets about taking the big man to school. Beaten and left naked and cuffed in the snow, Gordon feels confident that he has taught Flass not to mess with him again.

Bruce’s first night goes pretty bad, leading to him assuming a frightening persona.

Coincidentally enough, this occurs on the very first night that Bruce attempts to strike back at the city’s criminal underworld; disguising his identity with some make-up and a fake scar, he goes out looking for trouble in the Red Light District and ends up taking a beating of his own. Stabbed in the leg, mauled by a cat-like prostitute, and shot by some of Gotham’s finest, Bruce manages to escape police custody and, with his last ounce of strength, stumble back to Wayne Manor. Bleeding out, he contemplates his failures and begs his deceased father, Doctor Thomas Wayne, for guidance on how to do better and to strike fear into the hearts of criminals. Tormented at having witnessed the brutal and random deaths of his parents as a small boy, he resolves to let himself die unless he can find the answer and, at that moment, a gigantic bat crashes through the window of his study. Just like that, Bruce has his answer and vows to “become a bat”. By April, Gordon has built up something of a reputation as a soft touch, which brings him into direct opposition with Sergeant Branden of Special Weapons and Tactics (S.W.A.T.) and the support of the press (which makes reprimanding him extremely difficult for Loeb). Gordon’s mounting aggravation and depression at bringing his wife and pregnant child to such a cesspit is interrupted by reports of a “giant bat” in the city as, across town, the Batman makes his dramatic first appearance. Thanks to his fearsome appearance and an animalistic growl, Batman is able to frighten a group of thieves a little too well as one of them topples over the edge of the balcony they’re on. So determined is Batman to keep the perp from falling to his death that he puts himself at risk to save the guy’s life and only manages to come out of it relatively unscathed due to his adaptability, strength, sheer for of will, and (as he chastises himself) a great deal of luck.

Batman threatens the city’s mobsters but runs afoul of the trigger-happy police.

To ensure that the criminals and corrupt know that they are living on borrowed time, Batman makes a dramatic show of himself at a dinner function hosted by noted mob boss Carmine “The Roman” Falcone and attended by corrupt commission Loeb. News of the Batman, of course, reaches the Gotham police department; Flass is just one of the officers to have encountered the vigilante, who is widely regarded as a horrific, winged demon. Ordered by Loeb to bring Batman in, Gordon’s efforts are met with failure; staged muggings go without incident and Falcone is left humiliated in his own chambers, and not just because of Batman’s wily prowess as Assistant District Attorney Harvey Dent has entered into a secret alliance with the Dark Knight. Batman and Gordon’s paths finally cross when the two both risk their lives to save a homeless woman from being run down by a truck. Despite Batman’s heroic actions, Gordon orders his men to take the vigilante alive; however, Batman receives a bullet to the leg and is quickly left trapped and wounded thanks to Branden laying waste to the building he’s hiding in. The spreading fires destroy Batman’s utility belt and leave him with only his wits and ninja training to survive, which are more than enough to pick off the S.W.A.T. team one by one despite his leg wound. Cornered and running out of tricks, however, Batman is barely able to avoid another round of gunfire but manages to elude capture by attracting a flock of bats all the way from Wayne Manor that cover his escape, leave many of the cops and bystanders in hospital, and go a long way to adding to the Batman’s dramatic mystique.

Gordon’s efforts to uncover Batman’s identity lead him into a passionate affair.

Humiliated by this incident, Gordon increases his efforts in trying to decipher the Batman’s true identity. Initially suspicious of Dent, it is Detective Sarah Essen who nudges his attentions towards Bruce Wayne because of his wealth and traumatic childhood. Over the course of the last few months and pages, the two have grown extremely close since Gordon is spending more and more time at work and trying to shield Barbara from the atrocities in Gotham. This leads to a passionate affair between the two that Gordon immediately hates himself for; his guilt is matched only by his confusion regarding Batman, who is clearly taking the law into his own hands and yet may very well be the most righteous and incorruptible person in the city. Bruce, however, is able to throw Gordon’s suspicions off by playing up the role of a wealthy, bored socialite but, after Batman’s efforts see Flass incarcerated for taking part in a massive drug operation, Loeb threatens to expose the Lieutenant’s affair to his wife.

Bruce saves Gordon’s son and gains a valuable ally in the process.

Although he already ended the affair, Gordon decides to admit to his wrongdoings to his wife in order to begin repairing his marriage (something also aided by the birth of their son, James Junior) and to dispel any leverage the corrupt have over him. Batman’s world, however, becomes a little more complicated when the prostitute he countered on his first night, Selina Kyle, decides to craft a costumed identity of her own and begins targeting Falcone’s operation as Catwoman. After Catwoman scars his face, Falcone (who believes that the two are in cahoots) orders his men to kidnap James Jnr. Gordon arrives too late to save his son but is able to keep Barbara from harm; however, he also shoots and wounds Bruce (who is disguised in a motorcycle jacket and helmet) in the process. The two of them chase after Falcone’s goon and a fight breaks out on the bridge; overpowered by the thug, Gordon is helpless to keep his baby boy from falling to the cold, shallow water below. Luckily, Bruce dives after the boy and saves him, earning Gordon’s respect and gratitude. In the aftermath, Loeb is forced to resign after Flass spills the beans on all his dirty dealings and Sarah moves away to New York. As for Gordon, he and Barbara agree to attend marriage counselling, he is in line for a promotion to Captain, and he has found himself a friend to help tackle a manic named “The Joker” who has poisoned the city’s reservoir.

The Summary:
Of all the Batman stories crafted by Frank Miller, Batman: Year One is still my favourite. It’s a gritty, bleak, grounded reinterpretation of Batman’s origin and first year in Gotham City and paints him as a regular man (albeit one well trained and with more wealth than you or I) who isn’t yet the hyper-prepared, experienced vigilante with a network of allies and resources. The artwork is simple but gorgeous, with everything taking on a wash of waterpaint-like noir that emphasises deep shadows and harsh lights and has the majority of the story taking place in the dank, depressing darkness of night. One of the main reasons I dislike The Dark Knight Returns (and other Batman stories by Miller) is the dialogue (and the artwork). Miller has a very…shall we say “distinctive” way of having characters talk and likes to kind of just spit words and odd statements at the reader. For the most part, Year One is relatively light on these “Miller-isms” but they do still show up here and there (mostly when Batman is eluding or attacking people). Thankfully, Alfred’s trademark dry wit makes up for this and seeing Bruce act like an complete cad to throw off Gordon’s suspicions was absolutely fantastic.

Year One is focused much more on Gordon’s perspective of the city and its vigilante.

It’s interesting that Batman: Year One is such an effective Batman story considering it’s much more of a Jim Gordon story. We learn very little about Bruce, his background, or his training and, instead, focus more on Gordon and his struggles to adjust to and cope with life in the city. Everything we learn about Gotham and the state of its police force comes from Gordon, a flawed man who has made mistakes and is trying to hold onto his morals but struggles in the face of near-endless corruption and his own temptations towards Sarah. Bruce’s tragic origin is recounted very briefly and much of his training and motivation is delivered through exposition or his thought boxes, which take on a cursive slant that can be difficult to make out at times. Still, it provides a fascinating glimpse into Bruce’s early struggles to find the means by which to fight crime in the city and the preparation that goes into his various traps and assuming the guise of the Batman.

Batman and Gordon soon realise that they are the only allies they have in the corrupt city.

At its core, Batman: Year One is a story of struggle and trust; both Gordon and Bruce struggle to find their place in Gotham and figure out how to conduct themselves and their mission in a city that is constantly fighting back against them and both of them feel alone in this endeavour. It isn’t until their paths cross and they see how selfless the other is that they both begin to consider changing their position; while guys like Branden just want to shoot Batman dead no questions asked, Gordon would prefer to see him brought in alive to get to the root of his mystery and Bruce realises that he needs the good-natured  lieutenant onside if he is ever to be effective as Batman and avoid getting shot on a nightly basis. This comes to a head in the finale where, rather than Batman saving Gordon’s son, it is Bruce in a questionable disguise. Indeed, the artwork and dialogue makes it intentionally vague as to whether or not Gordon truly recognises his boy’s saviour or not and, in the end, he decides it doesn’t matter who the Batman is as he has learned to think of him as a friend in a lawless city.

As it’s Batman’s first year, he’s a far more inexperienced and flawed character than usual.

As a tale of Batman’s earliest days in action, it’s hard to get much better than Year One. Personally, I love Batman stories that show him to be vulnerable and flawed and we definitely see a lot of that here as he’s constantly being stabbed and shot and hurt and forced into tight corners. This is a Batman who is lacking many of the bells and whistles of his later career; there’s not really a Batcave, no Bat-Signal or Batmobile, and a limited array of Bat-themed gadgets, all of which means that Batman has to use his wits and adaptability a lot more than his fancy high-tech toys which, again, I also find incredibly appealing. The portrayal of Batman’s influence is equally great; most treat the idea of a giant bat-garbed vigilante as ridiculous until they come face-to-face with him and then they are scared witless and this goes a long way to painting the Batman as this urban myth amongst the just and unjust alike.

My Rating:

Rating: 5 out of 5.

Fantastic

Have you ever read Batman: Year One? What did you think of Frank Miller’s reinvention of Batman? Are you a fan of Miller’s work, especially on Batman? What did you think to Year One’s focus on Jim Gordon and the depiction of a Batman without all his bells and whistles? What was your first experience of Batman and how are you celebrating his debut this month? Whatever your thoughts, sign up to drop them below or leave a comment on my social media, and be sure to check in next Saturday for my review of Batman’s newest big-screen outing!

Back Issues: “The Cat” (Batman #1)

Story Title: Technically untitled, but commonly known as “The Cat”
Published: March 1940
Writer: Bill Finger
Artist: Bob Kane

The Background:
Following the huge success of Clark Kent/Superman, National Comics Publications set Bob Kane to work creating another masked crimefighter to add to their repertoire. Thanks to the long-suppressed influence of artist Bill Finger, the “Bat-Man” soon became not only one of DC Comics’ most popular characters but also a mainstream cultural icon. In the years that followed, the Batman matched wits against numerous costumed supervillains, but none more alluring or enticing that Selina Kyle/Catwoman. Debuting in Batman’s first solo comic book, Kane and Finger collaborated on the creation of a femme fatale who would add some sex appeal for their readers; originally calling herself “The Cat”, Catwoman began life as a beguiling and wily burglar and jewel thief whose inspirations were actresses like Jean Harlow and Hedy Lemarr. Following this inauspicious debut, Catwoman would go on to be a constant thorn in Batman’s side; their on-again-off-again relationship has been explored in both mainstream and non-canon stories and the character is often cited as one of his greatest adversaries and a powerful feminist icon in her own right. Naturally, Catwoman has featured in many of the Dark Knight’s forays into videogames, cartoons, and live-action, and even starred in her own dreadful standalone feature film before being brought to life in a far more comic-accurate portrayal in The Batman (Reeves, 2022).

The Review:
Our story opens to find a luxurious yacht, the Dolphin, out on stormy seas, where Dick Grayson/Robin is currently working undercover. We learn that, some days prior, wealthy philanthropist Bruce Wayne spotted in the newspaper that Martha Travers arranged for a select group of guests to join her on a yacht party and get a glimpse of her ludicrously expensive emerald necklace. Bruce has a hunch that this will attract every crook in town; however, since he has a prior engagement, he requests that his ward take point on this investigation, something Dick is only too eager to sign up for.

Dick discovers plenty of suspects willing to steal from wealthy Martha Travers.

Thanks to Bruce’s connections, Dick is easily placed onboard the Dolphin as an unassuming young steward and sets to work eavesdropping on Martha’s conversations for any hint of any potential threat to her. However, he overhears nothing more suspicious than the affluent lady’s “favourite nephew”, Denny, introducing her to the wizened and hobbled Mrs. Pegg, but one of the other stewards shares a titbit that Denny is little more than a shameless moocher who’s no better than all the other guests and constantly leeching off Martha’s vast fortune and generosity.  Later, Dick overhears a heated argument between Martha and her brother, Roger, where she vehemently refuses to lend him the money he desperately needs to pay off his stock losses and he makes a thinly veiled threat against her as a result. Dick’s suspicions are raised even further when he spots a letter from the mysterious “Cat” in which the villain is colluding to steal the necklace and, sure enough, the Cat makes good on their threat and Martha is devastated to find that her necklace has been stolen from her room!

The Batman has Robin teach the thugs, and younger readers, a lesson about relying on guns.

While Denny and the other guests console her, the cost guard quite conveniently come aboard to help, but are quickly revealed to be heavily armed gangsters looking to hijack the boat and steal the necklace for themselves. Although Martha convinces the captain to offer no resistance, she is driven to laughter at the demands and the crooks are stunned to find that the Cat has beaten them to their prize! Believing that the necklace must have been swiped by one of the guests, the gangsters begin accosting the passengers and Dick finally leaps into action, tackling and fighting the goons before diving into the water and shedding his guise to switch to his Robin persona. The crooks speed away from the Dolphin with their loot but are quickly apprehend by the Batman, who has finally showed up after the trail on his other case ran cold. Oddly, Batman decides to teach the thugs a lesson in humility by disarming them and having Robin pummel all four of them at once in a fourth-wall-breaking moment designed, I guess, to teach any young readers that armed criminals are all cowards deep down.

Batman unmasks the Cat, but is so captivated by her beauty that he allows her to slip away!

Anyway, Robin catches Batman up to speed and the Dark Knight immediately suspects that Denny is in league with the Cat, but has his own suspicions about who amongst the guests is the enigmatic Cat. He exposes the true culprit by making a splash at Martha’s costume party, handing over the stolen jewels and spotting that the elderly Mrs. Pegg is quite spritely (and shapely) for an old woman when she races off at the sound of a fire alarm. Mrs. Pegg tries to make a run for it but is collared by Robin and dramatically revealed to be a beautiful young woman in disguise. Batman then wallops Denny when he tries to take the necklace at gunpoint, but turns down the Cat’s proposal that the two of them join forces as partners in crime. However, when the Cat leaps overboard while being transported back to dry land, Batman makes no attempt to stop her and even gets in Robin’s way when the Boy Wonder tries to pursue her. Robin is less than impressed by how smitten Batman was with the Cat, and the issue ends with the Dark Knight musing over the beautiful thief’s captivating eyes.

The Summary:
Well, this was certainly a short and whimsical tale full of the same ridiculous conveniences and elements you’d expect from a Golden Age Batman tale. I’ll never not be amused by the sight of Bruce Wayne sucking on a pipe, or the odd, corny inclusions in tales from this era. Just the fact that the story wastes so many panels on having Robin beat up unarmed thugs is incredible in so many ways; I get that the idea is to show that, deep down, bullies and criminals are cowards who hide behind guns but the message also seems to be “Hey kids, don’t be afraid to get into a dust up with adults as long as they’re not packing heat!” The Robin fan in me enjoyed how big a role the Boy Wonder played in this story, going undercover and building a healthy list of suspects and even being very hands-on with the crime busting and apprehension of the Cat. Unfortunately, his efforts are completely overshadowed by the Batman; after hearing all of Robin’s evidence, he immediately pegs the culprit as “Mrs. Pegg” despite the fact that other passengers actually seemed much more viable, and his explanation for figuring our Mrs. Pegg’s true identity is paper thin, to say the least.

While an alluring femme fatale, the Cat lacks everything that makes her later incarnations so iconic.

If you’re a big Catwoman fan, this probably isn’t the best issue for showcasing her character; we never learn anything about the Cat beyond the fact that she takes a perverse thrill in conning the wealthy out of their prized jewels, and we don’t even learn her real name. Additionally, she’s not technically Catwoman here either; she has no cat-themed accessories and is far from the sultry femme fatale she would come to be known as. Instead, this is a Catwoman at the very beginning of her career, one who relies on disguises and subterfuge rather than claws and agility. One thing that is very familiar about her, though, is the mutual attraction between her and Batman; she practically throws herself at him, impressed but his strength and charisma, and he is so captivated by her that he actively breaks his own code to let her go free. It’s pretty clear that the Cat would be inspired by Batman’s iconography to take on her more theatrical appearance in later stories, but in her debut she’s just another wily, self-serving swindler who presents a mystery for Batman to solve with his uncanny deductive abilities. The Cat is able to stand out from Batman’s other rogues by being an alluring, beautiful woman but I’d argue that seeing Batman so lovesick by her beauty actually makes him seem like a bit of a fool by the end, and I much prefer the more playful, physical back-and-forth the two would build up in subsequent meetings.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever read “The Cat”? What did you think to Catwoman’s debut story and the mystery of her true identity? Did you guess who was behind the theft or were you surprised when Batman fingered Mrs. Pegg? What are some of your favourite Catwoman stories? Which interpretation of Catwoman, whether animated, pixelated, or live-action, is your favourite? Whatever you think about the Catwoman, sign up to share your thoughts below or leave comment on my social media, and be sure to check back in next Saturday for more Batman content!

Talking Movies [Christmas Countdown]: Batman Returns

Talking Movies

Released: 16 June 1992
Director: Tim Burton
Distributor: Warner Bros. Pictures
Budget: $65 to 80 million
Stars: Michael Keaton, Danny DeVito, Michelle Pfeiffer, Christopher Walken, and Michael Gough

The Plot:
Gotham City’s preparations for Christmas are interrupted by the emergence of Oswald Cobblepot/The Penguin (DeVito), a deformed former circus performer who quickly wins the hearts of the city and is manipulated into running for Mayor by Machiavellian businessman Max Shreck (Walken). While Bruce Wayne/Batman (Keaton) works to uncover the Penguin’s truth motivations, he faces a secondary threat when Shreck attempts to murder his assistant, Selina Kyle (Pfeiffer), instead causes her to become Catwoman and wage a vendetta against him and Batman while also being romanced by Bruce!

The Background:
In the eighties, DC Comics readers saw the culmination of a long period of alteration for Batman who, for the majority of the sixties, had been transformed from a ruthless vigilante and into a colourful, camp, family friendly figure. One of the principal examples of this change was Batman (ibid, 1989), a dramatically different take on the DC Comics staple that saw noted auteur Tim Burton bring his signature gothic flair to the character, transforming both Batman from a spandex-wearing goof and into a stoic, armour-clad urban legend and “Mr. Mom” Michael Keaton into a brooding, tortured vigilante, and resulting in a surge of popularity for the character as audiences flocked to see the movie. Despite some criticism regarding the film’s tone and pacing, Batman was an incredible success, making nearly $412 million against a $35 million budget. Although Warner Bros. wished for a sequel to begin as early as 1990, Burton held back on returning to the franchise until he was ready, and, when he did return, he was successful and proven enough to be granted far more creative control over the film’s production.

The original draft of the film was quite different from the finished script.

Originally known as Batman II, Batman Returns underwent numerous rewrites, with both Harvey Dent/Two-Face and a version of Robin originally being included and the original character of Max Shreck originally intended to be the Penguin’s brother. The majority of the filming took place on sound stages that included full-size sets of downtown Gotham City and the sewers, the many real-life penguins featured in the film were given special treatment, and Keaton received not only top billing this time around but also a significant salary increase. Upon release, Batman Returns received largely positive reviews from critics and made over $280 million at the box office. However, there was a prevailing sense that the film was too “dark”; parents, especially, were horrified at the film’s macabre content and McDonald’s weren’t too thrilled at being associated with such a controversial picture, this backlash, of course, led to Burton being replaced by Joel Schumacher and a dramatic reinvention of the franchise for the two subsequent films but, for me, Batman Returns remains one of the quintessential formative movies of my childhood and an often overlooked entry in the series.

The Review:
Right off the bat (no pun intended), Batman Returns separates itself from its predecessor in a number of ways: first, it’s set at Christmas so Gotham City is blanketed by flurries of snow and full of Christmas trappings (if not yuletide cheer); second, it’s far darker and much more brooding in its atmosphere and tone. Burton’s vision for Batman and Gotham is of a nightmarish, gothic landscape full of ominous, intimidating structures, gargoyles, and an overall sense of foreboding hanging in the air. All of this is expertly punctuated not just in Burton’s distinct aesthetic style but also Danny Elfman’s peerless Batman theme, which is now mixed with a haunting chorus of chanting and a tragic ambiance amidst its bombastic and heroic overture.

Bruce is more brooding and violent than ever despite the catharsis he achieved in the last film.

Some time has passed since the events of Batman; it’s not clear or made explicit exactly how much time but Gotham has adjusted to the presence of Batman, with Police Commissioner James Gordon (Pat Hingle) calling for the Caped Crusader’s assistance at the first sign of the Red Triangle Circus Gang. Though Batman’s relationship with the police, particularly Gordon, is much improved, he’s still a stoic and mysterious individual, talking very little and in a blunt, gravelly whisper. It seems avenging the death of his parents has done little to assuage his grief at their deaths or bring him any semblance of peace; instead, he’s more brooding than ever, literally sitting alone in the dark at Wayne Manor until being called into action by the Bat-Signal and more than willing to kill even regular thugs like the Penguin’s colourful goons.

In a city full of monsters, the twisted and manipulative Shreck fits right in.

Max Shreck is introduced as “Gotham’s own Santa Claus”, a beloved and well-respected businessman who has captured the hearts of the city between films. Shreck is, however, a devious and snake-like individual; he plots to construct a massive power plant to monopolise Gotham’s energy supply on the pretence of having a legacy to hand over to his cherished son, Chip (Andrew Bryniarski), but truly desires simple accolades such as power and control. In a world seemingly populated by freaks and monsters, Shreck fits right in as he is twisted on the inside, more than willing to threaten the Mayor (Michael Murphy) with a recall and to kill to get what he wants (he pushes his absent-minded assistant, Selina, out of a window with the intention of killing her and it’s heavily implied that he killed his wife).

Selina undergoes the most dramatic change from a meek victim to an aggressive vigilante.

Speaking of Selina, of all the characters in the film, she is the one who undergoes the most dramatic development throughout the story. She begins as a meek, helpless woman; she stutters and struggles to speak her mind to her boss, is little more than a witless hostage for one of the Penguin’s goons, and lives alone with nothing but her cat and her nagging mother’s voicemail for company. After her brush with death and subsequent…resurrection (seriously, Selina’s rebirth is one of the stranger aspects of an already-batshit (also no pun intended) film), she becomes an enraged, vindictive, aggressively confidant and capable woman. As Catwoman, she begins a short-lived campaign against Shreck but comes to violently oppose all men, especially those in positions of authority, and even women who allow such men to walk all over them.

Despite his eloquent persona, the Penguin is constantly at odds with his more animalistic nature.

Catwoman’s outward transformation into a monster pales in comparison to the Penguin’s position as an actual monster; far from an upstanding crime boss or distinguished member of high (and low) society, Burton reimagines the Penguin as a horrific circus freak who eats raw fish, spits black goop, and is completely maladjusted to humanity and society. And yet, the Penquin is an eloquent, intelligent, and ruthless villain; while Shreck believes that he is the one  manipulating Oswald, the Penguin is actually the master manipulator as he uses Shreck to glorify his ascension to the outside world in order to enact his twisted plot to kidnap and kill the first-born sons of Gotham. Like Shreck, the Penguin is fully capable of blackmail, murder, and violence but he takes this to the next level, eventually launching a desperate campaign against all of Gotham City once Batman scuppers his scheme.

Batman is noticeably more mobile and far better equipped this time around.

While Keaton’s range of motion is still restricted by his absolutely bad-ass Batsuit, Batman’s action scenes are much improved over the previous film; Batman fights with a simple, blunt efficiency, making full use of his many bat-themed toys and even busting out some new ones, like his inexplicably rigid gliding ability. Batman’s suit is far less anatomically correct this time around, resembling armour more than anything; as a kid, I disliked these changes but, now, I’ve come to regard the Returns Batsuit as one of the top live-action costumes for its impressive appearance, being both practical and frightening. Burton’s awesome Batmobile also makes a return, now sporting all kinds of new gadgets and even being featured in one of the most entertaining sequences of the film when the Penguin is bizarrely able to take control of the Batmobile, with Batman in it, and take it on a destructive joyride through the snow-strewn streets of Gotham.

Practical effects and miniatures are used to great effect throughout the film.

One of the most appealing aspects of Batman Returns is its fantastic use of practical effects, camera tricks, miniatures, and elaborate sets; Gotham feels noticeably more claustrophobic this time around but that actually adds to the ominous nature of the film and positions the city as an gloomy presence in its own right. Not every effect is a winner, of course; Batman’s glide through the bat-swept skies of Gotham hasn’t aged too well but the digital effects of the Penguin’s rocket-firing troops is still impressive, Penguin’s prosthetic make-up makes for an unsettlingly horrific villain, and Batman’s Batskiboat chase through the sewers and the destruction of the Penguin’s frozen zoo hideout are all impressively realised through the use of models and miniatures. The film also goes to some effort to tie up some loose ends and complaints about Batman; Vicky Vale (Kim Basinger) is mentioned a couple of times, with Bruce explaining that their relationship “didn’t work out” because he couldn’t give up being Batman and he and his father-figure and loyal confidant, Alfred Pennyworth (Gough), debating his much-contested decision to reveal Bruce’s identity to Vicki. As I’ve explained, I never had a problem with this scene but I’m sure it did a lot to quell the complaints.

The Nitty-Gritty:
Batman Returns contains some of my favourite moments of any Batman film, from Batman and Penguin’s intimidating first meeting outside of Shreck’s shop to the heart-breaking death of Oswald at the conclusion (I remember, as a kid, being somewhat distraught at Penguin’s emperor penguins being left without their master and wondering who would look after them with him dead). It also stands out as being one of the first big-budget superhero films of its time to not only feature multiple villains and masked characters but also to balance them extremely well. Sure, Batman still doesn’t have as much screen time as you would expect considering his name’s in the title but it’s easy to infer much of his motivation and development from Keaton’s characteristically stoic and haunted portrayal of the character and through the parallels between Batman’s dual nature and those of his villains.

Bruce continues to be more comfortable as Batman and struggles with his dark nature.

I can understand why parents and audiences were more than a little perturbed by Batman Returns when it was released as it’s not only full of dark, gothic imagery but also some puzzlingly ghoulish choices on Burton’s part. However, I watched this film as a kid both alone and with my parents and it never did me any harm; plus, I feel like Batman is a character and concept that can never be “too dark” and grisly as he works best when depicted as a dark and terrifying force in an increasingly insane world. Furthermore, Batman Returns is rife with subtle (and explicit) themes duality, humanity, and deception. All four of the main characters wear a mask of some kind, whether explicit or metaphorical (or both) and is hiding their true, darker nature. Bruce is, of course, one of the most obvious since he literally garbs himself in a heavily armoured suit and becomes an entirely different person when acting as Batman. There’s again a sense that he’s not entirely comfortable being in public or out of the suit as he is only truly able to confide in Alfred before becoming attracted to Selina and, though he openly opposes Shreck’s plans as Bruce, he’s seemingly only able to make a real impact on the city when operating as Batman.

Catwoman’s appearance degrades alongside her mental state as the film progresses.

Selina, too, hides behind a physical mask; after her rebirth, Selina becomes more and more disassociated with her former life and revels in the freedom and power of being Catwoman. Previously, she was timid and powerless but, once she has power, she exercises it without restraint or mercy; when she first encounters Batman, she attacks with a combination of sexuality and violence, seeing him as the ultimate symbol of patriarchy. He fractured state of mind only degenerates further as the film progresses and this is reflected in the explicit destruction of her alluringly skin-tight outfit; by the film’s conclusion, she’s hardly recognisable, resembling little more than a besmirched wild animal who feels she has to reject Bruce’s advances and offer of a “normal” life because of her altered nature that drives her to obsessive pursue Shreck’s death even at the potential cost of her own life.

Though a tragic villain, the Penguin is still a monstrous individual willing to slaughter all of Gotham.

The Penquin doesn’t hide being a mask in the way as his adversaries; indeed, because of his monstrous appearance, he is forced to literally hide from society first in the circus and then, for many years, in the sewers and when he does emerge into the limelight, it’s under the guise of being a misunderstood outcast. Ironically, this isn’t actually too far from the truth as the Penguin is a truly tragic figure within the film but, even as a baby, his violent tendencies are made explicit so, in many ways, he’s the opposite of Catwoman: his true nature is to be a wild animal and he masks it with the shroud of respectability. It’s an ill-fitting persona for Oswald, though, as his animalistic urges and lack of social graces make him undignified; indeed, as eloquent and charismatic as the Penguin is capable of being, he descends into a monstrous individual that salivates over the merciless death and destruction of everyone in Gotham.

Shreck’s true, twisted nature is revealed when he meets his gruesome end.

And then there’s Max Shreck; yes, I would have preferred Harvey Dent (Billy Dee Williams) to have returned and supplanted this character but Christopher Walken sure as hell does steal the show, every time he walks into a room, the scene becomes about him, with the camera seemingly naturally focusing on him even when he’s standing next to vivid characters such as the Penguin and Batman. As fantastically alluring as DeVito is at portraying this nightmarish version of the Penguin, Walken’s natural charisma and bombastic acting method makes him an undeniable highlight of the film. Like the Penguin, Max doesn’t where an actual mask but his is a mask that is far more subtle and all the more dangerous in its application; having won the hearts and minds of the city, and being a wealthy businessman in a position of great power, Shreck represents the horror of aggressively ambitious capitalism and the power of the social elite. Confidant to the point of arrogance, Shreck exudes authority and ensures that he is always the most powerful man in any given situation; he barely flinches when he first meets the Penguin, immediately attempts to bargain with Catwoman, and defiantly stands up to both her and Batman but his true, twisted nature is revealed for all to see after he meet his gruesome, explosive end in the finale.

The Summary:
When I was a kid, I always preferred Batman to Batman Returns; I think this was mainly because of the iconography of the Joker as a character and it being a little less heavy-handed with its themes and imagery. As I grew older, though, I came to really appreciate all the positives of Batman Returns; in many ways, it’s a far superior film, which a much more unique visual identity, far superior costume design, and even improving on Elfman’s already flawless score. While it’s far more of a standalone sequel than a direct continuation, Batman Returns drops us into a twisted, nightmarish version of Gotham City that seems to have been physically changed because of the city’s adoption of Batman as its protector. My appreciation for the film’s themes of duality and humanity came to a head during my studies at university when, asked to produce a presentation on a film, I spearheaded Batman Returns as my group’s project and, in the process, delved deep into the way it deals with its complex themes. Getting an A in that presentation encouraged me to further pursue writing about the things I loved from my childhood and influenced my eventual PhD and I owe most of that success to Batman Returns, a film that, while probably not too suitable for young kids and despite not being massively accurate to the source material, remains one of the darkest, most visually engaging, and thought-provoking Batman movies ever made and, to this day, is a must-watch film during the Christmas season.

My Rating:

Rating: 5 out of 5.

Fantastic

What are your thoughts on Batman Returns? How does it compare to the first film, and the other films in Batman’s long cinematic history? Did you see this as a kid; if so, did you enjoy it or were you traumatised by its dark, macabre tone? Perhaps you were one of those parents who kicked off about the film; if so, what was it that set you off and how do you feel about it now? What did you think to Burton’s twisted interpretations of the Penguin and Catwoman? Did you enjoy Christopher Walken’s performance? Were you a fan of Michael Keaton’s performance this time around? Which Batman film, and actor, is your favourite and why? Do you consider Batman Returns a Christmas movie and, if not, why not and what the hell is wrong with you? It’s set at Christmas! Whatever you think about Batman Returns, go ahead and drop a comment down below and be sure to check in next Saturday for more Christmas content!