Story Title: “The Coming of the Blue Beetle” Published: August 1939 Writer: Will Eisner Artist: Charles Nicholas
The Background: Something I’ve always found fascinating about the history of DC Comics is just how many of their characters and concepts originated elsewhere; Billy Batson/Shazam might be a DC mainstay now but he started life in Fawcett Comics, for example, and even heavy hitters like the Justice Society of America were published under the All-American Publications banner before being bought by, or rebranded, to DC Comics. This is also true of the very first Blue Beetle, Dan Garret; created by Charles Nicholas Wojtkoski, the Blue Beetle was one of many costumed adventurers who would come to be featured in the pages of various comic books published by Charlton Comics and, in his earliest incarnation, was a domino-masked pulp crimefighter rather than a superhero. In fact, the character’s look and origin was almost a composite of the likes of Kit Walker/The Phantom and Denny Colt/The Spirit, which isn’t too surprising given that comic icon Will Eisner allegedly assisted with Garret’s first adventures. Initially appearing under Fox Comics publications, the otherwise powerless Blue Beetle would be taken on by Charlton Comics and play a significant, if often forgotten, role in the legacy of his successors. Indeed, Dan Garret is sometimes all but forgotten about whenever the subject of the Blue Beetle comes up since, like other Golden Age heroes, his influence was surpassed by his Silver and Modern Age equivalents. As a result, he’s rarely featured, referenced, or even acknowledged within DC Comics, let alone in ancillary media but, since his modern day successor has since made his live-action debut, I figured I would revisit Garret’s first appearance and examine the origins of this often overlooked character.
The Review: Dan Garret is just your normal, everyday beat cop in a normal, everyday city where bankers like Mr. Vander are kidnapped in broad daylight. Indeed, poor old Dan was just minding his own business, patrolling his beat, when he was suddenly fired upon from a car. Although he takes a slug to the shoulder, Dan still has the presence of mind to fire back, but he’s unable to stop the speeding car, out of which is thrown an elderly man. Despite the pain from his injury, Dan tends to the man, who turns out to be the aforementioned Mr. Vander, a banker who was kidnapped by the “White Face Gang” alongside his daughter and his secretary, John Brandes. While Dan miraculously recovers from his wound between panels, Mr. Vanders isn’t so lucky; the sergeant informs Dan that the banker died later that evening, though the cops were able to recover the gang’s car. Rather than rest up as his sergeant suggests, Dan inspects the vehicle. Although the car’s serial number has been filed off, a “drop of specially prepared chemical” reveals the number and that the car belongs to a certain garage owner named Mike Ravani.
When a banker’s daughter is kidnapped, flatfoot Dan Garret investigates as the Blue Beetle!
Later that same evening, the Vanders girl is being tortured across town in Ravani’s garage by a group of thugs, who threaten to set her ablaze if she doesn’t tell them the combination to her father’s bank’s vault. One of the thugs spies an ominous sight, however: a blue beetle, the calling card of the titular suit-and-fedora-clad vigilante. Rather than rushing in and beating the gang to a pulp, the Blue Beetle is able to spare the girl from further torture by offering to tell them the combination to the vault in exchange for a 40% cut. Despite the fact that he’s a mysterious masked manhunter, the gang agrees to the offer; though they’re smart enough to take the Blue Beetle with them, they inexplicably leave him alone long enough to place a call to police headquarters using his special wireless phone. Consequently, when the White Face Gang break into the bank, the cops are there to get the jump on them; the Blue Beetle then punches one out, blinds another with a gas capsule, and then flees in his car as the gang is arrested. Their leader is unmasked to reveal it was John Brandes all along in a twist that really doesn’t make all the much sense as it can’t have been difficult for Mr. Vanders’ secretary to learn the safe combination. Things get even more confusing as Dan owes his plan’s success to his friend, drug store owner Abe, who apparently houses his Blue Beetle gear and called the White Face Gang to confirm the Blue Beetle’s combination…? I don’t really understand it, personally. Anyway, the gang is arrested, and Dan returns to work, where one of his colleagues tells him all about how he came so close to nailing the elusive Blue Beetle…even though they never actually had a hope in hell as he was long gone by the time they arrived.
The Summary: Well…this was pretty awful. It’s strikingly similar to the first appearance of Bruce Wayne/Batman, something that shouldn’t be too surprising considering Batman’s pulp roots and Bob Kane’s talent for plagiarism. While the quality of these scans isn’t great, the artwork is fitting for the era; by which I mean it’s grainy, messy, low on detail, and a bit confusing with all the high contrasting colours and such. To be fair, the story does a decent job of introducing us to Dan Garret; he’s just a normal, everyday bloke but he tends to others even while wounded and takes it upon himself to tackle criminals…even though there’s no suggestion that the police are baffled by the kidnapping and no reason given as to why he’s adopted a masked persona. Like many pulp heroes, the Blue Beetle has a fancy car and a base of operations (though we never see it in detail) and a confidante who shelters and supplies him (though we learn nothing about him except that he’s an old friend and runs a drug store).
A confusing story featuring a Green Hornet rip-off that fails to impress on almost every level.
The Blue Beetle’s attire here is a simple blue suit, black fedora, and white domino mask that looks like he’s wrapped a handkerchief around his eyes! In fact, there’s little to separate the Blue Beetle from Britt Reid/The Green Hornet when it comes to his overall appearance and the down-to-earth nature of his crimefighting methods. His iconography, the Blue Beetle, is visible on his chest and apparently is left as a calling card to announce his arrival, though it’s not clear how he got this into the gang’s garage nor is it explained why Dan has chosen this motif for his masked persona, which only lends more weight to the argument that he’s a Green Hornet rip-off. The Blue Beetle also employs smoke pellets to blind his foes, packs a mean right hook, and carries a miniature wireless phone that’s quite ahead of its time, indicating that he’s surprisingly well funded and intelligent for a simple beat cop. However, the story falls apart very easily for me; I don’t get why Brandes would have to resort to kidnapping and murder for his crime, or how Abe’s call to the gang aided the plan. It’s also weird that the Blue Beetle is seen to be a known vigilante, yet the White Face Gang take him at his word when he offers to help, almost as if he’s some underworld figure. I don’t have any answers to that; all I know was that this was a very confusing and an extremely disappointing first outing for the Blue Beetle that paints him as a forgettable knock-off rather than a memorable pulp hero.
My Rating:
⭐
Rating: 1 out of 5.
Terrible
Have you ever read the first appearance of Dan Garret’s Blue Beetle? If so, what did you think to it? Was there anything about this strip that impressed you or do you agree that the Blue Beetle was a rather underwhelming presence? Are you able to explain the plot and what the hell happened with Abe and Brandes’ plan, because it didn’t make much sense to me…? Who is your favourite pulp hero? Would you like to see more from Dan Garret or do you prefer a different Blue Beetle and, if so, who is it? I’d love to know your thoughts on the Blue Beetle down in the comments or on my social media, so feel free to share them and be sure to check out my other Blue Beetle content.
This review has been supported by Chiara Cooper. If you’d like to support the site, you can do so at my Ko-Fi page.
Released: 4 November 2022 Director: Andy Muschietti Distributor: Warner Bros. Pictures Budget: $200 to 220 million Stars: Ezra Miller, Sasha Calle, Michael Keaton, and Ben Affleck
The Plot: After realising the true extent of his superspeed, Barry Allen/The Flash (Miller) travels back in time to prevent the death of his mother, Nora (Maribel Verdú), and ends up breaking the timeline and teaming up with an alternative version of Bruce Wayne/Batman (Keaton) in order to set things right.
The Review: The Flash is one of the last holdouts of the DCEU as it existed for about ten years. It’s a film that has been so much development strife that I’m surprised it even got made and has always been something of an anomaly. On the one hand, producing solo movies for DC characters after their big team up is certainly one way to catch up to and separate themselves from the MCU, as is producing darker, grittier movies but that didn’t exactly last long, did it? I was actually onboard with the idea of each DCEU solo film featuring a team up between two of their characters to help speed things up, but my faith in The Flash was tainted by three very specific things. The first was Ezra Miller, who I’ve never really enjoyed in the role as he acts more like Bart Allen/Impulse than the more methodical Barry; the second was the decision to prey on nostalgia by bringing back Michael Keaton rather than actually try to solve the DCEU’s bonkers multiverse by resetting into Robert Pattinson’s new world; and the third was the bizarre decision to have the Flash’s first solo outing be an adaptation of Flashpoint(Johns, et al, 2011), a universe-altering event that not only ushered in one of the worst DC runs of all time for me but also painted Barry as a selfish and misguided man who broke the multiverse for the worst. I’ve talked about this a few times, but I don’t necessarily hate the idea of the multiverse, I just think it’s the sort of thing you should build up to, not rush into before we’ve had a chance to connect with the existing characters, and some of these issues are certainly present in The Flash.
Socially awkward Barry is astonished when his selfishness beaks the timeline.
The tone of the movie is established right off the bat as we catch up with Barry, still a forensic scientist and still as neurotic as ever. In a way, I understand Ezra’s portrayal of Barry as a constantly agitated, awkward social recluse; for him, even mundane tasks take too long and he’s constantly jittery thanks to the Speed Force, which allows him to run superhumanly fast, even up walls and in defiance of gravity, and to vibrate his molecules so he can pass through solid objects. However, Barry was clearly more than a little maladjusted before he got his powers; flashbacks tohis childhood show young Barry (Ian Loh) obsessing over numbers and quandaries and struggling to focus on one task at a time. Barry’s social skills haven’t improved all that much since his time with the Justice League; he talks rapidly and about absolute nonsense, goes off on tangents, and generally seems incredibly uncomfortable in social situations, even more so when gorgeous reporter Iris West (Kiersey Clemons) tries to approach him and his immediate assumption is that she’s looking for an exclusive comment regarding his wrongly imprisoned father, Henry (Ron Livingston). Barry’s been tormented by his mother’s death and championing his father’s innocence since he was a kid, and it’s heavily implied that a lot of his neurosis is due to losing his mother to a random murder, to the point where he’s constantly driven to use any means necessary to prove his father’s innocence and haunted by his grief. Thus, when he realises (or remembers, depending on your perspective; both appear valid here) that he can effectively time travel using the Speed Force, Barry can’t help but use his abilities to save his mother despite Bruce Wayne/Batman’s (Ben Affleck) warning that meddling with time, even in minor ways, could be disastrous.
Barry’s time travel shenanigans see him confronting the worst of himself to make things right.
At first, Barry is elated to see that one small change sees him having a happy childhood with both his parents; however, after a demonic figure knocks him out of the Speed Force, he accidentally winds up in 2013 rather than the present day. Again, this is fine at first as he reconnects with his parents, but he’s soon forced to tackle his younger, even more obnoxious and aggravating self and realises that he’s altered time in such a way that Young Barry won’t get his powers unless he intervenes. This is a great way to show the Flash’s origin in a unique way, but it predictably results in Barry losing his powers because of Young Barry’s stupidity and then having to desperately try and train his younger self to realise the scope of his super speed when General Zod (Michael Shannon) and his forces have come seeking Kal-El (Henry Cavill) and Barry learns that his actions have somehow robbed the world of metahumans. Barry’s interactions with Young Barry teach him some valuable lessons about how annoying he can be; his younger self is ridiculously excitable even before he starts flashing about with reckless abandon and takes his life and happiness for granted, which frustrates Barry almost as much as seeing how his selfishness has “broken” the timeline. Young Barry is confused by the entire situation and mainly stoked to suddenly have awesome powers and be hanging around the Batcave; he’s like a kid with a new toy when he borrows the Flash suit and learns that he’s destined to be a superhero, but he hasn’t had to deal with loss like his older, alternate self and so treats the missions as more of a game. Over the course of the movie, the gravity of the situation eventually sinks in; the Barrys have a relationship akin to squabbling siblings, which is quite endearing when they’re not being annoying or aggravating characters, and Young Barry’s eventual determination to both prove himself and prevent his newfound friends from dying serves as a crucial wake-up call for Barry to realise that he needs to let go of his past and his pain in order to save the entire multiverse.
The undo the damage he’s caused, Barry turns to an older, alternate version of Batman.
Although the Justice League are absent from Barry’s meddling, he’s relieved to learn that Bruce Wayne and the Batman still exist, so he coerces Young Barry into travelling to Wayne Manor to recruit Bruce’s help in locating Superman, the only one powerful enough to oppose Zod. Barry’s stunned to find the manor once again in disarray and Bruce an elderly recluse, and even more shocked to see he’s an entirely different person! This Bruce is conveniently as clued in on multiverse theory as Barry’s Bruce and explains (using pasta as a metaphor) how Barry’s actions have caused changes all throughout time as time isn’t linear and instead intersects at multiple points. Though intrigued by Barry’s story, Bruce refuses to actively help; his Gotham City has become one of the safest places in the world and outgrew the need for a Batman, which apparently was enough for him to give up his crusade both in and out of the suit. However, he can’t help but listen in as Barry uses the Batcomputer to locate Superman and, inspired by Barry’s dedication to saving a world that isn’t even his, he decides to suit up and help out. Though older and jaded, Batman is no less capable; he has a wealth of gadgets on hand to help them break into the Russian facility where Superman’s pod is being held and is surprisingly a far more capable fighter in his twilight years than at his peak. Keaton was a selling point of the film (and for many, I’m sure) and, while I was annoyed that we went backwards rather than forwards with the character, it’s a blast to see him back in the suit and assuming a proactive mentor role. Keaton definitely steals the show (thanks in no small part to his upgraded suit (despite the poor cowl), assortment of other suits, and snippets of Danny Elfman’s theme) and Batman finds his passion again in aiding Barry’s quest, to the point where he’s willing to sacrifice his life to save the world.
The traumatised Supergirl ends up being the best shot at opposing General Zod’s mad ambitions.
Barry’s goal for much of the film is to find Superman. He’s convinced that Superman will be able to defeat Zod as before, thus saving the world and allowing him to live in a timeline with both his parents. Like him running to Batman, much of this can be attributed to displacement; he screwed up and knows it, and his kneejerk reaction is to “fix” it like he tried to with Nora. However, when he finds that it’s not Superman but an emaciated Kara Zor-El/Supergirl (Calle), he doesn’t hesitate to help her and, despite her having every reason to hate humanity after they made her suffer in a cage for years, she’s compelled to aid him after witnessing Zod slaughter humans without mercy. Kara is instrumental in helping Barry regain his powers when Bruce’s makeshift device fails on him, finally restoring Barry to full power, and she’s driven into a rage when she learns that Zod intercepted her infant cousin’s pod and killed him in his relentless quest to restore Krypton to prominence. As much as I enjoyed seeing Michael Keaton back in action, I went into The Flash equally as excited for Supergirl; Sasha looks gorgeous in the suit and plays the role (essentially substituting for Superman from Flashpoint) really well. She’s suffered greatly not just at the hands of humanity but in losing her world and initially has no interest in helping Barry; like Bruce, she’s inspired by him and his selfless nature and desire to undo his mistake and throws herself into the battle against Zod, and she proves to be the catalyst for an emotional showdown between the two Barry’s. Surprisingly, The Flash doesn’t really have a main antagonist; on paper, it’s Zod and the Kryptonian threat but really the main villain is time and Barry himself. Stopping Zod is seen as the primary goal to course correct this new timeline, and he proves to be as ruthless as ever as he cuts down anyone in his way, including the fledgling Supergirl, and proves such an insurmountable threat that Young Barry becomes obsessed with reversing time again and again to find a way to stop him and save Batman and Supergirl from falling in battle.
The Nitty-Gritty: A principal theme in The Flash is of dealing with loss; it’d be difficult for anyone, much less the socially awkward Barry, to come to terms with the traumatic loss of their mother and subsequent imprisonment of their father, and dealing with this loss and the frustrating lack of evidence in favour of his father is very much at the heart of Barry’s motivations not just as a superhero, but in this film. This, as much as anything, is perhaps why he relates so closely to Bruce; while he resents being a glorified janitor for the Justice League, he connects with Bruce over their shared pain but is far too reckless and impulsive to heed his advice regarding meddling with time. However, Barry is switched on enough to recognise when he’s screwed up but it takes him much of the movie to realise that he can’t just “fix” things as easily as he would like, and he literally comes face to face with his neurotic obsession with undoing the bad when Young Barry realises the potential of the Speed Force. Although both are driven to do good things, Young Barry is inexperienced and less adjusted compared to his counterpart, and Barry’s hardly setting a high standard for responsibility here as it is! Still, the entire reason the alternate Bruce and Supergirl agree to aid Barry is by seeing that he has a drive towards protecting others, despite his flaws as a character.
While some effects are a bit dodgy, The Flash is visually impressive, especially the costumes.
I think a major issue with The Flash is the same thing that was present in his previous appearances; there’s nothing new happening here for the character. His plight about Nora and Henry has been expertly tackled in The Flash (2014 to 2023), as was the Flashpoint story, parallel worlds, and alternate characters. I understand that many audiences might not have watched the show so these aspects would be new to them, but the presentation of Nora’s death isn’t as compelling as in the comics or TV show since it isn’t attributed to a dark mirror of the Flash. Similarly, Iris may as well not even be in the film since she doesn’t really do anything and is basically a glorified cameo, as cute as she is and despite the potential she has for a future relationship with Barry. On the flip side, the presentation of the Flash’s powers is generally quite visually exciting; sure, we’ve seen the super slow-motion speed scenes before but never with a character saving a bunch of babies plummeting from a collapsing hospital. I quite like how destructive Barry’s speed and lightning can be; he now sports a sleek, comic accurate suit that glows when he channels the Speed Force and monitors his “energy” (basically a recurring gag where he stuffs himself full of carbs to refuel) and Barry has far better control over his speed, but Young Barry still has the wild, destructive blue lightning and is constantly getting into scrapes as his clothes burn up. Similarly impressive are the new Batsuits and Bat-gadgets and Supergirl’s eye-watering suit; Keaton’s Batman also flies and fights with a grace never seen before, and I was impressed by good his and Affleck’s stunt doubles performed in their new suits. I also enjoyed the depiction of the Speed Force and time travel; we get a bit of spaghetti-fication as Barry travels faster than light and, within his bubble, he can view multiple timelines at once and engage with them as he likes, though Ezra continues to have a weird weightlessness to him and the strangest running stance I’ve ever seen.
With the sake of his friends, and the multiverse, at stake, Barry makes the ultimate sacrifice.
Devoid of his powers, Barry has no choice but to rely on Batman and his exasperating younger self for much of the middle film. Young Barry proves a poor student but, to be fair, he has a lot of pressure suddenly thrust upon him and lacks the years of training Barry has (which we get a glimpse of with another flashback that shows the proto-Flash was also in Metropolis when Zod invaded). Given how dire Zod’s threat is, Barry risks his life being struck by lightning once more to regain his powers and his substitute Justice League fly into battle against the Kryptonians. However, even with Supergirl and Batman’s amazing Bat-toys, it’s an unwinnable battle; no matter how hard Young Barry tries, he can’t prevent Batman and Supergirl being killed in the battle and his obsession with trying to prevent it horrifies Barry when he sees the damage it causes both to Young Barry and the multiverse. Within the Speed Force, Barry sees a bevvy of cameos (including deepfakes of Christopher Reeve, Helen Slater, and Nicolas Cage and archival footage of Adam West and George Reeves but, oddly, no cameo from Grant Gustin) as worlds and timelines collide and are destroyed by his increasingly manic double. Young Barry’s obsession then takes physical form when the demonic entity reappears and is revealed to be an older version of Young Barry, one who’s spent untold years desperately trying to find a way to succeed and has become so corrupted by this notion that he doesn’t care about the damage he’s causing. Finally learning that he needs to let go and restore the timeline, Barry resolves to undo his actions, thus dooming his mother; although Young Barry is aghast by this, he’s so disgusted by dark doppelgänger that he sacrifices his life to save Barry, thus erasing himself and the Dark Flash. After a heartfelt, incognito goodbye to his mother, Barry resets time but, apparently having learnt nothing about temporal causality, can’t himself from making another minor change. This is enough to see Henry acquitted for his crimes and apparently restores the world to normal…if you don’t count Bruce Wayne being changed once more, this time into George Clooney and ending the movie on a hefty sigh rather than truly restarting or rebooting the DCEU as I expected.
The Summary: I was sceptical about The Flash. I’m not a fan of Ezra Miller or his portrayal of the character, I feel it came out way past the point where it could’ve actually been meaningful, I definitely was miffed that it was skipped right to Flashpoint rather than focusing on the Flash’s rogues, and I questioned the heavy reliance on Michael Keaton’s return as Batman. I grew up with Keaton; he was an excellent Batman and set a standard for others to follow but bringing him in just seemed like such a blatant trick to get people to see this film that I was sure it would be terrible. Thankfully, despite these issues being the case, that wasn’t true, and I enjoyed it more than I expected. Barry is, however, a fundamentally awful and often unlikeable character because of how whiny, awkward, and ungainly he is; I did like seeing him interact with his younger self and realising how obnoxious he can be, and the character arc of him learning to let go of the past was executed well, even if it was very derivative. The film suffers a bit from some wonky special effects (the deepfakes were especially unnerving) but mostly delivers some fun visuals with the Flash’s powers and I loved the practical suits used in the film. It was awesome giving Keaton one last crack at the character, but I can’t help but feel like The Flash missed an opportunity to properly re-align the DCU. Instead, the message here, again, is that the multiverse exists, and everything is canon as it’s all connected, which is fine, but I honestly prefer the focus to be on one singular continuity. Still, The Flash was quite fun and had some thrilling action scenes, especially those involving the Bat-actors’ stunt doubles. The primary themes of the film landed well, too, even if Barry just seems like a selfish, petulant child most of the time, and I was glad (and surprised) to find that it just about managed to hold its head above water amidst all the clarified cameos and references.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
Did you enjoy The Flash? Were you disappointed that it skipped to Flashpoint or were you simply won over by the cameos? Do you enjoy Ezra Miller’s portrayal of the character and what did you think to the relationship between Barry and Young Barry? Were you excited to see Michael Keaton return or did you think it was weird how the only character who changed faces was Bruce Wayne? Who’s your favourite version of the Flash and where do you see the DCEU going next? Whatever your thoughts, please leave a comment below or on my social media.
In 2013, DC Comics declared the 12th of June as “Superman Day”, a day for fans of the Man of Steel the world over to celebrate Clark Kent/Kal-El/Superman, the superpowered virtue of “Truth, Justice, and the American Way” who is widely regarded as the first ever costumed superhero. This year, I expanded Superman Day to “Superman Month“ and have been spending every Monday of June celebrating the Man of Steel.
This review has been supported by Chiara Cooper. If you’d like to support the site, you can do so at my Ko-Fi page.
Released: 14 June 2013 Director: Zack Snyder Distributor: Warner Bros. Pictures Budget: $255 to 258 million Stars: Henry Cavill, Amy Adams, Michael Shannon, Antje Traue, and Russell Crowe and Kevin Costner
The Plot: Just before the planet Krypton is destroyed, scientist Jor-El (Crowe) sends his young son to Earth. Raised by a kindly couple, Clark Kent (Cavill) hides his superhuman powers from the world but, when he discovers the truth of his alien heritage, he finally assumes the mantle of Earth’s greatest protector, Superman, just in time to defend his adopted home world from the maniacal General Zod (Shannon), a Kryptonian warrior seeking to terraform Earth into a new Krypton!
The Review: Those who’ve read my reviews of the Richard Donner/Christopher Reeve films, and Superman Returns, will know that my relationship with those movies is a contentious one. While Reeve was undoubtably iconic in the role, and the first two films not only helped establish Superman in the eyes of the general audience but influenced comic books and their adaptations for decades, I also grew up reading the Post-Crisisversion of Superman as written by John Byrne and firmly believed that the character had significantly changed since his wacky Pre-Crisis days. In the comics I read, Clark Kent wasn’t some bumbling reporter, Lois Lane wasn’t an obsessed stalker, and Superman was a relatable and at times vulnerable character; he got married, died and came back, and, crucially, had a humanity at the heart of his character and was far less God-like than in the sixties and seventies. Consequently, I was quite excited to see a new version of the character brought to the big screen, with a revised origin and no ties to the films that had come before it. I believe this is the route Warner Bros. should have taken with Superman Returns and, if they had, the nature of the DCEU could be quite different today. I was doubly excited since the studio not only had Christopher Nolan onboard as a producer but brought in Zack Snyder, who had impressed me with his visuals and brutal action-orientated storytelling in 300 (Snyder, 2006) and Watchmen(ibid, 2009), and even roped in Kevin Costner and Russell Crowe in pivotal roles.
Amidst a chaotic opening, Jor-El is able to spirit his infant son to safety before Krypton is destroyed.
As is tradition at this point, Man of Steel opens on Krypton, a world decidedly different from what we’ve seen onscreen and in the comics before. While many interpretations of Krypton like to draw upon Donner’s cold, crystalline wasteland, Man of Steel presents a vast alien world whose technology is based around a sort of fluid nanotech, genetic engineering, and artificial intelligence. The landscape is also much more alive and vibrant, with massive creatures roaming the ground and the skies, other planets dominating the horizon, and a tint of copper red/orange applied to the world, whose architecture is a curious mixture of almost Aztec-like structures and advanced anti-gravity technology. In this version of events, Krypton is quite the lackadaisical race; having grown weary of colonising other worlds, they’ve allowed themselves to become somewhat stagnant on their home world. Their society is comprised of genetically engineered individuals pre-programmed into specific roles, such as warriors, scientists, and politicians, and thus the infant Kal-El is the first natural birth in centauries. However, their hubris remains as steadfast as ever and they ignore Jor-El’s warnings that the planet’s core is quickly destabilising after (presumably) decades of mining it following an energy crisis. Realising the planet is doomed, Jor-El pleads with the Kryptonian Council to allow him access to the “Codex”, a complete record of their society and genetic history, in order to ensure that a new generation of Kryptonians survives the calamity, but his demands are quickly interrupted by a coup d’état led by General Zod, who disposes the council and causes the planet to erupt in all-out war despite the looming danger. Consequently, Man of Steel has an extremely chaotic opening where we’re bombarded with information and explosive visuals; Kal-El is born, Krypton is said to be close to destruction, war breaks out!, Kal-El is imbued with the vaguely-defined Codex and rocketed to safety, Zod kills Jor-El before his insurrection is quashed and is banished to the Phantom Zone alongside his cohorts, and then the planet explodes all within the first twenty minutes! While this is clearly important to give us a glimpse of Kryptonian society and the sacrifices his parents made, and absolutely a narrative device used in Superman media time and time again, I can’t help but feel like the opening could have been trimmed down a little and scattered throughout the film, especially as Jor-El’s holographic interface later gives Clark the rundown on these events, and Zod also relates things from his perspective, meaning we essentially learn the same information twice.
Having struggled with his powers, and guilt over his father’s death, Clark with his place in the world.
This bombastic and visual cacophony then gives way to a much more nuanced, grounded, and undeniably Nolan-influenced portion of the film where we jump ahead some thirty years to find the now grown-up Kal-El travelling Earth as Clark Kent and trying to get a better understanding of himself and the nature of humanity in order to figure out how best to utilise the fantastic abilities afforded him by our yellow sun. This narrative device makes far better use of the film’s run time to parallel Clark’s journey as an adult with his childhood growing up in Smallville, Kansas, where young Clark (Cooper Timberline and Dylan Sprayberry) was initially overwhelmed with his developing abilities, which cause him pain, discomfort, and fear and are framed very much as an allegory for puberty. Clark’s superhearing and x-ray vision are depicted as being harrowing for the young boy, who has a full-blown panic before his kindly adopted mother, Martha Kent (Diane Lane), helps him to focus himself, to block out the noise and the visions that plague him, and to master his abilities. As he grows older, he comes to resent having to hold himself back and to hide his powers, which very much sets up an ongoing moral conflict within the film. Indeed, his adopted father, Jonathan Kent (Costner), even suggests that he should have let a busload of his classmates drown rather than risk revealing himself since he’s of the firm belief that the world isn’t ready to accept the truth of what he is. However, Jonathan and Jor-El both believe that Clark, and his gifts, have world-changing implications; his presence will inspire both fear and hope, reverence and hostility, as humankind realises that they’re not alone in the universe and that their world has been forever changed. Jonathan recognises that this is not only a huge burden but will result in Clark being viewed as something other than human, whether for good or ill, and just wants his son to be prepared to either face up to this great destiny or to walk away from it without regret. Clark’s fear and confusion eventually turn into resentment and adolescent rage as he grows older and becomes tired of having to hide himself and lashes out at Jonathan without thinking, only to have to watch, helplessly, as his adopted father is swept away by a tornado since he was forbidden to act and expose himself before he was ready. While this death is overly dramatic and lacks the subtle nuance of Jonathan succumbing to a simple heart attack thus teaching Clark that even he cannot stop nature, it does result in him being so guilt-ridden that he travels the world to try and find himself and learn how best to honour his father.
Lois is integral to Clark’s decision to reveal himself as Superman and is at the forefront of the chaos.
By the time he’s an adult, Clark has experienced much of the conflicting nature of humanity; there are bullies and assholes but also those who will go out of their way to save others, proving that humankind has a spark of decency buried deep beneath the conflict. When he discovers the Kryptonian scout ship and meets the holographic representation of his birth father, Clark learns of his true heritage and the reason for his existence and finally discovers the means to reconcile the conflict within him. Donning an absolutely glorious alien suit and flowing cape, and inspired by both his fathers, Clark finds he has only begun to realise the true extent of his abilities as he defies Earth’s gravity, clearly basking in the feelings of liberation brought not only from flying through the air but from finally accepting his birthright. Clark is shown to have always had a strong relationship with Martha, who only ever showed him love and affection and tried to help him to focus his abilities. While both her and Jonathan loved him unconditionally, their methods at helping him through his adolescence and his burgeoning powers differed somewhat, as she was perfectly happy to just let him grow up, fully confident that he’d make the right decisions, whereas Jonathan continually went out of his way to stress that Clark is there for a reason and has a greater destiny. After Jonathan’s death, Clark’s bond with Martha grows even stronger, partially due to his guilt but also because she’s all that he has left and he flies into a rage when her life is threatened by Zod and his cronies later in the film. Of course, intrepid reporter Lois Lane (Adams) remains a central influence in Clark’s decision to embrace his destiny and put his powers to good use; depicted as a strong-willed, curious, and empathetic woman, Lois is a fearless reporter who doesn’t hesitate to put herself in harm’s way, or the most extreme environments, in order to get a good story. When she learns that a centuries-old Kryptonian scout ship has been located in the Canadian Arctic, she doesn’t hesitate to head out there, immediately establish herself as a woman of some fortitude before the somewhat disapproving Colonel Nathan Hardy/Guardian (Meloni), and even brave the frigid environment to get up close and personal with the ship. After she’s attacked by the Kryptonian security droids and Clark saves her life, she throws herself into trying to track down her mysterious saviour, much to the chagrin of her editor, Perry White (Lawrence Fishburne), and is intrigued by the many and varied reports of a superpowered do-gooder helping others before disappearing.
Strong supporting characters flesh out the world and ask new questions about Superman’s presence.
In a fantastic change of pace, Lois experiences Clark’s abilities and is privy to his identity right away, doing away with the need for him to assume the guise of a bumbling fool. Lois not only gives him the name Superman (in a roundabout way), but also plays an important role as an audience surrogate as she uses her reputation as a celebrated reporter to accompany and talk to him after he surrenders himself to the distrustful Lieutenant General Calvin Swanwick (Harry Lennix) and even goes with him to Zod’s ship after Superman willingly agrees to give himself up to spare his world. Cavill and Adams have a real tangible onscreen chemistry and Lois very much acts as a mediator between Clark’s somewhat sheltered upbringing, the awe that his presence (and unparalleled physicality) inspires, the suspicion of Swanwick and some others, and the demands of Zod. General Zod announces his arrival by broadcasting an ominous message across all media platforms and in all languages to deliver Clark with an ultimatum, thereby giving him another moral quandary over whether to surrender himself to the Kryptonians or to humanity, neither of which are particularly trustworthy. Zod isn’t alone in his mission, of course. He’s joined by a number of Kryptonian followers, the most prominent of which are Faora-Ul (Traue) and an unnamed towering brute who ransack Smallville to draw Superman out for a conflict. Much like Ursa (Sarah Douglas), Faora-Ul is absolutely devoted to General Zod and follows his every order without question. Interestingly, she sparks up a rivalry (and, apparently, a mutual attraction and respect) with Colonel Hardy during the conflict between the military and the Kryptonians that eventually drives them to go out in a burst of glory during the finale. Perry White also has quite a prominent role here; not only does he bust Lois’s balls over daring to suggest the Daily Planet print a story about aliens, but he’s also less than impressed that she protects Superman’s identity and actually takes an active role in helping his staff (and others) during the cataclysmic finale. Lieutenant General Swanwick takes the lead in the military’s investigation of Superman; legitimately concerned and thrown off by the revelation that an alien has been living amongst them for thirty-three years, he treats Superman with a great deal of apprehension since he has such incredible power but acts independently of anyone’s interests, to say nothing of those of the United States government.
Zod is a cruel and malicious warrior who is dedicated to ensuring the survival of the Kryptonian race.
I do think that the film would have benefitted from a slight restructuring to allow for a time jump between Clark discovering his suit and Zod’s arrival; Clark is Superman for barely a day before the Kryptonians arrive to cause havoc, meaning his first real test is right in the deep end against a bunch of fanatical warriors and I think it would have benefitted the film (and the sequel) to have had a bit of a montage that showed him performing superheroic feats across the world and lay the seeds for the hope and fear his presence inspired in people. Kryptonian society is a little different to what we saw in the old films; genetic engineering is the norm, so everyone has a predefined role; while Clark, as the first natural-born Kryptonian in centuries, is the exception to this rule, General Zod is a warrior through and through whose desire to ensure Krypton’s survival drives him to extreme and devastating actions that he couldn’t stop even if he wanted to. Having spent a great deal of time in exile and spurred by the perceived betrayal of his fellow Kryptonians, Zod is an interesting dichotomy; he’s both one-dimensional and multi-dimensional since he is fixated on ensuring Krypton’s survival and yet he’s genuinely hurt when Jor-El refuses to join forces with him in meeting this goal, and at being forced to fight against his old friend. Rather than being a criminal and a conqueror simply for personal glory, Zod seeks to terraform Earth and extract the Codex from Clark in order to rebuild Kryptonian society and is disgusted that Clark shares the same compassion and weakness as his father. As much as I was glad to see that Man of Steel avoided using typical Superman villains and devices like Lex Luthor and Kryptonite, I was a little disappointed that Zod was used as the main antagonist; Michael Shannon is amazing in the role, don’t get me wrong, exuding an intelligence and a malice that help him be as distinct from Terence Stamp’s memorable rendition of the character as Cavill is from Reeve, but I do think the film could’ve been largely the same, and actually somewhat superior, if Zod had been replaced with Brainiac. By taking influences from Superman: The Animated Series (1996 to 2000) and elements of the Eradicator and Zod’s fanatical fixation on rebuilding Kryptonian society, Brainiac could have helped the film stand out even more from its predecessors, and Michael Shannon could have brought the same calculating intensity to that role as he does to Zod, but I very much enjoyed how Zod was such a devious, manipulative, and brutal foe here.
The Nitty-Gritty: Man of Steel owes more than a little to Nolan’s grounded and gritty take on Bruce Wayne/Batman in the Dark Knight trilogy; like those films, Man of Steel is a very serious and thought-provoking deconstruction of easily the most iconic superhero in all of comicdom. The film is front-loaded with themes regarding destiny, nature/nurture, and realising oneself in a world that’s not as black and white as we’d like. More than ever, Superman and General Zod are presented as thematic opposites; while Zod is pained to have killed his friend and is acting only in the interest of preserving his long-dead society, Superman is determined to safeguard his world and others but has struggled for his entire life with finding the means to do so. Both Jor-El and Jonathan see him as a world-changing symbol of hope and the capacity to achieve something greater, and he even wears his family crest (the symbol of hope) as Superman, but a prevailing concern throughout the film (which later turns out to be true) is that humanity will stumble, to say the least, in their efforts to keep pace with him. As ever, Superman is accompanied by strong religious themes; one of Jonathan’s many worries about him exposing himself is how it will change humanity’s perception of their beliefs in both scientific and religious teachings, when Zod arrives Clark communes with a priest (Coburn Goss) before surrendering himself (fitting, considering his dialogue with Jor-El clearly evokes a conversation with the Creator), and of course Superman adopts the image of the crucifix before dashing off to rescue Lois’s escape pod.
Superman, his enemies, the tech, and the entire film shines thanks to a strong visual identity.
One of the benefits of bringing in Zack Snyder is his strengths as a visual storyteller; Man of Steel is beautifully shot, utilising a subdued colour scheme that gives the film a very tangible, grounded aesthetic. Shots of Krypton, and Superman, are given a suitably grandiose sheen, making for some of the most impressive flying sequences in a Superman film yet and ensuring that Superman makes a lasting impact every time he’s onscreen. Snyder is far from a subtle storyteller, however, though, here, his tendencies are clearly tempered by Nolan’s more measured and intellectual approach. Still, Snyder’s propensity towards spectacle and engaging visuals results in some harrowing sequences; one of the standouts is a dream-like confrontation between Superman and Zod where the Man of Steel sinks beneath the skeletal remains of billions of murdered humans. Superman’s powers are somewhat subdued here, potentially to maintain the grounded tone of the film; Superman exhibits superhearing, vision, and strength but he and the other Kryptonians primarily rely on their heat vision, superspeed, and flight rather than freezing breath. Thanks to fully utilising modern technology, Man of Steel has the best flying sequences of any Superman movie, taking the lessons learned in Superman Returns and cranking them up to eleven. Snyder loves him some dramatic camera zoom; it’s a little overused but actually makes it feel as though the camera is tracking the action and flying in real-time. Of course, I have to gush about Cavill’s super-suit; yes, debates will rage seemingly for all eternity about whether he should have trunks or not but this is, for me, the best Superman costume we’ve ever seen in live-action. The symbol is alien, and yet familiar, and the texture work is sublime. His cape is nice and long and flowing, making for some dramatic shots as it billows out behind him, and the colour grading allows it to be both colourful and realistic without being overly comic book-y. While the Kryptonian suits are all CGI, you’d never know it since they never appear to be fake; I love how they’re all garbed in this functional dark armour, which is a brilliant thematic and visual parallel between their dark designs for Earth and Superman’s heroism. Krypton and its technology are far more alien than is the norm, comprised of squid-like robotic aides, a sort of nanotechnology used for communication, and a life-like holographic projection of Jor-El that guides Superman and helps Lois. When Superman arrives on the Kryptonian ship and learns about his society, there’s a distinct visual contrast between himself and the world he knows on Earth and this unknown alien society, which is similar to ours but fundamentally different and far more advanced in so many ways.
Metropolis is wrecked by the destructive conflict in scenes analogous to a disaster movie.
Superman ultimately embraces aspects of both worlds by donning a Kryptonian suit and his father’s crest and using his powers to benefit his adopted world while also being mindful of his adopted father’s fears that society will never fully trust, or embrace, him due to how different he is. Thanks to having lived on Earth for his entire life, Clark has fully mastered all of the sensory bombardment that comes from his powers, however he’s still learning and is untested in operating in public. Onboard Zod’s ship, Superman is rendered powerless and as vulnerable as they are when exposed to Earth’s atmosphere, which initially causes them crippling pain. However, the Kryptonians are born and bred warriors, trained to master their senses and their environment, so quickly adapt to the atmosphere and the powers that come with it; they’re also far more adept at fighting than Clark, and not only outnumber him but have devastating terraforming technology at their disposal, meaning Superman faces a very real and formidable physical threat throughout the film. This results in Man of Steel being almost the exact opposite of Superman Returns, and its other predecessors, as it features more action, fight scenes, and depictions of gratuitous destruction than you could ever hope for…and it’s pretty freakin’ glorious! Even Jor-El gets in on the action, donning both the Superman suit and Kryptonian armour, blasting at Zod’s forces, flying through the battle that rages in Krypton’s sky, and even going toe-to-toe with Zod himself to help establish that Superman’s fighting spirit and defiance is potentially inherited from his father. The action is intense and brutal, with a huge area of Metropolis and Smallville being destroyed as Superman ploughs his opponents through buildings and Zod’s World Engine machine devastating the city with its energy cannon. This Superman is an extremely emotional and reactive character who flies into a rage and is determined to tackle his enemies using brute force, meaning untold collateral damage in the process that received a lot of backlash but is clearly evoking the imagery of cataclysmic events such as 9/11 to show how these God-like beings pose a real danger to the world. While I can’t deny that Snyder definitely went way overboard with the destruction caused during the finale (Metropolis literally looks like it’s been entirely wiped out at one point, and Superman sends Zod’s ship crashing right into the heart of the city, which absolutely killed thousands of people), Clark’s just become Superman and is being threatened by a formidable force who won’t listen to reason, so he’s not as experienced as his predecessor or comic book counterpart. Plus, I think it’s important to remember that Superman does make an effort, wherever possible, to save lives; hell, the entire reason Colonel Hardy learns to trust Superman is because he saved his life, and he pushes himself to the absolute limit to destroy the World Engine in the Indian Ocean, thus saving the entire world from destruction.
Superman takes drastic action to end Zod’s threat and settles into his new life as an unassuming reporter.
With his ship downed, his World Engine destroyed thanks to Superman and Hardy’s sacrifice, and his followers all dead, General Zod is left utterly devastated; he’s lost his world, the last remnants of his people, and his entire reason for living (nay, being) has been brought to ruins all because Superman, the son of his former friend and hated enemy, chose his adopted world over his birth planet. Fuelled by his rage, and his commitment to ensuring the greater good of his people, Zod flies into a brutal and merciless assault, resulting in a vicious battle between him and Superman through the remains of Metropolis. Thanks to the benefits of modern day effects, this fight isn’t restricted in the same way as the finale of Superman II was, allowing Superman and Zod to plough through buildings, tear through walls, smash through a Wayne Enterprises satellite in the upper atmosphere, and finally gives us the violent and exciting airborne fist fight we’ve wanted from a Superman film since seeing The Matrix Revolutions (Wachowski Brothers, 2003). Although the battle has already cost the lives of God-knows how many, Superman is ultimately faced with an impossible decision; trapped in a headlock, General Zod refuses to ever stop his destructive vendetta and threatens to immolate a nearby family with his heat vision, leaving Superman no choice but to break the fanatical Kryptonian’s neck to end his threat once and for all. Again, this sparked a great deal of controversy and I can fully understand that, but it’s not as if Superman hasn’t killed Zod before (he did it in Superman II (twice, actually) and famously did executed him the comics, too) and I would much rather have Superman forced to make that decision and then learn to deal with it rather than just sweep it under the rug because he’s supposed to “be better”. In the aftermath, Superman maintains that Swanwick will just have to trust that he’s there to help and isn’t a threat to humanity (something that, sadly, is a focal point of the sequel) and, in a move that I was genuinely surprised to see, goes to work with Lois at the Daily Planet. Considering how fast and loose Man of Steel played Superman’s identity, I was almost sure that Snyder would avoid using this trope but it is tradition, after all, and the film ends with the hope that the world will change for the better following Superman’s arrival (which, again, would be dashed in the sequel…)
The Summary: After years of Superman being pigeon-holed into this outdated Silver Age characterisation as a God-like being forever embodied by Christopher Reeve, Man of Steel was a real breath of fresh air for the character and really changed the perception and portrayal of the character in interesting ways. I’ve said it before but playing Superman is no mean feat because Reeve cast a very long, dark shadow and comparisons will always be made between him and every actor to take on the tights and cape, but Cavill really brought a physicality and charisma that hadn’t been seen for some time. It helps that he’s an absolute beefcake, but his suit is incredible, and I enjoyed the deeper insight into his relationship with humanity and the burden of living up to the responsibility of his incredible powers. It’s maybe a bit too grounded and gritty and dour for a Superman film, especially as he’s meant to be a paragon of truth, justice, and the American Way, but I think it did a great job of introducing a new version of Superman to a new generation of audiences. The visual presentation and explosive action is an absolute spectacle; there’s a real sense of danger and consequence when Superman throws hands with his Kryptonian foes that may not be the most subtlest approach to take when it comes to disastrous events but absolutely makes for the most action-packed Superman film yet. Man of Steel is only bolstered by strong performances across the board; there’s a fantastic chemistry between Lois and Clark, Zod is a malicious and spiteful despot, and even the supporting actors all do a wonderful job of grounding this world and setting the stage for the coming DCEU. It’s a shame that so many people couldn’t get past the wanton destruction and more controversial aspects as there’s a lot to like here, and even more of a shame that Snyder (and Warner Bros.) squandered all the potential of this world with the follow-up by presenting Superman as a contentious figure and then killing him. While I have grown to despise die-hard Snyder fans and their antagonistic behaviour, I still really enjoy Man of Steel and am incredible happy with how it all came together to deliver a Superman much more in line with what I wanted to see onscreen.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
Did you enjoy Man of Steel? What did you think to Henry Cavill’s performance as Superman and how do you think he compares to other live-action Superman? Did you enjoy the new interpretation of Krypton? What did you think to the extended discussion regarding Clark’s powers and place in the world? Did you enjoy the way the film handled his secret identity and the new suit? What did you think to this version of General Zod? Were you put off by the destruction and Zod’s execution or did you enjoy the more violent aspects of the film? What is your favourite Superman story, character, or piece of media? How did you celebrate Superman Day this month? Whatever your thoughts, feel free to share them below or leave a comment on my social media.
This review has been supported by Chiara Cooper. If you’d like to support the site, you can do so at my Ko-Fi page.
Story Title: “Flashpoint” (comprised of “Chapter One” to “Chapter Five”) Published: July 2011 to October 2011 Writer: Geoff Johns Artist: Andy Kubert
The Background: Robert Kanigher and artist Carmine Infantino introduced readers to Barry Allen/The Flash in Showcase #4 (1956) and heralded the “Silver Age” of comics; this new incarnation of the Scarlet Speedster may have taken the place of his predecessor, Jay Garrick, but it wasn’t too long before the two were coming face-to-face thanks to the concept of the multiverse. Barry fast became one of the most popular and iconic characters to carry the Flash mantle, and his death in Crisis on Infinite Earths (Wolfman, et al, 1985 to 1986) was long-regarded as one of the few permanent fixtures in comics. However, in the ridiculously confusing Final Crisis event (Morrison, et al, 2008 to 2009), DC finally brought Barry back and reinstated him as the Flash, a decision that irked (and continues to irk) many fans of his replacement, Wally West. Though Barry was returned to a world that had largely passed him by, a series of retcons enabled him to slip back into his old role; however, despite having already torn apart and rebuilt the multiverse just five years prior in Infinite Crisis (Johns, et al, 2005 to 2006), writer Geoff Johns decided to shake up the DC Universe with this five-issue event, which was bolstered by a number of tie-in stories. Flashpoint saw massive changes to DC’s timeline, characters, and continuity; it directly led to one of my least-favourite eras of the comics, The New 52, and both compressed, altered, and confused many of DC’s storylines. The story proved quite influential, however; not only was it partially referenced in The Flash (2014 to present), it was also adapted into a well-received direct-to-DVD animated feature, and served as significant inspiration for the Flash’s big-screen solo film.
The Review: Flashpoint begins and is punctuated by narration from Professor Zoom, Eobard Thawne/The Reverse-Flash, Barry Allen’s long-time nemesis who has a warped hero worship of the Flash that compels him to cause the Fastest Man Alive nothing but pain and misery in a twisted attempt to make him a better hero. A series of little flashbacks establish Barry’s close relationship with his mother early on; he adored Nora as a child and the mystery of her strange and brutal death haunted him even into his adult life, where he became a forensic scientist. Once he was struck by that errant lightning bolt and gained his superspeed, the Flash found a happiness that was missing from his life: friends and colleagues in the Justice League, love with his own wife, Iris West, and a family of fellow speedsters. However, all of that randomly changes for Barry when he’s roused from sleep at the Central City Police Department to find that Central City is under the protection of a questionable hero, Leonard Snart/Citizen Cold, the Flash’s rogues gallery doesn’t exist and, to Barry’s horror, he no longer has his superspeed or identity as the Flash.
Barry finds the world has changed for the worst and that Bruce has been replaced by his violent father!
If that wasn’t bad enough, Iris is in a loving relationship with another man; however, on the plus side, Nora Allen is still alive but, while Barry is overjoyed at being reunited with his beloved mother, his analytical mind immediately sets to work trying to figure out what’s happened to the world; he still remembers heroes like Clark Kent/Superman and the Justice League, but neither of these aspects appear to exist anymore…with one exception: Batman. The story jumps over to Gotham City, now a bustling metropolis with neon billboards promoting “Wayne Resorts and Casinos” and haunted by a far darker and more violent version of the Caped Crusader. While this Batman is far more callous than his mainline counterpart, and perfectly happy with tossing costumed baddies to their deaths, he’s just as driven to hunting down the Joker, and especially motivated as the Harlequin of Hate has kidnapped Mayor Harvey Dent’s twins. His investigation is interrupted by Victor Stone/Cyborg who, rather than judging Batman’s violent methods, invites him to align with a motley crew of alternative heroes and villains in order to oppose Arthur Curry/Aquaman and Diana Prince/Wonder Woman, whose warring nations threaten to destroy the world in their conflict. Batman, however, is uninterested in joining their cause since none of them stand a chance at fighting the Atlanteans and the Amazons, and his disinterest causes many of Cyborg’s followers to cut out as well, leaving the man-machine despondent. Confused and desperate for answers, Barry is forced to endure the frustration of traffic jams in order to travel to Gotham City to ask Bruce Wayne for help. However, when he arrives at Wayne Manor, he finds Alfred Pennyworth missing, the stately home in disarray, and is shocked to discover that this Batman isn’t Bruce…but his father, Doctor Thomas Wayne!
Barry goes to extreme lengths to regain his powers before he loses his memories of the original timeline.
In this world, it was young Bruce who died that night in Crime Alley, turning Thomas into a brutal and sadistic bat-themed vigilante. Believing Barry to be delusional, and angered at his knowledge of Bruce, Thomas breaks Barry’s finger and puts a beating on him, unimpressed with his claims to be the Fastest Man Alive. The conflict with Thomas not only assaults Barry’s body, but also his mind as his memories start to change to align with this new world, one caught in the middle of a war between Atlantis and Themyscira that has devastated large parts of the world. One year previously, the hostile Aquaman and his half-brother Orm Marius/Ocean Master flooded much of Western Europe and, before that, Wonder Woman and her Amazons attacked and conquered London, re-christening it New Themyscira. Barry finds his Flash ring in the Batcave but is shocked to find Thawne’s Reverse-Flash uniform in there instead of his Flash costume and theorises that the maniacal time-traveller must be behind the changes to the timeline. Although initially sceptical of Barry’s story, Thomas is intrigued by Barry’s tragic and twisted history with Thawne, who purposely travelled back in time to cause him anguish by killing his mother and hounding his superhero career, and spurred to help him since restoring the timeline will mean that Bruce never gets murdered. However, the only way they can hope to achieve this is to restore Barry’s superspeed before he forgets everything about the previous timeline, but his initial attempt to recreate the accident that doused him with chemicals and saw him struck by lightning leaves him a charred and scarred mess. Although left in agonising pain from third degree burns over seventy-five percent of his body, Barry is adamant about trying again, with an even bigger bolt of lightning, before his new memories completely override everything he used to be and know. Thomas, of course, thinks he’s a madman for risking his life in such a desperate attempt, but the second bolt of lightning does the trick and Barry’s superspeed and connection to the Speed Force is restored, which has the added effect of speeding up his recovery time. Barry whips himself up a fresh new Flash costume and sets to work trying to figure out what else has changed in this new timeline and who else is available to help; he explains the dangers and mechanics of time travel to a cynical Thomas, that Thawne is afforded additional abilities thanks to his “Negative” Speed Force and has no compunction about screwing up the timeline, which can have serious consequences even if only small changes are made.
Since Superman’s no help, Batman joins the Resistance, but they’re hopelessly outmatched against their foes.
Believing that Thawne purposely orchestrated this new timeline to take the world’s greatest superheroes out of action, Barry discovers that the Kryptonian rocket carrying the infant Superman crashed into Metropolis and killed thirty-five thousand people, and Thomas agrees to be Cyborg’s strategist in exchange for access to classified government information on the rocket that only Victor can supply. Thomas has absolutely no problem with deceiving Cyborg since, if they’re successful, time will be forever changed and none of their strife will have happened or mattered, which is perfectly fine with this jaded, semi-suicidal version of Batman. Cyborg leads the two to a secret underground facility beneath Metropolis, the home of “Project: Superman”, which they sneak into and discover the skeletal remains of a Kryptonian canine and an emaciated, terrified Kal-El who has been routinely tortured, experimented on, and kept out of the sun’s rays his entire life. Batman is less than impressed with Barry’s so-called “saviour”, who has little to no control over his powers and deserts them the moment that General Sam Lane’s soldiers close in. Thankfully, they’re saved by Emily Sung/Element Woman, who chemically incapacitates the soldiers, but Barry continues to be plagued by the physical pain and seizures his new memories cause him; these show a life where his mother was constantly by his side encouraging him, even after his father’s tragic heart attack, and a version of Barry who continuously struggled to find a woman to settle down with. After Colonel Steve Trevor fails to liberate reporter Lois Lane from New Themyscira, the United States President is left with no choice but to employ the full might of the U. S. military, which results in Hal Jordan (who never received the Green Lantern ring in this world and resents the world’s superheroes for not getting involved in the greater conflict) being shot down and killed by the Amazon’s invisible jets. With the entire world on the brink of all-out war, and the United Kingdom threatened by a devastating tidal wave, Barry berates Thomas for writing his world off; arguing that, at any moment, Barry could completely forget Bruce and the former timeline, Barry encourages Cyborg to make contact with the superhero community to defend the world and, although their ace in the hole, “Superman”, has literally flown the coop, they’re joined by Billy Batson and his adopted family, who are collectively known as Captain Thunder in this world. Such is the allure of Batman’s urban legend that all it takes is his involvement and leadership to unite the world’s superheroes in interceding in the battle between Aquaman and Wonder Woman, however they’re betrayed by June Moon/The Enchantress, who forcibly transforms Captain Thunder back into his mortal form so that Diana can run him through with her sword.
Reverse-Flash’s boasting is cut short and Barry is seemingly able to set the timeline right…
It’s here, in the midst of a brutal war with the fate of this alternative world in the balance, that the Reverse-Flash finally makes his physically appearance. Naturally, a vicious fist fight breaks out between the two, but Barry is devastated to learn that it was he who caused this dark new timeline and not Thawne. Thawne “[resets Barry’s] internal vibrations” to reveal that Barry was so distraught after learning that Thawne killed his mother that he pushed himself further than he’d ever gone before, travelled back in time, and called upon the entire power of the Speed Force to prevent that event from ever happening. The result was a fracturing of the timeline in wild and unpredictable ways, and also that Thawne has been “removed from the timeline” so that, no matter what happens in the past, present, or future, he will continue to exist to plague his foe. This means that Thawne no longer has to rely on Barry being alive to ensure his creation in the far future, and nothing Barry does will prevent Thawne from existing. However, just as it seems like Thawne has achieved his ultimate victory, Batman stabs Thawne through the back and kills him, admonishing him for turning his back on the battlefield. Even though Superman makes a dramatic reappearance to join the fight, the war escalates uncontrollably; Atlantis plans to sink the United Kingdom and Enchantress mortally wounds Batman, who begs Barry to set things right. Reluctant to leave the world to its fate, Barry first stops by to talk to his mother, who encourages him to do the right thing since he’s literally sacrificed billions of lives and made the world a complete hellhole just to save her life. Heartbroken, but galvanised by her blessing, Barry intercepts his past self and knocks him from the Cosmic Treadmill but, when he returns to the time stream, Barry finds that there are three separate, competing timelines and a mysterious, hooded woman warns that time has been splintered and that only Barry can help merge them back into one unified timeline. When Barry awakens at his desk, the world appears to be back to normal; the first thing he does is race to the Batcave to talk with Bruce, who is once again Batman and who, surprisingly, reassurances Barry that he’s only human and couldn’t have known that saving his mother would have screwed the world up so badly. In an interesting twist, Barry retains his memories of the “Flashpoint” universe, and leaves Bruce in tears when he delivers him a letter rom his father. However, Barry fails to notice a few changes that have occurred as a result of his time meddling; not only is his Flash suit different, but so is the Batsuit, and all of the world’s heroes have been altered into their God-awful “New 52” forms, but the extent of Barry’s actions wouldn’t be revealed for some time and, for all intents and purposes, this is now the “real world”.
The Summary: If there’s one reason to read Flashpoint, it’s the gorgeous artwork by Andy Kubert; stylistically similar to Jim Lee and John Romita Jr., Kubert really emphasises the kinetic energy of his characters, which is perfect for the Flash, while still balancing the many secondary characters in a way that’s bold and striking and crafting a far darker and more fearsome rendition of Batman. Each issue is accompanied by supplementary materials about this changed world, such as a world map that shows who controls which territory and where these new groups of alternative characters operate, and line art showing Kubert’s process. Sadly, though, just reading the main five issues doesn’t give you the entire story of Flashpoint; like pretty much every big Crisis and crossover event these days, Flashpoint was accompanied by four one-shots, two preludes, and no less than seven additional tie-in titles that further explored this alternative world and these far darker, less hopeful characters. I haven’t actually read any of these as I never felt compelled to explore it further as I subscribed to Thomas Wayne’s philosophy that it really doesn’t matter what happened to him, Aquaman, Hal Jordan, or any of the other characters changed by Barry’s actions as the timeline is reset at the end of the story. That and I really can’t afford to by the omnibus edition that collects all these issues, I don’t want any of the tie-ins taking up space on my shelves, and I really don’t care for the story enough to want to read any more about it.
Barry really comes across as a hypocritical, selfish asshole in this story.
This really isn’t a great story, or look, for Barry Allen. For someone like me, who grew up reading Wally West’s adventures as the Flash, it was already quite the insult to have him so readily supplanted by his predecessor, but to write a story where Barry’s so selfish that he screws up the entire timeline and, not only that, hesitates to set things right because he can’t stand to lose his mother? Yeah, that’s not a great look. And I get it; he’s grieving and in pain and not thinking rationally, but it’s especially odd that Bruce reassures him that he (as in Bruce) probably would’ve done the same thing…despite the fact that he turned down the chance to see the world and timeline reorganised in his favour in Infinite Crisis. The message seems to be that we have to sympathise with Barry but, while he’s obviously suffered a terrible loss at the hands of one of his worst enemies, it kind of seems like Geoff Johns wrote this twist simply because it’d be too predictable to have Thawne be behind the changes to the timeline. On the plus side, Barry certainly suffers for his selfishness; he’s nearly killed by the lightning bolts he attracts to himself and endures an unimaginable amount of agony from their impact, which is the least he deserves to go through. It’s interesting, though, as Barry feels morally obligated (or, perhaps, guilty enough) to help save this world and even has the gall to lecture Thomas Wayne about condemning the world to die. He even hesitates to undo his actions and is desperate to find a way to save his mother and the world at the same time, but finally being convinced to do, y’know, the right thing and prioritise the greater good and he doesn’t even do that right as it births the New 52 world.
Thomas Wayne’s violent, jaded Batman steals the show and delivers a heart-warming end to the story.
Flashpoint’s nightmare timeline is very different from the mainline DC Universe; it’s full of conflict, loss, and despair. A world constantly on the brink of war, under threat by two warring superpowered nations, and suffering without the world’s greatest superhero. This is a world where the public has lost faith in costumed heroes since they’re reluctant to stand against the forces of Atlantis and Themyscira and many of them have either been killed, maimed, or forced to make unlikely alliances and rely on subterfuge to survive and try to take a stand. However, the allure of Batman’s reputation remains as strong as ever; while Cyborg doesn’t approve of Batman’s violent methods, he knows that the Resistance will only really commit to fighting if Batman is onboard and goes out of his way to try and recruit the Dark Knight in order to spark some small sliver of hope. Thomas Wayne, naturally, steals the show here; his darker costume and demeanour show an alternative version of Batman who’s much older and far more cynical than Bruce Wayne. It’s consistently hinted that Thomas Wayne is in such a dark place that he’s not only completely given up on the world, but he also doesn’t really care whether he lives or dies. For him, nothing really matters anymore as not only was his entire world ripped away from him when he watched his son die before his eyes, but everything could be wiped out at a moment’s notice. He is compelled to help Barry, despite his cynicism, not to save his world, but to undo it entirely, fulfilling both of these goals, and really makes an impression with his surly demeanour, willingness to kill, and glowing red eyes. Sadly, despite appearing to die here and this timeline being erased, Thomas Wayne’s Batman would return later down the line and actually oppose his son as yet another dark analogue to the Caped Crusader, but I have to admit that he was one of the few highlights of this Crisis.
As if besmirching Barry’s character wasn’t enough, Flashpoint resulted in the dreadful New 52 era!
Overall, I really don’t care for this story specifically because it spelt the end for the DC Universe as I knew it and the beginning of my least favourite time in DC Comics, the New 52 run. I just didn’t understand the need to even do this and reset things in such an extreme way when Infinite Crisis had already done that not too long before this was published. As a self-contained, throwaway Flash tale that taught Barry a serious lesson about dealing with his grief, it could’ve worked; hell, even as a longer story the stretched over a few of the Flash titles and shook up the status quo for the Flash might have been more enjoyable, but it falls pretty flat as a reality-warping Crisis event because it’s a mere five issues and is lacking the expansive scope of these events. For me, it just doesn’t work since it paints Barry in such a poor light, and it feels completely pointless to dip into any of the tie-in stories since this was obviously never going to last as a timeline. I absolutely feel this could have worked much better if the Reverse-Flash had been the mastermind behind it and had cropped up a bit more in these five issues; this could’ve been a great showcase to show how depraved and twisted he is and could have presented a nightmare timeline where he’s the hero and the Flash is a villain, but he shows up far too late in the story to really make much of an impression and, despite boasting that he’s effectively immortal, is dispatched pretty easily by Batman and his trusty sword. In hindsight, now that the New 52 has finally been undone, Flashpoint isn’t as bad as it was when I first read it and was struggling to cope with all the rubbish decisions made in that era, but it’s still easily skipped over, I think. Just the idea that Barry, who lectures Thomas on how dangerous haphazard time travel can be, would make such a poor, selfish decision without thought to the consequences really doesn’t warm me to his character and, in many ways, makes him as reprehensible as Hal Jordan was back when he was Parallax. These are the actions of a misguided villain, not a sympathetic hero, and all the heart-warming letters from dead fathers and grief over lost mothers in the world can’t save this utter dreck of a story.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
Are you a fan of Flashpoint? If so, what did you like about it? If you read the tie-in stories, which ones were your favourite and what did you think to this alternative timeline? Were you a fan of DC’s decision to reset their continuity again? What did you think to Barry’s decision to save his mother? Did you sympathise with him or did it paint him in a bad light? Were you a fan of Thomas Wayne’s Batman? Which Flash or speedster is your favourite? What’s your favourite Flash story? Which of DC’s infinite parallel worlds is your favourite? Feel free to sign up and share your thoughts on Flashpoint below or drop a comment on my social media.
In 2013, DC Comics declared the 12th of June as “Superman Day”, a day for fans of the Man of Steel the world over to celebrate Clark Kent/Kal-El/Superman, the superpowered virtue of “Truth, Justice, and the American Way” who is widely regarded as the first ever costumed superhero. This year, I’m spending every Monday of June celebrating the Man of Steel as I expand Superman Day to “Superman Month“.
This review has been supported by Chiara Cooper. If you’d like to support the site, you can do so at my Ko-Fi page.
Released: 22 November 2006 Developer: EA Tiburon Also Available For: Nintendo DS, PlayStation 2, Xbox
The Background: As I mentioned in my review of the film, Superman Returns(Singer, 2006) was supposed to be a pretty big deal for DC Comics, Warner Bros. and Superman in general. Absent from cinema screens since 1987, Superman had seen a fair amount of representation in videogames in the intervening years and ever since 1979, but the Man of Steel has had a difficult history with pixels and polygons and it’s not as if videogame tie-in to movies have an esteemed reputation. Add to that the fact that Superman Returns didn’t exactly impress critically and the videogame tie-in was off to a troublesome start before it even released. Developed by a subsidiary of Electronic Arts, EA Tiburon (who had developed a handful of sports-based games for the publisher) and incorporating a large open world version of Metropolis that required players to minimise collateral damage, Superman Returns received mostly negative reviews and Superman has continued to struggle with transitioning into a successful videogame adaptation.
The Plot: Acting as part-prequel- part-midquel, and part-retelling of the events of the film, Superman leaves Earth to investigate the remains of his home planet, Krypton. There, he incurs the wrath of the tyrant Mongul and, upon returning to Earth after five years, finds his arch enemy, Lex Luthor, enacting a diabolical plot for revenge involving Kryptonian technology while also battling some of his most notorious villains.
Gameplay: Superman Returns is an open-world action game that places players in the cape and tights of the Man of Steel, as portrayed by Brandon Routh in the movie of the same name. The main objective of the game is to defend the impressively-realised and expansive city of Metropolis from a variety of threats using Superman’s awesome powers, all of which are available to the player from the moment the game begins. By pressing Y, players can take to the skies and can even rocket away by holding the button down. While it is a bit disorientating once you’re in the air, it doesn’t take long to adjust to it and it can be quite a thrill to blast through the air and between skyscrapers at Superman’s full speed. By holding down the Left Bumper, you can speed through the sky, going faster and faster until everything around you becomes a blur and Superman breaks the sound barrier, however it can be very difficult to make tight turns and avoid flying head-first into buildings when going at full speed. You can land with Y and, when on the ground, sprint at superspeed by holding LB, which is equally unwieldy at times.
Rocket through the sky at breakneck speeds or blast enemies with Superman’s array of powers.
You can target enemies with the Left Trigger and attack enemies with, primarily, X; repeatedly pressing X and adding in presses of Y and A will see Superman pull off more elaborate combos to deal more damage, although there is a significant input delay when trying to perform combos (in a change from most games, it seems that you have to press each button deliberately rather than as quickly as possible). Superman also has the full scope of his superpowers available to use as well; these are assigned to the directional pad and activated with the Right Trigger and allow you to blast at enemies with heat vision, freeze them with Superman’s freeze breath, or put out fires with his superbreath. All of these can also be augmented by double-tapping the direction and can even be worked into your combos but be sure to keep an eye on the power meter, which will deplete as you use your superpowers and take some time to refill (though you can speed this up by flying up into the sky to bathe in the sun’s rays). One of the constant problems with Superman videogames is that, thanks to the prerequisite for character’s to have a health bar, the Man of Steel is often neutered or susceptible to damage and death rather than being the powerful, superhuman hero he is known to be. Superman Returns comes up with a truly inspired solution to this problem; not only are Superman’s powers restricted by a power meter, not only does he come up against powerful alien foes and robots that are able to bash him about like a ragdoll, but he must also ensure that Metropolis doesn’t suffer too much damage from the constant barrage of attacks that befall it.
In an ingenious twist, Metropolis takes damage in Superman’s place.
Enemies will attack civilians, set fire to buildings, and the environment is highly destructible, meaning that cars, trees, walls, and other objects and parts of the environment can be used as weapons or destroyed and, if the city is damaged too much, Superman will fail his mission and you’ll have to either restart the chapter or reload your last save. Replenishing Metropolis’ “health” can be quite a chore; you can pick up injured civilians (one at a time) and carry them to a specific ambulance to restore a bit of the city’s health but the best way to bump its health back up is to get rid of all the enemies or the threat in play or reload your last save. Unlike the vast majority of videogames, Superman Returns doesn’t appear to autosave after you complete objectives and missions; instead, you can/must manually save from the pause menu, which also lets you view Superman’s combos, statistics, and the experience points (XP) you’ve accumulated. XP is earned by defending Metropolis from incoming comets, burning buildings, and attacks from aliens, robots, and Cadmus’ monstrous creations; when you gain enough XP, Superman will level-up and his superpowers will automatically become more powerful as a result. Superman Returns features a nice little mini map on the bottom left of the screen that shows you where enemies and ambulances are located and Superman will pick up cries of distress and be able to see objective markers thanks to his super-senses. You can also view the entire city map by pressing the ‘Back’ button but this really isn’t all that helpful as no areas, secrets, or places of interest are highlighted and the only place you can fast travel to and from is the Fortress of Solitude.
Gameplay gets extremely tedious and frustrating very quickly.
Gameplay gets extremely repetitive very quickly and the game’s pace is all over the place; you cannot progress the story until you’ve defended Metropolis from a certain number of random attacks, which occur either so sporadically that you’re flying around aimlessly like an idiot or happen so often and have so many enemies that it becomes annoying. You cannot just fly away from these incidents and ignore them, either, as that’ll cause a game over but, even though you’re playing as frickin’ Superman, you often end up getting bashed all over the place by a barrage of attacks and are forced to mash buttons to get Superman’s useless ass back into the fight. A certain amount of strategy is required to take on enemies, who can race away across the city or are vulnerable to certain superpowers, but it all gets very frustrating and mind-numbing very quickly. Incidents where you have to blast meteors from the sky, put out fires, save citizens, or tackle incoming tornados help to break the monotony up a bit but they’re few and far between.
Graphics and Sound: Similar to the movie it’s based on, Superman Returns makes extremely poor use of John Williams’ iconic Superman theme; in fact, the rousing “DUN-dun-dun-DUN-DUN” doesn’t appear at all in the game and is replaced by a very generic soundalike that really undermines the entire experience. Stars Brandon Routh, Kate Bosworth, and Kevin Spacey all return to lend their likenesses and voices but, sadly, like many videogame adaptations of movies, the game’s interpretation of the film’s events leaves out many of the characters and sub-plots from the source material and provides only a very basic recap of the film as story-based missions.
While the cutscenes look terrible, Superman’s character model is okay, especially when he’s flying.
Plus, while these actors do lend their likenesses, only Superman appears as an in-game character model. The game’s cutscenes are quite low-quality, very blurry, and extremely limited in their detail and length but, thankfully, Superman himself looks mostly okay. When you leave him standing around, he’ll strike a heroic pose (the camera even automatically changes position for the best possible shot) and NPCs will continuous be in awe of his presence, feats, or begging for his help. Superman looks best, however, when flying at high speeds; his head and neck seem a little disproportionate to his body and, like many Xbox 360 character models, he looks a bit more like a malformed action figure than an actual person with a logical skeletal structure. Superman ragdolls around when attacked and seems quite unwieldy at times as he’s both superfast but also clunky and his attacks are slow and have a limited range; additionally, there are some wonky instances of cape physics as well but, still, it’s probably the best rendition of the character in a solo videogame I’ve seen yet.
Metropolis may be big and impressive but it’s incredibly lifeless and empty.
Superman’s enemies aren’t exactly much to shout about either; indeed, it seems like the developers put all of their time and effort into creating a vast city for you to fly around in. However, considering how good a job Superman Returns does of recreating Metropolis, it’s quite a dull and uninspiring experience; although cars drive through the streets and non-playable characters (NPCs) wander around the place, the city feels extremely empty and lifeless and there really isn’t that much to do or see beyond iconic buildings like the Daily Planet and areas such as Suicide Slum. Metropolis may be very grey and barren at the best of times but you can damage and interact with a fair amount of it (which is actually to your detriment as it’ll cost the city health) and the environment does change at the start of the game, where you fight Mongul and his warriors on Warworld, and in the final chapters when the city is bathed in an ominous darkness and a tumultuous thunderstorm but you never get to go inside any buildings or freely visit other environments so it all becomes very underwhelming and boring very quickly.
Enemies and Bosses: There are three types of enemies Superman will have to defend Metropolis against: the alien forces of Mongul, killer robots created and controlled by John Corben/Metallo, and the various monstrous clones created by Cadmus. As you play though the game’s story, you’ll encounter each of these, and their many variants, in successive fashion and, by the end of the game, entire groups of different enemies will attack the city and its inhabitants. For the most part, enemies fall into some recognisable tropes no matter their appearance, being susceptible to heat vision or freeze breath or more vulnerable against objects (such as cars and debris) being thrown at them. Some are smaller and faster, zipping around on the ground or flying through the air and firing Kryptonite lasers, energy blasts, or elemental plumes at you; others are larger, requiring more combos to damage or blocking your attacks; and others will directly attack the environment to distract you with fires and such.
Bosses like Overcast and Metallo eventually grow to gigantic proportions.
You’ll learn the basics of combat at the start of the game, where Mongul forces you to fight his minions, Phalanx and Overcast, before taking you on himself. This teaches you how to engage with multiple enemies, use the environment to deal damage to gigantic enemies, and the importance of holding B to block or pressing B to quickly dodge behind opponents. Each group of enemies you face from that point on is directly related to the main villain who serves as the recurring and final boss of that particular chapter; thus, when trying to put a stop to Metallo, you’ll first have to stop his robot minions from attacking the city. Complete enough of these missions, and Metallo will spawn into the map and you can fight him; similar to the enemies you battle on Warworld, Metallo attacks by pummelling you, blasting you with a massive Kryptonite laser, shielding himself like a bitch, and spawning in minions to distract you. Like Overcast, Metallo eventually grows to enormous proportions and begins trashing the city, forcing you to hurl cars at him. Once you deal enough damage, he’ll try to destroy the city with a missile, necessitating that you chase after it and complete a quick-time event (QTE) to stop it and bring him down once and for all.
Unless you use your powers in the right way, Bizarro and Riot can be a right pain in the ass.
Next, a breakout at Cadmus Labs sees a whole slew of vicious, demonic monsters roam rampant around the city, attacking blimps and causing massive damage with their big explosive attacks. As if that wasn’t bad enough, Superman’s flawed doppelgänger, Bizarro, is also running rampant; compared to Brainiac, Bizarro is a much easier fight as it’s much simpler to avoid his lumbering attacks and land some combos on him. To put him down for good, however, you’ll need to chase after him and ram into him to stop him destroying the city with his heat vision and complete another QTE in a test of heat vision, all while desperately trying to fend off swarms of flying monsters who pummel you relentlessly. That’s nothing, however, compared to fighting Frederick von Frankenstein/Riot, who duplicates himself every time you land a melee attack and can only be defeated by blasting him and his doubles with your freeze breath and then your heat vision, which can get very tedious.
After taking out Mongul, you’ll battle Superman’s ultimate nemesis: a giant tornado!
In the game’s final chapters, Mongul arrives on Earth looking for revenge, bringing with him an army of Phalanx warriors and Overcast, with all three spawning into the map at inopportune times to cause massive amounts of damage. Battling Overcast’s gigantic form while also juggling an endless swarm of Phalanx warriors and contending with Mongul is a hell of a tall order but, thankfully, you can (and totally should) focus on Mongul alone in order to compete this story mission and can worry about the rest later. The opening of the game teaches you that Mongul is a cheap bastard who likes to constantly block your attacks and that’s true in the endgame as well but he’ll also attack citizens and cars and spawns in more and more minions the more damage you do. Personally, I found it easier to just keep throwing cars at him until he goes down. Ultimately, the game concludes with a series of deadly tornados threatening the city; you must blow and freeze them away, put out the fires they cause, and rescue citizens from their path before contending with Superman’s most deadly and iconic foe…a giant tornado! To dispel this swirling mass of destruction, you must blast its core with either your heat vision or freeze breath all while cars and debris relentlessly slam into you but, with enough patience, it’s pretty simple to bring this chore of a game to a close.
Power-Ups and Bonuses: There’s nothing. Seriously, you fly all over the city fighting bad guys and righting wrongs and there’s literally nothing. The only way you can replenish health is to rescue citizens, stop whatever the current threat is, or reload your save and the only tangible power-up you get is from levelling-up. Unlike most videogames, you can’t freely spend your XP upgrading Superman’s skills individually, though; instead, his powers increase automatically, taking all agency and effort out of your hands entirely.
Additional Features: Superman Returns has a whopping eighteen Achievements for you to earn; six of these are directly tied to defeating the game’s villains and finishing the story, while there are others for fully powering Superman up, defeating enemies with cars, lifting a certain amount of weight, or playing the game for twelve hours total (as if you’re ever going to bother doing that…). Sadly, despite the size of the city, there aren’t any fun Achievements tied to, say, knocking the globe off the Daily Planet or finding all the Planet Krypton restaurants or even finding much of anything for that matter.
Rescue kittens, race against Mr. Mxyzptlk, or cause destruction as Bizarro!
That’s not to say that there isn’t nothing else to do in the game; there are a hundred kittens hidden throughout the city that you can find for an Achievement and, at various points around the map, you’ll encounter Mister Mxyzptlk who’ll challenge you to completing increasingly-challenging races against him. These are quite fun but by far the most entertaining side mission are the instances where you get to play as Bizarro and cause as much damage as possible in a time limit. You can input some cheat codes to make the game easier but you won’t earn any Achievements (except for a 0G one) if you do this. As you play and level-up and explore, you’ll also acquire trophies to view in the Fortress of Solitude and unlock a couple of additional suits for Superman, which is nice, but there’s really not much to entice you back to this game once you’re done trudging through this God-awful borefest.
The Summary: Superman Returns may very well be the most accurate and impressive Superman game I’ve ever played; being able to fly through and across an impressively-rendered recreation of Metropolis is a real blast and giving the city a life bar instead of Superman was an ingenious solution to the problem of having Superman take damage or be killed when he really shouldn’t be. Sadly, though, these aspects are the only real saving graces of this game, which is clearly a rushed cash-in produced solely to tie-into the movie. The story is basically nonexistent, the combat and gameplay extremely repetitive and boring, and the presentation is wildly inconsistent as, while the city and Superman look pretty good, the cutscenes and music and dreadful. In the end, only die-hard Superman fans will really be able to enjoy this one and, for the rest of us, it’s just a quick game to plough through to increase your Gamer Score that is more monotonous and frustrating than fun and entertaining so I’d say that it’s best avoided.
My Rating:
⭐
Rating: 1 out of 5.
Terrible
Have you ever played the videogame adaptation of Superman Returns? If so, what did you think to it? Did you enjoy the wide, open world of Metropolis and the feeling of having Superman’s full abilities at your fingertips? Were you also disappointed by how empty the world is and how tedious the gameplay was? Which of the game’s villains was your favourite and why and what did you think to how the game expanded upon the plot of the film? What is your favourite Superman videogame and would you like to see something like this tried again but with a bit more time, effort, and money put into it? How did you celebrate Superman Day this year and what are some of your favourite Superman stories?
This review has been supported by Chiara Cooper. If you’d like to support the site, you can do so at my Ko-Fi page.
Story Title: “Mystery of the Human Thunderbolt!” Published: October 1956 Writer: Robert Kanigher Artist: Carmine Infantino
The Background: In 1940, writer Gardner Fox and artist Harry Lampert introduced readers to Jay Garrick, a college student granted superhuman speed after inhaling “hard water vapours”, and thus the very first superhero to use the name “The Flash” was born. The Flash not only became a charter member of the Justice Society of America but also graduated to his own solo book a year after his debut; however, All-Flash was cancelled after thirty-two issues when the onset of the Second World War saw superheroes decline in popularity. In the seven years that passed after Jay’s last publication hit comic book stands, a lot had changed; the rights to the Flash were now held by DC Comics, who set about reinventing “Golden Age” superheroes like the Flash and Alan Scott/Green Lantern. Thus, in 1956, readers of Showcase #4 were introduced to an all-new version of the Scarlet Speedster; created by writer Robert Kanigher and artist Carmine Infantino, forensic chemist Barry Allen heralded not only the “Silver Age” of comics but also the concept of the multiverse as it was later revealed that Jay existed on a parallel version of Earth. Barry quickly became one of the most popular and iconic incarnations of the Flash mantle, being a founding member of the Justice League of America and cementing his legacy after sacrificing his life in the Crisis on Infinite Earths epic (Wolfman, et al, 1985 to 1986). Although Barry’s demise lasted longer than most superhero deaths, he was eventually brought back in the ridiculously confusing Final Crisis event (Morrison, et al, 2008 to 2009) and his popularity and influence has seen him in a starring role in two live-action television shows, feature prominently in DC cartoons and videogames, and also seen him brought to life on the big screen as part of the largely disastrous DC Extended Universe.
The Review: Our story begins with a crisis at a radar station on the East Coast; two military personnel are startled after picking up a strange object travelling faster than anything ever recorded before it sends their equipment haywire. To explain this phenomenon, the story flashes back a short time to Central City on a night when the city was ravaged by a tumultuous lightning storm. Here, in the police laboratory, we meet scientist Barry Allen, who marvels over stories of the Jay Garrick version of the Flash, who at this point exists only in comic books in a slice of metatext. As he returns to his mysterious experiment (which, apparently, requires the use of “every chemical known to science”), a bolt of lightning causes him to be doused in chemicals, leaving him wet and dazed but otherwise unharmed. Shaken, Barry leaves but is too late to hail a cab so tries to chase one down, only to find himself flying along at super speed! Believing his near-death experience has caused him to imagine things, Barry stops at a diner to catch his breath and is startled to find that he can now perceive time in slow motion, moving so fast that a clumsy waitress cannot comprehend what happened, but he still believes he’s suffering from shock so he goes home to rest. By the morning, he’s used some wonky logic to explain everything away but, when he meets Iris West for a date (receiving a talking down for his poor timekeeping), his super speed kicks in again just as a stray bullet threatens her life! Acting quickly, he tackles Iris out of harm’s way, earning him her gratitude, and finally realises that his molecular structure has been altered by the accident to turn him into the fastest man on Earth. Inspired by the adventures of Jay Garrick, Barry…somehow…crafts himself a sleek, form-fitting costume that can condense into a ring on his finger and makes his debut as the Flash to answer a burglar alarm at the city’s central bank.
After gaining superhuman speed, Barry Allen tracks down the sloth-like villain the Turtle Man.
Thanks to his superhuman speed, the Flash can effortlessly race down the sides of buildings and across town so fast that he breaks the sound barrier, thus explaining the disruption monitored at the start of the story. At the bank, The Flash finds nothing has been stolen; questioning the holdup victims, he learns that the perpetrator was “The Turtle Man”, a villain known as the slowest man on Earth, and somehow intuits that the thief left the job half finished to complete it later on. This odd logic is compounded when the Flash is easily fooled by a silhouette painted on a brick wall, like he’s Wile E. Coyote, and goes crashing through a wall while trying to apprehend the Turtle Man. Somehow, despite the fact that the Flash just appeared and no one even knows about him, Barry believes the villain is “using [his] speed […] as a weapon […] against [him]” and stays on his guard as he follows the Turtle Man’s trail through a sewer and to the river. The Turtle Man certainly lives up to his name; not only does he talk in laborious sentences, but he also chooses a rowboat for his getaway, yet he is also smart enough to boobytrap a speedboat to keep the Flash from pursing him. Thankfully, the laws of physics mean nothing to the Scarlet Speedster and he races across he water’s surface, but he’s unable to apprehend the villain because his movements only push the rowboat further away. Instead, the Flash circles the rowboat at superspeed, trapping it in a vortex and easily capturing the sloth-like crook. The cops and press are awestruck by the feat and the Flash becomes the talk of the town; even Iris swoons over the super-speedy hero completely unaware that she’s already dating the Scarlet Speedster.
The Summary: Well, I’m not gonna lie…this was a bit of a disappointment. These older comic book tales always tend to be very brief and simplistic but I found Barry’s debut story to be particularly bland considering how colourful and versatile the Flash and his powers can be. I liked that Barry didn’t immediately realise what’d happened after the lightning strike but it takes him so long to figure out what happened that he comes across as a bit of a dunce. His misadventures do give a taste of what he’s now capable of, showing that he can accelerate to inhuman speeds, defy gravity and physics, and even perceive time differently, but it’s handled very clunkily and not in an especially engaging or entertaining way. Barry’s clothes don’t catch fire from the friction, which would’ve been a fun visual, and he’s far too quick to explain away what’s happening with weak logic. Once he does figure things out, he’s somehow able to create this amazing suit that shrinks down into a ring, something I always thought came along later in his career but isn’t even explained with a wishy-washy trope like “unstable molecules”.
An unfortunately dull story with a foolish hero and a ridiculous villain that fails to impress.
The Turtle Man isn’t exactly a visually interesting or threatening first villain, either. I get the idea of pitting the world’s slowest man against the world’s fastest man as a kind of thematic parallel but it doesn’t really work because…why the hell would the world’s slowest man pose a threat to the Flash, of all people?! And…he doesn’t. He briefly bamboozles the Flash by fleeing the crime scene, causes him to run into a wall and sink, both of which are minor inconveniences at best, and is easily apprehended without really taxing the Flash’s powers or intelligence anywhere near their limit. It feels as though this story needed a few more pages; there are other standalone Flash stories in this issue but I would’ve used the extra pages to establish the Flash in the city before he encounters the Turtle Man as the villain is…somehow…aware of the Scarlet Speedster and relishing in their conflict despite him just making his debut! In the end, it’s a kind of fun, wacky tale but a bit of an inauspicious debut for one of DC Comics’ most popular heroes; a lot of the groundwork is here and there’s some fun art showcasing the Flash’s super speed and such but it’s ultimately a bit lacklustre and too simplistic for me to be the definitive origin story for the character.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
What did you think about Barry Allen’s debut as the Flash? Were you impressed by it at the time or were you left a little fulfilled, like me? What did you think to the new Flash and how do you think he compared to Jay Garrick? Did you also find it odd that Barry took so long to figure out what was going on? What did you think to the Turtle Man and his threat to the Flash? Which Flash or speedster is your favourite and what are some of your favourite Barry Allen moments? Feel free to share your thoughts on the Flash below and be sure to check out my other Flash-related content!
In 2013, DC Comics declared the 12th of June as “Superman Day”, a day for fans of the Man of Steel the world over to celebrate Clark Kent/Kal-El/Superman, the superpowered virtue of “Truth, Justice, and the American Way” who is widely regarded as the first ever costumed superhero. This year, I’m spending every Monday of June celebrating the Man of Steel as I expand Superman Day to “Superman Month“.
This review has been supported by Chiara Cooper. If you’d like to support the site, you can do so at my Ko-Fi page.
Released: 28 June 2006 Director: Bryan Singer Distributor: Warner Bros. Pictures Budget: $270 million Stars: Brandon Routh, Kate Bosworth, Parker Posey, Tristan Lake Leabu, James Marsden, and Kevin Spacey
The Plot: Returning to Earth after five years in deep space investigating the remains of his home planet, Krypton, Clark Kent/Superman (Routh) returns to find former flame Lois Lane (Bosworth) married and with a young son. However, as he struggles to acclimatise to a world that may no longer need him, criminal mastermind Lex Luthor (Spacey) steals Kryptonian technology and enacts a diabolical plot avenge himself on the Man of Steel.
The Background: Those that have read my reviews will know that my opinions of the four live-action Superman feature films produced between 1978 and 1987 are somewhat dismissive. There are elements from each of them that I enjoy, and obviously I enjoy Christopher Reeve’s iconic portrayal of the title character, but overall I feel they haven’t really aged well at all and often hold back reinterpretations of the character. After Superman IV: The Quest for Peace (Furie, 1987) turned out to be a dismal financial and critical failure, Superman was persona non grata from cinema screens for nearly twenty years. Oh, sure, he had a few live-action and animated shows to tide him over and some pretty big comic book events in the intervening years but Warner Bros. struggled to get a new feature film off the ground. After attempts by the likes of writer/director Kevin Smith and Tim Burton failed to materialise and cost the studio millions in production costs, director Bryan Singer conceived of and pitched the general idea of Superman Returnsduring filming of X2: X-Men 2/X-Men United(Singer, 2003). Wishing to recapture the magic of Richard Donner’s original film, Singer cast relative unknown Brandon Routh in the title role because of his many similarities to the late Christopher Reeve, acquired permission to repurpose Marlon Brando’s footage from the first twoSuperman movies, and envisioned the film as a continuation of Donner’s films. Superman Returns was supposed to be a pretty big deal for DC Comics, Warner Bros. and Superman in general but, while the film’s $391.1 million gross meant that it was a financial success, the film was met with mixed reviews and even Bryan Singer later expressed regret with the direction and marketing of the film. Although it was followed by a videogame tie-in, this response sank plans for a sequel and Superman wouldn’t return to cinema screens for another seven years, though Routh did return to the role as an aged version of Superman in “Crisis on Infinite Earths: Part Two” (Belsey, 2019).
The Review: Superhero cinema was in an interesting place in the early 2000s; the X-Men (Singer; Ratner, 2000 to 2006) and Spider-Man (Raimi, 2002 to 2007) trilogies were proving to be big box office hits, but the Marvel Cinematic Universe was a mere pipedream at that point despite the growing influx of adaptations produced year after year. While Marvel adaptations were undoubtably popular and successful, and had proven that the genre could be critically and commercial successful, it was Batman Begins (Nolan, 2005) that arguably turned the most heads when it came to bringing prestige to the genre. Ignoring its camp, cartoony predecessor in favour of a dark, serious take on the character and bolstered by a reputable cast, Batman Begins took the source material seriously and so anticipation was quite high when Superman Returns was announced as the character had similarly stagnated since his last ridiculous onscreen appearance. In a move I found surprising considering I grew up with the Post-Crisis John Byrne version of the Man of Steel, who was (initially) quite different from his more ludicrous Golden and Silver Age counterpart, Superman Returns opted not to reboot the character like in Batman Begins, but to position itself as a continuation of Richard Donner’s films, one that ignored (or presumably ignored) all of the sequels after the first film save for some tenuous links to Superman II (Lester, 1980) and sought to bring Christopher Reeves’ iconic version of the Man of Steel into a post-9/11 world following a lengthy absence.
Superman returns from a five year absence to find the world has moved on without him.
This, for me, meant that the film started on rocky ground right from the off; as much as I enjoyed Donner’s original version of Superman, I never understood the decision to resurrect that character rather than reboot it from scratch. After all, it’s not as if Batman Begins was a prequel to Batman (Burton, 1989) so it just seemed like a shameless cash-in on the iconography and success of Donner’s influential first film. The film’s premise is that, after becoming the world’s foremost superpowered protector and opposing the mad schemes of Lex Luthor, Superman abandoned the world to its own devices when astronomers discovered Krypton’s remains many light-years away. Even in a repurposed Kryptonian spacecraft, the trip there and back takes Superman five years and, obviously, results only in Superman finding the shattered remains of his home world. So, right away there’s a lot of questions here: why did Superman feel compelled to go and see this when he knew from the words of his long-dead father, Jor-El (Marlon Brando), that Krypton was destroyed? What was he hoping to gain from this? There’s a sense that he wanted closure but…why? He seemed perfectly happy to accept that Krypton was dead and that the Earth was his true home, so suddenly taking off like that really doesn’t make any sense at all, especially considering Superman and Superman II made such a big deal about his attachments and importance to humanity. When Superman returns, the world has largely moved on without him; not only that, Lex Luthor has spent the intervening years showing elderly Gertrude Vanderworth (Noel Neill) “pleasures that [she’s] never felt” in order to con her out of her vast wealth and return himself to a position of power and prominence. Clark’s own elderly mother, Martha Kent (Eva Marie Saint) is still alive, however, and has been covering for his lengthy absence by sending regular letters and postcards to his Daily Planet colleagues while maintaining his old childhood farm home in Smallville and stockpiling newspapers and reports so he can catch up on what he missed.
Clark is stunned to find Lois has settled down with a family and feels a resentment towards Superman.
Superman’s absence had two very important side effects for both his personal life and the entire world; first was that intrepid reporter Lois Lane won a Pulitzer Prize for her article “Why the World Doesn’t Need Superman” and has established a family of her own with fiancé Richard White (Marsden) and son Jason (Leabu) and the second is that Luthor was even able to get out of prison in the first place. Thanks to his disregard for due process and missing a vital court appearance, Superman was indirectly responsible for Luthor being remanded into Gertrude’s custody and released back into the civilised world, and his abandonment of his duties and responsibilities is only part of the reason why Lois acts so cold towards him. She learned to live without him, as did the rest of the world but, while everyone else applauds his long-awaited return, she is resentful of him because she feels he abandoned her as much as anything (or anyone) else. Richard is the pilot nephew of Daily Planet editor Perry White (the masterful, and completely wasted Frank Langella) and his characterisation seems to boil down to him being a nice guy who’s supportive of his wife, loves his child, and is jealous of Superman and Lois’s obvious fascination with him. Otherwise, he’s just kind of there and only really comes into prominence when questioning Lois’s previous relationship with Superman and in the climax, when his convenient piloting skills help rescue Superman for his big finale, and I can’t help but feel like Marsden made a mistake abandoning his role as Scott Summers/Cyclops in the X-Men films for such an inconsequential role. As for Lois, she’s noticeably different from the Margot Kidder version in many ways, but no less daring and inquisitive; she continually puts herself right at the forefront of big stories, even if it means she’s placed in mortal danger, and has her world (and her heart) turned upside down when Superman returns. As ever, she barely even registers that Clark is back and is instead constantly distracted by Superman, to the point where she confronts him directly. Thankfully, the two don’t end up going for a long, awkward flight with a cheesy song this time around, and she warms towards him after learning of his reasons for leaving.
Despite his personal drama, Clark continues his façade as a bungling reporter and saving lives as Superman.
Upon returning to Earth, Clark immediately jumps back into his old life; he returns to work at the Daily Planet and continues putting on the act of a good-natured, bungling reporter to contrast with the confidant and heroic Superman. Considering he was a relative unknown, and such a fresh-faced young actor at the time, Brandon Routh does a masterful job of not only resembling the late, great Christopher Reeves but adopting many of the same mannerisms he showcased as both Clark and Superman. He certainly looks the part, and fills out the suit well, and I buy that he’s a slight variation of this character, but there’s something a little off about him. It’s possibly because Routh was given the monumental task of being the first big-screen Superman in twenty years and also emulating Reeves’ performance; any actor has big shoes to fill when taking on Superman, but only Routh had to literally be Reeves’ version of the character. Consequently, comparisons between the two are not only inevitable but actively encouraged by the film’s presentation as a sequel to Donner’s film, which I feel unfairly reflects on Routh’s performance here. He gives it a good shot and certainly embodies many of the moral and physical ideals of the character, but he was lumbered not just was continuing Reeves’ performance but also a diabolical script that called for him to morosely stalk his former flame and cast him in an uncomfortable light as an unreliable, overly sombre, and disappointingly stoic Superman. Routh has few moments to showcase the character’s friendlier, more trusting characteristics and this is a shame as he had a wonderful smile and exudes charisma in these moments, but Superman is so weighed down with doubts and regrets and drama that it really sucks all the life and fun out of the character (and the film). Even Clark’s bungling nature can’t really salvage these moments, again mainly because his comic book counterpart had also evolved quite a great deal since the seventies. Instead, what we’re left with is a throwback to an outdated version of the character and a sullen version of the Man of Steel who’s so distracted by his personal issues that he doesn’t realise Luthor is a threat until it’s almost too late, which is odd considering that the film makes a big deal of showing that Superman is deeply affected by the planet’s cries for a saviour and yet he somehow doesn’t pick up on Luthor’s latest plot.
Luthor flips between cold, calculating menace to unhinged mania seemingly at random.
Luthor’s grand plan this time around is, essentially, similar to that of his predecessor; namely, the acquisition of profit from real estate. Quite why this continued to be a concern for the self-professed greatest criminal mind ever to walk to Earth is beyond me, but this Luthor is noticeably more bitter and twisted than Gene Hackman’s take on the character. Finally sporting his trademark bald head and wielding Gertrude’s vast wealth, Luthor sets himself up on her fancy yacht and surrounds himself with idiotic underlings simply because he was forced to make questionable allies to survive his time in prison. Thanks to the events of Superman II, Luthor directs his crew to the Fortress of Solitude and refamiliarises himself with Jor-El and Krypton’s technology; specifically, Luthor learns of the Kryptonian crystals’ ability to expand and create landmasses, which he plans to use to create a whole new continent in the Northern Atlantic Ocean that will supplant the mainland United States, killing millions of people in the process. Aided by Kitty Kowalski (Posey), who’s essentially exactly the same character as Eve Teschmacher (Valerie Perrine), Luthor is only too eager to avenge himself on the Man of Steel when he makes his dramatic return to the spotlight and has Kitty distract Superman so that he (as in Luthor) can reacquire the chunk of Kryptonite he used in the first film in order to make his new landmass fatal to his hated enemy. While Hackman gloriously ate up the scenery in the previous films, Spacey absolutely devours it here with a wild and manic performance that shifts from cold, calculating menace to unhinged hysteria at the flip of a coin. It’s uncomfortable to praise any Kevin Spacey performance these days but he really was a pretty fantastic Lex Luthor; while I would much rather see either the mad scientist or corrupt businessman version of the character, Luthor is an enigmatic and cold-hearted villain who relishes the opportunity to bring Superman to his knees and bring about the deaths of countless innocents simply to fuel his ego and lust for power.
The Nitty-Gritty: Perhaps the most prominent thematic inclusion here is the question of whether or not the world even needs a Superman; the world has continued on without him, and even gotten used to his absence, and both Clark and even Lois question whether he even has a place there anymore. Although Lois’s career was boosted by her anti-Superman article, Superman returns to action, saving people and solving problems the world over, because all he can hear is a world crying out for a saviour. I’m really not sure why this is such a recurring theme in Superman movies; Zack Snyder wasted a huge chunk of Batman v Superman: Dawn of Justice(ibid, 2016) asking similar questions and it really bothers me for some reason. I haven’t read every single Superman comic book or story ever made but I’ve rarely ever come across this plot point in the source material and, while it raises interesting questions regarding the need for a God-like superhero, I can’t help but feel like it drags the already dull plot down quite a bit. Furthermore, it personally doesn’t sit well with me that the film is so closely tied to Donner’s original film; Superman’s supposed to have been gone for five years, from approximately 1980, but everyone seems younger than they were before, and the only character who even remotely seems to evoke their counterpart is Superman. As much as I enjoy Donner’s iconography, tying them together was a big mistake in my book; Superman had changed so much in the comics by this point that this felt like a massive step back and seemed way too “safe” of an option. The film wisely reuses John Williams’ iconic score, but not often enough; it’s most prominently heard in the opening credits (which are a direct homage to the original film) and Superman’s handful of action scenes. Even dusting off unused footage of Marlon Brando doesn’t help matters as the film’s weirdly stuck in the past and yet also supposed to be set in the then-modern day, which results in a confused presentation as it’s unclear which version of Superman II Superman Returns is set after, and it even confusingly seems to suggest that it’s a only direct sequel to the first film!
Superman Returns is full of heavy themes but paints Superman in an uncomfortable light.
Of course, the film is also rife with themes of responsibility and parenthood. Superman is, sadly, framed very poorly here; not only did he abandon his adopted home world on a whim, he never considered the legal fallout of Luthor’s arrest and thus was absent for a critical moment in his adjudication. Even worse is the fact that Superman is characterised almost like an obsessed stalker; he uses his super hearing to eavesdrop on Lois’s conversations both at work and in the office, his super vision to watch her at home as she makes a poor effort of hiding her emotions at Superman’s return, and he generally comes across as being unable to let go of the past. Lois hides her desire for Superman behind a mask of contempt and self-reliance; she defies Perry’s order to cover Superman in favour of the blackout caused by Luthor’s experiments but continually circles back to her feelings of abandonment by her long-time crush. Even distracting herself with her sickly child doesn’t help as she’s clearly as besotted with the Man of Steel as ever, just weighed down with her responsibilities as a mother and her career. Clark is stunned to find that Lois has settled down and had a child, and unethically uses his powers to gain insight into her emotional state, which is as uncomfortable as it sounds. Still burdened by Jor-El’s decree that he be a beacon of hope for all of humanity rather than devote himself to any one person, Superman is nonetheless overjoyed to find that Jason is his son. Unfortunately, this revelation is painfully telegraphed despite the boy’s asthma and fragility, and just serves to make Superman look even worse since the implication is that he had a one night stand with Lois and then took off and left her to raise his illegitimate child alone, forcing her to turn to another man in the process. I’m not massively against the idea of Superman being a father; it’s now been the status quo in DC Comics for some time and the film takes the time to have Superman recontextualise Jor-El’s words about the son becoming the father in a heartfelt moment but, sadly, there really isn’t all that much time spent exploring what being a father means to Superman, which could have been much more interesting than watching him spy on his ex from afar.
The suit is as divisive as the lack of action as Superman is left struggling to find his way in the world.
One area where the film excels, and surprisingly still holds up, are the special effects; the Fortress of Solitude is particularly striking here and scenes of Superman flying and showcasing his physical strength are slick and presented as a visual spectacle, which is only fitting. I’m a little torn on the suit, though; overall, it looks good, appearing to be a modern take on the classic outfit, but the colour palette is very subdued and dark. The symbol is way too small; the cape fits weird and is too thick and leathery and lacks the symbol on the back (a common occurrence in modern Superman films), and it somehow looks plainer than Reeves’. And yet, Routh fills it out wonderfully with his toned physique and the film definitely aims to make every shot of him a piece of art, even including a marvellous homage to the iconic cover of Action Comics #1. As awesome as Superman’s calm confrontation with a maniacal gunman is, the plane rescue is the film’s big, memorable action piece; as others have said, it’s great how Superman has to deal with the physics of the crisis, slowing and guiding the plane to a safe landing, but sadly the film doesn’t ever even try to top this. Superman barely uses any of his additional powers; he only uses his heat vision and super breath once, and he doesn’t even throw a punch! I get that Donner’s Superman wasn’t exactly an action-packed spectacle, but times have changed since then; Superman Returns came out after The Matrix Revolutions (Wachowski Brothers, 2003), which gave a tantalising glimpse into what a new Superman might be like with its epic final fight scene that pitted two superpowered characters against each other in the skies. Sadly, Superman Returns opts not to include a superpowered foe for Superman or any kind of physical danger; instead, it’s firmly focused on exploring the drama of his return, the interpersonal conflict of his character, and his struggles to find his place in a world that has moved on from him, none of which is particularly interesting or even fitting for the character.
Superman musters the strength to stop Luthor’s plot, recovers from death, and returns to duty.
All of this distracts Superman’s focus for the majority of the film, as does solving problems both big and small all over the world. Despite being knocked sideways by Superman’s return, Lois continues to follow her hunch on the blackout, which leads her directly to Lex Luthor and at ground zero for his latest maniacal scheme. Reunited, and with a showdown with his old foe impending, Luthor descends into complete lunacy because of his unwavering arrogance at being able to outthink the Man of Steel. Not only has Luthor kept a shard of Kryptonite for himself, he’s infused his alien landmass with the substance, thus rendering Superman weakened for this inevitable confrontation. In a surprisingly harrowing scene, Luthor’s henchman brutalise Superman and Luthor vindictively stabs him, critically injuring the Man of Steel and requiring Lois and Richard’s aid to pull him from danger. However, despite his injuries, Superman bathes in the healing energies of the sun to muster the strength to lift the entire Kryptonian landmass from the ocean and fling it into space. Quite how he was able to do this is also beyond me; even after being boosted by the yellow sunlight, he’s still handling what amounts to pure Kryptonite, the very substance which just moments earlier had left him helpless to fend off Luthor’s attack. To be fair, the effort is draining for Superman; here, Singer abandons all subtlety and absolutely wallops audiences over the head with the Christ allegory as Superman not only literally falls to Earth in a crucifix pose but also dies to save us and rises some time later. I get that the “Death of Superman” (Jurgens, et al, 1992 to 1993) was a monumental story for the character but, again, I really don’t get this obsession with “killing” off the character, which was a recurring suggestion in the many unproduced drafts before this film and, again, resurfaced in Batman v Superman, where it was equally rushed and unwarranted. Here, Superman just gets better after a few days in hospital, finally takes the moral high ground and leaves Lois and her family the hell alone while promising that Jason will continue his legacy and the legacy of Krypton, and does his trademark lap of the planet before vanishing from cinema screens for another seven years.
The Summary: Even now, with the benefit of hindsight, it’s hard to regard Superman Returns as anything other than a massive disappointment and missed opportunity. Warner Bros. had the perfect opportunity to reboot the character, or otherwise reintroduce him, to a fresh new audience eager to jump on the next big-budget superhero film but instead pandered to an aged and dated version of the character simply to cash-in on nostalgia for Christopher Reeves’ influential portrayal and to piggyback off the success of Richard Donner’s original film. Admittedly, a lot of my dislike for this film comes from my desire to move away from such outdated representations of the Man of Steel and to do something new and more akin to his Post-Crisis characterisation, and my general dislike for much of the themes and presentation of those original films. Batman got a clean slate a few years prior so it’s astounding to me that Superman didn’t get the same treatment; even more mind-boggling is the suggestion that Brandon Routh and Christian Bale would’ve crossed paths in a potential crossover movie, which would’ve just been insane to imagine as you’d be effectively pitting the same Superman who reversed time against the most grounded and realistic Batman we’d seen at that point in time. Ultimately, it’s a real shame as there’s a lot to like in Superman Returns; the film is shot beautifully, challenges Superman in interesting ways, and features some great performances. Routh was placed in an unenviable position and delivered a pretty decent performance as the Man of Steel, but I think maybe it was a little too much too soon for him; he definitely commanded the role much better when he returned to it years later, though, so I like to think he might’ve been even more impressive if Superman Returns had gotten a sequel. Sadly, though, there’s just not enough here to really sustain things; Superman’s characterisation is uncomfortably off and the film just drags all the way through. Lex Luthor showcases some maniacal cruelty when he finally gets to put a beating on Superman, but this disturbing scene really belongs in a better film and Superman Returns ends up being a big missed opportunity to have the world’s greatest superhero return to the big screen in a meaningful way in favour of simply cashing in on the nostalgia for a film that was incredibly influential, yes, but an outdated representation of the character by this point.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
Are you a fan of SupermanReturns? What did you think to Brandon Routh’s portrayal of the character and his efforts to evoke Christopher Reeve? Were you also disappointed that the film was a continuation of Donner’s effort or did you enjoy the links to the classic Superman films? What did you think to Lex Luthor’s plot and the focus on interpersonal drama rather than action? What is your favourite Superman story, character, or piece of media? How are you celebrating Superman Day today? Whatever your thoughts on Superman Returns, feel free to share them below and be sure to check out my other Superman content.
In 2013, DC Comics declared the 12th of June as “Superman Day”, a day for fans of the Man of Steel the world over to celebrate Clark Kent/Kal-El/Superman, the superpowered virtue of “Truth, Justice, and the American Way” who is widely regarded as the first ever costumed superhero. This year, I’m spending every Monday of June celebrating the Man of Steel as I expand Superman Day to “Superman Month“.
This review has been supported by Chiara Cooper. If you’d like to support the site, you can do so at my Ko-Fi page.
Released: 28 November 2006 Originally Released: 9 April 1981 Director: Richard Donner Distributor: Warner Bros. Budget: $54 million Stars: Christopher Reeve, Margot Kidder, Terence Stamp, Sarah Douglas, Jack O’Halloran, and Gene Hackman
The Plot: Having thwarted Lex Luthor’s (Hackman) maniacal plans, Clark Kent/Superman (Reeve) faces a new challenge when intrepid reporter Lois Lane (Kidder) deduces his secret identity. While Clark prepares to give up his incredible powers to be with Lois, General Zod (Stamp) and his cohorts escape from the Phantom Zone and terrorise the planet, forcing Clark to choose between his happiness and his responsibilities to mankind.
The Background: As detailed previously, producers Ilya and Alexander Salkind and Pierre Spengler convinced Warner Bros. to produce a two-part Superman adaptation back in the late seventies. However, the production of Superman (Donner, 1978) was fraught with financial and creative issues; director Richard Donner frequently clashed with the producers and Richard Lester was brought in as a mediator to allow the filmmakers to focus on the first film, which was a financial and critical success. Despite having shot 75% of the sequel, Donner was ultimately replaced by Richard Lester, a decision that irked star Gene Hackman so much that he refused to return for the necessary reshoots; Lester shot an entirely new opening for Superman II in addition to making numerous changes to emphasise slapstick silliness. Star Christopher Reeve returned after negotiating a better deal for himself but Marlon Brando was excised completely due to his unrealistic financial demands. Despite all the behind the scenes turmoil, Superman II was a critical and commercial success but fans campaigned for years to see Donner’s original vision restored. Donner was understandably reluctant to return to the film but came onboard after Warner Bros’ reached a deal with Brando’s estate as part of the production for Superman Returns(Singer, 2008). Working from the original negatives, Donner oversaw the assembly of a version that best represented his original vision for the film, and even incorporated screen test footage for additional scenes to fundamentally alter the tone and context of the theatrical cut. Following a limited theatrical release, Superman II: The Richard Donner Cut released on home media and was received far better than its theatrical counterpart; the film was praised as a love-letter to the fans and a superior version of the film, while some found the re-cut jarring and little more than a curio.
The Review: As a kid, Superman II was easily my favourite of the original four Superman movies; it was far more of a spectacle than its slower, more deliberate predecessor and hadn’t yet devolved into outright buffoonery or ridiculousness like its successors. However, I don’t recall having any knowledge that so much material had been cut from the film until around about the time that Superman Returns released; suddenly, some of the odd decisions in Superman II made a bit more sense, though I was actually fine with the first film’s focus being on Jor-El (Marlon Brando) and the second one having more emphasis on Lara (Susannah York) and, as we’ve seen countless times, Superman exhibited loads of bizarre additional superpowers back in the Golden and Silver Age so why not a memory wiping kiss? Still, my philosophy is generally that a great film can only be made better by an extended or director’s cut (usually…) so I was eager to see what the original version of Superman II would turn out like. After a disclaimer alerting viewers that the film contains test footage, and a touching dedication to Christopher Reeve, The Richard Donner Cut opens very similarly to the theatrical cut; however, the scene of General Zod, Ursa (Douglas), and Non (O’Halloran) breaking into one of the Kryptonian council’s crystal chambers and destroying one of their crystals has been excised and we’re instead treated to a reused scene from Superman that re-establishes that Jor-El acted as the trio’s chief prosecutor. Because of this, Zod holds Jor-El directly responsible for their imprisonment in the Phantom Zone and swears that the Kryptonian scientist, and his heirs, will bow down before him.
Lois is so sure that Clark is Superman that she puts her, and his, life at risk to force him to reveal the truth.
After Superman diverted Luthor’s missiles and put an end to his maniacal plot to set off the San Andreas Fault, daring reporter Lois Lane receives the front-page exclusive on the story and is praised by her boss, Perry White (Jackie Cooper). When budding Daily Planet photographer Jimmy Olsen (Marc McClure) offhandedly points out that Clark Kent and Superman are never around at the same time, the gears start turning in Lois’s head and, after crudely drawing a pair of spectacles and a hat on a picture of Superman, she begins to suspect that her timid co-worker isn’t all that he seems. Similar to the theatrical cut, Lois is so sure that she’s figured out Superman’s true identity that she literally puts her life on the line; however, rather than leaping into Niagara Falls, she takes the much more sensible option of leaping out the window of a high-rise office building to force Clark into action, though he’s again able to subtlety use his powers to slow and cushion her fall, thus throwing her off the scent. Interestingly, in this version of the film, it’s made much more explicit that Clark is trying to romance Lois; I honestly never really got the impression that he was actively pursuing her in the original film or its sequel, but here he gives an impassioned, stammering plea that she stop comparing him to Superman and accept him for who he really is, but she’s so adamant that her theory is correct that she fires a gun at Clark to force him to reveal his true self to her. Just like in the Richard Lester version, Superman wastes no time in spiriting Lois off to the Fortress of Solitude so that they can have some privacy; this time, though, they consummate their relationship before Clark decides to give up his powers. Much to the despair of his father’s holographic spirit, Clark chooses his love for Lois over his duties to humankind, and the new footage of Brando really emphasises that Clark’s calling is to serve a higher purpose, one far beyond any one person, even himself. Jor-El even goes so far as to call Clark selfish, and shoot a glaring condemnation at Lois as Clark bathes in the red sunlight that renders him human, and vulnerable. The context of this narrative element remains largely the same, and just as confusing; for me, it always seemed to exist simply as a dramatic device to add additional grief to Clark, and was mostly lost on me since Clark and Lois were a married couple in DC Comics in the mid-nineties when I was watching the theatrical cut so it never made much sense to me that Clark would have to pick one life or the other.
Backed by his loyal followers, General Zod is hungry to rule, and avenge himself on Jor-El and his progeny.
Like before, Clark almost immediately comes to regret this decision not just when he has the crap kicked out of him by abrasive trucker Rocky (Pepper Martin) but when Zod calls out Superman on live television from the White House, forcing the depowered Kryptonian to make the dangerous trek back to the Fortress of Solitude and humbly beg his father for forgiveness. Having been condemned to a lifetime of imprisonment in the Phantom Zone, Zod has sworn vengeance against Jor-El and his bloodline; a megalomaniacal despot who feels it’s his birthright to rule over others, Zod stewed in the Phantom Zone, alongside his followers, for the better part of thirty years, his anger and lust for power and revenge only growing more potent as they drifted the endless void of space. Luckily for them, the Phantom Zone spirals towards Earth and the three are freed from an explosion caused by one of Luthor’s missiles, which Superman diverted to save countless lives on Earth. Upon release, the three are immediately bestowed with the same powers as Superman since, in this original film continuity, Kryptonians require no time at all to gain the superhuman befits of Earth’s yellow sun. The three explore their powers, maliciously killing three astronauts without a second’s thought, with Zod’s followers unquestionably following his enigmatic leadership and every command; Ursa remains fixated by patches, badges, and symbols and a loyal advocate of her General, while Non is still little more than a childish brute easily distracted by flashing lights. Just as Zod quickly tires of the ease with which he destroys a small town in Houston, Texas, the renegade Kryptonian grows equally bored after assuming control of the United States, and the entire world, following his attack on the White House; he is reinvigorated, however, when Lex Luthor tells him that Kal-El, the son of his hated jailer, is on Earth and finds new motivation in breaking his hated enemy’s progeny to prove, once and for all, his physical and mental superiority of his long-dead foe.
Luthor schemes to avenge himself on Superman by manipulating the Kryptonian villains.
As in the theatrical cut, Lex Luthor (finally sporting his signature bald head) is locked up in a common prison with his bungling henchman, Otis (Ned Beatty), who indirectly assists Luthor in realising that Superman has a secret up north. Despite the fact that Luthor’s previous plot threatened to kill her beloved mother, Eve Teschmacher (Valerie Perrine) returns to assist Luthor’s escape from prison with a hot-air balloon (though Otis is left behind in the attempt), and the two again discover the Fortress of Solitude amidst the frozen wastes. There, the irritable and self-conceited criminal mastermind communicates with a holographic representation of Jor-El and learns about the three Kryptonian criminals and is immediately giddy at the prospect of adding their might and lust for chaos to his own devious ends. Although Zod and the others are already master of all they survey, Luthor is able to win them over with his knowledge of Jor-El and the revelation that the mysterious “Superman” who they’ve heard of is actually their foe’s son, and the criminal mastermind is quickly able to earn their trust in return for sovereignty over Australia (and, later, Cuba). Luthor is so consumed with avenging his loss to Superman in the first film that he manipulates the Kryptonians into attacking the Daily Planet and threatening Lois in order to draw Superman out, but quickly comes to realise that the three are far too dangerous and violent to be properly trusted, much less controlled. Superman is, of course, able to exploit Luthor’s deceptive nature to get the better of his superpowered foes and, in this version of the film, makes the odd decision to destroy the Fortress of Solitude to keep Luthor from invading his privacy again…despite the fact that he turns back time and thus undoes this act.
The Nitty-Gritty: Although John Williams was unable to return to work on this new cut, Donner reused much of his work on Superman to largely replace Ken Thorne’s original score. Some characters also lose their original dubbing (notably Luthor, since Hackman’s original lines and scenes have been restored, and Non, who’s childish squeals are replaced by more monstrous roars). It’s interesting to learn that Richard Donner wasn’t responsible for so many of the scenes that I consider to be integral to the narrative of Superman II. Without actually witnessing a sample of what made three antagonists so reprehensible on their native Krypton, we’re left simply with Jor-El’s vague descriptions of their heinous ways and acts. Simplicity such as this is rife in The Richard Donner Cut, which shows that the three saw Krypton’s destruction from their prison and even spotted the infant Kal-El’s birthing chamber as they spiralled throughout the galaxy; furthermore, the entirely new opening sequence of Lois’s escapades in Paris is completely replaced with footage from Superman’s efforts to stop Luthor’s missiles intercut with scenes of the three tumbling towards Earth. Similar to the theatrical cut, this makes Superman the unwitting saviour of the criminals but directly ties their accidental escape from the Phantom Zone into the events of the first film, thus indirectly making Luthor responsible for their freedom as well.
Jor-El disapproves of Clark’s decision, and then sacrifices himself to re-power his son to full strength.
Conspicuous in their inclusion is the use of test footage of Reeves and Kidder for scenes in Niagara Falls where Lois tries to help Clark be more assertive and self-confident and then shoots at Clark to prove he’s Superman! While the revelation that she was firing blanks makes this a little less disturbing, and it’s a little jarring that Reeves’ hair and glasses change throughout, it’s a much more effective way to force his dramatic unmasking than him simply tripping on a bear-skin rug. Naturally, it’s Brando who’s the most notable reinsertion into the film. Oddly, Brando’s restored footage is rendered in wildly inconsistent ways, appearing both translucent and in an odd, distorted, holographic effect, and his presence completely removes Lara from the film’s narrative to continue the father/son themes and relationship from the first film. While I liked that Superman II gave Lara the chance to be there for her son, here it’s Jor-El who Clark again turns to regarding his love for Lois and the conflict he faces between choosing her or his responsibilities to the world. Jor-El pleads (with about as much enthusiasm as Brando can muster, which is to say not much at all) with Clark to reconsider giving up his destiny, and grieves at having to forever disappear in order to restore Clark’s powers. Although Clark is obviously devastated at having let down his father, and the thought of losing his last remaining link to a family and people he never knew, Jor-El’s sacrifice allows Superman to return to the service of truth, justice, and the American Way and this sequence also gives us the only physical onscreen interaction between Reeves and Brando, fulfilling the Kryptonian prophecy that “The son becomes the father, and the father becomes the son”. Although General Zod still displays the odd ability to levitate objects, many of the bizarre superpowers showcased by the Kryptonians are thankfully missing from this version of the film, meaning we don’t have to suffer through Superman’s weird plastic S-shield attack he did in the theatrical cut or the characters randomly duplicating and teleporting throughout the Fortress of Solitude. On the downside, this means we miss out on the scene of the three rapidly defacing Mount Rushmore, which is replaced by a brief shot of them destroying the Washington Monument, but the trio’s assault on the White House is far more violent and brutal, and even includes an amusing scene where Zod gleefully fires an assault rifle.
The ending is wildly different, with Superman again reversing time to undo Zod’s destruction.
Following their attack on the Daily Planet (which is far less impactful without Thorne’s score, and even replaces the iconic “General, would you care to step outside?” line), Superman again battles his three foes in the skies and streets of Metropolis. You’ll notice a few additional shots here, which are sadly let down by the fact that this project clearly didn’t have much of a budget as the shot composition is even more obviously dodgy than it was in the original film, which was already extremely ambitious in its superpowered brawl. All of the slapstick nonsense is missing from this scene, replaced with a foreboding menace as Superman matches his foes blow for blow until he’s forced to flee to the Fortress of Solitude to keep the three from causing further damage and harm to the city and its inhabitants. Rather than engaging in a battle of strength and skill in the Fortress, Superman uses his wits to outsmart the maniacal Zod; Zod demands that Superman submits to him, becoming his slave for eternity, in exchange for the lives of others and, thanks to Luthor’s deceitful nature, Superman is again able to turn Luthor’s edict of “mind over muscle” against his enemies to render them powerless using the Fortress’s red sunlight. Superman and Lois dispose of the three using lethal means, but the moral quandary of these actions is arguably rendered mute when Superman once again reverses the rotation of the planet to turn back time. This returns Luthor to prison, and the three Kryptonians to the Phantom Zone, but also undoes the relationship he forged with Lois over the course of the film; ultimately, the result is the same, that Superman couldn’t bring himself to put Lois through the pain of knowing the truth and chose to continue living a lie. As I understand it, the original idea was to have the time travel element only in this film, which really makes you wonder how Superman would have undone Lois’s death in the last film, but either way it’s just as much of a cheap trick as the memory-wiping kiss and kind of shows Superman to be a bit of a hypocrite as he takes these extreme actions but doesn’t really learn anything from it as he goes right back to awkwardly flirting with Lois as the bungling Clark Kent (and even pays Rocky back for the beating he gave him earlier, despite the fact that this didn’t actually happen).
The Summary: I think the main question anyone wants to know about Superman II: The Richard Donner Cut is: is it better than the theatrical version? And, I guess, it technically is; the removal of the more slapstick scenes and continuing the themes from the first movie makes it more cohesive and helps it to act as a more fitting follow-up, but I can’t honestly say that it really trumps the original in a fundamental way. This isn’t an extended version of the film, but rather an alternative cut, one that is the closest we’ll ever get to what Donner originally intended and, had we seen this (or something very much like it), we probably would have had a better overall experience that felt likes two parts of a greater whole but I really can’t say that there’s any scenes or inclusions here that make the film objectively better. A lot of this is due to my nostalgia for the original, which I’m very fond of, and my bias against Brando and his abrasive, difficult attitude which impacted his performance as Jor-El and tainted my perception of him. It’s definitely very poignant to see Jor-El reinserted into the film, and his inclusion offers a little more explanation about how Superman regains his powers, but I liked seeing Lara comfort her son in the sequel and was happy with the implication that the green crystal simply restored Superman offscreen. I’m glad that some of the weirder elements are gone, but there isn’t too much in their place to make up for their removal. I enjoy the extra scenes involving Zod and his crew, but the ending is just as head-scratching as in the theatrical cut (seriously, why destroy the Fortress if you’re going to turn back time?!), so, for me, you can just kind of flip a coin and watch either version and pretty much get the same story, just with a few different scenes and contexts between the two.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
What are your thoughts on Richard Donner’s version of Superman II? Did you feel like it’s superior to the theatrical cut or were you put off by the newly inserted scenes? What did you think to the alterations made by re-inserting Marlon Brando’s lost footage? Were you a fan of the altered ending? What is your favourite Superman story, character, or piece of media? How are you planning to celebrate Superman Day this month? Whatever you think, feel free to sign up to share your opinion below or leave a comment on my social media.
In April of 1940, about a year after the debut of arguably their most popular character, Bruce Wayne/Batman, DC Comics debuted “the sensational find of [that year]”, Dick Grayson/Robin. Since then, Batman’s pixie-boots-wearing partner has changed outfits and a number of different characters have assumed the mantle as the Dynamic Duo of Batman and Robin have become an iconic staple of DC Comics. Considering my fondness for the character and those who assumed the mantle over the years, what better way to celebrate this dynamic debut than to dedicate every Thursday of April to celebrating the character?
Released: 21 October 2022 Developer: WB Games Montréal Also Available For: PC, PlayStation 5, Xbox Series S
The Background: In 2008, Eidos Interactive and Rocksteady Studios delivered one of the greatest superhero videogames of the modern era, Batman: Arkham Asylum, which proved to not only be a critical and commercial success after years of Batman games of varying quality but also kick-started an incredibly successful and well-regarded series of videogames. Batman: Arkham City (ibid, 2011) proved to be bigger and better and, despite criticisms of its driving sections, the final game in the series, Batman: Arkham Knight(ibid, 2015), was still met with largely favourable reviews. After the success of Arkham City, Warner Bros. Interactive Entertainment turned to WB Games Montréal to develop a prequel and give Rocksteady Studios time to produce their expansive and impressive finale. Although Batman: Arkham Origins(ibid, 2013) is often considered the black sheep of the franchise, I found it to be just as enjoyable as Arkham City and it still sold incredibly well and it even laid the foundation for a spin-off focusing on the Suicide Squad. Indeed, in August 2020, it was announced that Rocksteady would be returning to their popular spin-off franchise for a Suicide Squad title but, at the same time, WB Games Montréal were also revealed to be working on their own Bat-centric title, one that wasn’t connected to the Arkham series but still owed a lot to it in terms of its presentation and gameplay. Unlike the Arkham games, Gotham Knights was to be a multiplayer, open-world adventure set after the Dark Knight’s death and focusing on his four protégés; the game was built to incorporate role-playing elements and online functionality to allow players to co-operate in combat and missions. However, also unlike its spiritual predecessors, Gotham Knights was met with mixed reviews; while the customisation and visuals were praised, the combat and focus on grinding was criticised; the lack of variety offered by mission objectives and dull mechanics were also a negative, though the focus on character relationships was praised.
The Plot: Batman is dead, killed in battle with Rā’s al Ghūl. In his place, his four protégés – Dick Grayson/Nightwing, Tim Drake/Robin, Barbara Gordon/Batgirl, and Jason Todd/Red Hood – must work together to combat the escalating crime sweeping the city, fill the void left by the Dark Knight, and investigate a mysterious secret cabal known as the Court of Owls.
Gameplay: Gotham Knights is a third-person action game that takes place in an open-world environment, includes a great deal of role-playing game (RPG) elements, and allows players to pick between one of the four titular Gotham Knights and take on a variety of missions across different nights in Gotham City. Although each of the Gotham Knights has their own pros, cons, and special abilities, they all share the same control scheme, which, like many things in the game, is similar to that of the Batman: Arkham series but also a little different. You attack enemies with X; tapping the button will unleash a small combo that quickly gets a little repetitive and holding X charges up an attack for extra damage and to break through the enemy’s guard or shields. A is use to open doors, squeeze through gaps, interact with the environment, and to hop over obstacles using the game’s dysfunctional parkour mechanic; as you run around (accomplish by pressing in the left analogue stick), you can tap A to hop over gaps or up to higher levels, but the only time you can actually jump is after grappling to a ledge (accomplished by tapping the Left Bumper). Press Y sees you toss out a ranged attack, either with Batarangs or Red Hood’s apparently non-lethal pistols, and you can also hold Y to knock back and stun enemies with a wider ranged attack. B allows you to evade; there is no counter system like in the Batman: Arkham games but you can hop over and under incoming attacks and out of the way of gunfire (helpfully indicated by danger lines) and, if timed correctly, pull off a counter by tapping X after a dodge. Like the combat, it’s not as slick or intuitive as in the Batman: Arkham games, which again is something that comes up a lot here, but it does a decent enough job.
Each character has their own unique skills and abilities to fight crime in a Gotham without Batman.
The Left Trigger allows you to precision aim your projectile to attack specific enemies or interactable elements, such as exploding barrels, electrical boxes, or chains to create platforms; the Right Trigger lets you grab enemies after you’ve whittled their health down enough, allowing you to finish them off with a strike attack with X, interrogate them to fulfil mission objectives with Y, or toss them at other enemies (or off a rooftop!) with B. The Right Bumper brings up the onscreen “Ability” menu; as you pummel enemies and perform well-timed evades, a meter will build up that allows you to perform your character’s unique attacks, such as a flurry of strikes, unleashing an elemental attack, calling in a drone for a short time, or sending out a bunch of little nanobots. Some of these will boost your attack, other will create a hologram to distract enemies. Similar to the Batman: Arkham games, you can also crouch by pressing in the right stick and take to higher perches to scope out large groups of enemies; this allows you to pull off silent takedowns or ambush takedowns if you want to make a little more noise, disable any security cameras or turrets, and use the environment to instil fear in your enemies and cause them to hesitate. While there are no “Predator” sequences, the spirit of this mode is still alive here; you’re often encouraged to take a stealthy approach, something Robin is especially good at, but you can just as easily tackle most situations head-on since the Gotham Knights are much better at resisting and avoiding gunfire. Additionally, your health will no longer be restored after taking out enemies; instead, you carry a limited umber of health packs, which you can use by pressing right on the directional pad (D-pad); enemies will sometimes drop health packs when defeated so look out for these and, if you’re defeated, you’ll respawn but will have lost a chunk of the bootie you picked up in the mission. At first, the Gotham Knights seem a bit limited compared to their caped mentor; each has their own individual strengths, with Nightwing being more acrobatic and Red Hood a powerhouse brawler, for example, but none of them are capable of gliding, at least not at first. You’ll need to complete a series of side missions with each character, ranging from stopping the randomly-generated “procedural crimes” around the city, interacting with non-playable characters (NPCs) like Alfred Pennyworth and Renee Montoya, to eventually unlock each character’s unique traversal method (known as “Heroic Travel”). Nightwing gets a jet-powered glider, which is a bit clunky to control; Robin taps into the Justice League’s satellite’s to teleport short distances, Red Hood harnesses the power of the Lazarus Pit to pull off a mid-air leap, and Batgirl gets a conventional glide.
Race through the streets on the Batcycle and use the shadows and your detective skills to complete missions.
All of these are performed with RT and you’re encouraged to practice and master them using time trials scattered across the city, but I found them a bit unwieldy so I relied mostly on the grapple, which can be chained together to quickly cross horizontal and vertical distances, and the Batcycle. Summoned by pressing up on the D-pad, the Batcycle is a fast and nimble way to get around the impressively crowded city streets; RT accelerates, LT brakes, reverses, and lets you perform a drift, Y sees you perform your ranged attack (though you can plough through pedestrians and enemies as well), A performs a wheelie for a ramp boost, and you can even rocket off the Batcyle with LB. The Batcycle is much more fun than Arkham Knight’s Batmobile and Gotham Knight’s handy and familiar compass and waypoint system mean it’s easy to blast your way to each objective, but you can also unlock various fast travel points across the map by taking out drones as a story objective to make things even faster. Between missions, you’ll return to the Belfry to rest up, advance the story, interact with characters, and upgrade your gear but you can also quick launch missions from here, which will spawn you in a unique and enclosed section of the city to take on one of Batman’s rogues in a specific environment, such as Arkham Asylum or the city dam. Another holdover from the Batman: Arkham games is the ability to scan the environment; pressing or holding down on the D-pad lets you perform an AR Scan, which highlights interactable elements, allows you to tag specific enemies, and is essential for examining crime scenes. Here, you scan dead bodies, lab equipment, and other key areas for clues; sometimes you need to identify a specific item, other times you need to link two together, and you’re often given the option of quick-solving the puzzle if you take too long. It’s a decent system as you’re spending half the game in what’s essentially a wire-frame mode like in the Batman: Arkham games, but it can lead to you feeling obligated to AR Scan every nook and cranny for potential items of interest. When playing Gotham Knights, you have the option of focusing on the main story or taking care of numerous side missions, however this is often actually integral to completing the main story or upgrading your characters. Consequently, while you could glide past most of the random crimes and enemies in the Batman: Arkham games, that’s not the case here; playing on the “Normal” difficulty is quite a challenge, practically forcing you to engage with every premeditated crime and side mission to get stronger, so I definitely recommend playing on an easier difficulty to make things less repetitive. And things can get very repetitive: crimes range from punks trying to bring into cars or escaping police custody, to performing bank heists, hacking into terminals, attacking armoured cars, and even racing away down the streets. You’ll be retrieving organs from organ traffickers or Modchips from goons, defending your allies and other NPCs from attacks, tracking down pieces of Basil Karlo/Clayface, disrupting Doctor Harleen Quinzel/Harkey Quinn’s latest scam, and sneaking into areas through vents to take out enemies.
While you’ll be repeatedly stopping the same crimes, some missions are more memorable than others.
These missions repeat over and over, with stronger and more diverse groups of enemies being mixed in, but with very little deviation; sometimes you can gain bonus rewards if you stay undetected or take out enemies in certain ways or avoid damage, other times there’s a loot crate for you to collect, but mostly you’ll be swinging in to do the same tasks over and over, which can get repetitive very quickly. The main story is where the meat is at. While you often have to complete some side missions to advance it, such as repeatedly infiltrating Oswald Cobblepott/The Penguin’s Iceberg Lounge, disrupting enemy strongholds, rescue hostage strapped to bombs, avoid attracting the attention of the distrustful and trigger happy Gotham City Police Department, and exploring some of Gotham’s most notorious locations, such as Blackgate Prison and even the cavernous tunnels beneath the city. There’s generally a good balance of action, stealth, and puzzle solving when on mission; you might have to sneak into an area and quietly take out goons, but you can also bust heads if you feel like it and are strong enough to pull it off. Puzzle solving becomes more prominent as the plot thickens and the Court of Owls and League of Shadows get involved; you’ll be finding Owl’s Nests all over the city, interacting with hidden doors and taking on the zombie-like Talons to clear them out, as well as infiltrating a masquerade ball and staying undetected as you listen in on the Court’s conversations and examine various parts of stately homes for hidden doors. The Court like to test your mettle in a series of elaborate death traps; you’ll have to avoid instant-fail traps like bursts of flame and spinning blades while on a conveyor belt, for example, muddle through the dark caves and even the wreckage of the Batcave, and at one point are drugged and forced to endure a maze full of spike traps and tricky platforming while the game distorts around you. There are a lot of mazes, elevator shafts, and simple to tricky puzzles to solve, these latter being difficult mainly because the things you need to find are so small. Again, things can get very difficult and very frustrating very quickly on higher difficulties, where you absolutely must tackle every and any crime happening around the city to level- and power-up but, on easier settings, things are much more enjoyable, if still a bit repetitive. While you can upgrade and modify your gear at any time, you can only switch characters in the Belfry, which will end that night’s patrol. The city map reloads, with any incomplete missions still active, and it pays to swap characters between missions to unlock all their abilities and mix things up, and also because some are better suited for certain missions than others.
Graphics and Sound: Gotham Knights absolutely impresses in its visual presentation; Gotham City is bigger than ever, divided into different sections, many of which will be familiar to players of the Batman: Arkham games, and the city is awash in ominous darkness, glows with light, and often covered with rain. All the familiar locales you’d expect are here: Blackgate Prison, Arkham Asylum, GCPD headquarters, and the like, alongside chemical plants, docks, cemeteries, towering skyscrapers, dingy alleyways, and gothic cathedrals. Many areas include little references to other Batman villains and stories, which is fun to see, or house plaques and other scannable points of interest for you to interact with. Unlike the Batman: Arkham games, Gotham Knights’ overworld is fully populated not just with criminals, but pedestrians and traffic! Gothamites can be saved from attacks, run into with your bike, and will offer commentary when they see you, which really helps the city to feel alive for the first time. As ever, the thugs come in all shapes and sizes and are loyal to different gangs but also offer some amusing commentary when you stalk and batter them. Posters, scannable graffiti, and a variety of warehouses are also on offer; thugs will take over Robinson Park, break into banks, and cause disruption in the streets all around you, all of which helps make this the most lively, dangerous, and accurate Gotham City of any Batman game despite how repetitive some elements can be.
The game looks great and has lots of customisation options but is a bit unstable at times.
Gotham Knights is a very story-driven game, so it’s good to see that there’s basically no distinction between cutscenes and in-game graphics; if you customise your character a certain way, they will appear like that in every cutscene, and dialogue and interactions differ depending on which character you play as (and, presumably, how many of you are playing at once). While I’m not a fan of all the costume choices on offer, they do look impressive and the game only struggles whenever your character wears a cape; sometimes the cape physics go a little janky. While combat is noticeably stripped down compared to the Batman: Arkham games and much more reliant on special abilities, it is fun, especially when you level-up and/or lower the difficulty, but the game struggles to maintain a consistent framerate at times. More than once I experienced dramatic and game-breaking slowdown, with the action stuttering or the game out-right crashing at least five times in my playthrough, which I really don’t expect from an Xbox Series X game. Things can also get quite cluttered very quickly, especially when completing the organ harvesting missions; it was never clear to me where I was supposed to take the organ, meaning I’d often run out of time and would have to clear away other active missions before trying again with a clearer compass. Still, the interactions between the Gotham Knights are one of the best parts of the game; they’re united in their grief but still act like siblings at times, making jabs at each other and learning to live and move on together, which was great to see. More often than not, when you switch characters, you’ll be able to interact with parts of the Belfry to learn more about each character, in addition to completing missions for your allies out in the field, all of which allows you and the characters to grow into their roles as Gotham’s protectors.
Gotham is more alive than ever but the game really shines when the environments are visually altered.
Gotham City is an expansive open-world map full of overground trains, built on top of the Court of Owls’ grimy tunnels, and filled with colourful characters. However, certain missions will restrict you to a specific game area, an isolated and reskinned version of the map tailored to that villain, and this is where things really get visually interesting. When confront Doctor Victor Fries/Mr. Freeze at the Elliot Center and Blackgate Prison, Gotham is ravaged by a vicious snowstorm; ice and snow are everywhere, with innocents caught in the crossfire, and it really helps set the mood for the battles against Mr. Freeze. Similarly, you’ll explore the gothic and ransacked remains of Arkham Asylum, enter the Gotham General Hospital after it’s received a makeover by Harley Quinn, and even venture into the ruins of the Batcave, giant dinosaur and penny and all, as you track down the Court of Owls. While it’s often difficult to see in these areas and they’re fraught with danger, they help to mix up the gameplay and the visuals and the enemies you encounter, from Mr. Freeze’s Regulators to the sword-wielding League of Shadows, then start to appear on the overworld, and in stronger forms, to help keep things a little interesting even as you complete the same tasks over and over. It’s fun just barrelling through the streets or taking to the rooftops, stopping crimes along the way to your next objective and stumbling across side quests as you go; there are various items to examine or interact with, generally for exposition or to aid you in combat, and lots to see and do in terms of customisation, though I found the menus a little finnicky to navigate at times.
Enemies and Bosses: As in the Batman: Arkham games, Gotham City is ravaged by a contingent of criminals, all of whom are loyal to one gang or another. You’ll encounter “Freaks”, street punks who follow Harley’s lead, the Regulators, who wield tech and often use Mr. Freeze’s toys, be attacked out of the blue by the League of Assassin’s ninjas and stir up the Court of Owl’s zombie-like Talons in their nests. Enemies come in different types, from regular grunts to ones with weapons (Molotov cocktails, rifles, freeze or electrical weapons, and even annoying drones), and bigger enemies who have shields or can tank your hits. Each gang has these different types of enemies so, if you fight three different types of Regulators, you’ll encounter similar versions when fighting the Freaks, though they do look different. The bigger Freaks have large metal shields and sometimes maces, for example, whereas the larger Talons wear ceremonial armour and carry axes and the larger Regulators can create an electrifying area attack. Generally, they all go down quite easily once you get the hang of combat; you can dodge out of the way of their attacks and gunfire, which also seems to damage enemies, and take advantage of any interactable elements to stun or defeat them, but things can get quite hectic as enemies mix and match and you take on waves of them to complete objectives or defend endangered Gothamites. You’ll also have to avoid the GCPD; police officers are often in the streets or will arrive at crime scenes after you’ve cleared out enemies; they won’t hesitate to shoot or chase you and you won’t gain experience points (XP) from taking them out, so it’s better to just avoid them.
Thankfully, Man-Bat is on hand to offer a bit of spice after pummeling Harley and her freakish thugs.
You’ll encounter each type of enemy in a dedicated fight as the story progresses, essentially making them almost like mini bosses. Tackling the larger enemies is good practice for the battle against Harley Quinn’s goons, Basher and Blazer; one is obviously a large brute and the other is smaller and likes to toss flaming bombs at you, all while other goons attack you and a series of bombs activate in an enclosed space that you need to disarm before the timer runs out. By this point, you’ll have encountered similar enemies to these two more than once, and many others after ape their strategy, so it’s not exactly hard to break through Basher’s guard with a heavy strike and pummel him while dodging Blazer’s projectiles and smacking him up too, but make sure to take care of the bombs as soon as possible. Harkey Quinn herself (now using the alias Dr. Q) is also fought later in the game after you disrupt her operation and confront her in the vandalised hospital. Harley’s a nimble little minx, deftly cartwheeling about while swinging first her giant hammer and then a sledgehammer infused with electricity. Harley also tosses playing cards are you and sends her goons against you, but you can take advantage of the environment to deal damage to her as long as you can dodge her manic swings and land a good combo once the window of opportunity opens up. Later in the game, after spending a great deal of time investigating Doctor Kirk Langstrom’s death and research, you’ll not only engage with the various Talons of the Court of Owls, who can poison you and are so quick that you need to stun them with a heavy ranged attack, but you’ll also battle a number of Man-Bats across the city. Though they look scary and vicious and can blast you away with scream, swipe at you, and will pin you down to gorge on you, these monstrous freaks are actually quite a pushover, especially by that point as you’re pretty well powered up, and can easily be beaten into submission.
Mr. Freeze and Clayface represent two of the most frustrating and unfair encounters in the game.
However, before that, you’ll endure two of the most frustrating and game-breaking bosses battles I’ve ever experienced. The first is Mr. Freeze, who initially tries to freeze the city with a big machine that deals damage when you get too close. Mr. Freeze stomps about firing missiles at you and his freezing gun, both of which can freeze you on the spot or cause painful ice spikes to sprout from the ground. Mr. Freeze also has a habit of flying about the place, drops down with a slam, and swipes at you when you’re up close. After you deal a bit of damage, he retreats to the machine and it sends out freezing bolts that you have to frantically dodge and he unleashes blasts from a shoulder cannon. This is the first boss fight of the game and is honestly one of the worst experiences of my life; Mr. Freeze is an absolute tank, with your attacks barely fazing him, so you absolutely must have ice resistance and fire damage equipped, be at a higher level, or lower the game’s difficulty because this is an absolute chore of a fight otherwise. It only gets worse in the second bout; this time, Mr. Freeze has escaped Blackgate Prison inside a giant spider-like mech! He stomps about the place, causing a freezing effect, and bombards you with missiles from afar, so you’ll constantly be running and dodging and frantically attacking his legs to get a good shot on his cockpit. The fight then shifts to a frozen platform on the sea, where you need to quickly grapple up top to avoid being flash-frozen, some goons join the fray, and everything becomes even more frustrating and tedious. Clayface is just as bad; after tracking down his clones around the city and taking them out in a massive melee, you battle him in the sewers and your attacks barely do a dent without the right modifications; in my first encounter, he could one-shot me with his annoying grab attack and I was only able survive and beat him by lowering the game’s difficulty. Successfully avoid his swipes and grabs and you’ll have to outrace his liquid form and clay tendrils in the sewer tunnels, which can result in some unfair instant failures if you’re not careful, before fighting him one last time in a furnace. Here, he sprouts extra arms and become much more aggressive but things are significantly easier if you’re equipped right, correctly powered up, or playing on easier difficulties. Still, these boss battles were a pain in the ass, with unfair checkpoints and a startling difficulty spike that almost had me rage quitting!
Ultimately, you’re forced to battle a resurrected Bruce and a malicious Talia to safeguard Gotham.
These bosses are possibly so annoying and difficult because Gotham Knights really doesn’t feature many boss battles at all. The game is padded out by multiple encounters with Mr. Freeze and Clayface, meaning that you only interact with the Penguin rather than fighting him and have to settle for Man-Bats and tougher enemies as your main obstacle as the final portion sees you fending off Talons and the League of Assassins in the catacombs beneath the city. Here, Talia al Ghūl, predictably betrays you and sets a volatile, resurrect Bruce Wayne against you. Bruce is actually quite a fun boss but not too dissimilar from most of the enemies you’ve fought up to that point; you have to dodge his flurry of blows, break through his guard, and deal enough damage to drive him to his knees so you can tap A to appeal to his better nature. When this works, Talia engages you directly in a two-stage boss fight that takes place around a Lazarus Pit (that ironically hurts you if you step into it). Talia is swift and attacks like lightning, teleporting around the arena and striking with her sword, so you’ll need to be tapping that B button like a madman (or precisely, to pull of perfect dodges and counters) and landing combos wherever you can. She also fires arrows at you in a spread and a charged attack, and switches to an even faster and more aggressive spear for the final phase, which includes a big jumping strike that leaves her open to damage. While the fight is needlessly drawn out since your window or opportunity is so short, both Talia and Bruce are far less of a headache than Mr. Freeze or Clayface since they don’t just absorb your blows, you should be much stronger by then, and the fights are more diverse with more opportunities to land hits.
Power-Ups and Bonuses: Even on the easier difficulty settings, you’ll want to engage with as many premeditated crimes and side missions as possible to earn the XP you need to level up, the AP you need to upgrade your special abilities. Gotham Knights incorporates a loot system; defeated enemies, chests, and mission rewards will include a whole bunch of scrap, “Modchips”, and other rewards that you can use to customise, craft, and enhance your gameplay experience. You’ll get different colours and parts for your suits and the Batcycle and the more you collect, the more you can craft to create better equipment. You can also unlock “Transmogs” (basically skins) to be applied over the game’s suits if you like (which I preferred; you miss out on being able to customise each part of the suit, but you also get to wear a strong outfit and avoid some of the game’s uglier designs). Mod chips can be applied (and up to four fused together) to your suit, melee, and ranged weapon for additional buffs, such as increasing your health, durability, and attack power, adding elemental attacks and resistance to your character, and other benefits that I honestly didn’t look too deep into as it was a bit of a cluttered and confusing system. I simply crafted and created the strongest elements I could and went from there, but you’ll definitely need to think about adding fire attacks and ice resistance to your character when taking on Mr. Freeze, for example. As you defeat enemies and complete mission objectives, you’ll also earn XP; earn enough XP and you’ll level-up, increasing your stats and awarding you Ability Points (AP) that can be spent upgrading each character’s unique skills. This is where you’ll unlock their more powerful abilities, but you’ll also be able to buff their damage output, gain a respawn for Batgirl, increase their stealthiness, and other useful perks that make gameplay more enjoyable. However, while each character levels-up at the same rate (if you only play as Nightwing, the other characters will level-up when he does and you’ll be able to use the same AP to upgrade them, making things less of a grind), there is a level cap; once you hit Level 30, you’re done and can’t earn any more AP until you overwrite your game save with New Game+, which ups the level cap to 40. The Gotham Knight’s headquarters, the Belfry, also changes as you progress through the story; more interactable elements are added and it becomes more homely and fit for purpose as you progress, just as your abilities become more honed from battle.
Additional Features: Gotham Knights boasts forty-eight Achievements, at least eight of which are essentially unmissable as they’re awarded for clearing the story’s case files and taking out Batman’s leftover rogues. Achievements are also earned from defeating certain enemies, preventing crimes across the city, crafting certain gear, and fully upgrading each character. Unlike the Batman: Arkham games, there aren’t any riddles to worry about here; you can scan landmarks across the city, and graffiti, and find Bruce’s discarded Batarangs for more rewards and Achievements, but these are surprisingly difficult to find and thus not much fun to search for, as well as mysterious symbols strewn all over the place that I could never quite figure out. You’ll unlock audio files, comic book covers, information about the city, and details on all of the enemies, bosses, and allies you encounter as you do so, in addition to earning some Achievements, but there’s a lot less on offer compared to the Batman: Arkham games as the focus is more on the multitude of side missions. Gotham Knights has four difficulty settings but no Achievements tied to them so I absolutely recommend playing on “Very Easy” to help balance the more repetitive and frustrating aspects of the game. Clearing it unlocks New Game+, which overwrites your save file, increases enemy difficulty, and carries over your upgrades and unlockables, but it irked me that it meant losing my save file to play it. There is a lot of gear to find and craft, though a lot of it is superfluous; I don’t get why you’d wear a suit or use gear that’s weaker compared to others, so some of the customisation is lost there as I simply favoured the strongest setup and then applied a Transmog. The Batcycle can also be customised, to a degree, and this Deluxe Edition of the game comes with some additional gear and skins for it and the characters, though you’re not missing out on much if you just get the standard version. You can also play the arcade version of Spy Hunter (Bally Midway, 1983) in the Belfry, where you can battle even tougher versions of the bosses if you’re a sadist or take on training missions to learn new skills, but they’re nothing compared to the combat challenges of the Batman: Arkham games. Finally, Gotham Knights can be played in multiplayer; two players can play alongside each other and even team up to perform team attacks, and up to four players can take on challenges in “Heroic Assault” mode, though there are no Achievements tied to these features either, which is weird considering it’s a pretty big part of the game.
The Summary: I’m sorry that my review has constantly made reference and comparisons to the Batman: Arkham games but it’s frankly unavoidable given how much of Gotham Knights’ gameplay and visuals takes from that series. in many ways, I feel the game could’ve easily been a continuation of Rocksteady’s franchise with just a few minor tweaks here and there, but it is unfair to make such comparisons as, for all its visual and gameplay similarities, it’s a very different game. Gotham Knights is a long, story-driven action experience; the focus on these characters continuing on after Batman’s death is very intriguing and I really enjoyed their interactions and camaraderie, as well as their individual playstyles. I thought I would favour Nightwing as my go-to character but all of them had their pros and I enjoyed swapping in and out and customising their costumes and gear. Gotham City has never looked better and it’s amazing to see it alive not just with crime, but civilians as well; it’s a massive city that can be daunting to traverse, especially with so much going on at any given time, but you’re given plenty of tools to navigate and address those issues. Unfortunately, the game is severely let down by its repetition and frustration; even on “Normal”, the game is unfairly and unnecessarily grind-heavy, especially considering the level cap. Bosses are an exercise in frustration without being properly prepared, making it less a game a skill and more a game of tenacity, and few of them were fun to play against. The instability of the game was also a factor; I was shocked by how often the game stuttered, glitched, or out-right crashed on me, forcing me to restart missions or even give up at certain points until things sorted themselves out. There are a lot of mechanics here that may appeal to RPG players, but they’re a bit complicated, cluttered, and annoying for me; I get that the point is that you’re learning and growing alongside the Gotham Knights and that’s conveyed very well, but it’s just tedious doing the same tasks over and over and cobbling together new gear that’s instantly rendered superfluous by better gear. In the end, it’s a decent game and I did enjoy it; it might be better (or worse) playing alongside a friend and there’s a decent amount on offer, but I can’t say I’ll be deleting my game save to tackle New Game+ any time soon.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
What did you think to Gotham Knights? How would you rate it against the Batman: Arkham games and do you think that’s a fair comparison? Which of the four playable characters was your favourite and why? Did you also struggle against the game’s bosses and difficulty spike? What did you think to the combat and RPG elements of the game? Did you enjoy crafting and customising your characters? What did you think to the relationship between the Gotham Knights? Did you ever play the game online and, if so, how did it hold up? Which of Batman’s sidekicks is your favourite and how are you celebrating the Boy Wonder this month? To share your thoughts on Gotham Knights, leave a comment below or on my social media.
In April of 1940, about a year after the debut of arguably their most popular character, Bruce Wayne/Batman, DC Comics debuted “the sensational find of [that year]”, Dick Grayson/Robin. Since then, Batman’s pixie-boots-wearing partner has changed outfits and a number of different characters have assumed the mantle as the Dynamic Duo of Batman and Robin have become an iconic staple of DC Comics. Considering my fondness for the character and those who assumed the mantle over the years, what better way to celebrate this dynamic debut than to dedicate every Thursday of April to celebrating the character?
Released: 27 July 2018 Director: Peter Rida Michail and Aaron Horvath Distributor: Warner Bros. Pictures Budget: $10 million Stars: Scott Menville, Hynden Walch, Khary Payton, Tara Strong, Greg Cipes, Will Arnett, Kristen Bell, and Nicolas Cage
The Plot: Determined to be a Hollywood star, Dick Grayson/Robin (Menville) will go to any lengths to impress director Jade Wilson (Bell) to notice him and his team! With a few madcap ideas and musical numbers, the Teen Titans try to take the limelight, but when Slade Wilson/Deathstroke the Terminator (Arnett) messes with their plans, the Teen Titans will have to become true superheroes to save the world!
The Background: About four years after the debut of the Justice League of America (JLA), their teen sidekicks came together to form the Teen Titans, presumably to appeal to younger readers. The team were a relatively consistent presence throughout the 1960s and 1970s but writer Marv Wolfman and George Pérez breathed new life into the concept with characters like Victor Stone/Cyborg and Princess Koriand’r/Starfire, who became synonymous with the team. No strangers to adaptation, the Teen Titans have seen some success in animated ventures; Teen Titans (2003 to 2006) was widely regarded as a popular spin-off of the incredibly well-regarded animated series pioneered by Bruce Timm and Paul Dini. Many long-term fans were therefore put off when the show was retooled into a more kid-friendly aesthetic with the slapstick Teen Titans Go! (2013 to 2022), though many praised the show for its bizarre nature and light-hearted humour. Additionally, the show was popular enough to spawn this feature-length production; universally praised for its metatextual comedy, its gleeful destruction of superhero tropes, and its unhinged comedy, Teen Titans Go! To the Movies also gave finally star Nicolas Cage the chance to portray Clark Kent/Superman after missing out on a live-action appearance in the nineties. With a box office gross of $52.1 million, the film was followed by a reasonably well received straight-to-DVD crossover between the Go! Titans and their more serious predecessors, as well as a couple of other similar features of varyingquality.
The Review: So, like a lot of kids my age, I watched a fair amount of Bruce Timm and Paul Dini’s DC cartoons back in the day; even into my late teenage years, I was enjoying Justice League Unlimited (2004 to 2006), and I really enjoyed the original Teen Titans cartoon. Although never explicitly stated to be a part of the same fictional universe, I always liked to think that Teen Titans was a spin-off from the main DC Animated Universe and I loved how it gave a bit of a gritty edge and a commanding presence to one of my favourite characters, Robin, and allowed him to be in the spotlight in a world where he’s oftengiven the shaft in live-action movies. I’d be lying if seeing Teen Titans Go! for the first time wasn’t a little off-putting for me in this regard; however, it was clearly aimed at a younger audience and I found it to be quite funny the few times I did watch it, the same as Batman: The Brave and the Bold (2008 to 2011), which showcased a more light-hearted version of the Dark Knight but in a fun and action-packed way. There is room for both interpretations of these characters, as much as I prefer the darker interpretations as they’re truer to the original spirit of Batman and his world, and it’s not as if there weren’t other animated ventures that showcased this side of the likes of Batman and Robin, so it was still pretty exciting when a feature-length presentation was announced, especially as it aimed to poke fun at Warner Bros.’ tumultuous history with cashing in on their DC Comics franchises.
The happy-go-lucky Titans are distraught to learn the public and their peers see them as bumbling fools.
Things get off to a loud and action-packed start as Jump City is attacked by the megalomaniacal supervillain known as Balloon Man (Greg Davies), a ludicrous character who is quite literally a gigantic, anthropomorphic balloon who can easily smash his way into a bank and squeeze through small gaps by expanding and contracting his bulbous body. Although Jump City’s police are no match for the inflated villain, the Teen Titans soon arrive to help out; what follows is a fight scene, set to an electric guitar remix of the Teen Titans Go! main theme, that helps to establish the characters and abilities of the titular team for those who are unfamiliar. Robin is the leader, jumping head-first into the fight and partially tearing Balloon Man’s hide with his shuriken; Cyborg (Payton) is the enthusiastic muscle, able to transform his body into all kinds of heavy ordinance; Starfire (Walch) is a naïve, childlike misfit from another world who wields incredible cosmic power but is easily distracted by cute things; Rachel Roth/Raven (Strong) is the dark, stoic enchantress capable of manipulating others and creating constructs out of a black magical energy; and Garfield “Gar” Logan/Beast Boy (Cipes) is the team’s goofball shape-shifter, who delights in monkeying around and transforming into a range of green-hued animals (including becoming a porcupine to pierce Balloon Man’s butt for an extended fart gag). So consumed by their own hype are the team that they completely miss that the Justice League – Superman (Cage), Diana Prince/Wonder Woman (Halsey), and Jon Stewart/Green Lantern (Lil Yachty) – take out Balloon Man and are saddened to learn that both the public, and the superhero community, see them as a team of goofballs rather than “real” superheroes worthy of their own movies. Despite the fact that people “don’t talk” about Green Lantern’s movie, Superman advises the team that they’ll never be seen as anything other than a joke unless they shape up and start acting like real heroes rather than goofing off for food and dance numbers. Despite the evidence lobbied against them, Robin is adamant that he and his friends are not only world-renowned heroes but worthy of their own movie; it’s been his lifelong dream to have his own movie franchise, after all, and he’s determined to prove that he’s worthy of this accolade.
Robin’s so determined to get his own movie that he briefly messes up with the timeline.
Unfortunately, he and his friends are aghast to learn that they’re not on the list to attend the premiere of Batman’s (Jimmy Kimmel) newest film, and even more insulted when the Challengers of the Unknown, of all people, are more known than they are. Thanks to Raven’s ability to teleport them using her extradimensional portals, the team are able to gate crash the screening and steal the Challengers’ seats, introducing them to beloved superhero movie director Jade Wilson. Robin is dejected to see first-hand that he’s not only not slated to appear in a movie, but that the entire superhero community laughs him off as simply a sidekick and a nobody. After dispelling Robin’s depression with a musical number, the team head to Warner Bros. Studios in Hollywood, determined to demand that they get their own movie from Jade. Unfortunately, she’s not interested in the prospect of a solo Robin movie and states that she would only consider it if there were no other superheroes in the world, a dismissive comment that gives him the outrageous idea to travel through time to prevent the world’s superheroes from ever coming into being using their time cycles (because their regular time machine is too “boring”). Thus, the team prevents Krypton’s destruction (using disco-synth, no less), stealing Wonder Woman’s magical lasso when she’s just a girl, cause Arthur Curry/Aquaman (Eric Bauza) to get caught up in trash and drown as a baby, prevent four turtles from coming into contact with radioactive ooze, and redirect Thomas, Martha, and young Bruce Wayne (Kal-El Cage) from going down Crime Alley. As you might expect, this results in the world being overrun by supervillains in the present day and therefore no superhero movies being produced, so the Teen Titans immediately travel back to undo their efforts…resulting in them being directly responsible for Krypton’s destruction and gleefully pushing Thomas and Martha Wayne to their deaths with a smile and a thumbs-up!
Slade’s master plan to control the world brings him into conflict with the Teen Titans.
Since rewriting the space/time continuum did nothing to improve their standing in the superhero community, the Teen Titans resolve to prove themselves the old-fashioned way. Earlier, the others suggested to Robin that they’re not taken seriously because they lack a cool archnemesis with an ominous name and they attempt to address this by confronting Deathstroke (as ever referred to simply as “Slade”) as he steals “the perfect plot device”, the Ditronium Crystal, from Scientific and Technological Advanced Research Laboratories (S.T.A.R. Labs). A bombastic villain who mocks the Teen Titans pose and easily tricks them with simple illusions and distractions, Slade is nonetheless fully capable of holding the team off using only his skill, weapons, and vast array of gadgets. Still, by taking themselves seriously, the team is able to retrieve the crystal on their second encounter, but Slade easily escapes by preying on Robin’s ego and painting himself as his archnemesis. Incensed at their interference, Slade vows to divide the team to take away their greatest advantage, something made considerably easier when jade summons the team to Warner Bros. Studios, impressed by their fight, to start shooting their movie. However, when the others embarrass him by repeatedly pooping in a prop toilet, attacking their co-star and subduing Superman with Kryptonite, causing havoc, and almost destroying her Digitally Ordering Online Movies Streaming Directly At You (D.O.O.M.S.D.A.Y.) Device (Phil Morris), Robin angrily ditches his friends in order to have his own solo movie and shake the stigma of their idiocy from his character. Heartbroken at his decision, especially after they supported his dream all throughout the movie, the team leave him to indulge his greatest fantasies on the set of his very own movie, finally bringing him the adulation he has craved for so long, though all the digital enhancements and action sequences in the world can’t make up for the loss of his friends.
The Nitty-Gritty: I gather there are a lot of people who dislike the art and animation style of shows like Teen Titans Go!; many comparisons are made to the likes of Steven Universe (2013 to 2019), though I’m not sure why that’s a bad thing as, while I’ve never watched it, I always thought the show was quite popular. Again, it’s potentially because of the nostalgia and love for Timm and Dini’s traditionally dark and moody visual style, and the anime influences seen in the original Teen Titans, but I thought the change in visual direction was a great way to immediately show that Teen Titans Go! is aimed at a completely different audience to its predecessor, and enjoyed the presentation because it, like some of the line-towing humour, reminded me of TheRen & Stimpy Show (1991 to 1996; 2003). Jump City is a bright maze of skyscrapers and beaches, its inhabitants all sport comically oversized heads and cartoonish proportions, and much of the allure of the movie’s visual style comes from the short, sharp movements characters make that remind me of traditional animation techniques such those using construction paper. The movie’s tongue-in-cheek approach is also evident right from the start, as DC’s heroes are chibi-fied in the opening credits to fit with the show’s more exaggerated art style; the movie even appears to ape the traditional Marvel Studios opening by rapidly flicking through pages of Teen Titans comics, only to subvert expectations and show that it’s simply a seagull flicking through a comic book! In this cartoonish world, the DC superheroes are such huge celebrities that they have their own merchandise and movie franchises, just like in the real world, with even the grim Dark Knight playing up to the paparazzi at the premiere of his new film, Batman Again, and heroes like Kara Zor-El/Supergirl (Meredith Salenger) and even Doctor Raymond “Ray” Palmer/The Atom (Patton Oswold) being treated as Hollywood starlets.
The movie is jam packed with references, cameos, and fun musical numbers.
This is taken to the nth level when we see just how many superheroes are being given feature-films and the lengths to which Hollywood is going to milk Batman’s popularity with movies about his loyal butler, Alfred Pennyworth, his high-tech vehicle, the Batmobile, and even his utility belt! Although a hilarious gag at the time, and with some basis in truth given how much Batman content had been produced by 2018, this lands even harder now considering Alfred received his own live-action television series and we even got a Cars-like (Various, 2006 to 2022) Batmobile cartoon! Even the D.O.O.M.S.D.A.Y. Device is a precursor to the stranglehold over the genre that Marvel Studios would get with the onset of Disney+, making the film scarily ahead of its time in its metacommentary. The film also stands out with its fourth-wall-breaking humour; this includes jabs not only at existing DC properties, but also gags like the Teen Titans mistaken Slade for Wade W. Wilson/Deadpool, a parody of the iconic opening of The Lion King (Allers and Minkoff, 1994), references to one of my favourite cartoons, Animaniacs (1993 to 1998; 2020 to present), Superman(Donner, 1978) and the Tim Burton Batman movies (1989; 1992), and the Back to the Futuretrilogy (Zemeckis, 1985 to 1990), a gratuitous and self-referential cameo by Stan Lee himself, a fantastic jab at the whole “Martha!” debacle during the filming of Batman vs. Superman: Part II by having the two come to blows because their fathers have different names, and having Robin’s team mates embarrass him when they kick the crap out of Shia LaBeouf (James Arnold Taylor). Musical numbers also play a huge role here; we get our first taste of this when Balloon Man insults and shocks the group by claiming not to know who they are (he thinks they’re “lesser members” of the Justice League of the Guardians of the Galaxy), leading to them performing a rap number running down their names, powers, and a bit of their background (“GO!”). Unfortunately, they get so wrapped up in their singing and dancing that they’re completely upstaged by the Justice League. Struggling with his sense of self-worth and disheartened at being mocked by everyone, even the team’s adorable hand-crafted movie fails to cheer Robin up; it takes an amusingly generic “upbeat, inspirational song” to reignite Robin’s spark and renew his enthusiasm (“Upbeat Inspirational Song About Life”). Additionally, Robin’s able to describe his perfect solo superhero through song, resulting in a montage and homages to Batman: The Dark Knight Returns (Miller, et al, 1986), Batman: The Animated Series (1992 to 1995) specifically designed to emphasise Robin’s competency, cute butt, and totally adult hands (“My Superhero Movie”). When the Teen Titans travel through time to take out their competition, the sequence is brilliantly set to A-ha’s “Take On Me” and Huey Lewis and the News’s “Back in Time”, they play Krypton’s crystals like a DJ deck to prevent the decidedly Donner-esque planet from exploding, and Cyborg, Starfire, Raven, and Beast Boy get themselves kicked out of their own movie by pulling pranks all over the Warner Bros. Studio (“Shenanigans”).
In the end, the Titans come together to defeat Slade and earn the respect of their superhero peers.
Robin is so caught up in finally getting his time in the spotlight, away from the shadow of the Batman and the goofiness of his teammates, that he doesn’t even question Jade’s motivations or inputting the code to the vault as part of his movie’s finale. All too late, he realises that he’s been tricked into opening the actual vault and that Jade has been Slade in disguise all along in a surprising, and amusing, twist. Thanks to his manipulations as Jade, Slade has effectively subdued the Justice League by distracting them with their movies, leaving him free to steal the Ditronium Crystal, insert it into the D.O.O.M.S.D.A.Y. Device, and control the minds of the world’s populace as part of a diabolical scheme for world domination. Thanks to his baby hands and Bat-gadgets, Robin is able to escape the exploding Titans Tower; seeing his home and his friends’ possessions go up in smoke makes him realise how selfish and foolish he’s been but his friends enthusiastically return to his side to aid him in stopping the broadcast of Robin: The Movie to prevent Slade’s plans from coming to fruition. After unmasking Slade before their superhero peers, the Teen Titans are forced to battle the Justice League when Slade uses the D.O.O.M.S.D.A.Y. Device to turn them into his mindless slaves; thanks to a golf cart and Raven’s portal abilities, they’re able to take the Justice League out of the equation but, when Robin engages Slade in a one-on-one fight, Robin’s unable to resist watching footage of his film and is compelled to attack his friends. Robin’s brought to his senses when forced to watch the remainder of the homemade film the Titans made for him, reuniting the team in friendship just in time to battle Slade’s ridiculously oversized robot! Although Slade mocks them and boasts at his invincibility, Robin realises that their greatest asset is their goofball antics and they’re able to take out Slade’s robot using another of their dope songs (“GO! (Battle Remix)”) and an overwhelming combination of their unique powers and abilities. With the world freed from Slade’s control, the Ditronium Crystal destroyed, and Slade defeated, the Teen Titans finally earn the approval and respect of their peers, though Robin’s denied the chance to deliver a meaningful speech as everyone else insists that the movie’s over.
The Summary: Teen Titans Go! To the Movies is a ridiculously over the top, slapstick romp in this exaggerated and cartoonish spin-off of the darker DC Animated Universe. Everything from the visuals, the gags, and the action is designed to appeal to younger audiences, ones who will delight at the instances of toilet humour and the fun music numbers, yet there’s a fair amount here for older audiences to enjoy as well. From cameos, references to other movies and DC properties, and some surprisingly dark inclusions that might go over the heads of little kids but had my spitting out my drink at times. The overriding narrative of the Teen Titans trying to earn respect for being superheroes is done pretty well, and wisely focuses on Robin’s obsession with being seen as more than a sidekick and worthy of his own movie, though the film doesn’t dwell too much on the wedge this causes between him and his friends. Similarly, the time travel side plot was primarily there as a gag, a funny one to be sure but one immediately undone to focus on the campaign against Slade. I would’ve liked to see the Teen Titans realise their worth in a world without the other superheroes, but it was fun seeing Slade mock them and wipe the floor with them and be revealed to have been disguised as Jade all along. While there isn’t much here for the other Teen Titans to do beyond be goofy, say their catchphrases, and sing and fight alongside Robin, the metacommentary on the influx of superhero movies was amusing and I found myself thoroughgoingly entertained through the film. I always enjoy it when animated movies sprinkle their narratives with little Easter Eggs for adults to enjoy and Teen Titans Go! To the Movies certainly succeeds in this regard, and with including some genuinely funny gags that keep the energy high, resulting in a very enjoyable animated romp.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
Did you enjoy Teen Titans Go! To the Movies? Were you a fan of the cartoon or did the move towards slapstick put you off? Which member of the team was your favourite and what did you think to Robin’s desire to be taken seriously as a superhero? Did you enjoy the musical numbers and the sprinklings of dark humour laced throughout? What s your favourite incarnation of the Teen Titans? Who is your favourite Robin and how are you celebrating the Boy Wonder’s debut this month? Whatever your thoughts on this film, Teen Titans, and Robin, leave a comment either below or on my social media.
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