Back Issues [JLA Day]: The Brave and the Bold #28


To celebrate the release of Justice League (Snyder/Whedon, 2017), DC Comics named November 18 “Justice League Day”. Sadly, this clashes with another pop culture holiday but, setting aside all the drama surrounding that movie, this still provides a perfect excuse to dedication some time to talking about DC’s premier superhero team, which set the standard for super teams in comics by bringing together DC’s most powerful heroes.


Story Title: “Starro the Conqueror!”
Published: 29 December 1959 (cover-dated March 1960)
Writer: Gardner Fox
Artist: Mike Sekowsky

The Background:
All Star Comics (1940/1941), brought together eight superheroes from a number of different publishers for the first time as the Justice Society of America (JSA). This not only heralded the birth of the first ever superhero team in comics but also allowed readers to see their favourite characters interacting all for the same price as reading any one comic. The JSA’s roster expanded and changed over the years but the team underwent their most significant change when, in the late 1950s, then-editor Julius Schwartz asked writer Gardner Fox to reintroduce and rebrand the team as the Justice League of America (JLA) to capitalise on the popularity of the American Football League and Major League Baseball’s National League. Though the team debuted in The Brave and the Bold #28, a title famous for featuring team-ups between various fictional and superheroic characters, the team’s actual origin wasn’t revealed until the ninth issue of their self-titled series, which became one of DC Comic’s best-selling titles. As with the JSA and other super teams, the JLA’s roster has changed over the years and many splinter groups and spin-offs have been introduced but perhaps there is no more iconic line-up than the JLA’s original roster that was comprised of DC’s heavy-hitters: Clark Kent/Superman, Bruce Wayne/Batman, Diana Prince/Wonder Woman, Hal Jordan/Green Lantern, Arthur Curry/Aquaman, Barry Allan/The Flash, and J’onn J’onzz (referred to here as “John Jones”)/Martian Manhunter.

The Review:
“Starro the Conqueror!” begins with the odd choice to not detail the first time these superheroes joined forces and, instead, starts off with the seven heroes already having agreed to come together in times of crisis (they each have a signalling device to summon the others). I kind of like this on the one hand as it suggests that DC’s top superheroes already set aside their differences for the greater good without any real fuss and it helps speed things up but, on the other hand, it feels a bit out of place to not detail the first meeting of these heroes. Anyway, the first member of the team to become aware of an impending threat is Aquaman who, thanks to information provided to him by a puffer fish, is learns of the arrival of the gigantic extraterrestrial starfish known as Starro.

Aquaman’s summons is answered by some of DC’s greatest superheroes.

This monstrous being has travelled across the depths of space to Earth with one goal in mind: conquest. To that end, Starro…somehow…transforms three of Earth’s starfish into replicas of itself and spreads them across the world to begin its mad scheme. Aquaman’s summons are immediately picked up and answered by Wonder Woman (who is in the middle of an awkward conversation with her beau, Steve Trevor, regarding marriage), Green Lantern (who, as Hal Jordan, was in the middle of a test flight), the Flash (who quickly disperses of a potentially life-threatening tornado), and the Martian Manhunter (who was simply about to start his vacation…). Each of these introductory panels immediately gives the reader and idea of what each character is capable of: Aquaman can breath underwater and talk to fish, Wonder Woman has an invisible jet, Green Lantern’s ring allows him to perform virtually any task, the Flash is super fast, and the Martian Manhunter can shape-shift. Aquaman’s signal also reaches Superman and Batman but the two are unable to respond right away since Superman is busy taking care of a potentially dangerous meteor shower and Batman is in the middle of stopping a crime spree. You might think that Superman would have spotted Starro’s arrival from space but he was dealing with a great deal of meteors (it’s also entirely possible that Starro caused the meteor shower specifically to distract Superman) and I guess it’s in character for Batman to prioritise Gotham City’s safety over a JLA summons (though a JLA-level peril is surely more threatening for Gotham than a crime spree…)

Green Lantern is able to defeat the Starro duplicate with relative ease.

Regardless, the five heroes meet at the “modernistically outfitted cavern” that serves as the JLA’s headquarters. Having been informed of Starro’s threat and where it intends to strike, the Flash, as the JLA’s chairman, orders the team to split up and it is at this point that the story diverges from the team-based format and instead switches to cover each individual mission. The first sees Green Lantern battling one of Starro’s deputies in the skies above Rocky Mountain National Park; Hal arrives in time to see the gigantic creature but is too late to stop it from attacking a passing air force jet-bomber and relieving it of its payload: nothing less than an atom bomb! Green Lantern is able to save the aircraft when it goes into a deadly freefall but is unable to keep the Starro duplicate from detonating the atom bomb! Thankfully, Hal’s energy shield protects him from the blast and he watches in horror as the creature absorbs the energy released from the bomb. Hal pursues and is nearly blasted from the sky by a scorching beam fired from the creature’s tentacle. However, Green Lantern is easily able to avoid the creature’s thrashing limbs and attacks and reduce it down to a regular starfish by scoring a direct hit on its massive eye.

Starro’s duplicate falls before the might of Wonder Woman and the Martian Manhunter.

Next, the story switches to “Science City” where Wonder Woman and Martian Manhunter (why Diana has to team up with another hero is beyond me…) find another of Starro’s deputies abducting the “Hall of Science”, where the greatest scientific minds of the United States are gathered. The creature intends to bring the scientists into the upper atmosphere so it can absorb their brainpower and knowledge; Wonder Woman attempts to use her magical lasso to prise the creature’s tentacles from the building but ends up being yanked off of her invisible jet and onto the Hall of Science thanks to the giant starfish’s incredible strength. Meanwhile, J’onn uses his super-breath to bombard the creature with fragments of the meteors Superman is destroying and uses the same technique to cause a torrential rainfall when flames from the building threaten his life. Starro’s deputy then attempts to destroy them both by firing bolts of nuclear energy their way but Wonder Woman is, of course, able to deflect them with her magical bracelets and J’onn shields himself using the building’s conveniently lead-lined roof. Diana then whips her lasso around her jet and uses the momentum to forcibly drag the building out of the sky. The effort of battling both heroes at once soon takes its toll on the creature, which plummets from the sky and begins to revert back into a regular starfish.

The Flash makes short work of the final Starro duplicate.

When then join the Flash as he confronts another of Starro’s deputies at Happy Harbour; this part of the story is easily the worst simply because it introduces one of the most annoying and aggravating characters ever conceived: the JLA’s “mascot”, Snapper Carr. Snapper is a hip, super cool teenager with the annoying habit of constantly snapping his fingers all the God-damn time who is shocking to find his family, and the entire town, enthralled by Starro’s trance. For whatever reason (possibly due to being high, judging by the way he speaks!), Snapper is immune to Starro’s influence so he needs to be saved from certain death by the Flash. Despite Starro’s best efforts to vaporise the Scarlet Speedster, the Flash (literally) runs rings around the creature and ultimately defeats it when it tries to hide in the sea. In the process, the townsfolk are freed from their trance and Snapper’s family are able to tell Flash where they were ordered by the creature to head to: Turkey Hollow.

The JLA defeat Starro with ridiculous ease and make Snapper an honorary member!

The final part of the story sees the team reunite to take on the real Starro at Turkey Hollow; despite the defeat of its deputies, Starro remains confident since it was still able to absorb the power of that atomic bomb, the knowledge of Earth’s scientists, and…whatever it is the townsfolk of Happy Harbour contributed to its mind (local Earth knowledge, I guess?) Starro plans to use all that it has learned to force humanity into destroying the world with nuclear weapons and then use the influx of nuclear energy would then allow it to conquer other worlds across the universe. When the JLA arrive, Starro immediately puts its abilities to good use by reading Hal’s mind and turning itself yellow to render itself immune to his power ring but the Flash notices that Starro’s awesome energy ray has absolutely no effect on Snapper (who he, of course, brought along for the ride!) Flash orders Wonder Woman and the Martian Manhunter to distract Starro while Hal uses his power ring as a spectroscope to discover that Snapper is covered in lime from when he was mowing the lawn earlier. Apparently, lime is deadly to starfish so Hal dumps a whole bunch of it onto Starro to weaken it. Martian Manhunter then uses his super-breath to blow a load of calcium oxide (which is, apparently, also lime) onto the creature and thus imprison it within an unbreakable shell of lime. With Starro’s threat ended, Superman and Batman return just in time to see the Flash making Snapper an honorary member of the JLA and…boy, do they look thrilled to be there!

The Summary:
I don’t mind telling you that I am a bit disappointed by “Starro the Conqueror!”; the story started pretty strong but fell off a cliff pretty quickly at the end, becoming little more than a science class rather than a big old fight between Earth’s greatest heroes and an alien menace. I suppose it speaks to the intelligence of the JLA (specifically Barry) to come up with a way to outwit, rather than outfight, the creature and the sudden introduction of lime as the might Starro’s one weakness is arguably no less lame than fire being J’onn’s weakness and yellow being Hal’s and there is a lot of action prior to the finale but still…the entire point of the comic is to see these heroes joining forces and we don’t really get that.

Aquaman is unfairly side-lined and does nothing except alert the JLA to Starro’s presence.

You might be wondering where the hell Aquaman was during this story; despite appearing to be a pivotal member of the team in the early panels, Arthur is little more than an early warning system to alert the team to Starro’s threat. Hell, when Barry is divvying out the JLA’s individual missions, Aquaman doesn’t even get to fight one of the creatures as he’s sent back to the ocean to watch out for any more of the duplicates and, when he does return to the story for the finale, he does absolutely nothing. It’s pretty sad considering the JLA were light on power with Superman out of the equation and when you consider that Arthur might have actually been really useful at Happy Harbour so could have easily teamed up with the Flash for that mission…but then we might never have gotten Snapper-fuckin’-Carr now, would we!?

Hal and J’onn are severely underutilised, with their powers reduced to the bare minimum.

Honestly, Snapper could have been dropped entirely from the story; he’s only there so the teenager readers can act like they’re fighting alongside their favourite heroes, after all, and it’s legitimately sad that he’s more important to the story than Aquaman! Seriously, drop Snapper, have Aquaman and the Flash go to Happy Harbour, and have Arthur get covered in lime while battling the creature in the water and reveal the key to Starro’s defeat. Seems like a pretty simple solution to me. Similarly, it’s pretty disappointing that Superman and Batman don’t play any part in the story at all. I can understand why as Superman’s power alone would probably be able to end Starro’s threat but it’s a bit of a let down that they don’t even join the team for the big climactic battle. Instead, we’re left with the likes of the Martian Manhunter, who is probably just as powerful as Superman if not more so and yet is reduced to simply puffing away with his super-breath. Similarly, Hal’s potential and power is also significantly reduced; his ring allows him to do virtually anything but, in the end, all he really uses it for is to fly about, rescue a falling plane, and zap at Starro with energy blasts.

Starro seems like a threatening villain but end sup being a massive disappointment.

Still, at least Wonder Woman gets a lot to do; she basically does all the work in her team-up with J’onn which, again, makes me question why she has to have a partner and no one else does. The implication may be that it’s because she’s a woman but she’s easily the most dependable and capable superheroine I’ve seen all year; she doesn’t even get bound or anything, which is refreshing. The Flash also gets far more chances to show off his abilities and competence; beyond his super speed allowing him to easily best one of Starro’s duplicates, Barry is portrayed as a decisive team leader and his intelligence is what ultimately wins the day over brute strength. Overall, Starro is just another in a long line of potentially dangerous foes that really don’t amount to a whole hell of a lot. It openly admits that its plot to conquer Earth is the first time it’s ever tried anything like that, exposing its naivety and inexperience in world conquest and battle. Its scheme seems pretty good to start with as it creates duplicates of itself and absorbs power and knowledge but it fails to really do anything with this beyond making itself yellow; it could have spewed flames at J’onn, bound Wonder Woman’s wrists, subjected Aquaman to intense heat, or slowed the Flash down with quicksand but it never does any of that. For all the power and knowledge it has, Starro ends up just being a giant alien punching bag that, arguably, the Flash alone could have defeated and, because of that, it’s simply a piss-poor excuse to see all these heroes band together and even then they spend the majority of the story working separately!

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to the JLA’s debut appearance? Were you happy to see five out of the seven joining forces for the first time or would you have liked to see all seven of them getting in on the action? What did you think of Starro as the principal villain and the introduction of Snapper Carr? Which era or incarnation of the JLA is your favourite and what are some of your favourite JLA stories? Who would you like to see in the JLA some day? How are you celebrating Justice League Day this year? Whatever your thoughts on the JLA, feel free to leave a comment below.

Movie Night: Wonder Woman 1984

Released: 16 December 2020
Director: Patty Jenkins
Distributor:
Warner Bros. Pictures
Budget:
$200 million
Stars:
Gal Gadot, Chris Pine, Kristen Wiig, Pedro Pascal, and Connie Nielsen

The Plot:
Decades after losing her former love, Steve Trevor (Pine), during the First World War, Princess Diana of Themyscira (Gadot) works at the Smithsonian Institution while covertly helping others in her guise as Wonder Woman. After befriending shy geologist and cryptozoologist Barbara Ann Minerva (Wiig), both Diana and her friend find themselves forever changed when business tycoon Maxwell Lorenzano/Max Lord acquires a mystical artefact, the “Dreamstone”, and begins bringing people’s deepest wishes to life.

The Background:
Following her creation by psychologist William Moulton Marston, Wonder Woman has been a firm staple of DC Comics and an influential feminist icon. Wonder Woman achieved mainstream success as a pop culture icon following Lynda Carter’s portrayal of the character in the 1970s and she finally proved to be a massive critical and commercial box office success with the release of Wonder Woman (ibid, 2017). Although the DC Extended Universe (DCEU) was in flux following the poor reception of Justice League (Whedon/Snyder, 2017), production of a Wonder Woman sequel was officially announced in 2017, with both stars Gadot and Pine and director Jenkins set to return. Rather than produce a direct sequel,Wonder Woman 1984 (or simply WW84) jumped ahead to another unexplored period in the character’s long history, the 1980s, to capitalise on the recent interest in the decade. The film’s release was hampered by the COVID-19 pandemic but WW84 finally saw the light of day at the end of 2020, where it was met with a lukewarm and underwhelming critical response. This, coupled with its limited release, meant the film massively underperformed and brought in only $166.4 million at the box office; however, while many criticised certain narrative elements of the film, Gadot’s performance was praised as a highlight and a third entry in the franchise is was greenlit soon after the film’s release.

The Review:
Like the first film, WW84 begins with Diana narrating a flashback to her childhood where, as a girl (Lilly Aspell) on the island of Themyscira, she competes in a gruelling obstacle course. Although she’s able to hold her own for the most part, she is knocked from her horse at a crucial moment and, in order to catch up, opts to take a shortcut and, as a result, is penalised and reprimanded by her aunt and mentor, Antiope (Robin Wright), who teaches her a valuable lesson that forms the basis for the film’s main theme: that she must be honest and true to herself and that she must have patience in order to succeed in life.

Despite claiming to have left the man’s world, Diana is covertly saving lives in 1984.

Despite claiming to have walked away from man’s world for a hundred years after Steve Trevor’s death, Diana is living and working in Washington, D.C. and we’re reintroduced to her as she performs various heroic deeds as Wonder Woman in an amusingly edited montage that is both bright and vibrant thanks to the excess of the eighties and comically exaggerated in a way that recalls Superman (Donner, 1978). Although Diana makes an effort to destroy security cameras and move quickly to largely avoid being seen, she does appear in full costume in the middle of a shopping mall in front of numerous witnesses, though the film does make a point to show that her identity is unknown. Still, regardless of the continuity blip this causes (it’s hard to imagine Bruce Wayne/Batman (Ben Affleck) wouldn’t have been somewhat aware of Diana before he first encountered her judging by this film’s events), it’s a fun and exciting way to be reintroduce to Diana that is immediately offset by the emotion of seeing that she’s largely closed off from the wider world.

The insecure and shy Barbara instantly idolises Diana.

Thanks to brief shots of photographs in her apartment, we see that Diana continued to maintain a friendship with Etta Candy (Lucy Davis) and ties with Steve Trevor but is, otherwise, quite a lonely individual. In this regard, she meets a kindred spirit in Barbara Minerva, a quirky, social inept, and insecure geologist who is largely ignored by her co-workers and those around her. Barbara is excited when Diana actually gives her the time of day and the two bond over their interest in history; the two quickly form a friendship, filling the gaps in each other’s lives, and Barbara comes to idolise Diana for being everything she wishes to be.

Max Lord is a charismatic con man obsessed with obtaining power and the Dreamstone.

After foiling a robbery in the film’s opening, Barbara is asked to examine an artefact that was recovered, which claims to be a wish-granted stone, the Dreamstone. Although both are sceptical about this, the stone’s powers turn out to be genuine when Barbara wishes to “be like” Diana and wakes up the next day to find herself suddenly noticed by others, slipping into sexier clothing, and her fortunes generally turning for the better. Sadly, however, her insecurities remain the same and she is easily tricked by the film’s main antagonist is Max Lord, into allowing him to steal the stone for himself. Lord, a prominent figure in DC Comics and, here, is portrayed as a charismatic and silver-tongued oil tycoon and enigmatic television personality who appears to be another corporate, suit-wearing industrialist. Behind his public façade, however, is a is a con man whose oil business is slowly falling apart around him, whose debts are being called in, and who desperately wishes to make his son, Alistair (Lucian Perez) proud of him.

Diana unwittingly wishes Steve back to life and the two pick up right where they left off.

Another consequence of Barbara’s wish is that she develops superhuman strength and agility, just like Diana has, while Lord does the natural thing and wishes to embody its powers, thus turning his fortunes around overnight. The stone’s powers also have a startling affect on Diana when she unknowingly wishes for Steve Trevor to be resurrected; the stone accomplishes this by having his spirit inhabit the body of another man (Kristoffer Polaha). Overjoyed at being reunited with him, Diana and Steve immediately pick up where they left off and, despite how awkward it is for Diana to be taking advantage of a random stranger, this allows the film to present the reverse of the first movie’s concept. Now, Steve is the fish out of water, confused and puzzled by “the future” he has returned to, and it is Diana who has to guide him through navigating the world and the garish style of the eighties.

The Dreamstone’s powers come at a price, weakening the character’s physical and mental health.

Perturbed by the stone’s powers, Diana and Steve set out to investigate it; while Barbara begins to revel in her newfound confidence, abilities, and popularity, possessing the stone’s powers turn Lord into an influential, Donald Trump-like figure and Diana is horrified to discover that the Dreamstone is a construct of the Gods, specifically Mendacius, the “Duke of Deception”. Like all good things, the stone’s powers come at a cost; Diana finds her superhuman abilities beginning to wane, Max’s mind and body starts to deteriorate from the immense power, and Barbara slowly loses her humanity until she eventually transforms entirely into the cat-like Cheetah. The only way to reverse the damage is for them tor enounce their wishes, something none of them are willing to do at first since it would mean losing everything they have desired for so long

The Nitty-Gritty:
WW84 is a much more character-driven film that it’s predecessor; much of the runtime is spent exploring Diana and Steve’s renewed relationship, acclimatising him to the then-modern world, and rekindling their passion. Thankfully, Gadot and Pine still make for a charismatic and engaging duo and the two gel really well together as equals but it can’t be denied that things would have been much less awkward if the stone had literally returned Steve to life rather than having him possess an unassuming stranger’s body Quantum Leap (1989 to 1993) style.

Diana is forced to let Steve go once again in order to put a stop to Lord’s carnage.

Still, on the one hand, spending so much time on Diana and Steve’s relationship does help to further develop her character; she’s clearly still grieving his loss, even after all these years, and doesn’t have much of a social life, though she still uses her abilities to help others as covertly as possible. She forms a real bond with Barbara, perhaps the first real friendship she’s had in some time, and is elated to be reunited with Steve. Her character arc in this film is learning to rediscover her humanity, somewhat, and to let go of the past, something we know from Batman v Superman: Dawn of Justice (Snyder, 2016) that she doesn’t really do after these events but it’s still wonderfully realised here as Diana applies the lesson she learned as a child to her current situation and, however reluctantly, renounces her wish to regain her strength and put the world to rights after Lord’s actions cause worldwide upheaval.

When the action does kick in, it’s exhilarating and thrilling.

This has a detrimental effect on Lord, who begins to suffer more and more physical pain and consequences for playing Wishmaster (Kurtzman, 1997); driven to desperation, he finds himself unable to stop granting wishes and tries to restore himself by absorbing the energy of others, plunging the world into chaos in the process. Ultimately, rather than engaging him in a fist fight, Diana is able to convince him to renounce his abilities after forcing him to relive his own unhappy childhood and reconnect with his son. That’s not to say that WW84 doesn’t have its fair share of action; the opening sequence in the mall is a lot of fun and Diana’s attempt to chase down Max Lord in Egypt seems to be a homage to the seventies show, and Diana’s lasso-based fight scene in the White House was very thrilling, but the scene-stealing sequence is the moment when Diana dramatically swings her way through the storm-swept sky by lassoing onto lighting!

Diana dons ceremonial armour to battle Cheetah in the film’s finale.

Diana’s journey in WW84 is one of gaining strength from these decisions; she demonstrates the ability to turn a jet invisible, acquires the golden armour of Asteria (Lynda Carter), and gains the ability to fly (to the stirring chords of “Adagio in D Minor”) after renouncing her wish and regaining her full powers. This comes in handy for her big showdown with Cheetah; earlier, Cheetah had been able to defeat Diana since her powers were fading, which helped to showcase Barbara as a physical threat to Diana. Drunk on the power and freedom offered by the stone’s powers, Barbara becomes a formidable and fierce adversary and a far cry from the meek character she was at the start of the film. Unfortunately, Cheetah kind of lets the film down a bit in the effects department; even though her fight with Diana takes place in the murkiness of night, the CGI is quite wonky, which is a shame as the practical effects look pretty good. Still, it’s a thrilling climax to the film, which even goes a long way to showing Diana’s compassion as she chooses to save Barbara and even Max rather than just kill them.

The Summary:
Wonder Woman 1984 is a curious film; rather than being bigger and better than the original, it opts to tell a more dramatic, character-based story that focuses more on Diana coping with her grief and loss and learning to let go of the past rather than being a bombastic, action-packed sequel. This is pretty good for Diana’s character development; it’s clear that she is overjoyed to have Steve returned to her and torn between wanting to be with him even if it means leaving the world to its fate and seeing her step into the role of a full-blown hero and saviour is very gratifying. The twist of Steve being the fish out of water this time around was interesting but, at the same time, could potentially have been handled differently or excised entirely in some ways, and I was surprised to find that Barbara’s “geeky, quirky, obsessed” character cliché wasn’t as annoying or aggravating as in other superhero films; it’s perfectly suited to Wiig’s strengths and she pulled off the character’s descent into villainy really well. Thanks to his charisma and magnetism, Pascal successfully walked the fine line between being a scenery chewing character and a cartoonish villain and it was great to see Pine and Gadot’s chemistry back in action. My only real gripes with the film were its length (and even that wasn’t that big a deal as I was interested throughout) and some continuity hiccups with the larger DCEU but, considering the mess the DCEU has become since then, I think I can forgive it and would say WW84 manages to be just as enjoyable as the first film while still mixing things up with its presentation and narrative.

My Rating:

Rating: 4 out of 5.

Great Stuff

What are your thoughts on Wonder Woman 1984? How do you feel it compared to the first film and were you disappointed by it? Were you happy to see Chris Pine return and what did you think to Diana’s character arc in this film? Were you a fan of Max Lord and Cheetah? What are your thoughts on WW84’s placement in the wider DCEU?What are some of your favourite Wonder Woman stories, characters, and moments? How are did you celebrate Wonder Woman Day this year? Whatever your thoughts on Wonder Woman, drop a comment down below.

Movie Night: Wonder Woman

Released: 15 May 2017
Director: Patty Jenkins
Distributor:
Warner Bros. Pictures
Budget:
$120 to 150 million
Stars:
Gal Gadot, Chris Pine, Danny Huston, Elena Anaya, Connie Nielsen, Lucy Davis, and David Thewlis

The Plot:
Before taking the mantle of Wonder Woman, Princess Diana of Themyscira (Gadot) was an Amazonian warrior raised in seclusion on an island paradise. However, when American pilot Steve Trevor (Pine) crashes on their shores and brings awareness of a worldwide conflict, Diana finds herself compelled to leave her home and take up arms in a bid to destroy the God she believes is responsible.

The Background:
Created by psychologist William Moulton Marston to be a symbol of the superiority of the female gender, Princess Diana of Themyscira/Wonder Woman has been a firm staple of DC Comics since her debut appearance in All Star Comics #8. With her origins heavily drawing from Greek mythology, Wonder Woman has been portrayed as a warrior and an ambassador for peace and, alongside Clark Kent/Superman and Bruce Wayne/Batman, makes up DC’s “Trinity” as a prominent figure on DC’s super teams, the Justice Society and Justice League of America. Wonder Woman’s popularity has spread outside of the comic books, too; Lynda Carter famously portrayed the character in the seventies television show, cementing Wonder Woman as a pop culture icon, and a big screen live-action adaptation had been wallowing in development hell for decades before Gal Gadot made her first surprise appearance in Batman v Superman: Dawn of Justice (Snyder, 2016). Following that dramatic debut, production of a solo film for the character that would act as a prequel to the larger DC Extended Universe (DCEU) finally got underway and released to widespread critical acclaim. The film was also a massive box office success and made over $820 million in worldwide revenue, which all-but-guaranteed the production of a sequel, and galvanised the character as a feminist icon for an entirely new generation. Since tomorrow is “Wonder Woman Day”, this seems like as good a time as any to shine a spotlight on one of DC Comics’ most popular and influential characters.

The Review:
Wonder Woman begins in the present day, between the end of Batman v Superman and the start of Justice League (Whedon/Snyder, 2017), and is framed by Diana’s narration concerning her past after having a photograph of her time in the First World War sent back to her by Bruce Wayne (Ben Affleck). From there, the film flashes back over a hundred years into the past and to the secluded island paradise of Themyscira where we see a young Diana (Lilly Aspell), emulating the ways of her warrior sisters and yearning to begin her training as a warrior. Diana’s mother, Queen Hippolyta (Nielsen) is vehemently against Diana becoming a fighter; instead she wishes that Diana would be better served learning the ways of peace and tolerance. To emphasise the foils of war and conflict, she tells Diana a harrowing story of Zeus’s son, the warmongering Areas, influencing the hearts and minds of man into bloodshed and his subsequent slaughter of the Greek pantheon. After defeating Ares, Zeus created Themyscira with his dying breath to shield them from the outside world so that their natural ways of peace and love could prosper far away from the easily manipulated ravages of Man.

Diana’s curiosity at Steve’s presence turns to rage when German forces kill her aunt.

Hippolyta also shows Diana the ancient sword, Godkiller, a weapon only the fiercest of Amazons could hope to wield. Despite her mother’s wishes, the young Diana (Emily Carey) is inspired by the stories of battle and glory and secretly trains with her aunt Antiope (Robin Wright) in the ways of the warrior. Antiope is finally able to convince Hippolyta to train Diana “harder than any Amazon before her” to make her powerful enough to stand against Ares when he inevitably finds her. However, while Diana (now played by the gorgeous Gadot) becomes a fierce warrior thanks to this rigorous training, her powers (mainly tied to her magical gauntlets) make her unpredictable and dangerous. It is while lamenting these issues that Diana rescues Steve Trevor after his plane crash-lands in the waters around Themyscira; this action not only brings a man onto the hidden island for the first time since its creation (which is of immediate curiosity and interest to Diana) but also the greater worldwide conflict currently gripping the globe as German forces invade Themyscira in pursuit of Steve. Although the Amazonians fend off and defeat the invaders, they suffer heavy losses thanks to the German artillery and, in the battle, Diana’s beloved aunt Antiope is killed. It’s a great scene to showcase the warrior ways of the Amazons and their incredible prowess with swords, bows and arrows, and to give Diana a personal reason to leave the island and get involved in the War, while also showcasing that, as powerful and skilled as the Amazons and even Diana are, they are not invulnerable.

Diana is puzzled by “man’s world” and the film’s comedy comes from her being an outsider.

Angered at Steve’s presence and the invasion of men, Hippolyta interrogates him using the magical Lasso of Hestia, which compels him to reveal the truth; in the process, and despite attempting to resist, he reveals that he is a spy for the Allied Forces who discovered a plot by General Erich Ludendorff (Huston) to develop a potent and deadly new strain of mustard gas using the research of the disfigured Doctor Isabel Maru/Doctor Poison (Anaya). This story not only establishes the film’s two main antagonist but also Steve’s conviction and bravery as he goes against his orders to steal Maru’s notebook to warn the Allies of Maru’s weapons. Convinced that this World War is the product of Ares’ return, Diana defies her mother’s wishes once more and arms herself with the Godkiller sword, ceremonial armour, and the magical lasso to accompany Steve back to London. This gives the film a chance to be a bit more playful as Diana is a fish out of water in the modern world; confused and intrigued by men, their society and their ways, she’s puzzled by the simplest of things (watches, ice creams, consumerism, romance, vehicles, revolving doors, and the like) and her interactions with Etta Candy (Davis) really give Gadot a chance to shine and add some depth and personality to Diana’s character. She’s a character of great love, curiosity, and conviction but also naivety; even on Themyscira she is something of an outsider, believing fully in the Amazons’ destiny to defend the world from evil and stop Areas, and her character development includes not just becoming wiser in the world of man but also in the ways of her own world and she is forced to learn, the hard way, that the world’s conflicts are far more complicated than the machinations of one singular being, even a God like Ares.

Steve Trevor has seen a lot in his time and is focused on the big picture.

Steve is similarly intrigued by Diana; obviously, he has a near-instant attraction to her (and, truth be told, she to him) and marvels at her island and her convictions but, as charming and charismatic as he is, he is also somewhat world-weary. Having witnessed first-hand the atrocities of war and the folly of man, he believes that all people are capable of unspeakable acts out of their pure nature rather than the influence of a supernatural being, which is a harsh lesson he is forced to teach Diana. Similarly, Diana is disturbed by Steve’s focus on the big picture and adherence to staying on mission, which leaves innocents suffering the cost of the war, but his reasons are perfectly valid and believable: the War is horrendous and brutal and his focus cannot be on saving every single person, only trying to stop the most direct threat and he remains a likable and appealing character thanks to Pine’s fantastic charisma and onscreen chemistry with Gadot and, even in the face of Diana’s amazing abilities he is able to hold his own as a soldier and a hero.

Lundendorff and Maru are real threats but war-time politics are also an obstacle.

Similarly, Huston is as captivating as always in the role of Ludendorff, a brutal German general who enforces his will through strict corporal punishment and high expectations. Thanks to Mau’s potions and elixirs, he is granted a degree of superhuman strength and heightened aggression and Maru herself is a sadistic and hideously alluring villain whose experiments with chemistry produce a gas capable not just of choking the life out of those exposed to it but also eating through protective gear like gas masks. As real and credible as their combined threat is, however, it is the politics of war and society that prove the greatest hurdle in the early going as Sir Patrick Morgan (Thewlis) and others in the upper echelon are more concerned with agreeing an armistice with the Germans than proactively moving against them. Interestingly, the German forces are depicted as desperate, running low on resources, and on the verge of agreeing to the armistice and, disgusted by their weakness and unable to simply give up on the conflict, Ludendorff assassinates them in order to strike his decisive blow against the Allies. This leads to Steve recruiting a rag-tag team of misfits to head to the Front Line and take out Ludendorff’s chemical facilities; despite them being a little rough around the edges, his group is made up of some colourful characters: Sameer (Saïd Taghmaoui), a smooth-talking French spy; Charlie (Ewen Bremner), an expert sharpshooter with a drinking problem and traumatised by his experiences in war; and the Native American smuggler Chief Napi (Eugene Brave Rock), who initially refuses to take sides in the War given everything his people lost colonisers. With these allies, and surreptitious assistance from Morgan, they are able to reach the Western Front for one of the film’s breakout sequences: with the Allies pinned down by gunfire, Diana boldly steps into No Man’s Land to deflect the gunfire and take the enemy trench and, in the process, not only liberate a village from the Germans but also share an intimate moment with Steve.

The Nitty-Gritty:
One of the most memorable aspects of Wonder Woman’s debut in Batman v Superman was her stirring orchestral theme, which her solo movie beautifully expands upon to turn it from a bad-ass battle theme into a rousing, heroic melody that punctuates Diana’s evolution as a character and her actions throughout the film. Given the film’s period setting, there is also a great deal of commentary on the role of women in society at the time; Diana is confused and insulted by man’s opinions and treatment of women, having grown up in a warrior society where woman are strong and independent, and brings (through her words but also simply by her appearance and actions) these principals to the wider world long before they really became a talking point.

Costume design is on point and Gadot looks breathtaking as Wonder Woman.

Wonder Woman shines in its visual aesthetic and costume design; Themyscira is a beautiful environment and full of interesting little elements and a rich lore that is only hinted at in the film. This is, however, largely for the best as Wonder Woman is more focused on the greater conflict of the First World War, meaning it is full of period-accurate costumes, technology, and bleak depictions of the folly and futility of warfare. Amongst these drab and depressing elements, and against the smoke-filled hustle and bustle of London, Diana stands out wonderfully in her amazingly realised and faithful costume. Wonder Woman’s outfit is often one of contention but the DCEU version of the character brought her classic look to screen in the best way possible by infusing it with realistic elements of Greek armour and it’s honestly one of the best and most accurate comic book costumes ever made.

Diana is obsessed with killing Ares to “free” men from his evil and distraught to learn the truth.

The film’s themes of warfare and suffering are potent thanks to its setting; while there are obvious comparisons to be made to Captain America: The First Avenger (Johnston, 2011), Wonder Woman is a very different film to that one and these comparisons are superficial, at best. Instead the focus is on Diana trying to acclimatise to man’s world and her total dedication to ending Ares’ threat; initially, she believes that Ares has taken Ludendorff’s form in order to spread chaos and devastation and is horrified to learn that her mother and Steve were both accurate in how easily men can be corrupted by their own evils and destructive impulses. This by itself would have made for a striking theme about the inherent evil that we are all capable of but, of course, Wonder Woman is a blockbuster superhero film that needs to end with Diana realising her destiny as the “Godkiller” and battling Ares (revealed to have been Morgan all along). As exciting and thrilling as this conclusion is, since it finally allows Diana the chance to showcase the full extent of her powers, it is kind of a shame that Ares is a vague and ominous threat for the majority of the film rather than actually being a tangible antagonist for us to learn about. In fact, we learn very little about Ludendorff or Maru, who are both criminally underused despite giving really good performances. However, it does serve the overall message of the film and the harsh lesson that Diana is forced to learn about human nature; when Ares finally reveals himself to Diana, it is at her lowest moment and he tempts her into joining his cause and destroying humanity but Diana’s convictions to her cause remain steadfast and are further emboldened when Steve comes to exemplify man’s capacity for good by sacrificing himself to end Maru’s threat just as Diana kills Ares once and for all.

The Summary:
Honestly, I didn’t expect to like Wonder Woman as much as I did; I like the character and enjoy her involvement in team-up comics but have never been a massive Wonder Woman fan but the film won me over with its fantastically realised themes of war, and, sacrifice. The First World War setting was an inspired choice and really gave Diana a chance to see first-hand the atrocities of man and the complexities of human nature. Obviously, both her world and Steve’s world came to be true to a degree, with Ares ultimately revealed to have been influenced the human antagonists and inspiring the tools necessary for war, and this merging of these two separate worlds was wonderfully realised in the characterisations of Steve and Diana and their growing relationship over the course of the film. While I would have preferred Ares to be a more tangible threat throughout the film rather than a surprise twist at the end, I cannot fault the movie for its direction, cinematography, or presentation; there’s just as much heart and humour at work in the film alongside some stunningly realised action sequences that portray Wonder Woman as both beautiful and formidable and Gadot does an impressive job of giving some real depth and tragedy to Diana’s character that help to inform her portrayal and overall character arc in Batman v Superman and subsequent DCEU films.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Wonder Woman? Do you feel it deserved all the praise that it got? What did you think to Gal Gadot and Chris Pine’s performances, the characterisations of Diana and Steve, and their relationship? Did you enjoy the themes at work in the film and the “fish out of water” aspects? Did you see the Ares reveal coming and would you have preferred that the antagonists got a bit more time to shine or were you satisfied with the film overall? What are some of your favourite Wonder Woman stories, characters, and moments? How are you celebrating Wonder Woman Day tomorrow? Whatever your thoughts on Wonder Woman, leave a comment below and check out my review of the sequel.

Screen Time: Swamp Thing

Air Date: 31 May 2019 to 2 August 2019
UK Distributor: Netflix
Original Network: DC Universe
Stars: Derek Mears, Crystal Reed, Andy Bean, Will Patton, Virginia Madsen, Kevin Durand, Maria Sten, and Jeryl Prescott

The Background:
Although the monstrous swamp creature known as Swamp Thing first appeared in July 1971, the character is best known for his Alec Holland incarnation, though both characters were created by writer Len Wein and artist Bernie Wrightson. Not to be confused with a similar swamp monster published by Marvel Comics, the Man-Thing, Swamp Thing has long been personified as the protector of the “Green” and all environmental life. Considering how obscure the character is, Swamp Thing has quite a lucrative history in adaptation; he received two live-action horror/comedies in the 1980s, a spin-off live action series, a cartoon, and often crops up in animated ventures and videogames. Development of a new horror series based on the character began in 2018; ostensibly produced to provide more content for DC Universe, DC’s now-defunct video-on-demand streaming service. Existing in a separate continuity to other DC live-action shows, Swamp Thing was cancelled almost as soon as it began airing because of creative differences and financial concerns, which killed any plans for follow-up seasons and spin-offs. Despite this, Swamp Thing was generally very well received and the popularity of the show, in addition to the character’s very brief cameo in the Crisis on Infinite Earths crossover (Various, 2019 to 2020), has left the vague lingering hope that Swamp Thing might be integrated into the “Arrowverse” in the same was as Matt Ryan’s John Constantine.

The Plot:
When a deadly illness hits a small town in Louisiana, Doctor Abby Arcane (Reed) is sent to investigate and begins to suspect that disgraced scientist Alec Holland’s (Bean) research may be related to the outbreak. However, in the midst of her investigation into shady businessman Avery Sunderland (Patton) and the mysteries of the nearby swamp, Alec is suddenly killed but appears to live on as a monstrous swamp creature.

The Review:
All throughout Swamp Thing, the swamp is treated as a dark, ominous force that stalks intruders and actively hunts those who venture within it, no matter their intentions. Thanks to the dumping of mutagen accelerator, the swamp is alive, malevolent, and brutally kill those who invade its depths, and its influence has begun to spread into the nearby town of Marais, causing a debilitating virus known as the “Green Flu”. The town is understandably disturbed by the virus but also believes that the swamp, their primary source of income, is responsible and is striking back at those who would seek to destroy or damage it. Local businessman Avery Sunderland, who has brought prosperity to the town, is fascinated by the swamp after witnessing its power as a boy when his father, Burritt (Steve Wilcox), was murdered by the swamp for attacking one of its trees was when Avery was a boy.

Abby is puzzled by the Green Flu, which appears to be connected to Alec’s research.

The mysterious plague brings Abby back to Marais, her hometown; she’s a pretty, smart CDC doctor who immediately and affably takes charge of the hospital staff and the organisation of a response team but is haunted by memories of her childhood in Marais. Though stumped by the potency of the disease, which mutilates its victims with swamp life and roots and is capable of reanimating corpses into violent planet creatures, Abby’s investigation is aided Alec Holland, a quirky and mysterious but brilliant biologist who clearly knows more about the infection than he’s letting on. His research focuses on dangerous mutagens, which he has identified growing and mutating out in the swamp, and he explicitly demonstrates to Abby that the swamp is growing aggressively and malevolently and causing the disease. Although unsure of Alec’s odd demeanour, he and Abby quickly pool their talents; a quick Google reveals to Abby Alec’s sketchy past, which saw him disgraced after manipulating data to prove his theories, but instead of arguing, they bond over their past mistakes and remain focused on figuring out the Green Flu. During their efforts, they are horrified to witness the swamp’s malevolent effects but, right when they are on the cusp of figuring out how the Green Flu came about, Alec is suddenly shot and killed.

Swamp Thing isn’t the only thing brought to monstrous life by the swamp’s malevolent forces.

In his place is a large, monstrous bog monster (the titular Swamp Thing) that emerges from the swamp in a confused and agonised daze and, for a brief period, has a strange connection to Susie Coyle (Elle Graham), a young girl infected by the swamp. Susie is able to sense Swamp Thing’s emotions and even see through his eyes, to an extent, which causes her a great deal of distress, nightmares, and to leave the hospital in search of Swamp Thing. There, she witnesses two of men dumping the mutagen, a particularly brutal murder, and Swamp Thing violently attack and kill one of the men, Munson (Micah Fitzgerald), using the roots and branches of the swamp. Now able to communicate with the swamp and other plant life (known as the “Green”), Swamp Thing is functionally immortal as he’s able to almost immediately heal from any injury and has no need for his plant-like organs. Thanks to Swamp Thing’s unique connection to the swamp, Abby is able to suppress the Green Flu but this also alerts him to a foreboding, oncoming Darkness that has spread death and devastation throughout the swamp. When the Darkness manifests as the Rot, it reanimates Munson’s body into a zombie-like creature who spews and controls insects and goes on a killing spree until Swamp Thing defeats it. He’s also instrumental in curing and counteracting an infection that spreads from the Darkness and causes this exposed to see disturbing, nightmarish visions of their worst fears that lead them to violently injure and kill themselves and others in a frenzied panic.

Maria regresses when Abby returns to town and soon descends into mania and insanity.

Abby’s return to Marais causes quite a stir for many characters; for her childhood friend, Matt Cable (Henderson Wade), who is now a police officer, she reawakens his childhood feelings for her. These drive him to accompany her into the swamp and to aid with her search for Alec, much to the chagrin of his mother, Lucilia (Jennifer Beals), who is also the town sheriff. Resentful and distrustful of Abby, Lucilia dissuades Matt from helping Abby, believing her to be nothing but trouble who will just break his heart, but, when Matt learns that Lucilia is little more than a corrupt official who has lied about his true parentage and been covering up evidence of Avery’s wrongdoings, he begins to consider transferring to a different department. Lucilia, who murders without a thought to protect her son, is driven to conspiring against Avery when she discovers that he manipulated his son into killing Alec, an action that ultimately dooms her to further betrayal and murder. Like Lucilia, Avery’s wife, Maria (Madsen), is extremely perturbed by Abby’s return; blaming Abby for the death of her daughter, Shawna (Given Sharp), Maria is cold and hostile towards Abby and demands that she leave the moment her work in Marais is done. Having struggled with alcoholism after Shawna’s death, Abby’s return causes Maria to regress; she takes to sleeping in Shawna’s death and turns to local blind fortune teller, Nimue Inwudu/Madame Xanadu (Prescott) for comfort, only to be driven to both violence and near madness by Shawna’s vengeful spirit, which possesses Susie and attempts to kill both Maria and Abby. Fully aware of Avery’s transgressions, and having grown weary of him using her wealth to her own ends, she cuts him off and, after conspiring to kill him, appropriates Avery’s research for her own to enter into an alliance with Nathan Ellery (Michael Beach) and the shadowy Conclave Group. Abby also reconnects with another of her friends, Liz Tremayne (Sten), a local reporter who believes that uncovering the truth behind Avery’s shady operation will be her big break. At every turn, even after encountering Swamp Thing, Abby confides in Liz and is met with nothing but unconditional support as Liz takes every opportunity to aid Abby in her efforts to help Alec, solve the mysteries of the swamp, and expose Avery’s true nature.

The supernatural and the macabre are pivotal aspects of Swamp Thing‘s appeal.

Liz’s investigative abilities not only help to lead Abby to Swamp Thing after he is captured by the mysterious Conclave Group but also leads her to Daniel Cassidy (Ian Ziering), an former stuntman and actor who found fame as a live-action version of the superhero Blue Devil and runs a video rental store where Alec lived and worked. Unable to leave Marais due to a supernatural force, Daniel is compelled to assist Abby by the mysterious Phantom Stranger (Macon Blair), who bound him to Marais some time ago, even when this leaves him comatose and trapped in the town. Supernatural elements such as these are a pivotal aspect of Swamp Thing: Xanadu finds her visions and psychic abilities augmented by the dark forces growing in the swamp, Shawna’s ghost spirit torments Maria and Abby, and Alec’s presence haunt Abby, the show, and Swamp Thing himself. The ghosts of his former life echo in Swamp Thing’s dreams alongside disturbing visions of numerous dead bodies, which the Phantom Stranger explains are actually the memories of all the events the trees and the swamp and the Green have witnessed over the centuries. The Phantom Stranger encourages Swamp Thing to hold on to the humanity still in his heart and soul and to embrace his newfound connection to the Green, which allows Abby the see the truth about Shawna’s death, but it is through his continued relationship with Abby that Swamp Thing finds his most potent connection to his humanity. Desperate to find out what happened to him and return him to normal, Abby reconnects with Alec in the episode “Brilliant Disguise” (Ostrander, 2019), which sees him temporarily reassume his human guise thanks to a mysterious flower. Here, Alec reveals the true extent of the Darkness and the Rot and believes that he has been transformed into a warrior to combat these malevolent forces and, accepting his new destiny, reluctantly asks her to leave and move on with her life.

With Maria committed, Avery ends up little more than a murderer infected by the swamp’s darkness.

Of course, the dark forces in the swamp aren’t the only things Swamp Thing has to content with in the show; Avery’s dumping of the mutagen accelerator was meant to bring him more opportunities for profit and expansion but, after witnessing the power of the swamp and seeing what Alec has transformed into, he begins to manipulate the situation back into his favour. A disreputable and manipulative individual, he Avery regularly engages in extramarital relations with Lucilia (which ultimately turn Maria against him) delivers thinly veiled threats to Abby and Liz when they continue to poke their nose into his business, and purposely exploited Matt to eliminate Alec when he got close to discovering Avery’s plot. A slick and deceptive individual, he’s even able to trick Swamp Thing into trusting him and doesn’t hesitate to twist the narrative in his favour wherever possible, including having his wife committed to a mental hospital and threatening friend and foe alike. I found Avery to be quite an intriguing character and he had a lot of complex layers to him; though both he and Maria were heartbroken at Shawna’s death, Maria’s reaction is far rawer and more aggressive, and Avery is much more accepting of Abby. Rather than blaming her for Shawna’s death, he sees her as a surrogate daughter and regrets not defending her in the past and there’s a genuine sense that he cares for her even when he’s clearly primarily concerned with his own self interests. A master manipulator, he’s able to prey upon Maria’s fragile state of mind and lingering fears about Susie’s health into continuing his funding in order to improve the image of their family in the eyes of the public and the investors. Despite being betrayed by all those around him and having lost everything, Avery remains adamant in his ability to bounce back from his losses out of a pig-headed belief that the town is reliant upon his generosity and influence. With Maria reduced to a mindless shell of her former self, and having learnt that he is Matt’s true father, he attempts to rekindle his relationship with Lucilia only to be adamantly rebuked by her after everything he’s done to her and Matt.

Thanks to Woodrue’s invasive experiments, Swamp Thing is dismayed by the truth about his origins.

Although Lucilia reconciles with Matt, she doesn’t live to see that through as Avery stabs her from the backseat of her car and dumps her body, and the car, in the swamp. By the end, he’s been reduced from an affluent and influential industrialist to a cold-blooded, remorseless killer; he mysteriously spits up a piece of the swamp, hinting that he may have been infected by the Rot. Avery also forges an alliance with Doctor Jason Woodrue (Durand), an unorthodox biogeneticist with an unhealthy obsession with plants who was responsible for creating Avery’s mutagen accelerant and causing the plague. While Woodrue is incredulous since the swamp’s very nature invites disease, Avery is unimpressed with Woodrue’s efforts, which were supposed to allow him to profit and have, instead, brought an unwelcome amount of attention and death to his doorstep. Woodrue is both in admiration of the aggressiveness and potency of the Green Flu and the swamp but also determined to stay support his wife, Caroline (Selena Anduze), as she suffers from early-onset Alzheimer’s disease. Like Abby, Woodrue is astounded by Swamp Thing’s genetic make-up and the regenerative capabilities and, upon discovering evidence of Swamp Thing’s existence, convinces Avery to provide him the resources to hunt down and capture the creature, alive, for further research. Ever the opportunist, Woodrue willingly betrays and allies with each of the Sunderland’s in his desperate bid to find a cure for his wife’s condition; to that end, Ellery provides Woodrue with the proper facilities to continue his research and is instrumental in luring Swamp Thing into a trap to freeze him with nitrogen blasts. Subjected to an invasive examination more akin to an autopsy and subdued by special lights, Swamp Thing is horrified when Woodrue discovers that he has no nerve or pain receptors (despite the fact that he clearly reacts to injury), can survive without any internal organs, and his theory that Alec’s consciousness was merely absorbed by the swamp and given a humanoid form by its mutagenic properties. Disturbed by Woodrue’s claims, Swamp Thing returns to the swamp after being rescued and is devested when he retrieves Alec’s mangled corpse from its depths, confirming that he is merely an autonomous plant creature possessing the shadow of Alec’s consciousness. Thought despondent at this discovery, Abby insists that Swamp Thing is imbued with Alec’s heart and soul regardless and, after mercilessly slaughtering Ellery’s men in retaliation for the suffering they caused him, he is bolstered by Alec’s sprit and Abby’s devotion to stay in the swamp and find a new path for himself against the coming Darkness.

The Summary:
I really enjoyed Swamp Thing; at only ten episodes long, the show is paced incredibly well and the structure is just about perfect; it never feels like there’s any filler and everything flows naturally and nicely and with a real purpose. The show’s emphasis on dark, gritty horror really makes it stand out against other superhero shows and it does a really good job of explaining its unique lore and introducing just enough intrigue to keep you hooked; the supernatural elements are seen as equal parts mysterious and dangerous and beautiful and alluring, and the ominous presence of the oncoming Darkness was a fascinating inclusion that I’m sad to see has not been resolved in the Arrowverse as of late. In many ways, it feels like the showrunners should have tried to slightly rewrite the concept to refer to the destructive anti-mater wave that was the subject of the Crisis on Infinite Earths crossover but I remain hopeful that Swamp Thing’s loose ends will be addressed in some way, shape or form at some point.

Swamp Thing excels in its fantastic and creative use of practical and special effects.

One of the most appealing aspects of Swamp Thing is how well it utilises its special effects; the swamp, a living, largely malevolent being in and of itself, writhes and squirms through a mixture of practical and special effects that reanimates dead bodies with a sickening burst of ever-growing and malicious tentacles but nowhere is its influence more impressively realised that in Swamp Thing himself. Brought to life through the power of an impressive practical suit and augmented by animatronics and just the right amount of CGI, Swamp Thing is both impressive and horrific in his appearance thanks to an abundance of dark lighting, shadows, and well-framed shots but he also impresses when seen in full lighting. It seems like the showrunners wisely put a great deal of Swamp Thing’s budget into the titular creature, which results in them creatively cutting corners when it comes to Blue Devil. Sadly, we never get to see a clear shot of Blue Devil, who slaughters the Conclave’s goons through the power of frenetic and blood-soaked editing; to be fair, though, this does work to emphasise the brutality, horror, and mystery of Blue Devil. Performances are strong throughout Swamp Thing; Crystal Reed is a fantastically alluring lead actress, carrying just the right mixture of gumption, intelligence, and empathy. She feels a tremendous amount of guilt over her part on Shawna’s death and is both heartbroken and desperate to try and help Alec after he’s transformed into Swamp Thing. Similarly, while she’s little more than a supporting character, there’s a surprising amount of depth to Liz; I was very pleased to see that the two never fell out or had any interpersonal drama and were simply two close friends who supported each other no matter what, even in the face of their own deaths.

Sadly, as good as Swamp Thing was, its loose ends probably won’t be tied up any time soon.

I was impressed with Durand’s range for his portrayal of Woodrue, who is continually torn between his work and his wife just as Swamp Thing is torn between his humanity and the creature he has become, and his descent into insanity and villainy was all the more affecting because he wasn’t just some over the top comic book villain. I was similarly intrigued by Patton’s performance as Avery; a deceitful, manipulative character who always has the upper hand, he fought and clawed against his descent from his lofty position and always had another scheme, another option, at hand to try and turn things to his advantage. The only real issue I had, in fact (apart from the show being cancelled) was that Susie seems like she’s going to be important but basically disappears from the show after a few prominent episodes and her connection to Swamp Thing is not as pivotal as it seems at first. Honestly, it’s a real shame that Swamp Thing was cancelled almost as immediately as it started as it was very entertaining as a horror/mystery show and was a very different type of comic book adaptation. The show was also packed with some clever additions and references to the wider DC universe; Adrienne Barbeau, who starred in the first live-action movie, makes a cameo appearance as the CDC’s new assistant director, the Phantom Stranger was a surprising and welcome inclusion, and the show even does a good job of bringing Blue Devil to life when Daniel eventual transforms into an actual, fire-breathing demon. The show even ends on a massive cliff-hanger when Woodrue, driven to madness by his wife’s accidental overdose and his obsession with curing her, ingests Swamp Thing’s organs and transforms himself into the Floronic Man.

My Rating:

Rating: 5 out of 5.

Fantastic

Were you a fan of Swamp Thing? Did you enjoy the show’s emphasis on horror and practical effects or was a bit too obscure and dark for you? What did you think to the Swamp Thing suit and effects and Derek Mears’ performance as the character? Which of the show’s characters and sub-plots was your favourite and did you enjoy the inclusions of names like the Phantom Stranger and the Blue Devil? How well do you think the show did at adapting the source material and were there any characters and plots you would have liked to see included in the show? Were you disappointed that Swamp Thing was cancelled and would you like the see the character and the show’s loose ends tied up in the Arrowverse? Whatever your opinions on Swamp Thing, leave your thoughts down below.

Game Corner [MK Month]: Mortal Kombat 11 Ultimate (Xbox One)


To celebrate the simultaneous worldwide release of Mortal Kombat (Midway, 1992) on home consoles, 13 September 1993 was dubbed “Mortal Monday”. Mortal Kombat’s move to home consoles impacted not only the ongoing “Console War” between SEGA and Nintendo but also videogames forever thanks to its controversial violence. Fittingly, to commemorate this game-changing event, I’ve been dedicating every Monday of September to celebrating the Mortal Kombat franchise.


Released: 17 November 2020
Originally Released: 23 April 2019
Developer: NetherRealm Studios
Also Available For: Nintendo Switch, PC, PlayStation 4, PlayStation 5, Stadia, Xbox Series X

The Background:
Mortal Kombat was a phenomenal success for Midway; thanks to its controversial violence and unique digitised graphics, the game stood out from the likes of Street Fighter II: The World Warrior (Capcom, 1991). While the franchise went from strength to strength during the 2D era of gaming, Mortal Kombat struggled to really stand out amidst a slew of revolutionary 3D fighters and, following the lacklustre release of Mortal Kombat vs. DC Universe (Midway Games, 2008), the series looked to be in serious trouble after Midway went bankrupt in 2010. Thankfully, Warner Bros. Interactive stepped in and the Mortal Kombat team was rebranded as NetherRealm Studios. Their first order of business was to get their violent franchise back on track, which they did with Mortal Kombat (NetherRealm Studios, 2009), a particularly well-received reboot of the surprisingly convoluted lore. This gritty, violent reboot again stirred controversy but sales of the game alone were enough to cover the costs of Midway’s acquisition and work on a follow-up soon began.

After the disappointing Mortal Kombat vs. DC Universe, Mortal Kombat made an impressive comeback.

Mortal Kombat X (ibid, 2015) instantly impressed and out-did its predecessor in every way, being both the most violent entry and having the biggest launch in the franchise’s long history at the time. Mortal Kombat X also scored very well and the success of the game earned it not just a host of additional downloadable content (DLC) but also an expanded version, Mortal Kombat XL, in 2016. Keen to capitalise on the good will they had earned back with these releases, NetherRealm announced the development of Mortal Kombat 11 at the Games Awards 2018, a game that saw the triumphant return of actor Cary-Hiroyuki Tagawa to the role of Shang Tsung and sold over eight million copies by October 2020. Like its predecessors, Mortal Kombat 11 received an expanded addition that included all of its DLC fighters and even additional story mode content and was met with favourable reviews, though some criticised the randomisation of the game’s unlockables and the overreliance on grinding, mechanics that, for me, affected the appeal of Injustice 2 (ibid, 2017).

The Plot:
After the defeat of Shinnok at the conclusion of Mortal Kombat X, Raiden has become corrupted by the Elder God’s amulet and, angered at the Thunder God’s repeatedly meddling in the fabric of space and time, the keeper of time (and Shinnok’s mother), Kronika, plots to rewrite history to erase Raiden from existence. With past versions of classic Mortal Kombat characters showing up all over the place, and Earthrealm’s most dangerous and long-dead enemies forging an alliance to usher in Kronika’s “New Era”, Earthrealm’s Special Forces and allies face a battle against time itself to keep the realms from being torn asunder.

Gameplay:
As you might expect by now, Mortal Kombat 11 Ultimate is a 2.5D fighting game in which players can pick from one of thirty-seven characters and battle through the game’s single-player story mode, fight one-on-one against another player or computer-controlled opponent, battle their way though a variety of arcade-style towers, or challenge other players to a variety on online battles. Battles take place in a best-of-three format and against a time limit, though you can alter these settings (and many others, including the difficulty of computer-controlled opponents) from the game’s comprehensive menu to speed up gameplay or make it more accessible.

One of the things I love about Mortal Kombat is that gameplay and combos are generally easy to pick up.

As in the other 3D Mortal Kombat fighters, fights in Mortal Kombat 11 are extremely accessible and easy to master. You can attack your opponent with punches with either X or Y, kicks with A or B, block with RT, throw (again, this is more like a grapple) with LB or X and Y and a directional input, and interact with the game’s environments when indicated with RB. You can also dash towards and away from your opponent, jump in or crouch down to attack or avoid projectiles, and string together combos by pressing the attack buttons and using directional inputs quickly. The game features a comprehensive tutorial mode that teaches you all of the basics and intricacies of the game’s combat, which gets deeper and more complex depending on your skill level and who you play as but is still extremely easy for even novice players to pick up and pull off a few simple combos.

In addition to trademark special moves, characters can also pull off gruesome Fatal Blows.

Each character also boasts a number of special moves, also pulled off by a few simple button and directional inputs (back, forward, X, for example, or forward, down, B); these can be stringed together with combos and augmented with a well-timed press of RB (this will, however, drain a meter at the bottom of the screen but this will quickly refill in time). Unlike in the last two games, though, you can no longer build your meter towards a gruesome X-Ray move; instead, when your health is sufficiently depleted, you’ll have the option of pulling off a “Fatal Blow” once per fight (not per round) to mash your opponent into mush. While these are suitably impressive, violent, and gory, I have to say that I miss being able to build up to and pull off a momentum-changing special move whenever I want rather than when I’m near death. While special moves are pretty easy to perform, you can review them at any time from the pause menu and even “tag” team so they appear onscreen for easy reference, but I would have liked the option to pick and choose which ones are displayed for quick reference.

Fatalities are more visceral and gory than ever and see you dismembering and eviscerating your opponent.

As horrific as the Fatal Blows can be, though, the real star of the show is, once again, the game’s Fatalities, the trademark of the franchise. At the end of the deciding round (usually round two), you’ll be told to “Finish Him!!” (or her…) and given a short period of time to stand in a specific spot and enter another button combination to tear your opponent to pieces, usually resulting in their guts, brains, and eyes bursting from their body or them being shredded and blown apart. Every character has three Fatalities available to them: one that is readily available, one that is locked and must be unlocked in the Krypt (or looked up online…), and one that is assigned to pulling off special Fatalities in certain stages (“Stage Fatalities”, like the classic uppercut into an acid pit) and you can also find (or purchase) “Easy Fatality Tokens” to pull them off more easily and practice them in the Fatality Tutorial.

There’s more than one way to finish your opponent, including a couple of non-lethal options.

Fatalities aren’t the only way to finish your opponent, though; by following a specific set of instructions during a fight (such as not blocking or hitting a certain number of moves and ending the decisive round with a specific attack), you can once again end your foe with a “Brutality” (although, as Factions are no longer included, Faction Kills are also not present this time). You can also pull off a non-lethal “Friendship” if you don’t wish to eviscerate your opponent and even replenish a small portion of their health by showing “Mercy” to allow the fight to continue a little longer. There are benefits to finishing off your opponent, though, as this will award you Hearts, one of four different forms of in-game currency, additional Koins (the primary form on in-game currency), and contribute to your player level and allow you to unlock additional bonuses.

Once again, it’s going to take a lot of grinding to earn enough to unlock everything in the game.

One of the biggest complaints I had about Injustice 2 was the sheer abundance of different in-game currencies and the unfortunate emphasis on grinding for levels and unlockables and the randomness of the game’s loot crates. Sadly, Mortal Kombat 11 carries a lot of this forward; there are numerous customisation options available to you, from backgrounds and icons for your gamer card to individual gear and skins for each character but pretty much all of them are locked behind the game’s time-consuming grinding system. You earn Koins, Soul Fragments, Hearts, and Time Crystals by playing every single one of the game’s modes; while each of these can be spent in the Krypt to unlock chests and release souls (which will net you additional currency, skins, gear, augments, and Konsumables), Time Crystals can be spent in the in-game shop but, as items in the shop at so expensive, you’re encouraged to spend real world money to unlock additional stuff.

Battle through Klassic and online towers to earn rewards, see character endings, and unlock gear.

Unfortunately, while each character has a whole load of gear and skins and customisation options available to them, these are locked behind grinding; you can find many of these in the Krypt but others are unlocked by playing story mode, completing the character tutorials, or besting the game’s many towers. As in the classic 2D games, you can once again pick between three different towers (Novice, Warrior, and Champion); which tower you pick determines the amount of fighters you’ll face and the degree of the rewards you’ll earn from completion. You can also take on the Endless tower to face and endless number of opponents until you quit or are defeated and the Survival tower in which the damage you receive from each fight carries over to the next. Similar to Mortal Kombat X and Injustice 2, you can also challenge a number of different online towers, the “Towers of Time”; these provide you with a variety of challenges but are only available for a set amount of time before they’re replaced with a fresh challenge. However, you even access this mode you first need to clear a number of tutorials first, which seemed a bit redundant, and you will need to pay and also perform certain tasks (such as a certain amount of attacks or specials) to complete each character’s specific tower and unlock more gear and skins for them.

Timelines collide in the story mode, which occassionally asks you to pick between two fighters.

A big part of the game is its story mode; once again, the story is broken down into twelve chapters, with each chapter assigned to at least one character but, every now and then, you’ll be given the option of picking between two characters. It doesn’t really matter which character you pick, though, as you don’t even need to tick off all of these options to 100% the story mode and it hardly affects the narrative at all. Despite the fact that you can’t finish off and kill your opponents, the story mode is a great way to earn Koins and gear and get to grips with each character; the story sees characters from the past return to life as Kronika attempts to rewrite history, which effectively undoes a lot of the development done to the series in Mortal Kombat X but it’s a good excuse to have classic characters return to the series. You can set the difficulty setting for the story mode whenever you like but there are no Achievements tied to beating it or any of the other mode son higher difficulties but you do generally earn better rewards for taking on more difficult challenges.

Graphics and Sound:
Mortal Kombat 11 looks fantastic; character faces still look a bit shiny and odd at times (particularly the females) but there’s even less distinction between the in-game graphics and the many cutscenes you’ll see as you play through the story. Every character is full of life and little quirks, such as Liu Kang constantly hopping from foot to foot in true Bruce Lee style, Kano nonchalantly spitting on the floor, and Skarlet cutting herself open. If the winning fighter is too close to their fallen foe when a round ends, they’ll back away with their own unique animation and voice clips and taunts can be heard throughout each fight as you pull of special moves, combos, and gain victories. Unfortunately, as always, the developers continue to render the character’s different endings using a motion comic aesthetic and voice over rather than utilise the full motion CGI cutscenes used to great effect in the game’s story, which continues to be a disappoint for me and I’ve never really understood this choice.

While environmental interactions seem limited, they’re still a great way to deal some damage.

Where Mortal Kombat 11 fails a little bit is in the stages; stages are a big part of any fighting game but especially Mortal Kombat and NetherRealm Studios’ recent efforts since they introduced the concept of interacting with various parts of the environment. This returns again, allowing you to skewer opponents with spears, throw bodies at them, wall run out of harms way, or toss or wield a variety of weapons (such as a chainsaw and a sledgehammer) to deal additional damage. These will often finally utilise the gruesome x-ray feature that was a big part of the last two games (which can also be triggered with certain special moves and augmented specials) but it feels as though there are a lot less opportunities to interact with the background and pull off Stage Fatalities than normal, making environments look and feel very alive but being disappointingly light on interactive elements despite all of the cameos and interesting elements at work in the background.

The game goes to great lengths to recreate iconic environments and locations from the first two games.

One thing I did like, though, was the return of some classic stages from past Mortal Kombat games, such as the courtyard and the dead pool; the best stage for this is, easily, the Retrocade stage, which randomly generates pixel-perfect recreations of classic Mortal Kombat stages complete with music. The game also goes above and beyond to recreate Shang Tsung’s island in immaculate detail in the Krypt; not only does it feature every stage from the first Mortal Kombat but it also recreates scenes and locations from the brilliant Mortal Kombat (Anderson, 1995) and cameos and references to numerous Mortal Kombat characters, which makes it a fantastic area to explore that is sadly let down by how confusing the Krypt’s map system is. Not only that but Cary-Hiroyuki Tagawa lends his voice and likeness to Tsung once again, adding his unmatched gravitas to the character, and you can even buy a skin pack that adds skins for Sonya Blade, Johnny Blaze, and Raiden that adds three more likenesses and voices from the film.

As gruesome and visceral as the Fatalities are, the Fatal Blows are gloriously rendered in macabre detail.

While the game does excel in its many cutscenes and does a great job of telling its story with just the right level of cheese and seriousness, the main draw of the game is in its violence and gore and Mortal Kombat 11 certainly delivers in that respect. Skin is literally peeled from the bones, eyeballs fly in geysers of blood, bodies are dismembered, split into pieces, dissolved, and shredded, and limbs are torn apart in a variety of ghastly ways and it’s always a joy to see the horrifying ways characters are going to mutilate their opponents. The Fatal Blows are sometimes just as good, if not better, as any of the game’s Fatalities, with characters being stabbed, shot, and blasted in ways that would surely kill them only for the characters to hop right back up afterwards. While character’s clothes and accessories don’t rip or tear during the fights, they do seem to get stained by blood at times and skin can be seen baring wounds and scars from battle.

Enemies and Bosses:
As a fighting game, every single character in Mortal Kombat 11 is your enemy and you’ll be forced to do battle with all of them at least once, at some point, as you play through the story mode and arcade towers. Because every character controls and fights a little differently, with some focusing on ranged attacks or brawling while others emphasis slow but hard-hitting attacks, it’s best to sample each for yourself and to get an idea of your favourite character’s different abilities and variations in order to achieve success. Also crucial is mastering a handful of the game’s combos; many are as simple as X, X, Y or X, Y, X but others require directional inputs, longer button presses, and the co-ordinated stringing together of frame-perfect attacks and special moves. Luckily, though, every character usually has one or two simple combos for you to master so it’s simple enough for players of any skill level to pick up and play.

Your attack strategy may have to change depending on who you are fighting or playing as.

Some characters, though, play a little differently to others and this affects not only how you play but also how you fight them. Shang Tsung, for example, can not only steal the soul of his opponent, which not only drains their health but also has him assume their form and moveset for a short period, but can also morph into various masked ninjas from the franchise; Shao Kahn primarily attacks with his massive hammer, which can make his attacks slower; Jax Briggs can charge up his metal arms with punches and other attacks, which allows him to pull off his projectile attacks; and Erron Black can whip out a shotgun, which allows him to fire at and melee attack his opponent but also needs reloading and to be manually put away. Other opponents can be a lot cheaper than others; Noob Saibot, for example, is always a bit of a pain because of his vast array of teleporting attacks and the same applies to Mileena, who’s capable of quickly teleporting about the place and launching sais at you. There are also some returning favourites you’ll have to watch out for, such as Sub-Zero’s ice ball, Scorpion’s kunai spear, and Liu Kang’s lightning quick kicks and fireballs but the new characters have their own tricks to watch out for, too. Geras, for example, loves to spam his little sand pit trap and Certrion will spawn elemental hazards out of thin air to trap and hurt you.

Cyrax and Sektor can only be fought in the story and you’ll face tough boss battles in the Towers.

When playing through the game’s story mode, you’ll also have to fight a couple of familiar faces in the form of Cyrax and Sektor. These cybernetic ninjas sadly don’t make the cut this time around so they essentially fill the role of mini bosses, in a way, despite appearing quite early on in the story mode. In addition, there will also be time sin the story (and in certain towers) where you have to face two opponents in a handicap match very similar to the “Endurance” matches from the first game, which see your opponents automatically tag into battle once their comrade has fallen while you’re forced to continue with whatever health you have left. When taking on the Towers of Time, you’ll get to battle against a character that has been augmented to “boss” status; this means that you can’t use Konsumables and that your opponent will be super tough, requiring multiple players to take on the challenge while its active to help bring them down and earn rewards.

After Kronika is defeated you must choose between facing Fire God Liu Kang or Shang Tsung.

When you play the story mode or battle through one of the other towers, your final opponent will be Kronika, an unplayable boss character who presents a unique challenge compared to the likes of Shinnok and Shao Kahn. The battle against Kronika takes place in one round but is split between three fights against her and three different locations and time periods, with each phase seeing you having to battle a randomly generated opponent. Unlike other characters, Kronika cannot be thrown, staggered, or hit with a Fatal Blow; when you try any of these attacks and certain combos, she’ll take damage but you won’t see the usual animations play out, which can leave you open to one of her devastating attacks. Kronika likes to teleport around the arena and summon energy balls and projectiles but her most lethal attack is a time warp that renders you helpless and drains a massive chunk of your health bar, which basically means that it’s best to reach her final phase with as much health as possible or else you have to replay the entire fight from the beginning. At the conclusion of the Aftermath story mode, you have the choice of facing either Shang Tsung (who has usurped Kronika’s powers) or “Fire God” Liu Kang (a merged form of Liu Kang and Raiden) as your final opponent. Unlike Kronika, though, these are standard battles and subject to all the normal gameplay mechanics, meaning you’re free to hit your Fatal Blows and augmented special moves and combos without fear of being left vulnerable. Indeed, as long as you’re proficient enough with a few combos and special moves, these fights should be noticeably easier than the one against Kronika though be wary as Shang Tsung and Liu Kang are also much more versatile in their attacks than Kronika, who favours bursts of temporal energy over combo strings.

Power-Ups and Bonuses:
Like in Injustice 2, each character has a number of gear that can be equipped but, thankfully, unlike in that game, these do not affect the character’s stats or abilities and are merely cosmetic. As you battle with your character, their gear will level up and unlock up to three augment slots and you can then equip augments to their gear to increase their special attacks, defence, and other attributes to make them more efficient. Similar to Mortal Kombat X, each character has a number of variations available to them but, this time, it’s up to you to equip and assign these variations to each character; these are limited to three slots, which allow you to assign different special moves and abilities to each character to differentiate them (you can have Scorpion, for example, focus on flame or kunai attacks, or mix and match them). You can also assign different intros and outros for each variation (once you unlock these) and tweak their artificial intelligence (A.I.) stats to make them more focused on reversals or brawling, for example, or a more balanced fighter when taking part in A.I. Battles.

Equip Konsumables and augments to give you buffs and power-ups and make Towers a little easier.

To help you clear these modes, you can choose to have the computer battle through each tower on your behalf and also use up to four Konsumables to tip the odds in your favour. These allow you to flick the right analogue stick and call upon assistance from other characters or effects (such as a brief acid rain, missiles, or similar projectiles) and/or earn additional rewards from battle or performing finishers. Other times, especially in the Towers of Time, your opponents will have access to similar Konsumables and augments, which essentially recreates the Test Your Luck feature from Mortal Kombat (2009), and you’ll again have the option of teaming up with others to take on super tough boss battles.Each time you take on a tower, you’ll be asked to take on a number of “Dragon Challenges”; these appear at the bottom of the screen and ask you to do such tasks as switching stance, ducking, jumping, or performing (or not performing) a certain number of actions throughout the fight and the more you complete, the more additional Koins you can earn so I recommend drawing the fight out so that you can pull off as many as possible.

Additional Features:
There are fifty-eight Achievements on offer in Mortal Kombat 11 and, unlike most games, most of these are tied to repetitive actions rather than playing though the story mode. You’ll earn an Achievement for pulling off a certain number of Fatalities and Brutalities, one for performing two Fatalities with every character who isn’t a DLC fighter (which is a good way to test out each fighter), using a certain number of Konsumables, and opening a certain number of chests in the Krypt, for example. You’ll also earn Achievements for clearing the Klassic Tower with first one and then ten characters (why not all of them is beyond me), running five miles in the Krypt, and for taking part in A.I. and online battles and clearing half of (and all) of the main story mode.

All of the DLC is included as standard but, sadly, there are no additional Achievements tied to these.

Sadly, however, the Achievements do not extend to any of the DLC fighters or story content; there are no Achievements to be earned from clearing Aftermath or specifically tied to any of the DLC fighters, which is a real shame when you’ve got RoboCop and the Terminator in your game and when you consider that Mortal Kombat XL had sixty Achievements to earn, with an extra thirteen added with its DLC fighters. On the one hand, this does mean that it’s a lot easier to get Achievements in Mortal Kombat 11 since there are far less devoted to online play but, on the other, I was disappointed that the Achievements didn’t encourage more replayability and variety; instead, it’s all repetitive actions and nonstop grinding and I’d be pretty pissed off to have paid £40-odd for the Aftermath DLC and all those fighter packs only to find that they don’t come with any extra Achievements.

Some familiar faces and movie icons feature as guest fighters…and also the Joker, who I could live without.

Speaking of which, Aftermath and all of the DLC fighter packs and skins are included in Mortal Kombat 11 Ultimate (…except for those released after the game) but you should be aware that your previous save data from the base Mortal Kombat 11 is not compatible with Ultimate. This means that you can play Aftermath right away, if you want, and thus complete the actual story since the main story just kind of ends unresolved. The additional fighters include the likes of Spawn, RoboCop, the Terminator, and even John Rambo (with Keith David, Peter Weller, and Sylvester Stallone all lending their voice talents (and likeness, in Rambo’s case) to the game. You can also play as returning characters such as Sindel, Fujin, and one of my favourites, Rain though I question the inclusion of the Joker as I really think Pennywise the Dancing Clown would have fit a lot better. There are also a number of cheeky DC Comics skins and gear to equip that turn Cassie Cage into Harley Quinn, Geras into Darkseid, Kitana into Catwoman, and Baraka into Killer Croc and you can even dress Jacqui Briggs up in Spawn’s costume.

The Krypt is full of Easter Eggs and references to both the 1995 movie and the franchise’s long histor.y

Aside from fighting, much your time is also spent exploring the Krypt and spending all of your hard-earned currency on skins, gear, augments, and the like. The Krypt is the biggest it has ever been, encompassing the entirety of Shang Tsung’s island and is full of treasure chests, death traps, and references to the videogames and movies. Unfortunately, though, as great as the Krypt is for Easter Eggs and such, it’s a bitch to navigate; you can create shortcuts by smashing through walls and pulling levers and such but the map is dreadful and it can be extremely difficult to get to where you need to be as it relies on an awkward coordinate system. It’s also ridiculously expensive to open the chests, which can lead to you spending over 10,000 Koins just for some useless icons and concept art and it’ll cost you 100 Soul Fragments and 250 Hearts every time you want to open one of those chests. There’s a lot to see and do, though, with new areas to stumble across and fun little Easter Eggs to find but, again, no Achievements really tied to this; when I find the statue of Reptile’s reptilian form from the movie or examine Drahmin’s mask or find Goro’s corpse, I’d expect at least a fun little 5G Achievement but…nope.

The Summary:
I knew that we would eventually be getting Mortal Kombat 11 Ultimate and specifically held off from purchasing the base game or Aftermath while waiting for this release, which bundles 99% of the game’s content all onto one disc (well…technically it’s two…) for you to play at your leisure (after the lengthy download and installation process, of course). In many ways, I wasn’t disappointed; Mortal Kombat has never looked better, with blood and guts and gore being rendered in exquisitely visceral detail and the recreation of Shang Tsung’s island for the Krypt is stunning, full of little details and references that really reward my many years of fandom. Equally, the story mode and fights are brought to life fantastically and the scaled back approach to gear and customisation is appreciated since it means I don’t have to worry about my character being underpowered if they look how I want.

Mortal Kombat has arguably never looked better but the emphasis on grinding lets the game down.

Unfortunately, though, there are a few things that let it down. The Fatal Blow system is great but seems catered more to new players and a defensive playstyle; tying so much of the game to online servers results in a lot of dodgy slowdown and loading on the menus at times; locking everything behind the towers and such is fine but forcing players to grind for in-game currency to spend on even challenging those towers is not; the handful of Achievements might be pretty simple to get but there’s not a lot of variety or fun to them; and I question some of the choices made for the roster. First of all…why thirty-seven fighters? Why not go all-in and bring it up to a nice, even forty? Where are Takeda Takahasi and Kung Jin, the actual descendant of the Great Kung Lao? They weren’t exactly my favourite characters from Mortal Kombat X but they were just as important to the “new generation” of fighters as Cassie and Jacqui but they’re missing yet that lumbering oaf Kotal Kahn is still there. In the end, there’s a lot of fun to be had in Mortal Kombat 11 but it’s notably more finite and time-consuming than in the last two Mortal Kombat games; it’s not as bad with the randomness and loot boxes as Injustice 2 but some of the better skins and gear and such is still annoying locked away and will take a lot of time and effort to unlock, which is especially aggravating when the game uses four different types of in-game currency and yet your options for actually purchasing new stuff in-game are severely limited.

My Rating:

Rating: 3 out of 5.

Pretty Good

What are your thoughts on Mortal Kombat 11: Ultimate? Did you wait for this version to come out or did you buy the base game and DLC separate? Either way, do you think there was enough value for your money or, like me, were you disappointed to find the DLC didn’t have any new Achievements to earn? Which fighter in the game (or the franchise) is your favourite and why? What did you think to the story mode and the use of competing timelines to bring back classic characters? Were there any characters or features missing from the game for you? What did you think to the online options and the different towers the game had to offer? Which Mortal Kombat game, movie, comic, or other piece of media is your favourite? Whatever your thoughts on Mortal Kombat 11, or Mortal Kombat in general, leave a comment down below.

Movie Night [Multiverse Madness]: Justice League: Crisis on Two Earths


In September 1961, DC Comics published “Flash of Two Worlds” (Fox, et al), a landmark story that brought together the Golden Age Jay Garrick and the Silver Age Barry Allen. In the process, DC Comics created the multiverse, an infinite number of parallel universes that allowed all stories and characters to exist and I’ve been celebrating this ground-breaking concept every Sunday of this month!


Released: 23 February 2010
Director: Sam Liu and Lauren Montgomery
Distributor: Warner Home Video
Budget: Unknown
Stars: William Baldwin, Mark Harmon, Gina Torres, James Woods, Brian Bloom, and Chris Noth

The Plot:
In an alternate version of Earth, the Crime Syndicate (evil doppelgängers to the Justice League) rule with an iron fist. When the Lex Luthor (Noth) of this parallel world travels across the dimensions, the Justice League find themselves battling against their dark mirrors to decide the fate of all worlds.

The Background:
Following the much-lauded Batman: The Animated Series (1992 to 1999) and the conclusion of Batman Beyond (1999 to 2001), co-creator Bruce Timm spearheaded easily the biggest and most ambitious DC animated show of that era, Justice League (2001 to 2004), and then out did himself with the exhaustive roster of Justice League Unlimited (2004 to 2006). Both cartoons were incredibly well-received and helped contribute to the continued success and popularity of the DC Animated Universe. Originally, Timm intended to produce an animated feature named Justice League: Worlds Collide to bridge the gap between Justice League and Justice League Unlimited that would draw inspiration from the seminal story “Crisis on Earth-Three!” (Fox, et al, 1964). However, these plans were scrapped by Warner Brothers, who were in the middle of producing a series of direct-to-video animated films with no ties to any existing continuity, and the script was consequently rewritten to avoid directly referencing either show. Despite this, Justice League: Crisis on Two Earths shared a very similar style to Timm’s earlier works and, considering the first issue of the ground-breaking Crisis on Infinite Earths (Wolfman, et al, 1986) was first publish in this month back in 1986 I figured this would be as good a time as any to look back at this often overlooked animated feature.

The Review:
The multiverse is quite a daunting and confusing concept, to be honest; even I, a self-confessed comic book enthusiast, struggle with the notion at times and I feel it only really works in comics, where readers are used to the idea after a few decades of dimensional-hopping antics, and television (especially cartoons), since long-running series’ just have more time to introduce and explore the concept. In that regard, Crisis of Two Earths eases viewers into the idea of parallel worlds by primarily focusing on the idea of two alternative worlds and also its opening sequence, in which we see our beloved heroes radically changed, monstrous even, and killing a heroic version of the Joker, the Jester (James Patrick Stuart), and being opposed by a far more virtuous incarnation of Lex Luthor. We then switch over to our Earth, where a more recognisable version of the Justice League are finishing up the construction of their Watchtower space station and their teleportation device; right away, we’re introduced to two concepts that form the basis of the film: the Flash (Josh Keaton) is the comic relief and Batman (Baldwin) is a bit of a grouch. Flash is full of the quips and amusing pop culture references but Batman is a stubborn pragmatist; even when clearly outmatched by Superwoman’s (Torres) power, he preserves through a broken rib and is able to subdue her with anaesthetic gas, proving his capability despite his lack of super powers.

An alternative Lex Luthor recruits the Justice League to help liberate his world.

When the alternative Luthor arrives, he is immediately apprehended and brought to the attention of the League; Superman (Harmon) confirms that the duplicate isn’t their Lex and the Luthor brings the League up to speed with the issue of the Crime Syndicate of his Earth. On this alternate world, Luthor was the leader of the Justice League but the Syndicate has rendered their world a virtual dictatorship thanks to their power and maliciousness, held in check only by the threat of a nuclear retaliation. Superman, naturally, doesn’t trust Luthor but J’onn (Jonathan Adams) confirms that the alternative refuge is telling the truth. The League debate the merits, logistics, and morals of assisting Luthor’s world and, though Green Lantern (Nolan North) is opposed to it, it is Batman who is most against the mission since they struggle to maintain order on their world. Regardless, the majority agree to assist.

Owlman and Superwoman exercise the Syndicate’s diabolical will with relish.

The Crime Syndicate, specifically Owlman (Woods), are interrupted in their search for the “Quantum Trigger” by the arrival of the Justice League and a fight breaks out. This gives the film a chance to showcase a variety of evil versions of classic heroes, “Made Men”, such as Black Lightning, Vixen, and Elongated Man. Though the League are able to get the upper hand, Luthor forces them to retreat to avoid facing even more of the Syndicate’s Made Men and, in the process, they end up in a battle with the Captain Super family (evil versions of the Shazam/Captain Marvel family). This takes the battle from inside to the cloudy skies of this parallel world as Wonder Woman (Vanessa Marshall) is able to commandeer Owlman’s ship and use its cloaking device to escape the fray. The Crime Syndicate are revealed to run their organisation like a super-powered crime family, with Ultraman (Bloom, using a bit of a stereotypical Italian mobster accent) acting as the head of the “family”, who have thousands of lieutenants working beneath them (the aforementioned Made Men) and dividing their territories between them. Thanks to their power, they are able to bribe and forcible coerce the world’s government and other officials into bowing to their every whim but Owlman takes this to the next level by constructing the Quantum Eigenstate Device (Q.E.D.), a bomb that will give them the ability to hold the entire world hostage. While the public largely wishes to simply acquiesce to the Syndicate’s demands to maintain some kind of peace, their dictatorship is openly challenged by Rose Wilson (Freddi Rogers), daughter of Slade Wilson (Brice Davison), who is the President of the United States in this world.

Owlman has plans of his own to destroy all life on every Earth.

Unlike the League, which is a largely unified team ruled by democracy, the Syndicate is a fragile alliance of egos and greed; Ultraman rules through sheer power and intimidation but Owlman and Superwoman conspire behind his back. Owlman plans to use the Q.E.D. to destroy all life without mercy or conscious since the discovery of an infinite number of parallel worlds has shattered his grasp on reality. Believing that no decision he, or anyone, makes has any meaning since whatever they accomplish means nothing elsewhere in the multiverse, he plans to find “Earth-Prime” in order to use the Q.E.D. to annihilate all life everywhere, which Superman, a self-confessed murdering psychopath, finds to be one hell of a turn on. Although Luthor recruits the League to help, he insists on taking on and defeating Ultraman himself since “if it’s going to mean anything after [the League] is gone, it has to be [Luthor]”. Luthor is able to match blows with Ultraman thanks to his armoured suit and having acquired a piece of Blue Kryptonite, the only substance that can hurt and weaken Ultraman. Because of this, Luthor is able to defeat and humiliate Ultraman in public and have him arrested for his crimes; however, as gallant as his actions are, he is chewed out by the President for risking further retaliations from the remaining members of the Syndicate and Ultraman is allowed to go free in a desperate attempt to keep a shaky truce with the Syndicate.

The Nitty-Gritty:
Many of the film’s action sequences, though exciting, are, understandably, all too lacking in context; thanks to the wildly different designs of the parallel worlds Made Men, it’s not always easy to tell who is cameoing when and most of them don’t have any speaking lines, making them little more than disposable grunts who exist simply to showcase the stranglehold the Syndicate have on their world and give the League someone to beat up without fighting the same handful of Syndicate members all the time. Because of the large roster and many different characters running around the film, there’s obviously not enough time for everyone to really get much to do; Green Lantern, for example, is a bit of a non-factor and, while J’onn does get an interesting side plot revolving a romantic attraction to Rose, the majority of the League exist simply to battle with the evil doppelgängers. This is exacerbated when Batman calls in heroes from his world to help fend off Superwoman and the Super family, resulting in yet more cameos and characters taking up the film’s run time; don’t get me wrong, it’s great to see so many heroes onscreen at once and all these villainous versions of normally heroic characters but I also feel like the focus should have been more on the League/Syndicate members since those are the only fights that really mean anything.

As you might expect, the film (eventually) degenerates into an all-out brawl.

Thankfully, the film does eventually focus up once Rose provides the League with the location of the Syndicate’s headquarters (spoilers: it’s on the Moon) and the two teams engage in an all-out brawl with their doppelgängers. Green Lantern’s evil counterpart, Power Ring (North), is about as useless as heroic double; Superman, for all her strength and aggression, lacks the finesse and combat acumen of Wonder Woman; and Ultraman’s sadistic focus on destruction means he not only destroys much of the environment but is easily outwitted by Superman. Of course, the battle between the Flash and Johnny Quick (Stuart) comes down to a test of their super speed but, amidst all the mindless brawling, Owlman is able to escape with the Q.E.D. to enact his insane plan to destroy all realities. Faced with the threat of mutually assured destruction, the League and the Syndicate form a shaky truce simply to save their own hides.

Batman ultimately sacrifices Johnny Quick and kills his counterpart to save the multiverse.

A side plot throughout the film is that the Flash believes Batman doesn’t like or respect him and the idea that Batman is this irritable, obstinate loner. However, when they need someone to power the Quantum Trigger, Batman has Johnny Quick take the Flash’s place as the conduit to spare his teammate’s life since he knows that the effort will kill the speedster. While this is a great way to show that Batman does truly care for the Flash and his teammates, it’s a little out of character since he knew that the effort would kill Johnny so he willingly sacrificed a life to confront Owlman and then, rather hypocritically, lectured his counterpart about his willingness to kill untold numbers of people with the Q.E.D. Somewhat unsurprisingly, given that Batman is generally the focus of all of DC’s animated endeavours, the film culminates in a battle of ideologies and skill between him and Owlman, with the depths of his doppelgänger’s psychosis revealed so completely that Batman has no choice but to doom Owlman to destruction on a desolate, barren alternate world, saving the multiverse in the process but at the cost of Johnny’s life.

The Summery:
Justice League: Crisis on Two Earths is a pretty decent little animated film; it’s full of action and lots of big, explosive, and visually interesting fights but the main draw of the film, for me, is the philosophical and ideological differences between the Justice League and the Crime Syndicate, specifically between Batman and Owlman, this dichotomy is given the most focus throughout the film, which is probably the right choice but it does mean that we don’t really get to see just how different the Syndicate are to their heroic counterparts beyond them being super-powered mobsters and psychopaths. If you watched any of the Justice League and Justice League Unlimited episodes based around the Justice Lords, it’s arguable that you could say the film’s concept is somewhat redundant and has already been explored but I think there’s enough here to separate the film from those episodes, mostly thanks to the abundance of cameos and the iconography of the Crime Syndicate. While the film doesn’t complete align with those cartoons, I think you can easily suspend disbelief to see it as a bridge between Justice League and Justice League Unlimited since it ends with the League preparing for a massive recruitment drive but it also works pretty well as a standalone animated feature…as long as you’re already somewhat familiar with DC’s characters and some of their more complex concepts.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever seen Justice League: Crisis on Two Earths; if so, what did you think to it and where would you rank it against the other DC animated movies? Which character was your favourite and what did you think to the film’s voice cast? Which evil doppelgänger would have liked to see more of and what do you think about the concept of the Crime Syndicate and the DC multiverse? Did you ever watch the Justice League cartoons and, if so, what were some of your favourite characters and moments? How are you celebrating the publication of Crisis on Infinite Earths this month? Whatever your thoughts on DC’s animated ventures, the multiverse, and the Justice League, feel free to leave a comment below.

Movie Night [Batman Day]: Batman (1989)


In the decades since his first dramatic appearance in the pages of Detective Comics, Bruce Wayne/Batman has become a mainstream, worldwide, pop culture icon. The brainchild of writer Bob Kane, Batman was brought to life by artist Bill Finger and has been a popular staple of DC Comics and countless movies, videogames, and cartoons over the years. Although “Batman Day” was a few days ago, any day is a perfect excuse to celebrate comic’s grim and broody vigilante.


Released: 23 June 1989
Director: Tim Burton
Distributor: Warner Bros. Pictures
Budget: $34 million
Stars: Michael Keaton, Jack Nicholson, Kim Basinger, Robert Wuhl, and Michael Gough

The Plot:
Criminals of Gotham City are terrified by the armour-clad vigilante, the “Batman” (Keaton), secretly wealthy loner Bruce Wayne. Wayne’s vendetta against crime is confused when he falls for intrepid reporter Vicki Vale (Basinger) and mobster Jack Napier (Nicholson) transformers into the hideous Joker and begins terrorising Gotham with tainted beauty products.

The Background:
By the end of the eighties, Batman had undergone a long period of reinvention to transform him from a colourful, camp, family friendly figure and into a more serious, darker character. A lot of this can, of course, be attributed to the works of Frank Miller, which fully embraced the darker aspects of the character and it was this version of the character that producers Benjamin Melniker and Michael E. Uslan wanted to bring to life after they purchased the film rights to the character from DC Comics. The script underwent numerous drafts before Sam Hamm was brought in by director Tim Burton to produce the final screenplay. Burton, despite not being much of a comic book aficionado, related to the duality of the Bruce/Batman dynamic and the dark, gothic undertones of the character and was hired off the back of the financial success of Pee-wee’s Big Adventure (Burton, 1985) and Beetlejuice (ibid, 1988). While Jack Nicholson was the top choice for the Joker, Burton ultimately cast Keaton in the title role (despite many of Hollywood’s leading men being considered) after directing him in the aforementioned Beetlejuice and considering him perfect for his (as in Burton’s)  subdued, haunted, “Everyman” interpretation. The casting of “Mr. Mom” caused much controversy at the time, as did chaotic script rewrites during filming. Despite all this, Batman was a tremendous critical and commercial success; “Batmania” swept the nation, resulting in a mammoth gross of over $411 million and, despite some criticisms concerning its dark tone and Batman’s lack of screen time, Batman was met with largely favourable reviews, kick-starting a slew of sequels and forever setting the bar for live-action adaptations of the character going forward.

The Review:
Batman begins by immediately establishing its tone as a far darker take on the character thanks, largely, to Danny Elfman’s fantastic and unparalleled Batman theme; bombastic, operatic, and tinged with a gothic undertone, Elfman’s Batman theme was as much a part of Batman as the suit or the cinematography. There’s no messing about with Batman having to “earn” his theme or building towards some kind of heroic crescendo; it simply blasts at you alongside the film’s title to literally scream “Batman”. Following this, we’re introduced to Gotham City, a dark, dreary, and grimy city that has a timeless quality thanks to its mixed of thirties, fifties, and eighties clothing and architecture. The city is almost a character unto itself with its gothic trappings, dingy back alleyways, and looming, ominous presence that is only made more threatening by the abundance of street crime.

Batman has a reputation as an urban myth amongst the street thugs of Gotham City.

Thankfully, we’re quickly introduced to the titular vigilante but, while Batman makes an impression by slowly dropping into frame and then dispatching two thugs with ease and efficiency, what really adds to his mystique is horror stories of his presence that literally has criminals in fear of “The Bat”. Batman then adds to his mystique by taking two shots directly to the chest and rising again and threatening one of the thugs to spread the word about his presence. It’s a powerful, incredibly effectively introduction to the character, who speaks with a low, threatening whisper and is seen to actually strike fear into the hearts of the city’s criminals rather than simply targeting organised crime. This is something I feel is key to Batman’s character; he was, after all, born out of a random act of violence so it bothers me when it gets unduly distracted by corruption or supervillains. Indeed, Gotham’s biggest crime boss, Carl Grissom (Jack Palance), and his “number one guy” Jack Napier are more concerned with district attorney Harvey Dent (Billy Dee Williams) than they are with the Batman. Having operated for six months and earned a reputation as an urban vigilante, Batman is, instead, the dread of criminals everywhere, the ire of policemen like Lieutenant Max Eckhardt (William Hootkins) and Police Commissioner Jim Gordon (Pat Hingle), and the obsession of Gotham Globe reporter Alexander Knox (Wuhl). That’s not to say that corruption isn’t rife in Gotham, however, as Eckhardt is on Grissom’s take, and the city is slowly crumbling under Grissom’s influence and the state of their economy.

Vicki becomes besotted with Bruce but ends up little more than a damsel in distress.

Batman is also a fascination of news photographer Vicki Vale, who specifically comes to Gotham after reading Knox’s stories and “likes bats” (which is a…little weird, to be honest). Intrigued by Bruce upon first meeting him, she agrees to meet with him on a date (which is amusing in its awkwardness, with Bruce’s confusion at the dining room a particular highlight) and ends up in bed with him. She is then greatly perturbed when Bruce fails to show any interest in her or return her calls, slowly becoming as interested obsessed with Bruce as Knox is with Batman; she senses that the opulence of luxury doesn’t seem to fit with Bruce’s demeanour and is shocked to discover the trauma he experienced as a child. While an emotional catalyst and an interesting enough character in her own right, Vicki very quickly becomes little more than a screaming damsel-in-distress; the Joker becomes infatuated with her, turning his rivalry with Batman into more of a love triangle than a violent battle of wills and ideals, and Batman’s final confrontation with the Joker is as much about rescuing her as it is about revenge. It’s telling that Bruce Wayne doesn’t actually appear in the film until after Batman and Napier have been introduced; Bruce, a wealthy bachelor, is not as prominent a figure as you may expect. While he hosts a fundraiser at Wayne Manor, he’s like a ghost in his own home and is known more for his affluent wealth than his physical appearance (while I can understand Vicki not knowing who he is since she’s new in town, Knox doesn’t recognise him either). An awkward, distracted individual, he seems uncomfortable in his own skin but this may be because he’s (shock-of-shocks!) secretly the Batman! With cameras secretly hidden all over his mansion, Bruce monitors his guests from the cavernous Batcave and seems far more comfortable hiding behind the grim visage of the Batman. Haunted by his parents’ deaths and driven by an obsession to use his pain for good, Bruce has crafted a ferocious persona to dispense justice but is losing his grip on his humanity in the process.

Sadistic mobster Jack Napier is a turned into a maniacal lunatic by an acid bath.

Napier, who has a reputation for being a “nutball” even before he takes an acid bath, is Grissom’s right-hand man; egotistical and self-absorbed, Napier is so arrogant that he’s even sleeping with Grissom’s moll, Alicia (Jerry Hall), on the side and considers himself untouchable. Unfortunately for him, this isn’t the case as he is set up by Grissom and supposed to be killed by the police while cleaning out Axis Chemicals; while he gets a measure of payback by shooting Eckhardt in cold blood, he ends up taking a bullet to the face thanks to his shot ricocheting off Batman’s gauntlet and then plunging into an acid pit despite Batman’s best efforts. Although he survives the dip, he is horrifically scarred and mutilated by the injury, and the acid, which breaks his already fractured psyche and gives birth to a colourful, maniacal supervillain: The Joker! Sporting a wicked permanent smile and clearly off his rocker, the Joker is a flamboyant, sadistic villain who quickly executes his former boss and assumes control of his operation. Though initially a glorified gangster with a flair for the comedic, the Joker quickly becomes a charismatic and dangerous threat to the city when he plots to taint beauty supplies with the same concoction that transformed him. Obsessed with art, he believes himself to be a living work of art and wishes to turn all of Gotham into a pale-faced, permanently-smiling pile of bodies but quickly becomes jealous of Batman for stealing all of the headlines and “[getting] all of [his] press”. As random and weird as all this seems, it’s very similar to a lot of the Joker’s madcap plots from the comics and eventually culminates in him riding an elaborate parade through the city while his “Smilex” gas covers those in attendance.

Batman and his gear all look bad-ass, if incredibly impractical.

You might have noticed that I haven’t spoken about Batman all that much and there’s a reason for that; Nicholson’s energetic charisma and scene-stealing performance dominates the majority of the film, with scenes such as when he fries a mob boss with his lethal joy buzzer and executes another with a poison pen being notable highlights. Still, when Batman does appear, he immediately takes control of the screen; dressed head to toe in black armour, Batman cuts an intimidating (if restrictive) figure. However, while it is noticeable that Keaton cannot turn his head, the film does a commendable job of hiding the limitations of the suit and it is always perfectly shot, seeped in darkness and shadow and always shown in the most dynamic way possible. While Batman’s fight scenes are a bit clunky and awkward, he has a bevvy of gadgets at his disposal, the most impressive of which is his sleek, powerful Batmobile. Rather than a sports car or a tank, this is an aerodynamic and intimidating vehicle which bursts through the city streets with a burst of flame and sports such optional extras as machine guns and an impenetrable shield. However, if the Batmobile is, somehow, too blasé for you, Batman also pilots the Batwing for the finale! This, as you might expect, results in some very impressive and detailed model shots and miniatures as Batman glides gracefully through the dark night skies…only to be promptly shot down by the Joker’s comically oversized pistol!

The Nitty-Gritty:
While Batman remains a very impressive and engaging take on the character, it does over emphasise his “Everyman” qualities a little too much. There’s no suggestion that Bruce spent any time travelling the world or training to be the peak of human mental and physical perfection; instead, it seems like Bruce spent all his time, effort, and money in building his suit, cave, and many Bat-gadgets. Still, while the lack of any real physical presence on Bruce’s part is a little disappointing, he makes up for it with his intelligence; a common part of the character that is often downplayed is his status as the world’s greatest detective and, while this isn’t massively emphasised in Batman, it does get some exposure in Bruce’s ability to figure out how the Joker is poisoning the city. It’s easy to forget that Batman features some fantastic actors; Jack Palance was a big name in the eighties and, while his role is small, he’s perfectly cast as a cantankerous mob boss and it’s great to see Billy Dee Williams but he hardly factors into the film at all and it’s a real shame that he got shafted in the sequels as he’s a charismatic and magnetic presence even in his brief screen time. Similarly, Commissioner Gordon is barely in the film but Pat Hingle plays the character with a gruff weariness that helps him to stand out in his few scenes. The upside to this, though, is the exploration of Bruce’s psyche through Vicki’s investigation; while Batman doesn’t go into massive amounts of detail in exploring why Bruce does what he does, there’s enough here to give a sense of the character’s obsession and trauma and the film is more concerned with portraying Batman as an urban myth (which I absolutely love as I feel this is how the character should be portrayed most of the time) and his eventual acceptance as an ally of the city and its police department.

Batman’s suit might be restrictive but it looks absolutely amazing and cuts an imposing silhouette.

Bruce also makes up for his unimpressive physique and stature with a focused intensity; it’s all about the eyes with Keaton and he exudes a tortured demeanour, especially in private, where he lapses into a brooding countenance and pushes away all other distractions in favour of focusing purely on his investigation into the Joker. This is a version of Bruce Wayne who categorically needs the suit to become Batman; even now, the Batsuit is impressive and remains one of my favourites for the way it manages to balance being anatomically correct, somewhat impractical, and intimidating all at the same time. Yes, Keaton is a bit clumsy and awkward at times but, as I said, the film makes every effort to hide the suit’s limitations and it works fantastically; Keaton looks threatening and absolutely bad-ass in the suit and it played a large part in throwing off Batman’s reputation as a camp and colourful superhero.

Alfred’s concern for Bruce’s well-being sees him subtlety attempt to deter Bruce’s crusade.

Perhaps the most interesting aspect of this portrayal of Batman, though, is how unhinged the character appears to be; Vicki even tells Batman that many believe him to be as dangerous and psychotic as the Joker and Bruce definitely seems to be on the razor’s edge of sanity throughout the film. This is best seen in one of my favourite scenes in the film, which is the confrontation between Bruce and the Joker in Vicki’s apartment; here, Bruce’s façade slips noticeably, outrageously, and he flies into a maniac rage as he threatens the Joker. It’s intense and massively over the top and punctuated by the Joker’s ridiculous admonition: “Never rub another man’s rhubarb!” Bruce’s mental stability is of particular concern to his long-serving butler and father figure, Alfred Pennyworth (Gough), who dotes on Bruce like a grandfather and supports his endeavours but is continuously seen to be concerned for Bruce’s welfare and encourages him to leave his double life behind and settle down with Vicki, whom he sees as a positive influence on Bruce’s life and demeanour. This is explicitly stated at least twice in the film (once when Bruce is laboriously going over Napier’s criminal file and later when Alfred voices his wish to not have to grieve for Bruce as he does for his parents) and is precisely the reason why Alfred later allows Vicki into the Batcave. Unlike so many people, I never had a problem with this plot point as it makes perfect sense; Alfred wants Bruce to settle down, live a normal life, and to abandon his crusade and, when Bruce flounders in admitting his double life to Vicki, Alfred intercedes and forces him to reconcile his two lives.

The decision to tie the Joker to Batman’s origin has somewhat tarnished the film.

Of course, the real star of the show here is Jack Nicholson as the Joker; clearly revelling in the role, Nicholson looks to be having the time of his life and his Joker, despite being middle-aged and lacking the slim figure of his comic book counterpart. As colourful and iconic as his portrayal may be, however, it’s forever tarnished by the decision to have Napier be the man responsible for killing Bruce’s parents. As a kid, I didn’t really mind this all that much as this event hadn’t really been a major part of any of the Batman stories I’d read at the time and, even now, it doesn’t really enrage me that much and I can see why the change was made. It’s a quick and easy way to add a little more animosity to the Joker and Batman’s relationship and, without it, the love triangle aspect of the film would have been far more noticeable but I can’t say I’m a massive fan of the change, or the decision to give the Joker a name. Sadly, subsequent films learned very little from Batman’s few mistakes, with Spider-Man 3 (Raimi, 2007) making a similar bizarre retcon and Joker (Phillips, 2019) crafting an entire new alter ego for the character.

The Summary:
Batman remains an iconic and enduring film, for me at least; nostalgia plays a big part in this, of course, but I still maintain that this is one of the best adaptations of the character ever made. Keaton was fantastic in the title role and I had absolutely no problem with his Batman killing; he’s hardly a serial killer and subdues criminals far more often than killing them and, considering the Joker’s role in the death of his parents, it makes sense that he’d go out of his way to kill the Joker. It’s harder to explain the death of that random Joker thug in the bell tower but, as I’ve stressed on numerous occasions, Batman’s line of work is violent and dangerous and collateral damage is to be expected. With a fantastic and memorable soundtrack and absolutely spectacular sense of visual style, Batman is definitely more style over substance but there is a lot of nuance to the film; as a deconstruction of this version of the character, it works really well and Burton definitely explores the dark, tortured, lonely aspects of Bruce’s character in his own unique way. His interpretation of the character may be a little skewed but the spirit of Batman’s character is masterfully evoked and Batman definitely set the standard not just for subsequent adaptations of the character but for all superhero films by proving that superhero movies could be dark, serious adaptations while still being over the top, comedic, and entertaining.

My Rating:

Rating: 5 out of 5.

Fantastic

What are your thoughts on Batman? How does it hold up for you today and where would you rank it against other Batman movies? What did you think to Michael Keaton’s portrayal of the character? Do you think he managed to embody Batman’s brooding nature or were you put off by his unimpressive physique? Were you a fan of Jack Nicholson’s turn as the Joker? What did you think to the reveal that he was responsible for the Wayne’s deaths and Alfred’s decision to let Vicki into the Batcave? Were you a fan of the Batsuit, the Batmobile, and the film’s visual style or do you think Burton maybe missed the point of Batman? How did you celebrate Batman Day and what are some of your favourite stories, characters, moments, and adaptations of the character’s long history? Whatever you think, share your comments down below.

Back Issues [Multiverse Madness]: Superman vs. The Amazing Spider-Man


In September 1961, DC Comics published a little story called “Flash of Two Worlds” (Fox, et al), a landmark story that featured in The Flash #123 and brought together two generations of the Flash: the Golden Age Jay Garrick and the Silver Age Barry Allen. In the process, DC Comics created the concept of the multiverse, the idea that DC Comics continuity was comprised of an infinite number of parallel universes that allowed any and all stories and characters to exist and, more importantly, interact and I’ve been celebrating this ground-breaking concept every Sunday of September!


Story Title: “The Battle of the Century!” (Includes four chapters: “A Dual of Titans”, “When Heroes Clash!”, “The Call of Battle!”, and “The Doomsday Decision”)
Published: March 1976
Writer: Gerry Conway
Artists: Ross Andru and Dick Giordano

The Background:
Despite the fact that the two companies were both producing colourful, superpowered costumed heroes in a cut-throat industry, relations between DC Comics and Marvel Comics have been surprisingly collaborative and amicable over the years (they’ve certainly been more civil with each other than many of the toxic fans” I see arguing on social media every day…) Sure, there’s been lawsuits and underhanded tactics from both companies, but not only were the legendary Stan Lee and the disreputable sham Bob Kane actually good friends but the two companies both borrowed from and inspired each other and they’ve even collaborated on numerous joint publications in the past. The idea of pitting Clark Kent/Superman against Peter Parker/Spider-Man was first suggested by author and literary agent David Obst, who pitched the idea to Marvel Comics publisher Stan Lee and DC Comics editorial director Carmine Infantino as a live-action feature film. Writer Gerry Conway and artist Ross Andru, two of the few who had worked on both characters in the past, were brought in to bring the concept to life, which was treated as more of a fantasy tale (despite the fact that DC had introduced the concept of the “Multiverse” over a decade previously). The comic, which generally sells for quite a high price these days, wouldn’t be the last time Superman and Spider-Man (or DC and Marvel, for that matter) crossed paths as the two would collaborate on a number of inter-company crossovers during the eighties and nineties.

The Review:
Our story begins with just another normal, boring day in Metropolis as a gigantic mechanical construct is tearing its way through the city. Even Superman laments the frequency of such events but is unable to see who is controlling the robot thanks to it being lined with lead and is equally unable to stop it thanks to its incredible strength, an “inertia ray”, and gravity beams being emitted from its mechanical feet that crush Superman with “ten times the gravity of Krypton”. All of this means that Superman is smashed through the nearby buildings (which are, we later learn, conveniently empty despite the fact that the robot is rampaging through downtown Metropolis with reckless abandon and Superman even has to save innocent civilians from falling debris) and is unable to keep the robot from stealing a computer console from Scientific and Technological Advanced Research Laboratories (S.T.A.R. Labs). Indeed, Superman is so distracted with trying to retrieve this from the robot’s head that he completely misses that the mastermind directing the machine’s attack was none other than Lex Luthor himself!

Superman tracks Luthor down, gets his ass kicked again, and rescues Luthor from certain death.

Superman returns to his civilian life as Clark Kent, reporter for the Daily Planet (owned by Galaxy Communications at the time), who avoids one of Steve Lombard’s mean and unprofessional pranks thanks to his super powers, gets chewed out by his boss, Morgan Edge, for not covering the attack (quite why Edge chooses to target Clark over Lois Lane or Lombard is beyond me), and realises from watching the footage back that he can track the robot’s obvious trail of destruction and gigantic footprints to Metropolis Bay There, beneath the water, he immediately discovers (and is attacked by) a walking undersea laboratory. Inside the lab, Superman confronts Luthor and after trying, and failing, to convince him to renounce his evil ways and rekindle heir former friendship, is attacked by a series of high-intensity laser beams. Though he’s able to dart through them, one blasts him into his eyes and, thanks to essentially being red sun radiation (which weakens Superman), dazes him and causes him to wreck Luthor’s lab. Luthor manages to spirit away the programming circuit he stole from S.T.A.R. Labs but ends up being apprehended by Superman after almost drowning to death.

Spider-Man almost immediately tracks Doc Ock down and puts him out for the count for the cops.

The story then switches to New York City right as Spider-Man is swinging in to take care of a handful of crooks who are in the middle of robbing the Metropolitan Museum. Of course Spidey easily trounces the crooks with his spider-powers but things quickly escalate when the mastermind behind the plan, Doctor Otto Octavius/Doctor Octopus, suddenly attacks with his mechanical limbs and, thanks to the element of surprise (and a good old whack to the back of the head), is able to temporarily knock Spider-Man unconscious and escape in his ridiculous looking “Flying Octopus” craft with boxes and boxes of loot. After fleeing from the police (who naturally assume Spider-Man to have been involved in the robbery), Spidey (as Peter Parker, obviously) presents the photographs of the entire event to his boss, J. Jonah Jameson, but earns the cantankerous editor’s wrath when Jameson prints the shots unseen and is left with nothing but a blurry, instinct picture on page one of his newspaper, the Daily Bugle. When his spider-sense suddenly alerts him to a passing blimp overhead, Peter ditches Mary Jane Watson and heads off to investigate as Spider-Man only to discover (after having to think on the fly thanks to his web fluid having run dry) that the blimp was disguising Doc Ock and his flying machine. The ensuing fight wrecks the blimp, causing it (and them) to crash into the Central Park reservoir and, with one swift punch to the jaw, Spidey successfully apprehends Doc Ock and heads off to try and smooth things over with Mary Jane.

Mere hours after being locked in an escape proof prison, Luthor escapes and takes Doc Ock with him.

As luck (or fate, or simple plot convenience) would have it, both Lex Luthor and Doc Ock end up being shipped off to “Federal Maximum-X Security Penitentiary Number One, the most “escape proof” prison in the world” out in New Mexico and the two immediately bond over their respective losses and enemies and agree to join forces upon escape. Though Doc Ock is sceptical of their chances, Luthor quickly uses a number of small, high-tech devices hidden under a layer of fake skin to disrupt the prison’s security cameras and guards and allow Doc Ock to regain control of his mechanical limbs and literally carry them both to safety within just a few hours of Luthor’s arrival, The story proper begins with Clark, Lois, and other members of the Daily Planet staff attending the world news conference in New York; as you might expect, Peter is also there and, after being berated by Jameson, snaps at his boss and quits his job, shocking (but also impressing) Mary Jane with his sudden outburst. Meanwhile, Clark is stunned to hear that Edge doesn’t want him covering the news conference and, again, alludes to his temptation to replace Clark with a more well-known newscaster. Frustrated that Clark is happy to roll over and allow himself to be forced out of the “biggest story of his career”, Lois storms off in anger at his cowardice and her inability to truly hate him since he’s so charming and likeable. In true Lois Lane fashion, she risks her life climbing up a scaffold to get some better pictures (because Jimmy Olsen couldn’t make the trip, apparently) and nearly falls to her death when she’s saved by Peter. They bond over their respective professional accomplishments, much to Mary Jane’s displeasure, but Peter is left flabbergasted when Superman suddenly swoops in and seemingly vaporises them both right before his eyes!

When reason doesn’t work, Superman nearly kills Spider-Man before the web-slinger calms down.

Clark also witnesses this event and is equally stunned and changes to Superman to investigate while Peter frantically switches to Spider-Man using the staircase (because, in a cute moment, the convention doesn’t have traditional phone booths). The two superheroes instantly run into each other in the skies above the building and come to blows (Superman having assumed, as many often do, that Spidey is connected to his doppelgänger). Although Superman immediately begins to be the voice of reason, Luthor and Doc Ock (who were behind the fake Superman; Luthor’s even still wearing the costume and has the lifelike mask nearby!) decide to escalate their conflict by surreptitiously blasting Spider-Man with red sun radiation to power him up for the fight. Thanks to the red sun radiation, his anger at being pushed around, and believing the Superman has captured or killed the woman he loves, Spider-Man attacks relentlessly; his strength knocks Superman off balance and his fury causes him to stubbornly refuse to listen to reason, all of which makes Superman mad enough to throw a killing blow at Spidey’s head. At the very last second, Superman is able to pull his punch but the resulting “wind-blast” sends Spider-Man flying through buildings and across the city. Disgusted at having nearly killed a man, Superman tries one more time to get Spidey to listen to reason and, when the red sun radiation wears off and amusingly leads to Spidey simply hurting his fists on Superman’s steel-hard body, Spider-Man finally relents. After comparing notes, they quickly bury their issues and agree to work together to uncover the truth about what happened but the proof of the pudding is clear: Spider-Man dominated the fight between the two and had Superman reeling throughout.

Lex Luthor and Doc Ock appropriate the Injustice Gang’s satellite to hold the world to ransom.

Following the “energy residue” of the imposter to the Penn Central railroad yard, Superman shows that he hasn’t quite shaken off the dickish ways of his sixties incarnation by allowing Spider-Man to go in first and run a gauntlet of traps and hazards before he (as in Superman) just ploughs right in there and they both confront the combined might and intelligence of Luthor and Doc Ock. Revealing that Lois and Mary Jane have simply been taken captive to lure the two heroes into a trap, the villains quickly vanish, having been mere projections all along (which you’d think Superman and Spider-Man would be able to register with their enhanced sense but apparently not…), and nearly manage to kill Spidey with a booby trapped computer console before Superman intervenes. Superman then rebuilds the wrecked computer at super speed and down to the smallest detail, apparently somehow managing to repair and restore the destroyed files that would have been on it in the process, which leads the two to Mount Kilimanjaro. There, a local nomadic Masai tribe lead them to another of Luthor’s secret bases. After battling and defeating a superpowered tribesman (who also wields a sword charged with red sun radiation), the two discover that Luthor and Doc Ock have headed to the upper atmosphere and the abandoned satellite headquarters of the Injustice Gang. There, Lois and Mary Jane are held hostage and are privy to the supervillains’ mad scheme: using the programming circuit he stole from S.T.A.R. Labs, Luthor is able to disrupt and hijack Comlab (a massive, missile-like communications tower in orbit) and cause it to fire a “high-intensity laser probe” into the Earth’s atmosphere and hold the world to ransom or face untold death and destruction from the violent storms the laser causes.

Thanks to Spidey, Otto turns on Luthor, Superman stops a deadly tidal wave, and the heroes triumph.

Superman and Spider-Man (piloting a shuttle of his own with surprising efficiency) head up to stop them but are immediately overwhelmed by Luthor’s lasers and captured. Although they catch their foes off-guard by feigning helplessness, Superman and Spider-Man are thrown off balance when Luthor suddenly shuts off the satellite’s artificial gravity (quite how this would affect Superman is beyond me…), which allows the villains to topple the costumed heroes with a humiliating ease. Quickly recovering, the two turn the tide when Superman is able to get close enough to Doc Ock to…remove his glasses! Distracted by recovering his comrade’s glasses, Luthor is unable to defend himself against Spider-Man, and Spidey is able to turn Doc Ock against Luthor by appealing to his greed because, after all, what use is money if Luthor plans to decimate the world? Although this is enough to disable to destructive laser and cause the two villains to come to blows, Superman must still take care of a gigantic tidal wave that threatens to engulf the entire United States! Of course, Superman is able to dispel the wave by flying at it at super speed and, with the villains subdued and the threat ended, Superman and Spider-Man part as allies and return to their respective lives, with both men able to win over (and back) their employers with their exclusive insight into this one of a kind team up.

The Summary:
I grew up reading Superman, Batman, and Spider-Man stories from the 1970s so, for me, Superman vs. The Amazing Spider-Man feels like a very familiar and nostalgic little tale. The artwork and characterisations are representative of this era; both the main characters and their villains pop out nicely, with Luthor being more of the scheming supervillain rather than a manipulative businessman. While Spider-Man is just as troubled by his angst and anxieties and spouts the usual quips and puns that were “hip” at the time, Superman is far from an unstoppable demigod while still having one foot in the ridiculously overpowered nature of his Golden Age counterpart. If you’re a fan of Lois and Mary Jane then this isn’t the comic for you; the two barely factor into the plot at all and, arguably, could have been excised completely and the villains’ scheme would have carried on largely unchanged. Similarly, characters like Jameson, Morgan, and Lombard are mainly just there for comic relief or to flesh out and contrast the normal, everyday lives of our two heroes. This is a bit of a missed opportunity, in many ways, as we’re denied a meeting between Jameson and Clark’s usual boss, Perry White, or even a sub-plot where Lois and Mary Jane have to work together to either escape or help stop the villains. Maybe if the story hadn’t suddenly veered off to waste time on the Marais tribe or wasted pages recapping the origins and powers of the heroes and villains we could have seen more of these interactions or had Spider-Man visit Metropolis.

The fight between Superman and Spider-Man, brief as it is, is the main appeal of the comic.

Still, the comic is called Superman vs. The Amazing Spider-Man and we definitely do get that; the two fight for about twelve pages and it’s a fairly evenly matched affair thanks to Spidey being supped-up by Luthor’s special red sun ray. Superman, ever the Boy Scout, spends most of the fight reeling from Spidey’s surprising strength and trying to calm the web-slinger down and, every time he tries to fight back, Spider-Man is right there to shut him down and press the attack. In fact, Superman only throws one punch in the entire fight but it’s enough to send Spidey flying with “the force of a compact hurricane”. Interestingly, there’s a lot of subtext that can be gleaned from this bout; Spidey, representing Marvel Comics, is the young, hot-tempered upstart who hits first and asks questions later and Superman, representing DC Comics, is the older, more level-headed veteran who seeks to resolve conflict peacefully but will strike back if pushed too far. Naturally, the two pool their respective talents far more than they clash and, after resolving their issues, never come to blows or conflict again. I suppose it’s nice that there wasn’t a lame excuse for them to fight again, like hypnotism or whatever, but the actual inciting incident is pretty paper thin (even though he saw “Superman” vaporise Mary Jane and Lois, Peter knows Superman by reputation so you’d think he’d hesitate to suddenly think he’d gone rogue) and I would have liked to see a bit more of how their different approaches to situations clash. We only really got to see this once when they reached the rail yard and it seemed petty and mean on Superman’s part to send Spidey in alone when he (again, as in Superman) could just burst in there without issue. It’s a good job that the clash and interactions between the two heroes pays off as the supervillain team up is a bit lacklustre; Doc Ock is reduced to a mere common criminal and a henchman here, having no real agency and playing very little role in the story other than giving Luthor someone to talk and boast to and acting as Luthor’s muscle. It’s a shame as Doc Ock is one of Spidey’s most devious, intelligent, and imposing villains but he may as well not be in the story at all since everything (from the prison escape, to framing Superman, to the red sun ray, and the orbiting satellite/laser plot) is Luthor’s plan and Lex may as well have teamed up with Flint Marko/The Sandman for all the use Octavius’s arms and demented genius were.

Sadly, the potential of this team is never realised as Doc Ock is reduced to being Luthor’s henchman.

As a result, Luthor comes out of this looking like a scheming, diabolical madman who is happy to threaten and kill millions for a measly ten billion dollars; his genius allows him to create all kinds of fantastic technology and even duplicate red sun radiation to weaken Superman but, in the end, he’s undone because Spidey was able to manipulate Octavius to turn against him. Overall, it’s a decent enough story; well drawn and full of big, action-packed panels when the two heroes clash and take on their foes but the main appeal of Superman vs. The Amazing Spider-Man is, unsurprisingly, in seeing two of Marvel’s premier superheroes butting heads and joining forces. In that regard, the story works but just barely; it reads like a typical, run of the mill Superman story from the time just with a guest appearance by Spider-Man and some of his supporting characters. When the Marvel characters do appear, they’re written exactly as you’d expect from that era as well and no one side really looks better or dominates the other…unless you look at the subtext at work. Superman and Spider-Man appear to be evenly matched in their fight but Spider-Man is clearly the aggressor; Luthor outshines Doc Ock at every turn, relegating him to being a mere henchman, so I guess everything just about evens out on both sides but I can’t help but feel like the story was lacking a little. It would have been nice to see Spidey in Metropolis, more interactions between the two in and out of costume, and the two having to deal with their counterpart’s villains in a more interesting way than flailing around on a space station but there’s an appeal to Superman vs. The Amazing Spider-Man, if only because of the comic’s rarity and the chance to see these two heroes, and worlds, collide for a change so it’s probably worth seeking out for the sheer spectacle of it if nothing else.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever read Superman vs. The Amazing Spider-Man? If so, what did you think to it? Do you own a copy of the original comic or do you remember reading it when it was first published? Were you also disappointed that the comic didn’t make better use of its concept, supporting characters, and villains or were you happy with the story we got? Which of the two heroes, and publishers, was/is your preference? Do you enjoy all comic books and superheroes equally or are you one of those toxic fans who actively hates other characters and companies? Would you like to see DC and Marvel collaborate again in the future and, if so, what stories would you like to see? Whatever your thoughts on Superman vs. The Amazing Spider-Man, and comic book crossovers of this kind, drop a comment down below and check out my other multiverse reviews.

Movie Night: Batman Beyond: Return of the Joker: The Original, Uncut Version

Released: 23 April 2002
Originally Released: 31 October 2000
Director: Curt Geda
Distributor: Warner Home Video
Budget: Unknown
Stars: Will Friedle, Mark Hamill, Kevin Conroy, Angie Harmon, and Dean Stockwell

The Plot:
When the Joker (Hamill) suddenly returns from his apparent death and begins terrorising Neo-Gotham, Terry McGinnis/Batman (Friedle) is forced to go against the advice of his mentor, Bruce Wayne (Conroy), and begin an investigation into the darkest chapter of the former Batman’s career.

The Background:
Although a Batman animated series had been in the works during 1990, the release, and relative success, of Batman (Burton, 1989) and Batman Returns (ibid, 1992) caused a wave of “Batmania” and renewed interest in the character. Consequently, quite by chance, the idea of a new animated series influenced by both films and the 1940s Superman cartoons by Fleisher Studios, was thought up Bruce Timm, Paul Dini, and Eric Radomski, who spearheaded one of the most beloved and influential animated shows ever. Batman: The Animated Series aired eighty-five episodes between September 1992 and 1995 before being succeeded by twenty-four episodes of The New Batman Adventures (also known as The Adventures of Batman & Robin here in the United Kingdom) between 1997 and 1999. Once the show wrapped up, Warner Bros. brought many of the show’s creators back to continue the story in the then-futuristic world of 2019 with Batman Beyond (known as Batman of the Future in the U.K.) Batman Beyond introduced a younger Batman under the tutelage of an aged and long-retired Bruce Wayne and taking on all-new villains in a cyberpunk-style future. Though not quite as well-received and lauded as its predecessors or sister series, Batman Beyond was popular enough to warrant a direct-to-video feature film over other potential Batman concepts. Because the film’s production occurred in the wake of the 1999 Columbine High School shooting, numerous cuts and edits were made to the film upon its release, with an “uncut” version being released once the controversy had died down. Regardless, Batman Beyond: Return of the Joker released to critical acclaim, winning (or being nominated for) a number of awards, and is frequently regarded as one of the finest pieces of Batman media to ever be produced.

The Review:
My exposure to Batman Beyond is, admittedly, very limited; I watched Batman: The Animated Series on and off back in the day, never seeming to be able to get into a proper routine with it, but saw very little of its futuristic follow-up. When I did catch the odd episode, I can’t say that it really bowled me over; it was too different, too far removed from what I expected from Batman, with virtually none of the recognisable cast or characters. Hell, even Gotham City looked and felt different, and the show had very bleak and depressing connotations for fans of Batman: The Animated Series in its portrayal of Bruce as a grouchy, lonely, recluse. Still, the idea of an older, infirm Bruce mentoring a young successor had a lot of appeal to me and is definitely something I would have liked to see the comics do (particularly during the character’s “death” between 2008 and 2010). Despite that, Batman Beyond: Return of the Joker is well deserving of all the praise it gets; while I wouldn’t go as far as to say that it’s better than, or even on par with, the excellent Batman: Mask of the Phantasm (Radomski and Timm, 1993), very few of Batman’s animated features are able to reach that pinnacle and I’d say Return of the Joker does a decent job of coming pretty damn close.

Terry is a very different kind of Batman, sporting more futuristic tech and a more agile physique.

While I’m lacking a lot of context for many of the film’s newer rogues, it’s not much of an issue since the “Jokerz” are generally just minions and cannon fodder to do the Joker’s bidding and to oppose Batman, though I did appreciate how their designs harkened back to Batman foes of old (with Stewart Carter Winthrop III/Ghoul (Michael Rosenbaum) resembling Doctor Jonathan Crane/Scarecrow and Delia and Deidre Dennis/Dee Dee (Melissa Joan Hart) aping Doctor Harleen Quinzel/Harley Quinn). The feature opens with an exciting action sequence featuring lots of laser blasts, explosions, mid-air chases, and action as Batman tries, and fails, to stop the Jokerz from stealing some high-tech computer parts. Despite all the advantages of Terry’s advanced Batsuit (including rocket boots, invisibility, and augmentations to his speed and strength), and the fact that he’s been Batman for a while now, Terry is still in training in many ways; he’s more experienced and capable but he’s still fallible and capable of messing up or being hurt. At times, though, I find him to be very reliant on the suit and the strength and other benefits it provides; it often feels like he was playing into the cliché of the role rather than being his own man at times but he manages to stand out by being a far more agile and witty Batman and approaching situations slightly differently than Bruce would/advises.

Terry has a complex relationship with Bruce and pulls no punches when fighting with the Joker.

Despite Bruce commending his work and commitment to the role, Terry is insulted when his mentor requests that he return the Batsuit in the wake of the Joker’s return. Terry initially refuses to acquiesce, seeing the role as a chance to make up for his past sins and troubled youth and confirming his commitment to helping others as Batman, and pushes both Bruce and Commissioner Barbara Gordon (Angie Harmon) for the truth about the Joker. This becomes a recurring element in the film, with Terry disliking the comparisons to Bruce’s old partners and striving to prove his worth as Batman rather than a pale imitation or a failed apprentice. This comes to a head in his inevitable confrontation with the Joker, in which Terry fights dirty with a crotch shot and constantly taunts the Joker, laughing at him, criticising his methods, and mocking him to drive the Joker into an angered frenzy.

Bruce is visible stunned by the Joker’s sudden and dramatic return to Gotham.

Bruce, of course, is now a grouchy, crotchety, tough mentor figure who has an interesting relationship with Terry, one that he clearly prefers to keep professional and mutual but you can tell that he values Terry as a replacement/apprentice. Though he’s clearly carrying a lot of ghosts and pain from his past, Bruce is as committed to both Batman and reclaiming his business and has absorbed a lot of wisdom from the long-dead Alfred Pennyworth, showing concern for Terry’s health and well-being and advising against going out on the town after a rough night as Batman, but lacks Alfred’s tact or bedside manner. Bruce’s stoic resolve is shaken upon the Joker’s return; he is visibly horrified by the Clown Prince of Crime’s reappearance and lapses first into moody silence and then into overprotectiveness after verifying the Joker’s identity. Bruce is disgusted at Terry’s sentiment, believing he is as misguided as his other teen partners who never knew what they were getting into, and a rift briefly forms between them because of Bruce’s refusal to explain his troubled past with the Joker. They make amends, however, when Terry saves Bruce from a dose of the Joker’s laughing gas, which is a horrifying sight since Bruce is accosted in his most private abode and the Joker explicitly reveals that he knows Bruce was Batman. Disturbed by being attacked in his civilian identity, Terry races to Wayne Manor and discovers the ‘cave in disarray and Bruce a cackling, grinning corpse-like figure. Succumbing to the Joker’s deadly toxin, Bruce just about manages to direct Terry to the anti-venom, and he is saved from certain death.

The Joker plans to unleash an orbital laser on Gotham to commemorate his return.

The Joker is, perhaps obviously, the star of the show here; as always, Mark Hamill delivers a sinister, maniacal performance that perfectly encapsulates Batman’s most persistent of foes. The Joker immediately establishes himself as a menacing and cold-hearted villain by callously shooting Benjamin Knox/Bonk (Henry Rollins) through the heart with the old “fake gun” trick and brazenly attacks the gala welcoming Bruce back to Wayne Enterprises. Though the Joker is critical, but admiring, of the new Batman, he dismisses him at every turn (referring to him as “Bat-Fake”) in favour of Bruce and wastes little time in setting in motion his plot to take control of an orbiting satellite and use its laser-firing capabilities to deliver massive damage to Gotham and commemorate his return.

Terry’s deductive skills aren’t quite on par with Bruce’s but he brings a unique approach to the role.

Due to the unexpected and impossible nature of the Joker’s return, much of the film revolves around Terry trying to uncover the details of his last appearance and how and why the Joker has resurfaced, apparently from the grave. With Bruce and Barbara being tight-lipped on the matter, Terry pays a visit to the aged Tim Drake (Stockwell), formally Robin, believing him to be involved somehow. Though now happy, healthy, married, and long retied from the role, Drake is still able to detect Batman even with his fancy cloaking technology, but denies any involvement in the matter, expressing only regret and bitterness at the entire debacle and his gratitude at having left the life behind. When Terry’s next suspect, Jordan Pryce (Hamill), also turns out to be little more than a middle man, he briefly despairs at his inability to duplicate Bruce’s deductive skills and reasoning only to finally solve the mystery by observing the deliberate nature of the Joker’s attack on the Batcave and the common thread that links all the materials he’s stolen, proving again that Terry might not be quite on the same level as his predecessor but is still capable of solving mysteries in his own, unique way.

The Nitty-Gritty:
Of course, the true extent of the Joker’s villainy and viciousness isn’t exposed until Barbara reveals the tragic details of their last encounter with the Joker through a flashback to some thirty years ago when Batman, Barbara-as-Batgirl (Tara Strong), and Robin were acting as a crimefighting trio; one night, while out solo, Robin was kidnapped by Harley Quinn and held captive by the Joker for three weeks. After aggressively hounding the underworld, the duo was finally lured to the rundown, partially demolished Arkham Asylum by the Joker. There, they are horrified to find that Joker and Harley (Arleen Sorkin) have brainwashed and tortured Robin into being their surrogate son, Joker Jr/J.J. and that, despite Tim’s willpower and strength, he eventually cracked and told them everything about Batman and his operation, revealing his true identity (much to the Joker’s disappointment) and transforming Tim into a disfigured, cackling little Joker-boy

The Joker subjects Tim to endless torture and unwittingly seals his fate.

During the highly emotionally-charged fight that consequently breaks out, Harley appears to fall to her death (despite Batgirl’s attempt to save her) and Batman, overwhelmed by his anger, is baited by the Joker, who gleeful shows video footage of Tim’s torture, taunting Batman and his crusade/motivation and receiving a vicious beating as a result (Batman even threatens to “break [him] in two!” in a chilling moment). However, after being incapacitated by the Joker, Batman can only watch helplessly as Tim shockingly chooses to shoot the Joker through the heart rather than kill his mentor, breaking down into a cackling flood of tears afterwards. It’s a truly horrific and terrifying fate for poor little Tim Drake and which, clearly, has fundamentally soured Batman’s character ever since and led to him alienating all of his closest allies in his twilight years. Though Drake recovered from this horrendous experience, it turns out that the Joker has been “possessing” Tim’s body using a special chip he implanted during Robin’s capture and torture; Tim is completely unaware of the Joker’s influence and the Joker has been able to take over more and more often to the point where he can make the change at will and is on the verge of possessing Tim forever. When Batman confronts Drake about his involvement with the Joker, the former Robin grows confused and disorientated before becoming more and more agitated and crazed, incapacitating Batman’s suit and descending into maniacal laughter, literally transforming into the Joker before our eyes in a spine-chilling moment.

The Joker is destroyed and Bruce finally begins to reconcile with his former allies.

With the Joker’s destructive laser damaged and now heading directly towards their location, Batman and Joker engage in a surprisingly evenly-matched fist fight; it seems possessing Drake’s body as afforded Joker the means to go toe-to-toe with the much younger and more formidable Terry but, just as the Joker is about to throttle the life out of him, Batman uses the Joker’s own electrified joy buzzer to short out and destroy the chip on Tim’s neck, defeating the Joker once and for all and returning Tim to his body, sanity, and consciousness. In the end, Batman gets Tim to safety, allowing the former Robin to finally reconcile with Bruce, Harley is revealed to be alive (though a grouchy old woman), Tim (and, more importantly, Bruce) commends Terry’s abilities as Batman, and Terry flies off into the night to continue the never-ending fight as the Batman of the future.

The Summary:
Batman Beyond: Return of the Joker is an action-packed adventure, to be sure, but also easily the darkest of Batman’s animated features; Batman Beyond was already quite a bitter and cynical end for Batman and his allies, with Bruce ending up a grouchy old man with none of his friends or family left, but Return of the Joker really hammers home how bleak Batman’s later years became. Using elements of the “Death in the Family” storyline (Starlin, et al, 1988), Return of the Joker really sticks it to any fans of Robin by having Tim relentlessly tortured and abused and even hinting that Dick Grayson is just as bitter and full of regret as Tim and Bruce. Thankfully, amidst all this bleakness, there is new hope in the form of Terry, a young and very capable but also very different Batman who helps to bring some of the fire and meaning back to an otherwise jaded Bruce. Return of the Joker is framed as Terry’s ultimate test, one that no one else believes he is ready for thanks to the danger and near-mythical threat of the Joker. Throughout it all, though, Terry remains resolute and confident and is able to defeat the Joker in a way that Bruce never could.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think of Batman Beyond: Return of the Joker and where would you rank it against other animated Batman films? Which version of the film do you prefer? Were you a fan of Batman Beyond? Whatever your thoughts, leave a comment down below and check back in next Tuesday for Batman Day!

Movie Night [Multiverse Madness]: Superman: Red Son


In September 1961, DC Comics published a little story called “Flash of Two Worlds” (Fox, et al), a landmark story that featured in The Flash #123 and brought together two generations of the Flash: the Golden Age Jay Garrick and the Silver Age Barry Allen. In the process, DC Comics created the concept of the multiverse, the idea that DC Comics continuity was comprised of an infinite number of parallel universes that allowed any and all stories and characters to exist and, more importantly, interact and I’ve been celebrating this ground-breaking concept every Sunday of this month!


Released: 25 February 2020
Director: Sam Liu
Distributor: Warner Bros. Home Entertainment
Budget: Unknown
Stars: Jason Isaacs, Amy Acker, Diedrich Bader, Vanessa Marshall, Roger Craig Smith, and Paul Williams

The Plot:
In an alternate timeline, Krypton’s last son crash-lands in Cold War-era Russia and Superman (Isaacs) is raised to be the figurehead of Joseph Stalin’s (William Salyers) Communist campaign. In response, Lex Luthor (Bader) devises a plan to neutralise and destroy the Soviet Superman while a renegade terrorist known as Batman (Smith) and the alien cyborg Brainiac (Williams) both plot to overthrow the superpowered tyrant.

The Background:
Having met with considerable success with their animated ventures, such as Batman: The Animated Series (1992 to 1999), Warner Bros. Animation began producing a number of direct-to-video animated features based upon existing and popular comic book storylines but Superman: Red Son was a bit of a change of pace as the last few animated features had been part of a shared universe. Red Son was based on the three-issue miniseries of the same name written by Mark Millar in 2003, a story that was part of DC’s “Elseworlds” imprint. A surprisingly dense text, it was a popular and poignant “What If” scenario published by DC Comics for its deconstruction of Superman’s ideals. Similarly, the adaptation received generally positive reviews and sold quite well on home media. Having never gotten around to reading the original comic and, although I’ve been aware of it and the premise for some time, this was actually my first time properly experiencing this alternate take on Superman.

The Review:
These days, the “Evil Superman” story has been pretty much done to death; it was a big part of the Injustice franchise (NetherRealm Studios/Various, 2013 to 2017), movies like Brightburn (Yarovesky, 2019) have explored the concept further, and even Henry Cavill’s version of the character has walked the line more than once, particularly in the questionable “Knightmare” scenario present in the DC Extended Universe films. Interestingly, Red Son takes Superman’s core values of “Truth, Justice, and the American Way” and simply transposes them into Soviet Russia; as a boy, Superman fears hurting others with his powers and hides them from the world as a result but, after showing them to Svetlana (Winter Ave Zoli), is encouraged to “give them to the State” in order to put them to the best use (i.e. for the betterment of their Communist superiors). As a result, the Soviet Superman isn’t initially evil in the way a lot of alternate versions of Superman are; he begins as a humble Communist patriot who is simply acting in the best interests of his country, which is basically what the mainstream Superman does more often than not.

Superman embarks on his own totalitarian regime predicated on peace through force.

At first, the Soviet Superman basically acts as a nuclear deterrent to the rest of the world, ensuring the strength, superiority, and prosperity of Soviet Russia in a similar way to how Jon Osterman/Doctor Manhattan acted for the United States in Watchmen (Moore, et al, 1986 to 1987). This Superman is uncomfortable in the spotlight and sees himself as a “servant of the State”, a man simply doing his part in ensuring Russia’s success, and is quick to attribute his feats to the betterment of the country rather than simply his actions. Similarly, he doesn’t hesitate to act to intervene when Metropolis is threatened by a falling satellite, expressing that the citizens of the United States aren’t his enemy or those of his government, and yet he is sceptical and distrustful of the press, such as Lois Lane-Luthor (Acker). In this version of the DC Universe, Lois is still a reporter but is married to Luthor; Lois’s ideals clash with those of Superman’s, with each of them disapproving of the actions and methods of each other’s governments. Clearly intrigued by Superman, it is Lois who opens his eyes to the horrendous actions of Stalin, which have left his beloved Svetlana dead after being imprisoned in a hellish gulag for knowing his true identity. Disgusted at the torture and treatment of the prisoners, and enraged at Svetlana’s death, Superman frees the inmates and brutally kills Stalin, usurping his authority in the process and beginning his own totalitarian regime. Just as she encouraged him to give his powers to the country, Svetlana’s dying words motivate Superman to be the strongest of the strong and to ensure that the Russian people are never again oppressed. Just as Luthor hoped, this causes Superman to become a significant threat as he easily ends the Korean War and demolishes the Berlin Wall, accepting collateral damage and loss of life to safeguard the majority and spreading a message of peace through aggressive intervention. Luthor’s machinations speed up his vendetta against Superman, which sees his him cloning a bizarre version of Superman using genetic material from this landing craft.

Luthor creates a clone of Superman that he purposely overloads to the point of death just to rattle Superman.

This “Superior Man” (Travis Willingham) resembles the traditional Superman in many ways, save for a “US” symbol on his chest, and has been programmed with complete subservience to his country (and to Luthor), however he’s little more than a blank slate. Luthor unveils Superior Man in a very public display and wastes no time in sending him to confront Superman, leading to a massive brawl between the two through the streets of Moscow. Horrified at the devastation and loss of life their conflict causes, Superman quickly diverts the battle away from innocent lives (interesting that the Soviet version of Superman is more concerned with safeguarding innocent lives than Snyder’s Superman in his debut film…), but the clone soon degenerates into a monstrosity and, finally, painfully dissolves when Luthor purposely overloads him with more power to test Superman’s limits and psychologically unnerve his superpowered opponent.

The Nitty-Gritty:
Superman: Red Son isn’t anything massively new when it comes to animation since it appears very similar to other DC animated movies and draws heavy aesthetic influence from Paul Dini and Bruce Timm’s animated works. The story continuously jumps through time, showing characters aging and noticeably changing (Luthor starts off quite athletic and with a full head of hair but soon grows pudgy and balding while Superman’s costume becomes darker and more adorned with military insignias and accessories as his campaign escalates), which covers a lot of ground very quickly in order to establish that these events take place over a long period of time and slowly shows the expansion of Superman’s Communist strength.

Superman and Wonder Woman forge an alliance in a world where Batman is a violent terrorist.

As with many alternate world stories and animated features, Red Son includes several cameos and additional characters, recast and changed by their place in this parallel world. This Superman forges a powerful alliance with Diana Prince/Wonder Woman (Marshall), who admires his accomplishments and his commitment to his ideals of unity through strength; their relationship is built out of a mutual desire to change the world for the better with their powers and resources rather than a romantic liaison since Diana is a lesbian in this world. In time, however, Diana comes to question Superman’s methods when he turns insurgents into little more than zombies. Similarly, Superman faces opposition from the Soviet Batman, here little more than a terrorist who openly opposes Superman’s regime after suffering in the same gulag as Svetlana and losing all faith the superpowered Premier. As with many alternate versions of Batman, the Soviet Batman is perfectly happy to kill, blowing up a museum dedicated to Superman’s accomplishments and killing numerous innocents in the process. Batman has also inspired several followers, who all wear his symbol and willingly follow his orders, which causes them to be subjected to brainwashing by Superman’s reprogrammed Brainiac technology. After many years of striking against Superman, Batman eventually overwhelms Wonder Woman and subdues her with her own Lasso of Truth in order to lure Superman into a trap. Using artificial red sunlight supplied by Luthor, Batman weakens Superman and mercilessly beats him into submission as payback for his part in the death of his parents and to liberate Russia from his oppressive rule. Ultimately, though, Wonder Woman breaks free from her binds and restores Superman’s powers, though Batman choose suicide over being subjected to Superman’s brainwashing and the whole ordeal causes Diana to walk away from man’s world.

Superman and Luthor team up to defeat Brainiac and Superman uses the opportunity to fake his death.

Finally, Luthor’s ongoing efforts to bring down Superman lead to him not only becoming President of the United States and repositioning the United States as a prosperous democracy, but also discovering Abin Sur’s crashed spaceship and bequeathing the power ring on his finger to Captain Hal Jordan (Sasha Roiz) to create an alternative version of the Green Lantern Corps. Although not wishing to go to war with the United States, or to simply remove Luthor from power, Superman is forced into action when the Green Lantern Corps attack; although saved by Diana, he refuses to listen to her pleas for peace and loses her trust and friendship forever when Themyscira closes its borders to the rest of the world. Although Brainiac’s invasion of the world is limited to a brief montage, its influence on the story is significant; defeated and reprogrammed by Superman, Brainiac not only subtly influences Superman’s methods and gives him the technology necessary to better enforce his rule, but has also been secretly plotting to take over the world through Superman’s increasingly aggressive methods. This comes to a head in the finale, where Brainiac’s machinations lead Superman to the White House and the world to the brink of all-out war. Thanks to Lois, Superman realises the error of his ways and even works alongside Luthor (in a version of his signature mech suit) to battle Brainiac on the White House lawn; Luthor’s technology even ends up playing a pivotal role in disabling Brainiac’s forcefields and allowing Superman to destroy the machine, faking his death in the process and retreating to a simple, unassuming life to allow humanity to make their own destiny…and their own mistakes.

The Summary:
Superman: Red Son is an entertaining glimpse into an alternate version of Superman, one whose ideals of patriotism and justice are skewed by his Communist beliefs and upbringing. Initially a propaganda tool used to showcase the might of the Soviets, Superman evolves into a surprisingly layered dictator, one who laments and avoids the taking of innocent lives but is willing to aggressively expand his empire through force, if necessary. In time, his regime enforces a notable peace through the expansion of Communist ideals, which makes him colder and more inhumane in his efforts as he subjects those who defy him to lobotomies and yet still believes that his methods are more humane than those of Stalin. Superman is positioned as the enemy of the free world, particularly Democratic nations such as the United States, which seeks to liberate the Soviet nations from his oppressive rule but, as with Superman’s methods, Luthor’s aren’t exactly benevolent. One thing I found particularly interesting was that Superman doesn’t have another name; renouncing whatever name he had as a boy and becoming a symbol of Communist power and ideology, he’s also far more separated from humanity because of the emphasis on his alien nature, which is skewed by Communist beliefs. It’s an interesting take on the character and helps to make the story stand out and showcase the surprising amount of depth to Superman, who retains his trademark desire to only do good and help others but this desire is distorted by his totalitarian ways.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to Superman: Red Son? How would you rank it against the other DC animated features and how do you think it holds up against its source material? Are you a fan of the Soviet Superman concept? What other alternate scenario would you like to see Superman thrust into some day? What is your favourite alternative take on Superman and what are your thoughts on the “Evil Superman” trope in comic books and other media? Whatever your thoughts on Superman: Red Son and other parallel versions of iconic characters, go ahead and leave them down below.