Back Issues [JLA Day]: Justice League of America #9


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: “The Origin of the Justice League”
Published: February 1962
Writer: Gardner Fox
Artist: Mike Sekowsky

The Background:
All Star Comics (1940/1941) brought together eight superheroes from different publishers for the first time, birthing not just the Justice Society of America (JSA) but also the first ever superhero team in comics, allowing readers to see their favourite characters interacting all for the same price as any one comic. The JSA’s roster expanded and changed over the years but the team underwent their most significant change in the late-1950s when then-editor Julius Schwartz tasked writer Gardner Fox with reintroducing and rebranding 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. The Clark Kent/Superman, Bruce Wayne/Batman, Diana Prince/Wonder Woman, Hal Jordan/Green Lantern, Arthur Curry/Aquaman, Barry Allan/The Flash, and J’onn J’onzz (or “John Jones”)/Martian Manhunter debuted as the JLA in The Brave and the Bold #28, a title famous for featuring superhero team-ups. However, the team’s actual origin wasn’t revealed until this issue of their self-titled series, which became one of DC Comic’s best-selling titles. Over time, the JLA’s roster has also changed and many splinter groups and spin-offs have been introduced, but perhaps there is no more iconic line-up than this original roster of DC’s heavy-hitters.

The Review:
I was going to open this review by saying how odd it was that the Justice League’s debut story wasn’t actually a bumper tale about how these seven characters first came together, but quite a few first appearances of famous comic book teams and characters simply started with them already in their superhero role or somewhat established as a team, so I guess it wasn’t completely against the norm. “The Origin of the Justice League” gets off to a rocky start with perennial hanger-on, Lucas “Snapper” Carr, racing to the Justice League’s cavernous headquarters, the Secret Sanctuary, to celebrate a birthday, though he can only imagine which member of the team is to be honoured. When he gets there, he finds Green Lantern, Wonder Woman, Aquaman, and Oliver Queen/Green Arrow in the midst of getting the place and spik-and-span for the party; there’s something a bit odd about seeing Amazonian warrior and peacekeeper Diana Prince wiping down a table like a scullery maid but it’s great to see them making Snapper do menial chores like mopping the floor and cleaning out their display cabinets since this aggravating hipster youth really isn’t fit for anything else. It doesn’t take Snapper long to get distracted, however, when he spies a display case filled with wooden splinters that is directly tied to the team’s first mission. Wonder Woman has the entire Justice League pitch in getting the Secret Sanctuary ready for their event, which is of course to celebrate the anniversary of the first time they came together, and each of Leaguers take it in turns to share the story with their overexcited mascot.

J’onn and Aquaman are the first to encounter alien beings and to be transformed into trees!

J’onn J’onnz starts things off since it was he who first discovered the threat that would unite the world’s greatest heroes. After hearing a “queer report” about people spontaneously having turned to stone, J’onn investigated and found an entire town full of people turned to stone and confronted the source of the petrification: a massive stone giant that proves impervious physical assault. Using his “Martian vision”, the Martian Manhunter learned that the giant came from the alien world Appellax and was one of seven contenders to the throne who came to Earth in a meteor storm with the goal of conquering the planet to earn the title of Emperor (or “Kalar”) of his home world. Although the giant briefly sapped J’onn’s strength after learning of his weakness to fire, J’onn easily used his “Martian breath” to suck up some water from a fire hydrant to extinguish the flames and then attacked the giant’s weak spot with his great Martian strength. With the giant rendered unconscious, his victims returned to normal and J’onn summoned the police to “take the giant into custody” (apparently leading to them smashing the alien rock monster with sledgehammers!) but was transformed into a tree when he investigated the meteor that brought the being to Earth. While swimming through the Indian ocean, Aquaman learned from a dorado of another meteor, one causing panic in the seas after spawning a strange alien creature made of glass who turned underwater life to glass. Although also turned to glass the moment he investigated, Aquaman was still able to call upon his fishy friends to attack the creature, first attempting to shatter it with brute force and then succeeding in defeating the alien by causing massive sonic vibrations. However, when learned of another meteor and raced to oppose its threat, he too was transformed into a tree.

Wonder Woman and Green Lantern overcome their limitations to defeat their alien threats.

Wonder Woman’s arrival on Themyscira was ruined by the presence of strange glittering globs all over the island that unleashed a living blob of mercury that transformed the Amazons into liquid. Calling upon Hera for strength, Wonder Woman whipped out her magical lasso to ensnare the blob-like alien; although she was unable to simply fling it into space since her strength was divided between fending off the creature’s “queer radiation”, Wonder Woman was, inexplicably, able to swing the creature around so fast that it was destroyed by the resulting friction heat. Although this caused her great strain, Wonder Woman was ultimately successful and returned her sisters to normal, but she too was turned into a twisted tree-like being when she investigated the other meteor. Around the same time, Green Lantern was returning to Earth and was startled by the sudden appearance of one of these meteors, and even more shocked when it spawned a gigantic golden bird that systematically began transforming humans and animals alike into ghastly winged creatures using a “white ray”. Since his Power Ring is useless against anything even remotely yellow, Green Lantern was powerless and being partially transformed into a bird-man himself before luring the creature into a nearby waterfall and using his Power Ring to freeze both solid. With the winged terror effectively subdued, all of its victims returned to normal and Green Lantern got them to safety but found himself becoming a gnarled tree at the same time as Wonder Woman!

The Flash and the others help to free their comrades so Wonder Woman can finish off the wood alien.

While in Europe acting as a representative to an Interpol meeting, the Flash learned of a strange meteor falling near Italy and raced out to investigate, finding a flaming humanoid creature transforming humans into similarly blazing monsters. His attempts to whip up a strong wind, douse the flaming alien with water, and snuff it out with sand were all unsuccessful, however, when the creature proved powerful enough to turn these to steam and glass. The Flash quickly discovered the solution was the same as almost every situation he ever finds himself in and he simply ran around super fast to create a vacuum that extinguished the flaming beast, returning its victims to normal, but he wasn’t fast enough to avoid becoming a tree like his fellow costumed heroes. Their great powers rendered mute and their strength inert by the meteor’s radiation, the fledgling Justice League were powerless to stop a massive wooden alien from emerging from its cocoon and compelling them to follow its bidding. Did I say powerless? Well, not quite as Aquaman (of all people) summoned the strength necessary to chip a small piece of wood from Green Lantern’s hand, exposing his Power Ring and enabling him to free J’onn’s face. J’onn then used his Martian breath to free the Flash, who then helped to free Wonder Woman, thereby allowing her to regain just enough control over themselves to easily destroy the wood-like alien by stripping it to splinters with her magical lasso.  

Superman finishes off the last alien with little to no help from the other heroes.

This wasn’t the end for the colourful heroes, however; one last meteor landed in Greenland but, when they flew over to confront the final claimant to Appellax’s throne, they found Batman and Superman already clashing with the alien, this one a jagged, slender ice being. Although the other heroes were content to leave this last alien to the World’s Finest, Superman ran into a spot of bother when the meteor turned out to be made of Kryptonite, leaving him weak and vulnerable. Although his arms and legs were rapidly turning to diamond as a result of the creature, the Batman was able to use his Batplane to get the meteor away from the Man of Steel, allowing Superman to instantly destroy the creature by using one of his many crazy super powers to turn it into harmless coal. In the aftermath, despite none of the individual heroes even remotely learning anything about working as a team or coming together to destroy a threat greater than any one of them with the exception of Batman and Superman (who had already worked together numerous times by this point), the seven superheroes agree to form a the Justice League to oppose any threats to the sanctity of peace and justice. Back in the Secret Sanctuary, Snapper is blown away by the story, and Superman’s solution to the problem; although awestruck, he wants to know even more of the team’s secrets, like how the Secret Sanctuary was built, but is content to set these questions aside and join his masked friends in celebrating their anniversary.

The Summary:
Have I mentioned how much I detest Snapper-bloody-Carr? Jeez, I mean, of all the jive talkin’, hipster teenage characters in comics from this era, he’s got to be the dirt worst. At least he’s not constantly snapping his fingers like a moron throughout this story, but the way he talks just grates on me. Did the writers really think kids would appreciate seeing a character like this mooching off their favourite superheroes? It really blows my mind to think that this was ever considered a good idea; I mean, if you want to toss in a teenager for the young ‘uns to relate to, just use Dick Grayson/Robin! Anyway, luckily, Snapper is hardly in this story and he doesn’t get to take all the glory for himself like in the Justice League’s first issue, but that doesn’t make this story any better, to be honest. Like in their first issue, the Justice League is painfully divided here, and the focus is more on the less popular superheroes, meaning Batman and Superman don’t show up until the very end. To be fair, though, I don’t actually mind this; especially in today’s world, where Batman is everywhere, on every team, all the time and massively overexposed, it’s nice to see guys like Green Lantern and the Flash get a bit more of the spotlight (Hell, all Batman does is get the Kryptonite away from Superman; he’s probably in the story less than Snapper Carr!)

The combination of Snapper, a weak threat, and lack of teamwork make for a mediocre origin story.

Unfortunately, this isn’t really a compelling origin story. The idea that these seven elemental aliens have landed on Earth and are causing havoc has a lot of potential; seven threats for seven heroes to unite against. Instead though, each threat is dealt with individually; while this does showcase the power of Wonder Woman and the extent of Aquaman’s telepathy, it’s really not a good way to justify them forming a team. The only time they even remotely do anything even slightly team-orientated is when they free each other from the wood-alien’s control; they don’t get overwhelmed and need another hero’s help and they don’t come together to face off a greater threat. They just dispose of their individual menaces, get turned into wood like idiots, and then watch on as Superman finishes off the last alien since he doesn’t need their help. How much better would it’ve been if, say, one alien was boiling or freezing the sea, so the Flash had to use friction to help out Aquaman? Or if Wonder Woman had to bail out Green Lantern after his Power Ring proved useless? Or if J’onn faced the fire alien and Aquaman helped him out with water? The primary appeal of this story is paying the same price you would for a solo book and seeing seven superheroes in action, but the action and narrative really isn’t all the compelling; the aliens have no personalities or characterisations or motivations beyond this throwaway desire to rule the world, and they’re all pretty weak. The wood one is built up as this major threat, but it’s disposed of pretty easily, and the ice/diamond one is similarly undone in the blink of an eye by Superman. Honestly, I feel like Starro the Conqueror was a far more credible and League-worthy threat and, if you recall from my review of that story, he was basically a joke as well, meaning I can’t really take this menace that seriously or find the idea that these heroes would ever want to form a team after this lacklustre experience.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to the JLA’s origin story? Were you satisfied with the explanation of how the seven came together or, like me, did you find the threat and motivation incredibly weak? What did you think to the aliens the heroes faced off with and would you have liked to see the heroes interacting a little more? Are you a fan of Snapper Car and, if so, why? 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 share them below or join the discussion on my social media.

Game Corner [Brightest Day]: Green Lantern: Rise of the Manhunters (Xbox 360)


Although February 2014 was dubbed “Green Lantern Day” (because, by the American calendar, the date read as “2814”, the space sector assigned to Earth in DC Comics), the significance of this date has passed over time. Instead, I’m choosing to celebrate the debut of perhaps the most popular iteration of the character, Hal Jordan, who first appeared in October 1959.


Released: 7 June 2011
Developer: Double Helix Games
Also Available For: Nintendo DS, Nintendo 3DS, Nintendo Wii, PlayStation 3

The Background:
When Green Lantern first appeared in All-American Comics #16 in July 1940, it was as the superhero persona of of Alan Scott. However, in 1959, Julius Schwartz had writer John Broome and artist Gil Kane reinvent the character as space cop Hal Jordan, thereby creating what we now know as DC Comics’ resident intergalactic police force. After years of aborted attempts, Hal Jordan finally made his big-screen debut (alongside the Green Lantern Corps) in Green Lantern (Campbell, 2011), a critical and commercial failure that set back the formation of a DC cinematic universe a couple of years. However, one thing that came out of the movie was Green Lantern’s first (and, so far, only) solo videogame outing with this tie-in title, which was made by an amalgamated developer whose previous titles were also mostly videogame adaptations. Although featuring the likenesses and voices of many of the film’s stars and allowing players to utilise stereoscopic 3D during gameplay, Green Lantern: Rise of the Manhunters received mixed reviews; while some praised the various gameplay mechanics and the game’s presentation, others criticised the repetitive combat and lack of replayability. Since Green Lantern failed to produce a sequel, we’ve yet to see another solo videogame for the ring-slinger, which is a bit of a shame considering how much potential the character has in the near-limitless scope of the genre.

The Plot:
Before harnessing the green energy of willpower and creating the intergalactic peacekeepers known as Green Lanterns, the Guardians of the Universe employed androids called Manhunters. After being shut down for becoming too violent, the Manhunters suddenly return for revenge against their former masters, and Green Lantern’s Hal Jordan and Thaal Sinestro are just two of the emerald corpsmen dispatched to combat this threat.

Gameplay:
Green Lantern: Rise of the Manhunters is a third-person action/adventure game very much in the style of hack-and-slash brawlers like the God of War franchise (Various, 2005 to present). Players take on the role of Hal Jordan and fight their way through some pretty long and bland environments slashing about Manhunters with a variety of attacks generating by his Power Ring. If you have a friend, they can join the action at any time as Thaal Sinestro, though he’s basically just a skin and doesn’t have any unique dialogue or attacks and the camera becomes a bit restricted with two players on screen. Still, you have quite a few options available in terms of combat: X unleashes a fast attack with some sword swipes, Y delivers a strong attack that includes a fist and a hammer, B sees you grasping smaller enemies or objects with a claw, and the Right Bumper lets you blast ahead with a drill and chaining all of these together will allow you to pull off some basic combos to take out larger and multiple enemies pretty quickly.

Hal’s Power Ring affords him numerous options in combat and puzzle solving.

A allows you to jump but, unfortunately, you can’t fly unless you’re activating a Green Lantern logo to leap to a new area in a cutscene or dropped into one of the games shooting sections. You can evade, however, with the right stick and shield yourself from attacks with the Left Bumper. As you play through the story, you’ll unlock constructs to assign to the Left and Right Trigger; holding these down and pressing a button lets you pull off up to eight different Power Ring abilities that will drain your meter (though this refills over time and by collecting green orbs). Hal can blast enemies from afar with the Ring Blaster and Gatling Gun, smash them and activate pressure pads with the War Hammer, deploy and throw a Hover Mine to blow them up or destroy power cores, send them flying (and knock back projectiles) with the Baseball Bat, and swing around a couple of maces to devastate groups of enemies. Hal can also rapidly whip Manhunters, auto target and pummel them with the Rocket Punch, smash through enemy shields with the Piston Blitz, deliver targeted attacks to enemy weak points with the Missile Pack, and eventually dish out big damage with a Jet Fighter and a huge Mech Suit. The bigger and more powerful constructs will drain more of your Power Ring’s energy, but you can upgrade your Power Ring and your basic attacks by defeating enemies and smashing parts of the environment for Will Points (strangely still abbreviated to XP). The more XP you earn, the higher your level raises (up to a maximum of ten) and the more upgrades and additional constructs you’ll unlock, eventually allowing you to purchase Lantern’s Light to recharge your Power Ring with the directional pad at the risk of being left vulnerable. Finally, as you defeat enemies, you’ll build up your Ring Surge meter; once it’s full, press the Left and Right Bumper to activate a Ring Surge, which restores your health and Power Ring to full and powers up your attacks for a short time; the effectiveness of your Ring Surge can also be upgraded with XP.

QTEs, simple puzzles, and rail shooting sections add some variety.

The bulk of your gameplay revolves around combat; near endless, mindless combat against Manhunters of all shapes and sizes. The game is incredibly linear, with no need for a map or directions since it’s pretty clear where you need to go, though there are inevitably times when it’s easy to get a little turned around since environments became very samey very quickly. When you’re not smashing apart endless Manhunter drones, you’re given a handful of additional missions, such as destroying mines, leaping to Siege Towers and destroying them by smashing open their armoured cores, and destroying teleport gates to stop enemies spawning in. One mission has you taking out a bunch of lasers before they destroy the Central Power Battery, sometimes you’ll need to press A and rotate the left stick to open doors or spawn in a battery, and other times you’ll be dodging electrified walls and floors to progress. These latter elements get mixed up you play through the story, requiring you to grab a battery and get it to a power node before it explodes or smashing Hover Mines into spinning holes as the floor tries to fry you. Later in the game, yellow Fear Energy nodes and enemies drain your Ring Energy meter and limit your constructs, and Queen Aga’po helps you out on Zamaron by lowering crystal barriers, where you’ll also need to destroy Boost Crystals to stop the Zamarons being powered up. Generally, puzzles are pretty simple, requiring little more than clearing out enemies, grabbing something to plug in somewhere else, either to match symbols or to destroy an energy core, and you’ll only really get a taste of some variety in the handful of rail shooter sections. In these, you use X or Y to fire (with no limits and a rapid-fire option) and can lock onto enemies with LT to fire off energy-draining missiles or become a Jet Fighter with your Ring Surge, making for some fun shooting sections. Additionally, you’ll occasionally have to perform some quick-time events (QTEs) to finish off some of the bigger enemies and bosses, and you can lower the difficulty level after you die if the game becomes too tough.

Graphics and Sound:  
Technically speaking, Green Lantern: Rise of the Manhunters looks, sounds, and plays pretty decently; I experienced a bit of a delay when activating my Ring Surge (though this could’ve been my controller) but there wasn’t really any slowdown, which is good as things can get a bit hectic at times. Ryan Reynolds returns to voice and lend his likeness to Hal, playing him a little more straight-laced now that he’s a fully-fledged Green Lantern, and he (and the other Green Lanterns) matches his much-maligned movie appearance very well. His constructs all look big and fun and imaginative, though they are a bit restrictive; his basic attacks change appearance as you upgrade them, which is a nice touch, and the developers even made the bizarre decision to include a function where Hall becomes dizzy if you rapidly spin the control stick.

The game evokes the aesthetic of its movie counterpart, for better or worse.

Sadly, the game’s environments and music aren’t much to shout about; you visit Oa twice, at the start and end of the game, and both times it recreates the look of the movie but is little more than a bizarre alien landscape under attack from various Manhunters. Zamaron is a rocky, mushroom-strewn alien world that is more bland than interesting, though it does include canyons and crystal mines and temples and such. The only other area in the game is Biot, a massive mechanical factory and processing plant for the Manhunters that’s full of gears and pistons and consoles and such, but there’s very little to interact with in any of the game’s locations and few rewards or incentive to explore as there aren’t really any collectibles. The game’s cutscenes work well enough, with the suit and the movie’s aesthetic actually translating pretty well to the action figure presentation of this era of gaming, and I liked how the story was a sequel to the movie, though it’s weird how there was no expansion on Sinestro’s decision to switch to a Yellow Ring.

Enemies and Bosses:
The vast majority of the enemies you’ll face are Manhunters, disposable tin cans that fly or teleport in and attack in some large numbers. You’ve got regular drones, ones with shields or blasters, and annoying bastards on these hoverboards that allow them to zip around and bombard you with laser fire. Sometimes you’ll be attacked by mines and laser cannons or Manhunter ships, which can be destroyed by smashing back their projectiles, and larger Manhunter variants will rush at you and grab you in a bearhug, draining your Ring Energy and forcing you to mash A to escape. On Zamaron, you’ll battle some different enemies, mainly mind controlled Zamarons who attack with staffs and such, but you’ll also encounter Willhunters, which drain your Ring Energy, and Manhunters also exhibit this ability on Biot and later in the game.

Only Zamaron offers a reprieve from the endless Manhunter variants.

Bosses are primarily larger Manhunters, which then return as mini bosses or are strewn throughout shooting stages. The Ultra Manhunter is the best example of this; you’ll first battle it on Oa, where it stomps about firing lasers and shooting its fists at you but you can evade it, take advantage of the nearby Lantern power-up, and land some combos when it gets stuck on the ground. Ultra Manhunters reappear numerous times, often in twos and accompanied by a slew of other Manhunters; they later add a gravity bomb to their arsenal which sucks you in before exploding, but you can destroy these with your Hover Mines and you can put them down with a QTE after dealing enough damage and blast them to smithereens in the shooting sections. The Siphoner Manhunter, which bearhugs you, and the Willhunters are presented like mini bosses when you first encounter them but they quickly just become regular enemies. On Zamaron, you’ll battle Queen Aga’po after she’s corrupted by the Yellow Energy; she causes crystals to burst from the ground (which freeze you and enemies if you touch them) and sends her minions after you between attacks before attacking with her lance. After pursuing her in a shooter section and taking out another Ultra Manhunter, she sets the Zamaron Defender on you. This battle takes place on a 2.5D pane and sees you attacking its hands and the Willhunters it sends out, avoiding its swipes and the falling boulders, smashing back its projectiles and dodging its electrical barriers and shockwaves in easily the most annoying boss battle of the game so far (and you don’t even get the catharsis of finishing it yourself as Hal delivers the final blow in a cutscene).

After besting the Manhunters, you’ll face off against renegade Amon Sur.

Biot is full of Siphoners and Ultra Manhunters, Manhunters who exude Yellow Energy, and annoying reactor cores that you need to destroy with your Hover Mines. The mechanical hellhole culminates in a battle against the titanic Grandmaster, which is essentially an even bigger Ultra Manhunter and your Mech Suit comes in handy here, allowing you to go toe-to-toe with the armoured foe, who loves to blasts its fists at you and swing them around the arena to send you flying. Take it down and you get to battle the even bigger Highmaster afterwards, which is an even larger Ultra Manhunter that blasts out bigger versions of those gravity bombs and sends a massive laser beam from its hand to cut you down. The only way to damage this guy is to attack the glowing points on its knees, then run around behind it and awkwardly toss your Hover Mines into its knees so it drops to the floor, allowing you to attack the cockpit where Kilowog is being held captive. Repeat this three times, fending off the Manhunters and dodging its faster and more aggressive attacks, and you’ll progress to the final stage of the game. This sees you returning to Oa, where Amon Sur has become consumed by Yellow Energy and is leading a renewed Manhunter assault against the Guardians. You’ll need to dispatch his minions before engaging with him one-on-one, which sees Amon dashing at you with his scythe-like lance, conjuring skeletal hands, bombarding you with laser blasts, and protecting himself with an impenetrable shield. Deal enough damage and he also constructs a massive mech suit for himself, meaning the finale becomes a game of Rock ‘Em Sock ‘Em Robots as you throw slow punches at him, guard against his attacks, and stomp the ground to break his guard, completely negating all of the combat and gameplay you’ve endured and mastered and having the final boss come down to a QTE with obnoxious timing.

Power-Ups and Bonuses:
As you defeat enemies and smash pots and other parts of the environment, green, white, and blue orbs will refill your health and Ring Energy and grant you XP. Occasionally, you’ll find Lantern charge points in the environment which fully replenish your health and energy and allow you to pull off a Ring Surge, but that’s about it for in-game power-ups. New constructs are made available as the story progresses and as you level-up, which also unlocks upgrades for your attacks and Ring Meter so they become flashier, more powerful, and charge/last longer. You can assign Hal eight different constructs to use and can swap them out from the pause menu, but it’s best to keep a couple (like the War Hammer, Baseball Bat, and Hover Mine) in your arsenal since they’re useful for solving puzzles and defeating certain enemies. Other constructs, like the Jet Fighter and Mech Suit, may deal a lot of damage but they have a long charge time and drain more of your Ring Energy, though you can find and destroy coloured meteorites in each mission that will extend both of these meters.

Additional Features:
There are forty Achievements to earn in Green Lantern: Rise of the Manhunters, with eleven being awarded simply for clearing the game’s missions and story mode. You’ll also get Achievements for racking up high combos, acquiring and upgrading every construct and ability, defeating certain enemies with each construct, and fully expanding Hal’s health and energy. There are three difficulty levels for the game, with an additional Achievement awarded for beating it on the hardest setting, and two more for playing in co-op, making for some pretty simple to earn Achievements. Co-op mode is pretty good, though there’s a distinct lack of individuality to Sinestro, and you can replay any cleared mission from the main menu and even take advantage of a 3D functionality if you have one of those 3D TVs. Sadly, there really isn’t much to keep you playing; you can go back and look for things you’ve missed, but there are no collectibles, no concept art or gallery, and no skins to unlock, making for a pretty cheap and barebones experience.

The Summary:
Green Lantern: Rise of the Manhunters is a pretty decent hack-and-slash videogame; fans of the God of War franchise will be immediately familiar with the vast majority of the gameplay, but those who crave a little more depth to their games will be left wanting more from this tie-in title. The controls and combat are pretty good, but the stages are extremely restrictive and tediously drawn out, artificially extending the length of the game without really providing much visual variety. Combat quickly becomes tedious and you can easily mow through most enemies with the same button inputs or constructs without needing to mix things up and, while the rail shooting sections are fun, they’re few and far between and don’t really have a great deal of challenge to them. The enemies you battle get old very quickly, making things even more monotonous, and the few puzzles offered are ridiculously easy to solve and recycled over and over. Graphically, the game does a good job of emulating the style of the movie it’s based on and the story functions as a lacklustre follow-up to a mediocre film, but there’s very little replay value to be offered here. As a quick, cheap cash-in that rips off the gameplay of a more successful franchise, Green Lantern: Rise of the Manhunters does alright but there’s obviously better hack-and-slash titles out there and the only reason to really get this is if you see it cheap and you fancy adding some quick and easy Achievements to your gamer score. Overall, the game just lacks in imagination; Green Lantern is a character who can potentially do and conjure almost anything he desires but he feels needlessly handicapped here and the lack of skins, unlockables, or visual variety really drag this game down.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played Green Lantern: Rise of the Manhunters? If so, what did you think to it? How do you feel the combat and constructs worked in the context of the game? What did you think to the plot and its status as a follow-up to the movie? Were you disappointed by the lack of variety in the enemies and locations? Which of the constructs was your favourite and were you a fan of Ryan Reynolds reprising the role? What did you think to the movie the game’s based on and would you like to see a new Green Lantern game in the future? Which Green Lantern character, villain, or story is your favourite and why? How are you celebrating this pseudo-Green Lantern day today? Whatever you think about Green Lantern: Rise of the Manhunters, and the Green Lantern comics books, feel free to leave a comment below.

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


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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

My Rating:

Rating: 1 out of 5.

Terrible

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

Game Corner [JLA Day]: Justice League Heroes (PlayStation 2)


To celebrate the release of Justice League (Snyder/Whedon, 2017), DC Comics named November 18 “Justice League Day”. Sadly, this clashes with something else I have planned for that date this year but, setting aside all the drama surrounding that movie, this still provides a perfect excuse to dedicating 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.


Released: 22 November 2006
Developer: Snowblind Studios
Also Available For: Nintendo DS, PlayStation Portable, and Xbox

The Background:
After coming together in November 1959, the Justice League of America (JLA) quickly became one of DC Comic’s best-selling titles. This shouldn’t be entirely surprising considering the team came to be comprised of DC’s most popular characters: 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 (also known as “John Jones”)/Martian Manhunter. The team saw many members come and go over the years but was a constant staple of DC’s library of comic books and soon expanded into other media. Interestingly, the Justice League’s success hasn’t always resulted in the best videogames, though, meaning developers Snowblind Studios faced a bit of an uphill battle right from the start when creating Justice League Heroes. Built out of a modified engine of their critically acclaimed title Baldur’s Gate: Dark Alliance (ibid, 2001), the developers ending up removing features from that game and engine to focus on extending the length of Justice League Heroes, which has more than a few similarities to Marvel: Ultimate Alliance (Raven Software/Barking Lizards Technologies, 2006), which released about a month earlier. Reviews of the game were mixed across platforms, though, and the game was generally regarded as a bit of a mediocre and mindless beat-‘em-up.

The Plot:
The Earth is under attack from the robot forces of Brainiac, who has coerced many of the world’s most notorious supervillains into helping him consolidate the power afforded to him by a mysterious box from the stars. In response, the world’s greatest heroes, the Justice League, leap into action and team up to oppose Brainiac’s plot in a globe-trotting adventure that requires all of their individual abilities and skills.

Gameplay:
Justice League Heroes is a top-down action brawler in which you (and either another player or a computer-controlled partner) battle through a number of recognisable locations from the DC universe as various members of the Justice League. The game’s story is split into a number of missions that see two members of the Justice League teaming up at any one time; a second, human player can join the game at any point from the pause menu, a solo player can freely switch between the two heroes at will by pressing up on the directional pad (D-pad), and you’ll also be tasked with assembling one or more custom teams of two characters later in the story but you’ll never get the opportunity to switch out characters completely or replay missions with different characters. Gameplay in Justice League Heroes revolves almost entirely around beating up endless hoards of robots and aliens and solving some very light puzzles; characters can jump with a press of the Triangle button (and double jump or fly/glide with subsequent presses depending on who you’re playing as), attack with strong and fast attacks with Circle and X, respectively, and can grab enemies or objects with Square and block incoming attacks by holding R1. By entering different button presses (X, X, O, for example), players can pull off simple combo attacks to take out enemies but there are, sadly, no team up attacks to be found here.

The Justice League’s various superpowers are at your disposal and can be upgraded to be more effective.

While every character controls the same except for their ability to fly or glide, each one is made slightly different from the other through their individual superpowers. By pressing L1 and either Triangle, Square, Circle, or X, players can pull off their character’s signature super moves as long as they have enough energy stored up. This allows you to blast enemies with Superman’s heat vision, for example, or turn them into rabbits with Zatanna Zatara’s magic, or smash them with John Stewart/Green Lantern’s massive sledgehammer. Pressing L1 and R1 will see each character (with some exceptions) pull off a more powerful  super special attack which, again, varies per character; Superman, for example, will become stronger while Batman unleashes a swarm of bats to damage foes and Martian Manhunter briefly becomes intangible and invisible. They’re all pretty useful and different enough in their own way, with most characters having a projectile of some sort, a move to boost their attack or speed, or being able to stun or otherwise incapacitate enemies and you’ll sometimes (very rarely) need to use a specific character’s superpowers to bypass obstacles in order to progress. When playing alone, you can also issue simple commands to your partner using the D-pad; this allows you to increase the aggressiveness of their attack or have them focus on defence, which can be useful when teamed with Zatanna as she’s able to heal all team members.

Rescue civilians, activate consoles, and destroy certain targets to progress amidst the mindless brawling.

Overall, I found the computer to be surprisingly useful and competent; if your partner gets downed, however, you’ll have to rush in to revive them but the game automatically revives any downed characters when you reach one of its numerous checkpoints and enemies will often drop health-restoring orbs to keep you ticking over. Furthermore, if you’re able to attack enemies without taking damage, you’ll build up your “Heroic Meter”, which will increase your damage output until you get hit, and you can alter the difficulty of the game and its enemies by selecting different difficulty settings from the main menu. Despite the game being extremely linear, the developers included a helpful mini map, which you can expand by pressing in the right analogue stick. This isn’t always necessary but, as many of the environments are rather drab, grey, similar, and somewhat labyrinthine at times, it’s a welcome addition to keep you on track even during the game’s shorter and more straightforward missions. Unfortunately, the top-down view can be rather restrictive at times; many areas are filled with debris or obstructions and it always seems like you can only see just enough of the area, which can lead to enemies catching you off guard or hiding behind parts of the environment with no way to see them as they don’t show up on the map. It’s not all mindless brawling, either; occasionally, you’ll be tasked with rescuing a number of civilians or hostages, faced with a time limit, or directed to activate consoles to lower barriers in order to progress. As alluded to earlier, these very rarely require you to use the Flash’s superspeed or the Martian Manhunter’s intangibility to get past obstacles and stop fans, lower energy barriers, or deactivate Kryptonite hazards so that you can progress further. Sometimes you’ll also need to destroy a wall or use a character’s flight to progress across rooftops and, in the final portion of the game, you’ll not only have to protect Superman as he smashes through Darkseid’s fortress but you’ll also be faced with an extremely frustrating and confusing teleport puzzle that was the only time I had to actively look up a solution online.

Graphics and Sound:
Thanks to its zoomed out, top-down perspective, Justice League Heroes is, largely, able to get away with hiding any inconsistencies and defects in its in-game character models. Since you never really see your characters up close, the developers can have them talk and drop hints and quips without really needing to animate their mouths and the simple beat-‘em-up action of the game means that characters just need to look somewhat decent when they throw punches, grab cars, or blast out energy beams. And, for the most part, they do; there’s some neat little touches here and there (like Martian Manhunter being able to transform into his true, more monstrous form and the Flash being accompanied by a speed force double and lightning) and characters are always talking so you know when you need to drop or combine Boosts or have a vague idea of how the story is progressing.

Sadly, the game’s environments and enemies tend to be quite dark, bland, and boring.

Sadly, enemies and environments don’t always live up to the colourful and eye-catching depiction of the titular Justice League. It takes a long time for you to battle anything other than Brainiac’s generic robots or explore areas beyond the wrecked streets of Metropolis or the cold, grey corridors of Scientific and Technological Advanced Research Laboratories (S.T.A.R. Labs) and the like. Eventually, though, you do venture into more visually unique environments like the subways, a honeycomb and sap-encrusted hive, the ruins of J’onn’s civilisation on Mars, Gorilla City, a Lovecraftian dimension populated by strange rock creatures and living tentacles, and a version of Apokolips created on Earth but there’s very little variety offered in terms of the enemies or puzzles and hazards you face as you progress. No matter where you are, it’s the same thing every time: defeat all enemies, maybe activate a console, and reach the end of the stage.

Even Ron Perlman can’t salvage the blurry, rubbery graphics of the game’s cinematics.

The bulk of the game’s story (which is about as generic as you can get for a Justice League videogame) is conveyed through CG cutscenes featuring the traditional rubbery-looking graphics you’d expect from a PlayStation 2 game. I did notice some slowdown when there was a lot happening onscreen and, in terms of music and sound, the game is very unimpressive; the voice cast isn’t even the same one as in the popular Justice League animated series (2001 to 2006) and, while I love me some Ron Perlman, he just sounds bored whenever his Batman speaks (I’m also not really a fan of how often Batman is shown in broad daylight).

Enemies and Bosses:
As I’ve mentioned a bit already, you’ll wade through numerous disposable enemies in your mission to stop Brainiac and his lieutenants but none of them are particularly interesting. You’ll battle robots of varying sizes, humanoid wasps, White Martians on the surface of Mars, Gorilla Grodd’s gorilla forces, and Parademons but, once you’ve fought one lot of enemies, you’ve fought them all as they all feature regular foot soldiers who shoot at you and both flying and bigger variants that can take a bit more punishment. Honestly, the only enemies I even remotely found interesting were the weird crab and toad-like enemies you face later in the game and the instances where you battle Brainiac’s skull robots and failed clones of Doomsday because they at least looked a little different.

Many of the game’s bosses require you to fend off minions or destroy or activate consoles to attack them.

Before you can defeat Brainiac, you’ll have to battle a number of bosses; some of these are simply bigger, more dangerous versions of enemies you’ve already fought or Brainiac’s more deadly robots and duplicates. You’ll battle a Brainiac duplicate in S.T.A.R. Labs, for example, but this fight isn’t just about throwing punches. Instead, you have to activate consoles to lower barriers and rescue the scientists against a time limit all while “Brainiac” fires lasers and energy blasts at you. You’ll also encounter some of the more obscure villains from DC Comics’ gallery; Queen Bee has established a hive in the Metropolis subway and is transforming civilians into monstrous insect hybrids and, when you confront her in her throne room, she shields herself from your attacks and rains missiles into the arena that make the floor sticky. She’s only vulnerable when she leaves her throne but your window of opportunity to attack her is hampered somewhat by her minions, her energy blasts, and her tendency to dart across the screen like a madwoman. You’ll also butt heads with the Key, of all people. Like with Brainiac’s duplicate, you have to rescue some scientists against a time limit during this battle but the Key proves to be a particularly elusive and versatile enemy as he teleports around the place and causes hazards to blast out from his dimensional portals.

Grodd and Brainiac use their powers, technology, and minions to keep you at bay.

Similarly, when fighting Doctor Louise Lincoln/Killer Frost, you’re given one minute and forty seconds to destroy three missiles (and five seconds to get away from each before they explode) in addition to battling her and her icy minions. Killer Frost can conjure grunts, form ice shields, and blast at you with ice and icicles, all of which can make battling her quite tricky and annoying as your attentions are constantly divided. After reaching the core of a pyramid-like structure on Mars, Superman and the Martian Manhunter have to battle the White Martian leader; this guy is also accompanied by disposable White Martian grunts and you’re tasked with activating four nearby power nodes to defeat him. Things get noticeably more interesting when the Justice League splits into teams; while one team flies through the upper atmosphere destroying generators on invading spacecraft, another destroys power turbines in Gorilla City and gets into a confrontation with Gorilla Grodd. Grodd primarily uses his staff to attack and is joined not only by an inexhaustible supply of gorilla minions but also a series of energy-firing turrets so it’s probably best to try and keep your distance and stay on the move to emerge victorious in this fight. After battling their own security system in their Watchtower space station, the Justice League then faces off with a larger, more powerful Doomsday clone that, unlike pretty much every other boss in the game, boils down to a question of who can attack hardest and fastest rather than distracting you with tricks and puzzles.

Of course Darkseid turns out to be the true final boss of the game!

Eventually, you’ll breach Brainiac’s main base and be forced to battle his three robot guardians before you confront him; Brainiac is completely protected by an energy shield and is only vulnerable when he rises from his throne and only for a brief window of time. He also likes to teleport you to the far end of the arena, where you’re forced to destroy the generators that power his barriers and take out some minions just to get back up to him, so it’s more a question of patience than anything. As you might have guessed, the moment you defeat Brainiac he is immediately usurped by Darkseid, who teleports you away to a hellish dimension and then converts Earth into a new Apokolips. You’ll need to assemble two teams of four to confront Darkseid, who stomps around his throne room creating shockwaves and plumes of fire along the ground and blasting at you with his powerful Omega Beams. Being an all-powerful New God, his health also regenerates over time, meaning you’ll have to keep pummelling him again and again in order to keep him down. This was, honestly, a bit of a confusing fight; you can grab the “Apokolips Hypercube” nearby, which seems to weaken him and make him vulnerable to your attacks but I also found myself running around with it in my hands and not doing any damage to Darkseid at all and then he just suddenly succumbed to my attacks and was defeated.

Power-Ups and Bonuses:
In almost every area in the game, you’ll find objects that you can grab and use as weapons; some of these are limited to the specifics of your character, though, meaning that you won’t be lifting cars over your head as, say, Oliver Queen/Green Arrow, for example. Still, you can grab post boxes and parking meters and cars and such to bash over enemy’s heads, which adds a bit of variety to the otherwise relentless combat. You can also pick up temporary power-ups throughout each environment to give yourself and your team mate a bit of a power boost so it can be worth exploring a little bit and smashing destructible objects wherever you see them.

Level-up to increase your stats power-up your attacks with Skill Points and Boosts.

The game also features some light role-playing elements; as you defeat enemies, you’ll gain experience points (EXP) and level-up once you’ve earned enough EXP. This will increase your stats and abilities but you also earn Skill Points that you can spend upgrading your character’s superpowers up to five different ranks to increase their effectiveness and duration. Additionally, enemies will also drop various “Boosts” that you can equip at any time; you can also combine Boosts together to create new, more powerful Boosts and equipping these will also boost your superpowers, increase your damage output or defence, or increase the range and duration of your attacks.

Additional Features:
Although the game is extremely linear, there are often some rewards to be found through exploration; generally, these will just be stockpiles of health, energy, or Boosts but you’ll also find be civilians in danger who need rescuing who will drop “Justice League Shields”. Shields can also be found by destroying parts of the environment and you can spend these on skins and additional characters. While you can select any of the unlockable costumes at any time, they won’t actually load until you reach the next checkpoint/area and you can only select to play as the unlocked characters when the game allows you to pick a team of your own. The skins available are quite impressive, though; while not every character gets a skin, some offer bonus boosts to your stats and there’s some fan favourites available here, like Superman’s black suit, Batman’s traditional blue and grey suit, and the Jay Garrick version of the Flash. You can also unlock the likes of Green Arrow, Aquaman (sporting his water hand), Helena Bertinelli/The Huntress, and what I assume is the Kendra Saunders version of Hawkgirl.

Unlock additional characters, costumes, and modes by finding Shields and completing the game.

You’ll notice, however, that neither Huntress, Aquaman, or Hawkgirl have an L1+R1 special move, though I’m not entirely sure why. You can also unlock Hal Jordan and Kyle Rayner but, despite these two being separate characters, they control exactly the same as John Stewart, which is a little disappointing; none of the unlockable characters have alternate costumes either, which is a bit of a missed opportunity in my book. Initially, you can select from Easy, Normal, or Hard difficulties but you’ll unlock two more difficulty levels (Elite and Superhero, on which most enemies will kill you in one hit) and be given the option of starting the game over from the beginning with all of the upgrades and EXP you amassed during your run upon completing the game. Sadly, there’s no option to free play any mission with any character, no versus mode, and no option to play online or with more than one other player but there are a number of cheats that you can activate from the pause menu to give yourself invincibility, infinite energy, all upgrades, and a bunch of Shields to quickly unlock all of the game’s skins and characters.

The Summary:
Justice League Heroes isn’t going to really offer you anything you can’t get from any other mindless beat-‘em-up; the stages and enemy designs can be very bland and boring and there really isn’t much asked of you other than to mash the same buttons over and over and activate a few consoles. Still, as a fan of beat-‘em-ups and brawlers, I found Justice League Heroes to be a pretty decent way of spending an afternoon; there’s a lot of characters available to you and I like that the story mixes the teams up quite often and allows you to put together your own teams, and the game is probably even more enjoyable with a friend to play with. There could have been more options and unlockables available (such as free play mode, maybe some challenges, and a boss rush), the music and graphics can stutter a bit, and the game is awash with dark, boring, grey locations, but, as a repetitive brawler featuring the Justice League, it’s decent enough, though probably not very appealing to those that aren’t fans of the source material and characters.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played Justice League Heroes? If so, what did you think to it? Were you disappointed by the game’s presentation, selection of villains, and the inability to freely pick characters on the go? Which of the available characters was your favourite and preferred duo? What genre do you think would work for a future Justice League videogame? What version of the Justice League is your favourite and are there any DC superheroes you’d like to see added to the team someday? How are you celebrating Justice League Day this year? Whatever your thoughts on Justice League Heroes, and the Justice League in general, feel free to drop a comment below.

Back Issues [Brightest Day]: Green Lantern #48-50


Although February 2014 was dubbed “Green Lantern Day” (because, by the American calendar, the date read as “2814”, the sector of space assigned to Earth in DC Comics), the significance of this date has passed as the years have changed. Instead, I’m choosing to celebrate the debut of perhaps the most popular iteration of the character, Hal Jordan, who first appeared in October of 1959.


Writer: Ron Marz – Artists: Bill Willingham, Fred Haynes, and Darryl Banks

Story Title: “Emerald Twilight, Part One: The Past”
Published: January 1994

Story Title: “Emerald Twilight, Part Two: The Present”
Published: February 1994

Story Title: “Emerald Twilight, Part Three: The Future”
Published: March 1994

The Background:
The character of Green Lantern, in the form of Alan Scott, first appeared in All-American Publications’ (a precursor of DC Comics) All-American Comics #16 in July 1940. In 1959, DC Comics editor Julius Schwartz enlisted writer John Broome and artist Gil Kane to reinvent the character as Hal Jordan and, in the process, created countless other Green Lanterns through the establishment of an intergalactic police force. Although Jordan became one of DC Comics’ most prominent superheroes, the company decided to make some major changes to the character in the mid-nineties, a period of time often referred to as the “Dark Age” of comics that saw stories such as “The Death of Superman” (Jurgens, et al, 1992 to 1993) make headline news and Bruce Wayne/Batman left crippled at the hands of a superhuman foe. Although Batman later recovered and Clark Kent/Superman soon returned to life, Hal Jordan’s home town of Coast City was destroyed during the Man of Steel’s resurrection, leaving Hal devastated and driving him to near madness in his attempt to rebuild his home. The story’s primary purpose was to depict Hal’s downfall into a maniacal, reality-destroying villain known as Parallax and to introduce a new, young, sexy Green Lantern (my favourite of the Emerald Warriors, Kyle Rayner). Eventually, of course, DC backpedalled on this decision and went out of their way to redeem the “greatest Green Lantern” but, for a while there, things were definitely exciting and different in DC Comics as they introduced new legacy characters and fundamentally altered their predecessors in startling ways.

The Review:
“Emerald Twilight” begins pretty much immediately after the conclusion of the “Return of Superman” story arc (Stern, et al, 1993) with an injured and emotionally shattered Hal Jordan kneeling amidst the still-smouldering crater that is all that remains of his hometown, Coast City. Burdened by his grief at arriving too late to stop Mongul and Hank Henshaw/Cyborg-Superman from obliterating the city, Hal uses the vast powers of his power ring to heal his broken arm and conjure a construct of his father, Martin, for a bit of a heart-to-heart. Primarily, Hal wants to address his resentment towards his late father for favouring his older, more successful brothers and never telling Hal that he was proud of him and all he had accomplished. However, as Martin is simply a manifestation of Hal’s memories of him, and his guilt and unresolved issues, Martin simply tells Hall that he just never measured up to his brothers, guilt-trips him for not being there for Coast City, and then forces Hal to relive the traumatic experience of watching him die in a plane crash. A construct of Hal’s mother, Jessica, then arrives to comfort her son, pointing out Martin’s many faults as a husband and a father and encouraging Hal to hold on to the happier memories and move on from the pain and loss. Despite her encouragement, however, Hal isn’t satisfied with just having memories; they’re not enough to quell his guilt or his anger or his pain and, in his vehement refusal to let go of his anguish, he focuses his willpower in a wholly selfish way.

Grief-stricken, his anguish turned to rage, Hal carves a path of destruction to confront the Guardians.

Hal uses his willpower to create a living, breathing, emerald-hued recreation of Coast City, including all of its buildings and inhabitants. The temptation to right those wrongs, to “be a God”, is overwhelming and even brings back a manifestation of his first love, Jennifer. Reminiscing about the past and what could have been between them, Hal laments how he screwed up his relationship with Jennifer even after she helped him through the trauma of his father’s death. Jennifer, however, assures Hal that she was happy after him, settled in Coast City, and that the end came quickly for her and the others; she also says that “nobody blames [Hal]” and that they’re just happy that he’s keeping their memories alive. Jennifer walks Hal to his childhood home, where he again meets the “ghost” of his father; Martin echoes Jennifer’s sentiments, stating that every appreciates that he’s “restored” Coast City, but falters when he is about to finally say the words Hal is longing to hear (that he’s proud of him) and promptly vanishes, along with the entire Coast City illusion, when Hal’s ring exhausts its charge. Hal’s anger and bitterness at being denied his desire, and the limits of his power ring, are soon interrupted when one of the Guardians of the Universe manifests before him. The Guardian reprimands Hal for using his power ring for personal gain and violating the rules and regulations of the Green Lantern Corps, and demands that he return to Oa for disciplinary action. Hal, however, lashes out in anger absorbs the residual energy from the Guardian’s projection to give himself a charge and, blasts off to Oa to confront his masters, appearing as little more than a green shooting star to lovers Kyle Rayner and Alex DeWitt. Overcome by his grief, and incensed at the losses and injustice he feels, Hal blasts his way through space and is met by opposition from his fellow Corpsmen, Ke’Haan of Varva and Laira of Jayd, two Lanterns who, while experienced, are no match for Hal’s experience and newfound rage.

Hal’s crusade sees him cutting down some of his most trusted comrades.

Furious at being used as a puppet by the Guardians for so long, Hal incapacitates the two and steals their power rings, leaving them for dead in the void of space and adding more power to his arsenal. While the Guardians of the Universe are concerned at Hal’s trail of destruction, they have faith that the entirety of their Corps, and their near-limitless power, will be enough to stop him; after all, he’s just one rogue Lantern, right? Well Tomar Tu learns the hard way that Hal is not so easily subdued; although he tries to shackle Hal using a parasite not unlike the Black Mercy creature, Hal’s willpower is so strong, and his rage so out of control, that he easily overpowers his former comrade and friend. Jack T. Chance meets a similar end as, while he is far more willing to fight dirty, his inexperience leaves him adrift in space like so many other Corpsmen. Hal is even forced to battle Boodikka, a warrior female he personally recruited into the Corps, but the loyalty of his brothers and sisters now sickens Hal and he’s so obsessed with making them pay for their hubris that he slices Boodikka’s hand off to claim her ring as his own. One by one, both on-panel and off, Hal bests the Guardian’s Lanterns and, with each victory, he becomes increasingly brutal. Upon reaching Oa, Hal is met by the Corps drill instructor, the surly Kilowog, easily the proudest and most loyal member of the Green Lantern Corps. However, while he lasts longer than any of the other Green Lanterns, Kilowog also falls before Hal’s newfound might and rage.

Sinestro is sent to stop Hal, leading to an epic clash between the two with their roles almost reversed.

Even the stoic Guardians, so self-righteous in their power and position, begin to fear Hal’s crusade and, in their desperation, turn to Ganthet’s final solution to Hal’s rampage: releasing the renegade Green Lantern, Thaal Sinestro, from his captivity within the Central Power Battery. And so it is that Hal is pitted against his former mentor, the very man who he stood up to when Sinestro perverted the power and privilege of the power ring for his own ends. The irony is not lost on Sinestro, who finds himself as the last hope of his former masters, beings he has almost as much reason to despise as Hal, and delights in Hal’s torment. Sinestro manages to goad Hal into relinquishing all of his stolen power rings and battling him on equal ground, something Hal is only too happy to agree to just so that Sinestro has no doubt that he was finally, truly, bested by his superior. Eager to have his revenge against Hal for having him imprisoned, Sinestro presses his attack but Hal matches him blow for blow, theorising that the Guardians must have lost their minds to turn to someone as vindictive as Sinestro and seeing his rival’s return as the final proof of the Guardians’ hypocrisy and fallibility. Sinestro taunts Hal by telling him that, years ago, the Guardians asked him, their greatest warrior, to mould Hal into his image but, despite being flattered by their trust, he never thought that Hal would be able to live up to those expectations. When they come to a penultimate clash, Sinestro is almost admiring of Hal’s newfound bloodlust, but maintains that the difference between the two has always been that Hal is unwilling to kill, whereas Sinestro is only held back from killing by the promise of his freedom to subdue Hal non-lethally.

Hal kills Sinestro, and the entire Corps, becoming Parallax and leaving Kyle as the sole Green Lantern.

Ultimately, their battle descends into a wild brawl; as the Guardians impassively watch on, Hal mercilessly beats Sinestro to a pulp. Hal claims victory, having finally bested his long-time rival with his bare hands, but Sinestro continues to taunt him, claiming that he has lost himself in his brutality. Hal’s response? To break Sinestro’s neck, finally killing him and crossing that forbidden line. His attempt to absorb the full power of the Central Power Battery is interrupted by Kilowog, who makes one last desperate plea for Hal to stop before he strips all of the Corpsmen of their powers and leaves them in mortal danger, but Hal simply cannot look past his grief, his pain, and his lust to obtain the power to correct those mistakes. In an instant, he reduces Kilowog to a charred skeleton, tearfully discards his power ring, and has one last heated confrontation with the Guardians before entering the Central Power Battery. As he absorbs the Central Power Battery into himself, the Guardians channel all of their remaining powers into one last power ring; Hal emerges, forever changed, crushing his power ring and fleeing to the stars to begin enacting his grand plan for the universe, and only Ganthet is left alive. He teleports to Earth and stumbles upon struggling artist Kyle Rayner, seemingly at random, and bequeaths him the last power ring, birthing an all-new Green Lantern, the last in the entire universe, in the process.

The Summary:
It’s definitely not recommended to go into “Emerald Twilight” without at least some understanding of Hal Jordan, or having read some of the “Return of Superman” arc, but it’s not absolutely necessary. The text boxes and dialogue help to bring you up to speed with how Hal got his power ring, his reputation, and how Coast City was destroyed, but it definitely adds even more emotional weight to the story if it’s not your first exposure to the character. Compared to “The Death of Superman” and “Knightfall” (Dixon, et al, 1993 to 1994), it’s also a much shorter and far more condensed story. Hal literally ploughs through seemingly the entire Green Lantern Corps (or most of them) off-panel or in a few panels in the middle chapter of the story, and much of Hal’s downfall is set up subtly in previous issues and stories rather than being this big, headline event. That’s not to say that “Emerald Twilight” didn’t shake things up, though, but it definitely acts as more of an epilogue to “The Return of Superman” rather than an event of equal proportions. I fully believe that, if this story was done today, it would probably be a six to twelve-issue miniseries that also included Hal fighting his Justice League teammates as well.

Hal wishes only to have what he has lost and is devastated when he is denied even that.

The more intimate nature of the story actually helps it to stand out in some ways, though. The focus here is on Hal’s grief and despair; he’s a man who has literally lost everything, his hometown and all his loved ones, and has been driven right to the edge and it all happened seemingly on a whim. There was no way he could have known what Mongul and Cyborg-Superman were planning, and he was in no position to stop them, so all he’s left with his survivor’s guilt coupled with his unresolved issues with his father. This is beautifully realised in Hal’s desperate attempts to hear his father say he’s proud of him, but being denied even that simple luxury because of his grief screwing with his constructs and the limitations of his power ring. Martin’s appearance here works doubly as a representation of Hal’s own insecurities; he can’t say he’s proud of Hal because Hal knows he would never say that, and even the small comforts brought by his mother and former lover offer Hal no peace or solace. The closest he comes to being happy is when he recreates Coast City; even though it’s clearly an illusion, a facsimile created by his ring, he’d much rather live in that fantasy world than have to endure with the painful and brutal reality that he’s lost everything.

Hal’s brutality forces the Guardians to release Sinestro, culminating in violent final confrontation.

Consequently, it’s entirely understandable that he lashes out at the Guardians when they come along to reprimand him. After giving his body and soul to the ideals of the Green Lantern Corps, he is denied having what he truly desires, and his grief turns to rage; this anger is directed purely at the hypocritical and self-righteous Guardians but also extends to the ideals Hal once embodied, meaning he has to fight off his own kind in order to confront his masters. Believed to be the greatest Green Lantern ever, Hal’s indomitable willpower is only augmented by his rage; this, coupled with his experience and the added power of more and more stolen power rings, make him a dangerous and formidable foe who threatens the lives of even the near-God-like Guardians. At first, Hal has no desire to fight his fellow Lanterns; he constantly rants about the Guardians’ manipulative and deceitful ways and tries to convince the others to side with him, but they’re as blinded by their loyalties as he is by his anguish and the result is a lot of Green Lanterns being left beaten, helpless, or maimed simply to fuel Hal’s newfound crusade. This culminates in easily the best part of the comic, beyond Hal’s descent into gibbering madness, the long-awaited final battle between Hal Jordan and Sinestro. This brutal fight is a fantastically realised clash that is just dripping with irony and fate. When he was just an upstart rookie, Hal saw that Sinestro was abusing his power and opposed him, forever tarnishing the reputation of the once-mightiest Green Lantern and, for years, the two were cast as moral and ethical opposites. Sinestro hungered for power and longed to rule through force and fear, and was more than willing to kill or maim those who opposed him, whereas Hal was the very embodiment of the righteous justice and heroism of the Green Lantern Corps. Now, the tables have turned; Hal is the rogue, power-mad Green Lantern and Sinestro is the last line of defence, and I find that so much more interesting than just watching Superman being beaten to death by a mindless monster. Even better is that Sinestro still underestimates Hal; he is arrogant in his belief that, despite Hal’s recent brush with darkness, he is still the same good-natured and moral individual deep down and therefore doesn’t have it within him to kill, and this proves to be Sinestro’s downfall.

“Emerald Twilight” changed Green Lantern’s status quo for a time and marked a turning point for DC.

Hal’s crossing of that line and descent into a tragic villain was so unexpected at the time. The state of DC Comics was radically upended in the early-to-mid-nineties and Hal’s transformation into the reality-warping Parallax soon became a big part of that as he sought to rewrite time itself in a desperate attempt to set right all the tragedies and mishaps that had befallen himself and his friends. Parallax was quite the intriguing villain in that he fully believed what he was doing was right, and for the greater good, and couldn’t understand why his friends kept opposing him as he had no wish to harm them. This also spelt the end for the Green Lantern Corps as we knew them…for a time. Kyle Rayner became the sole Green Lantern for a while, and was afforded slightly different abilities (he didn’t need to charge his ring and had no weakness to yellow) as well as a cool new costume, which really helped breath new life into the character and comic. DC never quite let Hal go, though, and soon enough they started to undo pretty much everything that had happened here: many of Hal’s victims were shown to have survived or were resurrected, Sinestro was revealed to have been a construct all along, and Hal both sacrificed himself to save the world and became the Spectre before being reborn, alongside the entire Green Lantern Corps, with all of his actions and time as Parallax revealed to have been due to the manipulations of a malevolent space bug. Yet, at the time, this was the status quo: The Green Lantern Corps were dead, Hal was a crazed lunatic, and we had a fun new Green Lantern, and it all kicked off here. It’s maybe not as long or as in-depth as other Dark Age tales from this time, but “Emerald Twilight” is still a significant chapter in the character’s life and well worth checking out if you fancy seeing a hero take a dramatic and tragic turn to the dark side.

My Rating:

Rating: 4 out of 5.

Great Stuff

Are you a fan of “Emerald Twilight”? If you read the story when it first published, what did you think to the dramatic change in Hal’s status quo and were you happy about it? Do you think that the story should have been expanded into a few more issues or did you prefer the more concise format? What did you think to Hal’s turn to the dark side? Do you think it was justified, and were you disappointed at how easily he dispatched the other Green Lanterns? What did you think to Hal’s turn as Parallax and were you a fan of Kyle Rayner? Did you enjoy the Dark Age of comics or were you happy to see the status quo restored? Which Green Lantern character, villain, or story is your favourite and why? How are you celebrating this pseudo-Green Lantern day today? Whatever you think about “Emerald Twilight”, and Green Lantern in general, sign up to leave your thoughts below or drop a comment on my social media.

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


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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

My Rating:

Rating: 4 out of 5.

Great Stuff

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

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 [Brightest Day]: Green Lantern: Extended Cut


In 2014, the 2nd of February was dubbed “Green Lantern Day” because, by the American calendar, the date read as “2814”, the space sector assigned to Earth in DC Comics. While the significance of this date has passed as the years have changed, it seems like a great excuse to celebrate DC Comics’ green-garbed intergalactic police corps but, sadly, the date clashes with another important anniversary so, this year, I’m switching it to today, the 2nd of August, instead since this would have been 2/8/14 back then as well.


Released: 14 October 2011
Originally Released: 17 June 2011
Director: Martin Campbell
Distributor: Warner Bros. Pictures
Budget: $200 million
Stars: Ryan Reynolds, Blake Lively, Mark Strong, Peter Sarsgaard, and Clancy Brown

The Plot:
When test pilot Hal Jordan (Reynolds) is bequeathed a powerful ring that can make his thoughts reality, he becomes a member of the Green Lantern Corps, a vast organisation of intergalactic lawmen. However, Hal’s will is tested when Parallax (Brown), a malevolent entity and the embodiment of fear, is awakened and threatens the safety of not just Earth but the entire universe!

The Background:
The Green Lantern character first appeared in All-American Publications’ (a precursor of DC Comics) All-American Comics #16 in July 1940. Then, the pseudonym was the alter-ego of Alan Scott but, in 1959, DC Comics editor Julius Schwartz enlisted writer John Broome and artist Gil Kane to reinvent the character as Hal Jordan and, in the process, create countless other Green Lanterns in the establishment of an intergalactic police force. Production of a live-action adaptation of the character can be traced back to 1997 and, at one point, Jack Black was set to start in what sounds like would have been an absolutely dreadful action/comedy take on the character. With the Marvel Cinematic Universe (MCU) impressing at the box office with its first phase of movies, Warner Bros. made significant strides towards a Green Lantern film with a script heavily influenced by the seminal “Secret Origin” (Johns, et al, 2008) story arc, and director Martin Campbell and star Ryan Reynolds locked in to bring to life the daunting, effects-heavy superhero sci-fi. Unfortunately, Green Lantern proved to be a critical and commercial failure; the movie made just under $220 million at the box office and reviews were scathing, scuppering Warner’s hopes for a sequel and delaying the start of their own cinematic universe. As much as I am a fan of Reynolds, I can’t say that I was too impressed with how much he has bad-mouthed this film (which really isn’t as bad as people think) in the years since its release, especially after he was well into honouring the legacy and influence of the role during production.

The Review:
When we’re first introduced to Hal in the modern day, he’s a far cry from the straight-laced, serious space cop of the comic books; perhaps thanks to having Reynolds in the role, Hal is a womanising, snarky, and arrogant test pilot who drives a muscle car, frequently shows up late to work, and generally shirks responsibility at every opportunity. The only time he takes any situation serious is when he’s sat in a cockpit, where he’s all business and undeniably the best test pilot on the Ferris payroll but his attitude leaves a lot to be desired. It’s interesting that the filmmakers chose to make these changes and portray Hal as a far more immature and flawed character; it works for his overall story arc as he has to grow into his role as a superhero and learn the usual, cliché lessons about responsibility and duty and gives Hal a snarky edge that makes for the film’s more comedic moments but it’s difficult to believe that this version of Hall will ever grow into the Corps’ most revered soldier.

Hal’s cavalier attitude makes him a great test pilot but causes friction with those around him.

Hal’s attitude stems, largely, from the trauma of experiencing the death of his father, Martin (Jon Tenney), who died during a test flight right before Hal’s eyes when Hal was just a kid. Having witnessed the most distressing and harrowing event possible, Hal has grown up entirely fearless; he never worries about his safety, takes unnecessary risks, doesn’t let anything or anyone get to him, and doesn’t believe in a no-win situation. This, naturally, doesn’t sit well with his friends, family, co-workers, or superiors, who all believe that Hal has a death wish and is being unreasonably irresponsible with his life. Despite this, he has a close relationship with his nephew, Jason (Dylan James), and there are clearly unresolved issues between him and childhood friend, co-pilot, and boss Carol Ferris (Lively).

Carol believes in and is attracted to Hal but cannot sanction his lackadaisical attitude.

Hal believes that Carol has lost her way somewhat since she has, largely, traded the cockpit for a desk, though Carol asserts that she’s simply grown up and accepted her responsibilities. She cares for Hal and is clearly still attracted to him but despairs of his lackadaisical and cavalier attitude; she just wants him to grow up a bit and to be responsible for once in his life rather than coasting along on his admittedly impressive abilities. In a refreshing change of pace, she immediately sees through his rudimentary disguise as Green Lantern (even comment on the ridiculousness of such an ineffective mask) and accepts and supports his newfound superhero life. Indeed, she urges him that the power and responsibility of the ring isn’t something that he can just walk away from and encourages him to actually try and live up to his potential for a change. Far more than just an achingly gorgeous face, Carol actually helps Hal out when Parallax comes to Earth and isn’t afraid to speak her mind, making her more than a match for his trademark snark.

Hal is subjected to harsh training and criticism from the likes of Sinestro.

However, while Hal describes himself as a “screw up” and even his friend, Thomas Kalmaku (Taika Waititi) believes him to be an asshole, he doesn’t hesitate to pull Abin Sur (Temuera Morrison) from his crashed spacecraft, does everything he can to keep him alive, and is genuinely distraught when Abin dies in his arms (he even takes the time to bury Abin’s body after he dies). Confused and overwhelmed at the alien and the strange ring now in his possession, Hal is equally blown away when the ring transports him to Oa and garbs him in the uniform of the Green Lantern Corps; however, Hal adjusts to these alien sights and concepts with an awe-struck bewilderment and struggles to come to grips with his ring’s capabilities and the focusing of his willpower. On Oa, Hal is greeted by Tomar-Re (Geoffrey Rush), who introduces him to the planet and briefs him on the basics of the Green Lantern Corps. Hal’s training is very much a crash course and, honestly, should have taken up a greater deal of the film’s focus and screen time as Hal is put through a tough and uncompromising boot camp at the hands of Kilowog (Michael Clarke Duncan). Almost immediately, before Hal even has a chance to master the basics of ring-slinging, Thaal Sinestro (Strong) interrupts to put Hal through his paces; a being of immense pride and a much-respected member of the Corps, Sinestro was Abin’s friend and former protégé and regards Hal as a disappointment to his mentor’s legacy. Sinestro’s opinion is only fuelled by the fact that Hal is (somehow…) the first ever human being to become a Green Lantern but, truthfully, his focus and mentality comes more from his overwhelming militant mindset. Sinestro believes, to his very core, in the power and authority of the Guardians and the Corps and devotes himself entirely to their cause, rallying his fellow Green Lanterns in a unified, if futile, effort to oppose Parallax and maintain the sanctity of their intergalactic police force.

Hector, already a troubled scientist, is driven to maniacal insanity by Parallax’s influence.

As if that wasn’t bad enough, Hal also faces significant threats at home in the form of his childhood friend Doctor Hector Hammond (Sarsgaard); sadly, Hector isn’t that threatening or impressive as a villain and is more like a quirky, disassociated, unhinged child in a man’s body. Hector resents Hal’s cocky attitude, rugged good looks, and relationship with Carol, harbours unrequited feelings of his own for Carol, and is constantly trying to please his father, Robert (Tim Robbins), a United States senator who Hector feels is constantly disappointed and embarrassed by him. Hector believes his genius and ability are finally being acknowledged when he is hand-picked by Doctor Amanda Waller (Angela Bassett) to perform the autopsy on Abin’s body and is enraged when he finds out that his father arranged it; having been possessed by exposure to Parallax’s yellow fear energy, Hammond slowly develops mental abilities and degenerates into a hideous, hunchback like creature, his inner bitterness and ugliness reflected in his warped and transformed exterior. However, given the larger threat of Parallax and the fact that we briefly see how big and limitless the universe is, Hector isn’t much of a threat and is easily bested by Hal with the simplest of deceptions. Not that Parallax himself fairs much better; rather than the giant, intergalactic space bug and the embodiment of fear, Parallax is, instead, a fallen Guardian as the filmmakers merged elements of Parallax and the dark Guardian Krona (which, to be fair, I feel does work in the context of the film and simplifies the story somewhat). Sadly, because the Guardians look so damn goofy, Parallax doesn’t look all that intimidating and just appears to be a big, angry-looking, cartoony head and that’s when we can actually see him since, for the most part, he takes the form of an ethereal, destructive cloud and, if there’s anything experience has told us, it’s that clouds are never scary or intimidating.

The Nitty-Gritty:
The extended version of the film only adds about ten minutes to the film’s run time but the majority of this is used to further develop Hal’s childhood and his relationship with his friends and family. Indeed, the extended version includes an entirely new opening sequence that shows more of Hal, Carol, and Hector’s childhood and the bond between Hal and his father, and his nephew. It’s not much extra footage but it does help to flesh Hal’s character out a little bit more and to build up an understanding of why he is the way he is.

Green Lantern‘s abundance of CGI makes the film resemble a cartoon more often than not.

Of course, one of the major problems with Green Lantern is the quality of the special effects; given the concept is quite unique and necessitates a great deal of work to render not just the Green Lantern’s constructs but also the various worlds and aliens that make up the Green Lantern Corps, and the universe, a great deal of special effects are necessary for a film such as this. Unfortunately, many of the film’s CGI just doesn’t work and is flawed; Parallax and the Guardians, especially, look pretty terrible, to say nothing of Kilowog, Tomar-Re, and, yes, the Green Lantern suits themselves. Personally, I think the idea to render them full in CGI was a really good idea (…on paper) given their otherworldly make up and the fact that they’re generated from the ring and the problem isn’t so much that the suits don’t look good (though they, like a lot of the CGI, do appear disturbingly cartoony) it’s that Hal’s mask looks so damn goofy. This is a shame because Green Lantern does a pretty decent job at adapting the concept and bringing to life such an abstract and near-limitless superhero. As I mentioned, the idea of the suit works really well and Oa, especially, looks pretty good; however, while I like that it’s teeming with life and various alien races, it’s very…busy and kind of looks like a mess of conflicting colours and dodgy CGI. Such shots are contrasted by how good the film’s more practical effects are; the scene where Hal and Carol out-pace automated aircraft is an exhilarating sequence and the make-up effects used to bring Sinestro and Abin Sur to life are top-notch (hell, even Hector looks suitably horrific when he mutates into little more than a hunchbacked man-monster). It’s almost as if the filmmakers should have veered more towards practical effects, maybe even employing the use of traditional puppets and animatronics for the Guardians and Kilowog, and use the CGI sparingly rather than rendering 90% of the film in a mess of computer effects.

Hal eventually comes to accept the responsibility of the ring and grows into his heroic role.

A central theme of the film is Hal’s inability to live up to the expectations placed upon him and to accept responsibility. On Earth, this makes him a highly skilled but unreliable test pilot; when on Oa, it leads to him walking away from the Green Lantern Corps after what feels like maybe an hour, tops, of training. He takes Sinestro’s criticisms regarding him (and the human race) to heart and uses his condemnation as the perfect excuse to reject the destiny placed upon him by Abin Sur; however, for some reason, he is allowed to retain possession of the ring and, reluctantly, becomes a superhero back on Earth. This is directly paralleled with Hector’s own arc as he struggles to live up to his father’s expectations and gives in to the hate, fear, and power of Parallax’s influence; fuelled by his negative emotions, he forces Hal into acting with the ring’s power and, thus, into a heroic role that he, eventually, willingly assumes in order to defend the Earth from Parallax.

Despite Hal’s victory, Sinestro switches to the yellow ring for an unresolved cliffhanger.

Parallax, while an unimposing and disappointing villain compared to both his comic book counterpart and other villains of superhero films, is certainly built up to be an intimidating threat. His ability to induce fear and then suck the life out of his victims is certainly unique and his power only grows as he absorbs the lifeforce of others. While the Green Lanterns are notoriously supposed to be entirely without fear, it’s clear that the Guardians fear Parallax’s power; indeed, they are reluctant to send their corps against Parallax out of fear for their lives and they only divulge Parallax’s true origins to Sinestro after he pleads with them for the knowledge to oppose his power. While Sinestro comes to believe that the only way to defeat Parallax is with fear itself (forging a yellow ring in the process), he eventually saves Hal after his battle and defeat of the creature in the finale and, despite having witnessed that the green light of willpower is powerful enough to overcome even the embodiment of fear, decides to switch to a yellow power ring in, perhaps, one of the most tantalising mid-credits scenes in all of cinema.

The Summary:
Green Lantern is a perfectly fine and action-packed science-fiction spectacle; it’s full of humour and big special effects and has a really strong cast, with Mark Strong, especially, standing out as a perfect choice for Hal’s mentor and rival, Sinestro. I think the main problem with Green Lantern, though, is that it isn’t really sure what it wants to be; it’s not a sci-fi epic as a disappointing amount of the film is set on Earth, and the time spent on Earth is nowhere near as interesting as the potential of space and the Green Lantern Corps. When I saw Green Lantern, it was a month or so after seeing Thor (Branagh, 2011), a film that did a much better job of balancing its cosmic, otherworldly elements in a grounded and relatable way and I think that’s the problem with Green Lantern: it’s too confused about its disparate elements and I can’t help but feel a more elaborate approach in the vein of Guardians of the Galaxy (Gunn, 2014) and Serenity (Whedon, 2005) would be a far more fitting direction if we ever see the Green Lantern Corps in live-action again. Personally, though, it’s not as bad as people make it out to be and there’s plenty here that’s worth keeping around (Mark Strong, for one) and it really wouldn’t have taken much to fold this film into the existing DC Extended Universe at one point but, ultimately, it’s just a shame that we never got a sequel to improve upon the film’s high (and low) points beyond the tie-in videogame and that the film failed to properly live up to the potential of the concept.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to Green Lantern? Were you a fan of the movie when it first released or did you warm to it over time? What did you think to Reynolds in the title role and who would you prefer to see take up the mantle at some point? Were you a fan of the film’s overuse of CGI? What did you think to the animated suit and depiction of Parallax? Would you have liked to see where a sequel would have taken the story or do you think a full reboot is the way to go? Which Green Lantern character, villain, or story is your favourite and why? How are you celebrating this pseudo-Green Lantern day today? Whatever you think about Green Lantern, and the Green Lantern comics books, feel free to leave a comment below.

10 FTW: Super-Suits

10FTW

With over eighty years of continuous publication behifnd him, it’s no surprise that, over the many years and through numerous alternate realities and reality-shattering Crises, Superman has gone through more than a few wardrobe changes. Initially debuting in what amounted to a traditional strongman costume, Superman soon adopted the iconic “S” shield to uphold his values of “truth, justice, and the American way” but has, over time, mixed up his colour scheme about as often as he’s developed strange new powers. Today, I’m going to go through ten of my favourite looks for Superman; a lot of these featured solely in out-of-continuity tales or were worn by Supermen from parallel Earths but some were, however briefly, an actual part of Superman’s canon.

10 The Black Recovery Suit

Superman’s black suit first appeared right at the conclusion of the “Reign of the Superman” (Jurgens, et al, 1993) storyline, the conclusion to the infamous “Death of Superman” (ibid, 1992 to 1993) storyline. After the Man of Steel was beaten to death by Doomsday, his body was placed into a Kryptonian regeneration chamber, which restored his cells to life and, when he emerged, he was forced to wear this suit while his powers recovered. Honestly, this was just an excuse to get Superman’s mullet on the list but I also dig the simplicity of this suit (and I always love a black variant); it’s just plain black with a silver symbol. It also lacks a cape, giving Superman a far more streamlined and serious look that, considering all of Superman’s replacements bore dramatically different suits of their own, cast more doubt on the identity of this new Superman. The suit made a brief return in Countdown to Final Crisis (Dini, et al, 2007 to 2008), when it was worn by Superman-Prime, and was donned by the pre-Flashpoint (Johns, et al, 2011) when he showed up (rocking a beard!) to replace the crappy New 52-Superman (whose suit will, spoilers, not be making this list), and was also set to appear in Justice League (Snyder/Whedon, 2017) before Warner Bros. re-edited the film.

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9 Speeding Bullets

Bit of a cheat here as this suit was worn a violent and brutal version of Kal-El who was raised by Thomas and Martha Kent and, thus, is actually a composite of Superman and Batman who leans far more into Batman’s characterisation than Superman’s. Still, this is a great combination of the Bat- and Super-Suits, featuring a cowl that covers Kal’s entire head and a amalgamated version of both character’s iconic emblems. If you’re a bit annoyed by me basically using a Batman suit on a Superman list, there was a more traditional Super-Suit featured in this story right at the end, when Kal is convinced to turn away from the darkness and be a symbol of hope. But, as this is a dreadful looking costume that looks way too much like the awful Injustice suit (NetherRealm Studios, 2013; 2017).

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8 Lantern Superman

Let’s face it: any time Superman gets a power ring, we are treated to an awesome variation of his suit. Whether it’s in an alternate reality where Superman operates as Green Lantern (and sports a lovely white cape and an amalgamated “G”/Green Lantern symbol), or the original, super-powerful, pre-Crisis on Infinite Earths (Wolfman, et al, 1985 to 1986) Superman, Kal-L being reanimated as a zombified Black Lantern in Blackest Night (Johns, et al, 2009 to 2010), or Superman-Prime joining the Sinestro Corps, there’s something about mixing Superman’s suit with the Lantern’s attire that always results in gold. Superman’s also been decked out as a dazzling beacon of triumph as a White Lantern and we’ve even seen a glimpse of what his suit could look like spewing blood from his mouth during Supergirl’s brief stint as a Red Lantern. Hands down, my favourite is the Black Lantern Superman though; there’s just something about a zombified Superman in a black suit with a tattered cape that is really striking to me, like all of his values and morals have been cast aside in favour of ripping hearts from chests.

SuperSuitsOverRed
7 Overman / Red Son

I’m lumping these two together as I honestly cannot pick between the two; both suits were worn by alternative versions of Superman who were raised and indoctrinated with anti-American principles, making for a complete reversal of Superman’s traditionally patriotic views. Overman, a Nazi version of Superman, appeared during the God-awful Final Crisis (Morrison, et al, 2008 to 2009) event, while the communist version most famously appeared in Superman: Red Son (Millar, et al, 2003). Both wear a fascist symbol in place of the traditional “S” and favoured big buckles on their belts and a darker, subdued colour scheme, with Overman’s costume fittingly being reminiscent of the Schutzstaffel  uniform.

6 The Dark Side

Continuing the theme of alternative versions of Superman raised by tyrannical dictators, Superman: The Dark Side (Moore, et al, 1998) presented a version of Superman raised by Darkseid to be a ruthless soldier in the New Gods’ war against the peaceful New Genesis. Once again sporting a corrupted version of the “S” symbol (which was almost exactly the same as the Schutzstaffel symbol, something that, ironically, even Overman was missing…), Dark Side’s Superman had a haircut you could set your watch to, and a fittingly grim and stoic personality that was more akin to Darkseid’s actual son, Orion. He was also decked out in sweet jet-black armour forged from the fire pits of Apokolips, carried a sword and had no compunction about slaughtering his enemies without mercy in the name of his dark overlord.

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5 Superman Prime (DC One Million)

The Superman Prime (not to be confused with his genocidal counterpart of the same name) that appears in DC One Million (Morrison, et al, 1998) has lived for so long thanks to his Kryptonian physiology that he’s seen all his friends and family die. Despondent, he left Earth in the care of his heir, travelled the universe for a few centauries, and eventually went into self-imposed exile in the centre of the sun. Unlike the previous Super-Suits, this Superman is a glowing, golden beacon of hope and serenity; his powers amplified to almost God-like levels, this Superman is decked out entirely in gold to match his new divine stature.

4 Brutaal (Earth-2)

This version of Superman is a Bizarro-like clone engineered by Darkseid to mirror his Earth-2 counterpart, Val-Zod (another contender for this list) in very way…except for being absolutely ruthless and lacking in mercy. Very much like by his Dark Side incarnation, Brutaal stands out by wearing a suit that closely resembles versions of the Eradicator or Cyborg-Superman, favouring a largely black-and-red colour scheme (that just works for alternative, evil takes on Superman) and some wicked chains to hold his cape in place.

3 Electric Superman

Probably the most controversial choice for this list, in the late-nineties, DC Comics apparently decided that Superman needed a complete shake-up (despite the fact that he’d already returned from the dead!) and had him transform into a purely energy-based lifeform. He could now travel at the speed of light, emit energy blasts, and become incorporeal but also (for some inexplicable reason) would become completely human when he transformed back into Clark Kent! As if this wasn’t mental enough, he was then split into two beings, a red variant and a blue one, each with different personalities! None of this changes the fact, though, that the suit he wore during this time was awesome! Lacking a cape and featuring a streamlined design comprised of blue (…or red) and white and a new, more radical logo. Honestly, I feel like the suit’s design and Superman’s new powers were pretty great…just maybe not suitable for Superman. This suit actually cropped up again in the early-2000s when it was worn by Strange Visitor (Sharon Vance) but I would love to see it recycled for the likes of the Eradicator, who’s always been more energy-based in his powers anyway.

2 Rebirth / Man of Steel

After subjecting us to a God-awful characterisation of Superman throughout the five years or so of the “New 52” reboot, DC Comics finally saw sense and killed off that jerk and ditched his dreadful quasi-armoured costume in favour of not only the definitive version of Superman (pre-Flashpoint, of course) but also a far more traditional version of the Super-Suit. This suit, largely reminiscent of the equally-fantastic costume worn by Henry Cavill in the DC Extended Universe movies (Various, 2013 to present) took all the dramatic changes made by the New 52 suit and merged them with Superman’s more traditional styling. This meant that Kal again ditched the red trunks and yellow belt but also dropped the overly busy and unnecessarily detailed nature of the New 52 suit. Eventually, the trunks and the red boots would make a return but, either way, for a modern take on the classic Super-Suit, they don’t get much better than this.

1 Kingdom Come

For me, the definitive alternative version of the Super-Suit is the one designed by Alex Ross in the gorgeous and seminal Kingdom Come (Waid, et al, 1996). Taking place on Earth-22, where Superman has largely separated himself from humanity, which has begun to favour more aggressive superheroes, this Superman sports not only a streak of white hair but also a sleek, traditional Super-Suit with one noticeable different: a diagonal line against a black background in place of the traditional red-and-yellow “S” shield. It’s a small change but one that speaks volumes of this Superman’s current mindset; he’s lost faith in humanity and is in mourning. This costume has endured over the years, inspiring numerous revisions of Superman’s costume (generally whenever depicting an elderly or despondent version of Kal) but, most notably, the Earth-22 Superman later paid a visit to the mainstream DC universe to team with the Justice Society, Superman adopted a very similar version of this shield after the “Our Worlds at War” (Loeb, et al, 2001) storyline, and even prominently featured in the Crisis on Infinite Earths (Various, 2019 to 2020) crossover event that saw Brandon Routh reprise his role from Superman Returns (Singer, 2006) wearing an incredibly faithful rendition of this iconic outfit for his portrayal of a similarly-beleaguered version of Superman.

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Which Super-Suit is your favourite? Did it make the list or was there one I missed? What do you look for in a Super-Suit? Drop a comment below and share your thoughts on what makes the quintessential Super-Suit.

Back Issues: Whatever Happened to Kyle Rayner!?

BackIssues

Ah, the nineties! What a time to be alive for comic book fans! We saw Clark Kent/Superman die and be replaced by four imposters before returning…with a mullet! We saw Bruce Wayne/Batman get his back broken and be replaced with a Frank Castle/Punisher-like nutjob. We saw Arthur Curry/Aquaman get his hand bitten off by piranhas and replaced…with a harpoon! And we saw Hal Jordan, the premier Green Lantern, go mental, kill a bunch of his fellows, and take on an antagonistic role as Parallax. Yet, the legacy of Green Lantern lived on in a new, young, sexy replacement who was to take the title in a bold new direction; a character who, though he exists today, is a shadow of his former self, prompting me to ask…

GreenLanternLogo

DC Comics like to paint Hal Jordan as the greatest Green Lantern that ever lived; literally almost every time the character appears, text boxes, character dialogue, or story events are geared towards this agenda. This was especially obvious in 1992 when, after being replaced buy Guy Gardner, Jordan decided that he had had enough of bitching, moaning, and moping about and forced Guy to relinquish the Green Lantern power ring and reclaim his mantle.

Hal, the Green Lantern golden boy, was devastated by Coast City’s destruction.

This was sold to us as a miraculous return; characters, including Guy’s Justice League teammates, openly gushed at Hal reclaiming the mantle and trashed Guy; I mean, sure, Guy was no saint and was a massive pain in the ass, but for everyone to talk so much shit about him was jarring. Things went from bad to worse, however, when Mongul and Hank Henshaw/Cyborg-Superman obliterated Hal’s home town, Coast City, during the ‘Reign of the Supermen’ (Jurgens, et al,1993) arc that saw Superman return to life. Hal, unable to cope with the loss of his friends and family, tried to recreate the city and was admonished by the Guardians of the Universe. Incensed at what he saw was a betrayal after years of loyal service, ‘Emerald Twilight’ saw Hal fly to Oa, relieving multiple Green Lanterns of their rings, killed Kilowog and Thaal Sinestro (later revealed to be an illusion), and absorbed the entire power of the Central Power Battery. This immediately depowered every Green Lantern in the universe (it is implied that the majority of them died, though this was also later retconned) and transformed Hal into Parallax.

Kyle was severely tested at the start of his career.

While Parallax went out into the cosmos to acquire yet more power and would eventually attempt to rewrite all of time itself in Zero Hour: Crisis in Time (Jurgens, et al, 1994), the last remaining Guardian, Ganthet, travelled to Earth and, seemingly at random, presented the last power ring to the first person he saw: Kyle Rayner. Kyle, a young freelance artist, was initially characterised as being cocky and irresponsible; a rookie who received no training or instruction, he struggled to get to grips with his newfound power and responsibility. Attacked by enemies of Jordan’s who mistook him for the former Green Lantern, Kyle endured a trial by fire made all the more testing when Clifford Zmeck/Major Force infamously killed his girlfriend, Alexandra DeWitt, and stuffed her into a refrigerator! For a long time, this was a constant source of guilt and angst for Kyle; it seemed that he would openly mention it to anybody at the drop of a hat, even amidst battling Parallax, saving the universe, and joining perhaps the strongest incarnation of the Justice League ever. In time, though, Kyle was able to master his emotions and his power; unlike other Green Lanterns, Kyle’s ring did not carry a weakness to yellow (later revealed to be because the weakness was a result of Parallax being imprisoned within the Central Power Battery), did not need to be recharged, and could only be used by him, which effectively made him the most powerful Green Lantern ever seen at that point.

Despite making a name for himself, Kyle was constantly overshadowed by Hal.

As part of the Justice League, Kyle struck up friendships with Wally West/The Flash and Connor Hawke/Green Arrow, just as Jordan had been friends with Barry Allen and Oliver Queen in the past, and voted to keep Batman (one of his strongest supporters) in the Justice League following the ‘Tower of Babel’ storyline in 2000. As his career progressed entered into a romantic relationship with Alan Scott’s daughter, Jade, and evolved into a leader when he fought off the Circle of Fire. After Parallax sacrificed himself to reignite the Sun in the ‘Final Night’ storyline, Kyle received a massive power boost and was rechristened Ion. Wielding God-like powers, he eventually restored Oa, the Central Power Battery, the Guardians of the Universe, and the Green Lantern Corps in order to relieve himself of the burden of his newfound powers. Restored to a regular Green Lantern, but still unrestricted by the yellow impurity or the need to recharge, went from being the last of the Green Lanterns, and a God, to be one of many Green Lanterns. His status was further damaged when writer Geoff Johns took over the Green Lantern title and orchestrated Hal Jordan’s return in the ‘Rebirth’ storyline; Jordan, who had since become the Spectre, was absolved of all his previous crimes by the revelation that Parallax is actually a parasitic fear entity that latched onto his soul and drove him to evil. Thanks to the efforts of Kyle, Guy (who also had his recent years of messy writing undone), and John Stewart, Jordan returned to life as a Green Lantern once more and promptly took over the Green Lantern title.

Kyle has assumed a number of different forms and identities over the years.

Despite transforming back into Ion during Infinite Crisis (Johns, et al, 2006) following Jade’s death, Kyle was possessed by Parallax during the ‘Sinestro Corps War’ storyline (Johns, et al, 2007) and continued to operate as just one of four (five, if you count Alan Scott) Earth-based Green Lanterns, even after being promoted to ‘Honour Guard’ status. He even found his very existence branded as an anomaly during ‘Countdown’ and ‘Countdown to Final Crisis’ (Dini, et al, 2007 to 2008) and spent most of 2007 bouncing around the Multiverse with little rhyme or reason. He found himself on the frontlines during Blackest Night (Johns, et al, 2010), which saw Jade restored to life, and sacrificed himself to destroy a bunch of Black Lanterns. He, too, was restored to life and, during War of the Green Lanterns (ibid, 2011) assumed the role of a Blue Lantern after Parallax infected the Green Lantern rings. Unfortunately for him, Blue Lanterns are pretty useless; they only real do anything when Green Lanterns are around, making him the weakest of the rag-tag group (obviously led by Jordan) that stood against the renegade Guardian, Krona. As much as I hate to praise it, The New 52 actually returned some semblance of importance to Kyle; while Sinestro and Jordan dominated the main Green Lantern titles like it was the late-eighties, Kyle was the focus of the New Guardians title. When power rings from all the different corps are drawn to him, Kyle goes on a universe-spanning pilgrimage to master the entire emotional spectrum and once again reaches the levels of God-hood he enjoyed as Ion by becoming a White Lantern. Oddly, The New 52 also put Kyle in a romantic relationship with Jordan’s long-term love interest, the Star Sapphire Carol Ferris, which only further bogged his character down with unnecessary ties to Jordan’s legacy. It wasn’t to last, though, it soon became apparent that the powers of the White Lantern were too much for any one person to wield and, as of Rebirth, Kyle has returned to being a lowly Green Lantern.

GreenLanternAnimated
What the hell is this nonsense!?

It gets worse for Kyle outside of the comics; although his name and profession were used, he looked exactly like Hal Jordan when he appeared in Superman: The Animated Series, and even had Hal’s origin! With John Stewart acting as Green Lantern in Justice League, Kyle was relegated to brief cameos and bit-parts in Justice League: Unlimited. While Stewart is generally included as an alternative costume for Hal in various DC videogames, this luxury is rarely afforded to Kyle; he appears as a skin in Justice League Heroes (Snowblind Studios/Warner Bros. Games, 2006) and is featured in DC Universe Online (Daybreak Game Company/WB Games, 2011) and Lego Batman 3: Beyond Gotham (Traveller’s Tales, 2014) but barely gets a mention in the Injustice videogames (NetherRealm Studios/Warner Bros. Interactive Entertainment, 2013; 2017) due to being unceremoniously killed off in the prequel/tie-in comic books. I remember, many moons ago, reading an article in Wizard around the same time that the ‘Emerald Twilight’ storyline happened; whomever was being interviewed at DC said something along the lines of “DC reserve the right to not give their characters happy endings” and basically said “Hal is evil; Kyle is Green Lantern – deal with it!” as I mentioned, DC was all about major character changes in the nineties; Wally West had become the Flash following Crisis on Infinite Earths (Wolfman, et al, 1985), Dick Grayson became Nightwing in the ‘Judas Contract’ storyline, and Tim Drake succeeded him as Robin, in addition to the aforementioned Connor Hawke and even Roy Harper progressing to Arsenal.

GreenLanternLegacy
A generation of heroes doomed to obscurity and irrelevance.

Kyle was supposed to be the next in line of these young new legacy heroes; his costume was bold and striking, a far cry from the regimental style favoured by most Green Lanterns, and his constructs were often infused with manga and anime imagery. As a young, untested hero, Kyle made reading Green Lantern was perfect for newcomers at the time who got to learn about the Green Lantern mythos through fresh eyes. However, once DC’s editors and writing staff switched hands and decided that they wanted to bring back Silver Age characters like Barry Allen and Wally West, the writing was on the wall for characters like Kyle. Once the sole Green Lantern and the figurehead for the Corps, Kyle was relegated to being just another face in a sea of green once Hal came back; even his costume and haircut changed and became far less interesting.

GreenLanternKyleDead
You’ll always be my Green Lantern, Kyle!

For my money, DC massively dropped the ball by not keeping Kyle bonded with Ion and carrying that codename; at least then Kyle would have been set apart from Hal Jordan and the other Green Lanterns. In these modern times, where we have a Corps for every colour of the emotional spectrum, there really is no excuse for Kyle, Hal, Guy, John, and newcomers like Simon Baz to all be Green Lanterns. I would have kept Kyle as the White Lantern, Guy as a Red Lantern, and John as an Indigo Lantern if only to mix things up and keep everyone different and relevant. Instead, with Hal still at the forefront of the Green Lantern titles and constantly being branded by DC writers, editors, and characters as the greatest Green Lantern of all time, there doesn’t seem to be any room for Kyle these days. Once upon a time, DC vowed that characters like Kyle and Wally were the new standard but, now, they’re pale imitations living in the shadow of the apparently far superior Silver Age counterparts and that’s just sad for people like me, who grew up in the nineties reading about Kyle’s adventures and growing attached to his character, rather than that of Hal Jordan.