Talking Movies [Superman Month]: Superman II


In 2013, DC Comics declared the 12th of June as “Superman Day”, a day for fans of the Man of Steel the world over to celebrate Clark Kent/Kal-El/Superman, the superpowered virtue of “Truth, Justice, and the American Way” who is widely regarded as the first ever costumed superhero. This year, I’m spending every Sunday of June celebrating the Man of Steel as I expand Superman Day to “Superman Month“.


Released: 9 April 1981
Director: Richard Lester
Distributor:
Warner Bros. / Columbia–EMI–Warner Distributors
Budget:
$54 million
Stars:
Christopher Reeve, Margot Kidder, Terence Stamp, Sarah Douglas, Jack O’Halloran, and Gene Hackman

The Plot:
Having thwarted Lex Luthor’s (Hackman) maniacal plans, Clark Kent/Superman (Reeve) faces a new challenge when intrepid reporter Lois Lane (Kidder) manages to deduce his secret identity. While Clark prepares to give up his incredible powers to be with Lois, General Zod (Stamp) and his two followers escape from the Phantom Zone and begin terrorising the planet, leading Clark to choose between his happiness and his responsibilities to mankind.

The Background:
As I detailed in my review of Superman (Donner, 1978), producers Ilya and Alexander Salkind and Pierre Spengler convinced Warner Bros. to produce a two-film adaptation of the character back in the late seventies. However, the production was fraught with issues, both financially and creatively; director Richard Donner frequently clashed with the producers and Richard Lester was brought in as a mediator to allow the filmmakers to focus on the first film, which was a financial and critical success. Despite having shot 75% of the sequel, Donner was replaced as director with Richard Lester, a decision that irked star Gene Hackman so much that he refused to return for the necessary reshoots. Lester shot an entirely new opening for Superman II in addition to making numerous changes to the tone of Donner’s original version to place more emphasis on slapstick silliness. Star Christopher Reeve returned to the project after negotiating a better deal with more artistic control for himself but Marlon Brando was excised completely from the film due to his unrealistic financial demands. Despite all the behind the scenes turmoil, Superman II was still a financial success; its worldwide box office gross of just over $190 million might’ve been less than its predecessor but it was still highly praised, with Stamp’s turn as Zod drawing particular acclaim. Many years later, of course, in the build-up to Superman Returns (Singer, 2008), Donner would finally return to the film to assemble a version that closely resembled his original vision of the film.

The Review:
As far as I can remember, Superman II is another of those instances where I actually saw the sequel before the original; consequently, the film had much more of an impact on my childhood and I remember being more entertained by it thanks to it having a far brisker, more action-orientated flow and featuring villains who could actually match Superman in combat rather than simply just outwitting him. Not that I have a problem with the “mind over muscle” concept, it’s just far more gratifying to me to see Superman getting into a superpowered scrap as Superman II definitely delivers in that regard. Thankfully, for those who haven’t seen the first film, the movie opens with both a quick recap of the first movie over the opening credits and a return to Krypton to show exactly how General Zod, Ursa (Douglas), and Non (O’Halloran) got themselves banished to the mysterious “Phantom Zone”. Basically, they broke into one of the Kryptonian council’s crystal chambers and destroyed one of their fancy little crystals; since Jor-El (Marlon Brando) is entirely absent from this film, the three are sentenced and imprisoned by the nameless Kryptonian council yet, as they’re being thrust into the void of space in their mirror prison, Zod vows revenge upon Superman’s birth father regardless.

Lois begins to suspect that mild-mannered Clark Kent isn’t all that he seems…

The film then picks up shortly after the events of the last film to find the Eiffel Tower overtaken by terrorists who are holding a bunch of people hostage and threatening to detonate a hydrogen bomb if their demands aren’t met. Being the feisty, fearless reporter that she is, obviously Lois Lane is right in the middle of the story and her boldness leaves her in danger of being killed; thankfully, Superman is again on hand to save her and disposes of the bomb-filled elevator by tossing it into space and unknowingly releasing the three Kryptonian criminals form their prison. Still playing the part of the lovable, bumbling goofball, Clark stumbles his way through his assignment with Lois in Niagara Falls but, after springing into action to save a young boy from a fatal fall into the waters, Lois’ suspicions are raised to the point where she willingly puts herself in danger in order to prove that the two are one and the same.

Luthor escapes from prisons, learns Superman’s secrets, and forges a fragile alliance with Zod.

Despite being arrested and locked up at the end of the first film, Lex Luthor (Hackman), the self-proclaimed greatest criminal mind of all time, quickly breaks his way out of prison with the help of a holographic projector of his own making and the assistance of Eve Teschmacher (Valerie Perrine), thankfully leaving the bumbling Otis (Ned Beatty) behind. Not only does Luthor now largely sport his traditional bald head, he also has a far better plan than simple real estate; having deduced that Superman has a tendency to travel north, he tracks the Man of Steel and discovers his Fortress of Solitude, boning up on the three Kryptonian criminals and using this knowledge to charm his way into General Zod’s good graces. There’s something disconcerting about seeing Luthor in the Fortress of Solitude and poking around in his private archives and materials; although Luthor doesn’t learn that Clark Kent is Superman from this excursion, he learns more than enough to be able to barter with General Zod and spare him from the Kryptonian’s unending wrath in exchange for being able to rule over Australia after the three Kryptonians consolidate their control over the entire world.

Led by power-hungry Zod, the Kryptonian criminals quickly claim dominion over the world.

Still, even Luthor is fearful of his new tentative allies; Zod, a verbose egomaniac who craves power and acknowledgement, strikes fear into the hearts of those around him with not only his sadistic and cold-hearted demeanour but also his inclination to fly into an intense rage when his power is defied. The alluring and callous Ursa revels in causing destruction and acquiring new badges and trinkets for her uniform, while the imposing brute Non is as childlike as he is silent and literally follows his General’s orders without question. The three quickly discover and reveal in the superhuman powers afforded by the Earth’s yellow sun, which immediately grants them all of Superman’s powers but with none of his moral compass. They start small, toying with a group of astronauts on the Moon and terrorising a small town in the United States before identifying where the true power of the U.S. lies and laying seize on the White House in a harrowing scene where he forces the President of the United States (E.G. Marshall) to transfer all control to their General.

The Nitty-Gritty:
Of course, it’s difficult to talk about Superman II without addressing some of the film’s more ridiculous aspects; Otis might not be around but his status as the comic relief is usurped by Non’s infantile nature. While things quickly take a turn for the dramatic when Zod steps in out of boredom, it’s initially played for laughs when the three are causing trouble in Houston; similarly, when the three are terrorising Metropolis to goad Superman into a conflict, there’s an awful lot of slapstick and tomfoolery for what is meant to be an imposing scene. And let’s not forget the outrageous superpowers introduced in the film; while traditional Kryptonian powers like heat vision, super breath, and freeze breath are all on display to great effect when the three are causing destruction and fighting with Superman, there’s all kinds of crazy stuff added to the film. Zod is somehow able to levitate objects with a point of his finger, the three of them deface Mount Rushmore by simply blasting it, all four Kryptonians are all able to duplicate themselves in the finale (which I can only assume was originally supposed to be some kind of depiction of superspeed that was limited by the technology of the time), and don’t even get me started on Superman’s weird s-shield attack-thing! Yet, as mental as all of this, it’s actually nowhere near as insane as some of the stuff Superman was doing in the comic books at the time!

Superman willing gives up his powers to be with Lois.

While a romantic element was present in the first film (and gave us the God awful cringey scene of Superman and Lois flying together), it’s far more prominent here. Although Clark is able to momentarily quash Lois’s suspicions about him, his dual nature is ultimately revealed after an accidental stumble. Of course, bearing in mind that Clark is clearly besotted with Lois and was tempted to reveal himself to her in the first film, both Clark and Lois suggest that this was anything but an accident and that Clark subconsciously wanted Lois to learn the truth and made sure that it happened. Regardless, the two embark on a romantic tryst that sees Clark focus on her above all other concerns. Busy wooing her with flowers and food from the far corners of the world at his Fortress, Superman ignores the chaos caused by General Zod and his subordinates and makes the ultimate sacrifice when the consciousness/artificial intelligence of is mother, Lara (Susannah York), dictates that to live with a mortal, he must live as a mortal.

Superman immediately has to reclaim his powers to stop the Kryptonian criminals.

This wrinkle, which results in the destruction of the main control console in the Fortress, goes a long way to showing just how serious Clark is about his love for Lois; indeed, he willingly gives up all of his superpowers just to be with her despite the fact he can hear that people are pleading for his intervention. Clark’s adjustment to mortal life is a tough one; almost immediately, he feels the fatigue and pains of us normal folk and runs afoul of mouthy trucker Rocky (Pepper Martin). Humbled and humiliated, Clark is horrified to find that Zod has taken control of the world and immediately journeys back to the Fortress (from what looks like Canada…because I guess there’s a direct road from Canada to the Arctic now?) in a desperate bid to regain his powers. Although the Fortress appears dead and his father Jor-El doesn’t answer his son’s desperate plea, Clark finds the green crystal that birthed the Fortress and this, somehow, restores his powers. Although this whole sequence is a little sloppy, mainly thanks to the way the film was cut up and re-edited from Donner’s original version, I can’t say that I was ever really a fan of it; we’ve seen in the comics, and other adaptations, that Superman is fully capable of being in a relationship with Lois without having to give up his powers and it seems like this aspect was only included to give some humanity to the all-power Man of Steel. One part of it that does work for me was the emphasis on Lara; since Jor-El is entirely absent, Lara’s importance is greatly increased and makes Superman II an interesting companion piece to the first film by placing the focus on his mother rather than his father.

It’s clear the budget was stretched to its limit to depict a brawl between the four superpowered characters.

Armed with Luthor’s knowledge of Superman’s true heritage and affinity for Lois Lane, Zod, who quickly grows bored of having absolute power, relishes the opportunity to exact his revenge upon Jor-El’s progeny. To this end, the three ransack the Daily Planet and then cause destruction in downtown Metropolis in entertaining scenes of devastation that were certainly ambitious and in stark contrast to the first film’s slower, more subdued tone. It’s clear that the budget is being pushed to its limits to show all four characters flying and fighting in the skies and streets of Metropolis and, while the special effects and the quality of the fight does suffer a bit as a result (there’s a lot of awkward standing around, posturing, and slow, easily telegraphed attacks on show), it’s still a commendable effort for the time. Crucially, Superman goes out of his way to draw the fight away from the city and to save lives rather than mindlessly ploughing his opponents through buildings and causing as much damage as the film’s villains, which goes a long way to emphasising Superman’s selfless and heroic nature (something that arguably needed to be reinforced after he seemed to abandon his responsibilities in favour of getting laid).

Superman turns the tide on his foes but is forced to erased Lois’s memory of his dual nature.

Although the three have the numbers advantage, and are clearly better fighters than he, Superman manages to hold his own but, realising that continuing the fight would only endanger further lives (despite the commendable spirit of the Metropolis citizens in their willingness to stand up to the three after Superman appears to be killed), he flees from the city and lures them to his Fortress for a final showdown. The three are led their by Luthor with Lois as their hostage; when Zod declares that Luthor has outlived his usefulness, the criminal mastermind attempts to double-cross Superman in order to regain favour with the General and, in the process, unwittingly plays right into Superman’s plan. Having reversed the molecule chamber so that Krypton’s red sun rays erase the three’s powers, Superman and Lois are easily able to best their foes and send them hurtling to their deaths. However, in the aftermath, Clark and Lois split up since Superman can’t prioritise one life over the lives of the world and, to spare his love further pain from the burden of knowledge, Superman busts out another new power: the ability to erase minds with a kiss. With Luthor back in prison, the Earth saved, and the status quo restored, Superman promises the President that he’ll never abandon his responsibilities again and heads off for his victory lap.

The Summary:
When I was a kid, I absolutely loved this film; it was probably the closest and most accurate depiction of a live-action Superman I had seen and definitely set a high standard for superhero movies in general for its mixture of heart, action, and comedy. Even now, thanks to the ambitious and impressive special effects, the film holds up surprisingly well; once again, it’s the performances that help bolster the film, with Terrence Stamp putting in a scene-stealing turn as General Zod. The inclusion of three evil Kryptonians to match Superman blow-for-blow was a great way to raise the stakes from the first film and Superman II definitely builds upon the themes and standards of the first film. While I still have a lot of affection for Superman II and definitely prefer it to the first movie, it’s difficult for me to rate it much higher as there are a number of aspects of Superman II that don’t sit too well with me. The same can be said of the first film, and the rest in the series, but I’m still a little baffled by the idea of stripping Superman of his powers and then immediately restoring them and the absurd memory erasing kiss that is almost as preposterous as Superman turning back time at the finale of the first film. Still, it’s easily the best film out of the original four for me and, crazy superpowers aside, deserves to be rated as being at least on par with the influential original and is well worth a watch of only for Stamp’s iconic performance and the battle between Superman and his Kryptonian adversaries.

My Rating:

Rating: 3 out of 5.

Pretty Good

What are your thoughts on Superman II? Did you feel like it measured up to the first film or do you perhaps consider it to be superior, or inferior? What did you think to the introduction of more physically capable villains for Superman to fight and were you a fan of Terrence Stamp’s performance as General Zod? What did you think to Superman sacrificing his powers for Lois and then erasing her mind with a kiss? Do you prefer the theatrical cut of the film or do you think the Donner Cut is the superior version? What is your favourite Superman story, character, or piece of media? How are you planning to celebrate Superman Day today? Whatever you think, feel free to share your opinion and thoughts on Superman in the comments below.

Talking Movies [Superman Month]: Superman


In 2013, DC Comics declared the 12th of June as “Superman Day”, a day for fans of the Man of Steel the world over to celebrate Clark Kent/Kal-El/Superman, the superpowered virtue of “Truth, Justice, and the American Way” who is widely regarded as the first ever costumed superhero. This year, I’ll be spending every Sunday of June celebrating the Man of Steel as I expand Superman Day to “Superman Month“.


Released: 14 December 1978
Director: Richard Donner
Distributor:
Warner Bros. / Columbia–EMI–Warner Distributors
Budget:
$55 million
Stars:
Christopher Reeve, Gene Hackman, Margot Kidder, Valerie Perrine, and Marlon Brando

The Plot:
In the dying moments of the planet Krypton, scientist Jor-El (Brando) rockets his son away to Earth. After learning of his alien origins and discovering the limits of the fantastic superhuman powers afforded him by Earth’s yellow sun, the now-adult Clark Kent (Reeve) assumes the costume identity of “Superman” while disguising himself as a mild-mannered reporter. However, he faces his greatest test when genius criminal mastermind Lex Luthor (Hackman) hatches a plot to cause devastating earthquakes west of the San Andreas Fault.

The Background:
In the years since his dramatic debut, Superman quickly became the subject of numerous adaptations and his 1940 radio drama even introduced many aspects that became synonymous with the character. The idea of a feature-length Superman film was first conceived of by producer Ilya Salkind in 1973; entering into a partnership with his father, Alexander, and Pierre Spengler, the filmmakers were able to convince Warner Bros. to produce a two-film adaptation of the character and paid screenwriter Mario Puzo (of Godfather (ibid, 1969/Coppola, 1972) fame) $600,000 to write the screenplay. Steven Spielberg was courted to direct but was unable to commit and, while Guy Hamilton was attached to the project, the producers eventually settled on Richard Donner, who immediately ditched the campy tone of Puzo’s 400-plus-page script. The first actor signed to the film was Marlon Brando (who had some pretty funny ideas about Jor-El’s appearance and characterisation and had a lackadaisical attitude towards the film) and Oscar winner Gene Hackman soon followed, with the two receiving top billing.

Superman’s early adaptations had a profound influence on the character for decades.

Many notable names were considered for the title role before relative-unknown Christopher Reeve was cast after a laborious casting process. Having bulked up for the role, Reeve’s experience as a pilot paid off when performing the film’s complex flying sequences, which were achieved through a combination of green screens, wire work, and other camera tricks while the striking Kryptonian suits were the result of a happy accident with a reflective material. Very quickly, the film’s budget ballooned and filming began to over-run, causing tensions between Donner and the producers; Richard Lester was brought on board as a mediator and work on the sequel halted to concentrate on the first film. After several delays, Superman (also marketed as Superman: The Movie) released to rave reviews and was an incredible financial success, making over $300 million. Although the producers continued production of the sequel immediately, the damage was done and Donner did not return, necessitating a series of expensive reshoots and raising the ire of many of the film’s actors. Still, the first film was an incredible achievement, massively influential on Superman’s comic books, and was eventually preserved in the United States Library of Congress National Film Registry.

The Review:
Superman begins, as most Superman origin stories do, on the far away world of Krypton (or “Krypt’n”, if you’re Marlon Brando), a technologically advanced civilisation that inhabits a largely barren, crystalline world. In a fantastic seed for the sequel, Jor-El sentences three seditious criminals – Non (Jack O’Halloran), Ursa (Sarah Douglas), and their leader, General Zod (Terence Stamp) – to the mysterious “Phantom Zone” for their treasonous and destructive efforts to usurp the Kryptonian council and subjugate the world to Zod’s will. Defiant to the last, Zod vows to avenge himself upon Jor-El and his heirs, no matter how long it takes and against all odds, before the three are cast into the strange mirror prison. Following this, Jor-El is unable to convince the council that Krypton is doomed to be destroyed by its red giant sun within thirty days; indeed, despite being a highly respected and rational member of the council, Jor-El’s claims are so adamantly refuted that he is threatened with being labelled a terrorist himself.

Unable to save his planet, Jor-El sends his infant son to Earth, where he gains awesome powers.

Apparently despondent (it’s hard to tell with Brando…), Jor-El resigns himself to ensuring the survival of his young son, Kal-El; his wife, Lara (Susannah York), laments that their son will forever be an outcast amongst the “primitives” of Earth but Jor-El remains confident that the powers bestowed upon Kal-El by Earth’s yellow sun will make him a symbol of hope and afford him physical advantages beyond all known understanding. As Krypton shatters around them, the baby is rocketed away and, guided by his father’s voice, slowly grows into an infant within his escape craft; Jor-El, who encoded all of his knowledge and wisdom into the crystalline form of the ship, stresses that his son is “forbidden” to interfere in Earth’s history and instead let his example inspire others. In time, many thousands of years after Krypton’s destruction, the ship crash lands on Earth and is stumbled upon by kindly, elderly couple Jonathan (Glenn Ford) and Martha Kent (Phyllis Thaxter) who are awestruck by the child’s super strength and, despite Jonathan’s concerns, take him in as their own.

After losing his adopted father, Clark learns the extent of his powers and reveals himself to the world.

About fifteen years later, the boy has grown into well-meaning teenager Clark Kent (Jeff East, with Christopher Reeve dubbing his voice); though Clark is frustrated that he has to hide his physical capabilities from the world, Jonathan stresses that the boy was sent to them (and the world) for a greater reason than to simply score touchdowns or show off to the other kids. As he just wants to make his parents proud, Clark takes his father’s advice to heart but is left utterly heartbroken when Jonathan suffers a fatal heart attack. At his graveside, a devastated Clark laments that his awesome powers were ultimately useless in saving his father and thus learns a valuable lesson about the limits of his superhuman abilities. Drawn to the remains of his ship (which the Kents kept hidden in their barn), Clark discovers a glowing green crystal that leads him far north, all the way to the Arctic, where the crystal births a piece of his home planet on Earth. In this Fortress of Solitude, Clark communes with the spirit of his father, who lives on as a glorified artificial intelligence, and spends a further twelve years absorbing all of Jor-El’s knowledge and teachings of his newfound abilities. After his training is completed, Clark emerges as Christopher Reeve and garbed in a bright Kryptonian costume and ready to share his abilities with the world as Superman.

Clark poses as a mild-mannered reporter, which allows Superman to captivate Lois.

Clark sets himself up as a reporter at the Daily Planet (apparently it’s as easy as being able to type incredibly fast and being overly polite), meeting hot-tempered editor-in-chief Perry White (Jackie Cooper), enthusiastic young photographer Jimmy Olsen (Marc McClure), and feisty reporter Lois Lane (Kidder). Despite her inability to spell, Lois is a lively and fearless journalist and, consequently, she both despairs of Clark’s overly friendly nature and sees him as a bit of a dorky milksop and finds her curiosity sparked by some of his oddities. In comparison, Lois is immediately captivated by Superman when he not only catches her in mid-air as she’s plummeting to her death but also snags the helicopter she was falling from. Enamoured by his mystery, confidence, and the seemingly limitless superhuman abilities he possesses, her normally controlled and forthright demeanour is shattered and she’s left absolutely awestruck during (and following) her exclusive interview with the Man of Steel (where she names him and he also, curiously, divulges a number of secrets about himself that later come back to bite him in the ass).  

The maniacal Lex Luthor plots to destroy Superman in his quest to profit from real estate.

The villain of the piece, the enthralling Lex Luthor, has set up an impressive hideout beneath the city streets; there, protected by a series of cameras and deadly booby traps, he surrounds himself with the dim-witted Otis (Ned Beatty) and sexy but cynical Eve Teschmacher (Valerie Perrine). Egotistical and arrogant in his intellect, Luthor sees himself as the world’s greatest criminal mind and is busy planning the crime of the century, which involves the acquisition of seemingly worthless land and profiting from it by causing a cataclysmic flood, endangering and ending countless lives in the process. Luthor immediately surmises that Superman is not of this Earth and relishes the opportunity to pit himself against the Man of Steel, and to both prove his intellectual superiority over him and destroy the very virtues that Superman stands for, seeing the Man of Steel as the ultimate challenge for his self-proclaimed criminal genius.

The Nitty-Gritty:
Of course, you can’t really talk about Superman without mentioning John Williams’ bombastic and immediately iconic “Superman” theme that is rendered in full glory over the opening credits. While this theme has become so synonymous with the character that no composer or filmmaker since has come close to crafting a more suitable melody for the Man of Steel, I continue to be baffled by the absolutely cringe-worthy “Can You Read my Mind?” sequence. Like, I get it; it’s supposed to be this big romantic moment between the Lois and Superman and to showcase the film’s wirework, but it stands out like a sore thumb and is all kinds of different flavours of cheese.

While Reeve set the standard for Clark/Superman some of the other performances are a bit hit and miss.

If I’m being brutally honest, the film’s performances are a bit hit and miss; despite being a relative unknown, Reeve provides the quintessential portrayal of Superman and simply exudes confidence and sociability as Superman while masking his true nature as loveable, bumbling fool. Indeed, by simply straightening his posture and slightly altering his voice, Reeve effortlessly depicts the simple differences between his two persona and his performance so explicitly set the standard for the character that it continues to be emulated to this day. Once the story shifts to Metropolis, the film becomes a much more vivid and over-the-top production that emphasises buffoonery and comic book camp; nobody embodies this more than the bumbling Otis, who is mostly here for comic relief, but there’s also the suggestion that Luthor socialises with cretins simply to have someone to lord over. While Beatty and Cooper seem to have stepped out of a pantomime for their roles as the goofy Otis and bombastic Mr. White, respectively, Hackman brings a certain gravitas to the film that perfectly walks a fine line between camp and severe. Hackman seems to be enjoying himself in the role and commands every scene and room that he’s in; though he lacks Luthor’s bald head, he sports a variety of wigs and exudes a sadistic menace in his willingness to kill millions of innocent people in his quest for power, profit, and to have his matchless intelligence recognised by the world.

While some effects don’t hold up well, they’re all very ambitious and impressive for the time.

Obviously, you have to expect that some of the effects aren’t as impressive and haven’t aged as well as others, as ambitious as they are; the Arctic is clearly a set like something out of Star Trek (1966 to 1969) and I can only assume that Krypton is so barren and lifeless because it was cheaper and easier (though it also makes it cold and alien and a stark contrast to our lush world). The young Clark’s running effect and a number of the rear-projection and miniature shots leave a lot to be desired and almost every skyline appears to simply be a gigantic matte painting as the film is heavily reliant upon impressive sets the likes of which are akin to a James Bond film. While Clark’s super fast changes to Superman and his little spin down into Luthor’s lair aren’t that great, easily the weakest effects come in the conclusion as the San Andreas Fault is ruptured and painstakingly crafted models are washed away by water and dirt before Superman circles the globe at superspeed. To be fair, though, the film’s effects are still incredibly impressive; the helicopter sequence is an ambitious and remarkable composite of miniatures, rear-projection, and live-action wire work that makes for a suitable debut for the Man of Steel and, overall, the film has largely stood the test of time thanks to its practical effects and undeniable charm. As you might expect, Superman’s powers and abilities are the highlight of the film; Superman’s invulnerability, super strength, and superspeed are all accounted for and realised well enough and Superman’s first night on duty provides a great showcase of what he is capable of. No job is too big or too small for Superman, who does everything from rescuing a cat from a tree to apprehending jewel thieves as they clamber up the outside of buildings using sucker pads.

Superman comes up with a unique solution to save the day.

Naturally, it’s the flying sequences that are the true spectacle of the film; even now, the rear-projection holds up pretty well in these scenes but what really sells it is Reeve’s dynamic and believably movements. Reeve banks and turns with an elegant grace and really sells the illusion that we’re seeing a man fly and makes even the most ridiculous aspects of the film (from the 100% comic-accurate suit to using his own body to repair a broken train track to repairing the San Andreas Fault by ploughing through questionable-looking magma) seem entirely plausible thanks to his charming smile and undeniable charisma. Of course, when talking about Superman, you have address the ending. Thanks to acquiring a chunk of Kryptonite, Luthor is able to weaken and cause incredible agony to Superman and it is only thanks to Ms. Teschmacher’s change of heart that he’s able to recoup his strength and intercept Luthor’s missiles. However, while he’s able to stop one, he’s unable to keep the other from striking the San Andreas Fault and is so busy repairing the damage it causes that he’s unable to save Lois from being crushed to death by debris. Devastated and overcome with grief, Superman flies into the upper atmosphere and defies his birth father’s warnings of interfering in human history to favour his adopted father’s advice and is able to literally turn back time by reversing the rotation of the planet. This undoes all of the damage caused by Luthor’s missiles and prevents Lois’s death but remains the most ludicrous aspect of the entire movie and just ends up raising all kinds of questions like…wouldn’t there be two Superman? Why doesn’t he just turn back time all the time? Ultimately, it’s just one of those crazy, over-powered feats that we’ve come to expect from older versions of Superman and I guess it works to show that Superman is capable of overcoming even his limits by pushing hard enough (plus, Reeve’s anguished cry does make for an incredibly intense scene).

The Summary:
I honestly went into Superman ready to give it a lower score of two stars; it’s never really been my favourite superhero, or Superman, film as it’s just got a little too much cheese and cringe in it for my tastes. There’s an undeniable level of camp at work in the film that makes it very cartoony and over-the-top in places, to say nothing of long, oddly paced inclusions that seem decidedly at odds with the rest of the film. However, all of these elements are in perfect balance with the film’s more dramatic and spectacular sequences; this is a film that is, primarily, a showcase of ambitious and trend-setting cinematic techniques as much as it is perhaps the most influential interpretation of Superman ever seen outside of the comic books. While not every effect has aged too well, the majority have stood the test of time remarkably well and there’s just the right balance of goofy comedy, heart-warming charm, and exciting spectacle that simply scream “Superman”, a character who is often characterised as being the world’s biggest Boy Scout and embodying timeless (if slightly antiquated) ideals. There’s no denying that Superman is an absolute classic; while I cannot sanction Marlon Brando’s attitude and I may not be a fan of some of Donner’s choices (Luthor being a real estate maniac, the barren depiction of Krypton, and the time travel ending are all cons of the film for me), Superman remains a delightful and enjoyable little slice of camp goodness that is worth it for Reeve’s incredible and career-making turn in the title role if nothing else.

My Rating:

Rating: 3 out of 5.

Pretty Good

Are you a fan of Superman? What did you think to Christopher Reeve’s portrayal of the character and were you a fan of Lex Luthor’s interpretation in the film? How influential was Donner’s film on your perception of Superman and are there any aspects you would prefer to see films and media move away from? What did you think to the film’s campier elements and were you a fan of the ending? What is your favourite Superman story, character, or piece of media? How are you planning to celebrate Superman Day next week? Whatever you think, feel free to share your opinion and thoughts on Superman in the comments below.

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.

Mortal Kombat‘s 3D struggles culminated in a disastrous crossover with DC Comics.

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!

Game Corner: Lego DC Super-Villains (Xbox One)

GameCorner
LegoDCVillainsLogo

Released: October 2018
Developer: Traveller’s Tales
Also Available For: PlayStation 4, Nintendo Switch, and PC

The Background:
You’ve heard of Lego, right? Those little Danish plastic blocks that you can slot together to build all kinds of shit and make you wish you were dead when you step on them? Well, some time ago (around 2014), they started producing playsets based on DC Comics characters. After the release of Lego Star Wars: The Video Game (Traveller’s Tales, 2005) laid the groundwork for what would become numerous licensed Lego videogames, Traveller’s Tales released Lego Batman: The Videogame (ibid, 2008), the first in a series of Lego-themed videogames based on DC Comics characters. Lego DC Super-Villains came hot on the heels of The Lego Batman Movie (McKay, 2017) and was a spin-off of its immediate predecessor, Lego Batman 3: Beyond Gotham (Traveller’s Tales, 2014). While the gameplay and narrative may have expanded beyond simple pantomiming in enclosed environments to fully-voiced open worlds, the core blueprint of building increasingly ridiculous Lego constructs in a DC-themed world remained unchanged.

The Plot:
When the evil Justice Syndicate arrive from Earth-3, pose as superheroes, and promptly dispose of the Justice League, the super-villains of the DC Universe must join forces with a mysterious new villain in order to expose the Syndicate as frauds and reclaim their place as the world’s number one villains.

Gameplay:
If you’ve ever played a Lego videogame before, you’ve played them all; gameplay is ridiculously simple and yet fun, with the games designed to be accessible to younger players and emphasising pick-up-and-play, co-operative gameplay, and simple, easy to master mechanics. The first thing you’ll do is design your own Lego supervillain from a range of available heads, costumes, and powers, which you’ll unlock more of as you play through the game’s story mode and find hidden Gold and Red Bricks. Once you have your Rookie, you’ll adventure with some of DC’s most notorious super-villains (including Harley Quinn, Lex Luthor, and Black Adam) across some of DC’s most recognisable locations (from Slaughter Swamp, to Metropolis, to the fire-pits of Apokolips).

LegoDCVillainsRookie2
Learn new abilities as you play through the story mode.

Gameplay couldn’t be simpler; you can attack enemies with combos, ranged weapons, energy blasts, and crowd-clearing ground pounds, or fly and flip across the skies of the game’s various open worlds, amongst many other attributes. The Rookie’s abilities can be customised as you play and his ability to absorb and learn new powers is a crucial part of the game’s amusing story mode.

LegoDCVillainsMap
There are many secrets to find in the game’s many locations.

Considering the Lego videogame formula hasn’t changed since their first Lego Star Wars videogame, there’s a lot to see and do here; every time you complete a chapter of the story mode, you unlock it for use in Free Play mode. As each environment has many hidden secrets that can only be uncovered by using characters and abilities not initially available in the story mode, this encourages a great deal of exploration and replayability if you want to find everything and earn all of the Achievements. Combat and gameplay are simple enough, and the game’s puzzles aren’t generally much to worry about; Lego DC Super-Villains’ challenge comes in the multitude of secrets hidden in the game’s multiple overworlds and individual chapters and in the vast amount of side missions on offer. You’ll be tasked with photographing goons, destroying certain objects, or collecting certain items, all to either obtain another hidden brick or unlock an extra playable character in the game’s already stacked roster.

LegoDCVillainsBuilding
You’ll need to build all manner of Lego toys to progress.

A crucial aspect of any Lego videogame is smashing everything in your path, collecting Lego studs, and building, building, building. Holding down B near a cluster of Lego pieces will see your character piece together all manner of Lego constructs, from weapons, to computer terminals, vehicles, and even the Flash’s Cosmic Treadmill, all of which will spew out yet more Lego studs, open up new areas, or allow you to progress further.

LegoDCVillainsCharacters
Everyone is represented, from the iconic to the obscure.

Collecting studs is vital to your progression; although you have a heart-based life system, you can return to the game as many times as you like after dying as long as you have enough studs. However, as they’re scattered across every inch of the Lego DC world, you’ll never be running short of these, and enemies will often drop hearts upon their defeat. Studs can also be used to purchase new characters and vehicles, both of which are essential to earning some of the game’s Achievements.

Graphics and Sound:
A key aspect of all of Lego’s multimedia ventures is just how well they recreate the feeling of playing with actual Lego toys; everything in their movies, animated shorts, and videogames has some basis in reality and is either based on, or available as, an existing Lego playset.

LegoDCVillainsLocations
You’ll visit some of DC’s most iconic locations.

To that end, all of the characters look and act exactly as a Lego toy would; they’re made of shiny, stiff plastic and it always feels as though you’ve just dropped a bucket of your Lego out on the floor and started playing with them. Iconic DC locales are lovingly crafted out of the iconic bricks to the point where you’re smashing your way through a dark and stormy Gotham City that evokes exactly the same sense of gloomy dread as anything produced by Rocksteady.

LegoDCVillainsVoices
You’ll recognise a lot of the voices in Lego DC Super-Villains.

While early Lego videogames based on movie properties utilised the soundtrack and vocal performances of their source materials, Lego DC Super-Villains favours a largely original score and goes all-in with the quality of its voice actors. You’ve got the likes of Kevin Conroy, Clancy Brown, and Michael Ironside reprising their roles from various DC cartoons and animated movies alongside John Barrowman, Zachary Levi, and Brandon Routh voicing their respective characters from DC’s live-action television shows and movies.

Enemies and Bosses:
As you journey to expose the Justice Syndicate, you’ll naturally face opposition from local law enforcement and rival goons before squaring off with members of the Justice Syndicate and the Justice League.

LegoDCVillainsBosses
You’ll eventually take on Darkseid in an epic encounter!

As a result, you’ll inevitably end up in battle against the likes of Ultraman, Mazahs, Owlman, Johnny Quick, and Superwoman but you’ll also fight against Solivar, Doomsday, and the titanic New God Darkseid. Each boss battle has a unique twist, forcing you to use different abilities to break through their defences and chip away at their health.

LegoDCVillainsBosses2
Bosses are grandiose, but simple, affairs.

In many instances, bosses will use the environment to their advantage (such as Sea-King, who attacks with a giant octopus) or send waves of goons against you. Luckily, however, you can utilise different abilities to uncover building bricks around these environments to construct weapons and other Lego that will turn the tide in your favour.

Power-Ups and Bonuses:
As you play Lego DC Super-Villains, you’ll find Gold and Red Bricks, hidden Batman-branded Minikits, and various graffiti points. Each of these, and the collecting of studs, will unlock and allow you to purchase a treasure trove of in-game modifiers which will double your stud bonus, detect secrets, enable one-hit kills, and even flash up the Batman (1966 to 1968) “Pow!” sound effects.

LegoDCVillainsGiant
Some characters drastically change form to reach new areas.

Additionally, every Lego character has their own unique weapon and playstyle; some, like Clayface, can increase or decrease in size to smash through obstacles or fit through vents; others, like Livewire, can charge electrical conduits with their electricity powers. The likes of the Joker and Scarecrow can collect special items to brew up fear gas or laughing gas, respectively, while also commanding goons found in each level to form bridges or activate switches. Similarly, there are some characters, like Tigress, who can dig up hidden treasures or use their acrobatic abilities to jump across rooftops. While it would be wrong to say that no two characters play the same, as there are many who share recognisable traits, playing as Superman is a markedly different experience to playing as Chang Tzu. Add on to that the Rookie’s ability to learn and combine these different abilities and you have a lot of different options available to you to progress through the game’s story and side quests.

Additional Features:
Once you clear the game’s substantial story mode, which will see you take command of various different DC villains across multiple locations, you unlock five bonus levels that are narrated by Lobo and located around Apokolips. These extra missions allow you to play as the various members of the Justice League as they battle their way to freedom out of Darkseid’s hellish homeworld. There’s also a fair amount of downloadable content on offer that adds characters and levels based on DC films like Shazam! (Sandberg, 2019) and Aquaman (Wan, 2018) and DC’s live-action shows, like Arrow (2012 to 2020) and The Flash (2014 to present), among others.

LegoDCVillainsSummary

The Summary:
I’ve always enjoyed the simple pleasure of the Lego videogames; they’re not exactly taxing to play through and are easy to slip right back into after years away as the fundamental basics have remained unchanged since 2005. Not only are they harmless fun to play, they’re also pretty funny; Traveller’s Tales have put a lot of work into the game’s story and dialogue and much of the game’s humour comes from genuinely funny jokes, gags, one-liners, Easter eggs, and sight-gags. Saying that, though, Lego DC Super-Villains is best played with a friend so you can easily smash your way through the story mode and side quests and uncover every hidden trinket on offer. As a solo experience, it’s serviceable enough but these are games built to be enjoyed with a friend or, more ideally, a younger sibling or a child (preferably yours…) as the challenge on offer is tailor made for a younger audience. There’s a lot to like, here, though, especially if you’re a fan of DC Comics or their animated endeavours.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think about Lego DC Super-Villains? Are you a fan of the Lego videogames or do you find the formula to be wearing a bit thin by now? Feel free to leave a comment and give me your thoughts and feedback.