Back Issues [F4iday]: The Fantastic Four #1


In November 1961, Marvel Comics readers witnessed four intrepid explorers be forever changed by mysterious cosmic rays. Marvel’s “First Family” of superheroes were the first of many colourful superheroes for Marvel Comics and are more than deserving of some attention today.


Story Title: The Fantastic Four!
Published: November 1961
Writer: Stan Lee
Artist: Jack Kirby

The Background:
The story of the creation of the Fantastic Four is a little…contested, to say the least. The popular notion is that Marvel Comics big cheese, Martin Goodman, wanted then-editor Stan Lee to create a team of superheroes in response to DC Comics’ Justice League of America. Creatively unsatisfied with the comics industry, Lee sought to use the opportunity to create stories and characters that were appealing to him and drafted a quick synopsis of his idea for a dysfunctional family of superheroes for the legendary Jack Kirby to provide the artwork for, thus creating the “Marvel Method” of writer/artist collaboration. Kirby, however, disputed this story and claimed to have come up with the idea, which was extremely similar to a similar concept he had developed for DC, the Challengers of the Unknown. Regardless, the two are credited as co-creators of Marvel’s First Family, a team that, even today, is unique in that it is comprised of a family dynamic that, for all their intelligence and abilities, is just as likely to come to blows with each other as with their enemies. This dynamic allowed the team (comprised of Doctor Reed Richards/Mister Fantastic, Susan Storm/The Invisible Girl, and her brother Johnny, the Human Torch (not to be confused with he android of the same name from the 1940s/1950s), and Ben Grimm/The Thing) to juxtapose their wacky adventures with a very real and relatable humanity. The team also stood out from other superheroes of that era since they didn’t hide their identities behind masks or from the public, were revered with a celebrity status, and didn’t even acquire their iconic outfits until the third issue of their series, which went on to introduce characters and concepts that would forever alter Marvel Comics in the decades that followed.

The Review:
“The Fantastic Four!” beings in medias res with a dramatic flare shot into the skies of Central City (courtesy of a mysterious, shadowy figure, the leader of the Fantastic Four) call out for the titular team. Upon seeing the signal, Susan Storm responds immediately by turning herself invisible and preparing to introduce the world to the Invisible Girl, shocking pedestrians and a taxi driver with her transparent nature.

Sue and Ben cause some disruption in answering Reed’s summons…

Elewhere in the city, a large, bulky man in a trenchcoat is attempting, unsuccessfully, to shop for clothing that will fit his broad dimensions. When the store attendant reacts to the signal for the Fantastic Four, the man discards his restrictive clothing, revealing himself to be a monstrous, rock-like man-monster! His appearance causing panic and fear, the creature escapes from police gunfire by ripping a manhole out of the street and fleeing through the sewers beneath the city, being mistaken for a Martian in the process. Finally, a young man named Johnny is busy getting his beloved car fixed up when, upon seeing the signal, he suddenly bursts into flames and blasts off into the sky in response! The presence of an unknown object flying through the city results in the Mayor alerting the National Guard and fighter jets being called into action. Despite the flaming Johnny’s pleas for the planes to pull back, he inadvertently reduces the jets to slag with his intense heat and is left at the mercy of a nuclear missile!

Despite Ben’s objections, the team easily get to their rocket and blast off into space.

Luckily, a fourth individual steps in to dispose of the missile before it can explode and kill Johnny (…and the entire city); he then rescues Johnny who, exhausted from the physical exertion, has lost his flame and in free fall. This fourth individual is able to accomplish all of this by use of super stretchy, elastic limbs and is, of course, Reed, the very same man who summoned these fantastic individuals in the first place. With the team united, the comic then flashes back to tell us who these people are and how they can do the extraordinary things we see. It seems their leader, Reed, was once a scientist working for the government and researching “cosmic rays” and planned to fly a ship into space to further his studies. His friend and colleague, Ben, initially refuses to pilot the ship since he believes that Reed hasn’t properly prepared for the potentially fatal effects of the cosmic rays but Sue (Reed’s fiancée) convinces him (more like manipulates him) into joining the expedition after believing him to be a coward who would allow “the Commies” to beat them to the task. Although it’s made somewhat obvious that Reed is the brains behind the research and Ben is the pilot, it’s not entirely clear why they bring Sue and her brother along; Sue simply insists on coming since she’s betrothed to Reed and Johnny, similarly, insists on going simply because his sister is. The race to beat the Commies is apparently so close that the group cannot wait any longer, or for official clearance; they simply race to the launch site, sneak past the one guard, and are able to take off completely under their own power.

The cosmic rays cause the team to undergo startling physical changes.

Though the ship performs perfectly, Ben’s worst fears are quickly realised when the ship is bombarded by cosmic rays that easily penetrate the ship’s shielding. Initially, there is no physical pain as the rays are “simply” comically charged radioactive rays of light but, all too soon, the four begin to feel the full transformative effects of the radiation. Despite being debilitated by the pain and physical mutations they are undergoing, the team’s ship is able to return safely to Earth thanks to its automatic pilot. Upon emerging from the ship, the team are shaken…but alive, with Sue lamenting the loss of Reed’s years of research and Ben still bitter at Reed not taking the proper precautions and endangering them all. While Ben’s fears become reality as Sue suddenly, briefly fades from sight, they are realised all too horribly when he transforms into a super strong, rock skinned…thing! Furious with Reed’s attitude, the Thing rips up a tree and tries to make him pay for his actions but Reed shocks everyone by abruptly displaying his powers of elasticity, which easily allows him to avoid Ben’s wild swings and ties him up in a mess of rubbery limbs. Panicked at the events unfolding before his eyes, Johnny unexpectedly bursts into flame but, unlike the others, he is elated to find this not only doesn’t harm him but gives him the ability to fly through the air.

The Fantastic Four are quickly separated after arriving on the mythical Monster Isle.

Taking stock of their predicament, Reed begins to make a speech about how the four must use their newfound powers fort he benefit of mankind but Ben, despite his grouchy demeanour, cuts him off and voices that conclusion as though it is the most natural recourse for powers such as theirs. The four then put their hands in, giving themselves their colorful code-names and dubbing themselves the Fantastic Four. The story returns to present day in the next part, “The Fantastic Four Meet the Mole Man!” where Reed reveals that he called the team together because of a series of gigantic holes that have swallowed up atomic plants across the world. At that very moment, Reed’s fancy radar machine picks up another cave-in happening right at that moment over in French Africa. The cause of the destruction is revealed to be a gigantic subterranean beast not too dissimilar to the Creature from the Black Lagoon, which might seem incredible but it’s nothing compared to the fact that Reed pin-points the source of the events to a land known as “Monster Isle” that, despite Ben’s claims of the island being a myth, they immediately fly to as though it’s a well-known tourist destination! Monster Isle, as you might be able to guess, is home to a wide variety of enormous monsters that, despite the powers and versatility of the Fantastic Four, cause the team to become separated.

The Moleman explains his unremarkable origin.

The third part of the story, “The Moleman’s Secret!” sees Ben and Sue, still trapped on the surface, come face to face with an huge rock-like creature; being a man of rock himself, the Thing steps in to defeat the creature with ridiculous ease thanks to his superhuman strength. Johnny and Reed, however, find themselves captives of the Moleman (or “Mole Man”, the story freely alternates between the two names/spellings), the master of Monster Isle, in his enigmatic abode beneath the island’s surface. Like any good supervillain worthy of his salt, the Moleman regales his captives with his origin story: it seems he was once a very odd looking hunchback of a man who was routinely mocked and turned away by society despite his qualifications because of his grotesque appearance. Bitter and dejected, he head out into the icy wilderness in search of solitude and found himself on the mythical Monster Isle; however, whilst exploring a cavern, he was…somehow…blinded by a terrible fall towards the center of the Earth but, despite this handicap, he…somehow…was able to not only tame the wild beasts that roamed the island but also build a magnificent empire for himself deep underground.

Ben and Sue arrive to rescue their team mates but are met by the Moleman’s massive creature!

Thanks to the strange “adhesive suits” the Moleman has forced Reed and Johnny into, the villain, clearly driven to insanity, easily beasts them in combat and reveals his mad plot to destroy every atomic plant in the world and then rise up alongside his monsters to destroy the surface world! Though Ben and Sue arrive (and Johnny and Reed are able to get out of their suits by simply burning through them or…taking them off, raising the question as to what the bloody point of them was in the first place), they are too late to keep the Moleman from summoning the most deadly of his creatures, the same one that we saw attacking the power plant in French Africa earlier in the story. Interestingly, despite the elaborate cover art, the Fantastic Four don’t even try to fight this gargantuan creature; instead, Johnny simply distracts it so that Reed can capture the Moleman and the team simply escape through the caverns beneath the island. Even a horde of underground gargoyles aren’t able to impede their progress as Johnny simply causes a rockslide to keep them at bay and the Fantastic Four escape the island safely…but without the Moleman! Yes, in the confusion, Reed decided to leave the villain behind since they had effectively sealed off his empire and, as they escape, the entire island explodes, apparently trapping the Moleman and his beasts underground forever. And…that’s kind of it as the issue ends in a pretty anti-climatic fashion.

The Summary:
Wow…so, once again, another debut issue just kind of falls of a cliff right at the end. It pains me to say it as I have a real soft spot for the Fantastic Four but, outside of the team’s origin story and diverse powers, The Fantastic Four #1 is a pretty terrible comic. I thought it was quite unique to introduce the team individually and already possessing their powers and to flash back to their origin as it’s not often you see that in comics but the comic wastes so much time showing what the team can do that it rushes through other equally important things, such as what motivated them to go into space in the first place and, of course, the ending. These introductory sequences provide the absolute bare minimum of exposition into the character of each team member: Sue is first seen having tea with a “society friend” and is both polite towards others and support of her fiancée…perhaps blindly so. Ben has legitimate concerns regarding the trip ones that Reed fails to heed and Sue dismisses; the way she manipulates Ben into joining the expedition seems really out of character and, even worse, when Ben turns out to be right Reed doesn’t even offer an apology! Instead, he takes offense to Ben’s “insults and complaining”, as though Ben were simply mocking Reed and moaning about a long car journey! The poor bastard almost died and now he’s a rock monster but all Reed cares about is that Ben has been a grouch the entire time! Johnny is basically a shell of his former self; sure, we see he likes cars and enjoys the power and freedom of being the Human Torch but that’s pretty much all we know about him.

Sue may as well be invisible the entire time since she really contributes nothing to the team.

The story kind of makes up for this by having him be one of the two most useful members of the team (the other being the Thing, whose strength gets them out of a bind numerous times), which puts him in a little higher standing than Reed or Sue. Reed basically spends most of his time rescuing the others, which is fine, or making decisions for the team’s actions; I’m not entirely sure, or convinced, of what makes him qualified to be their leader since the last time he lead them anywhere he almost got them killed! Sadly, there’s no sense of grief or guilt on Reed’s part or of the genius intellect that would come to define his character; he’s simply the older, pipe smoking man so he’s the leader by default. Still, the so-called Mr. Fantastic still gets more to do than the Invisible Girl; although she is spared the condescending, sexist attitudes that were prevalent towards women in comics at that time (for this issue, at least), Sue is still basically useless. She uses her invisibility to get through some crowded streets simply to test them out and that’s pretty much it as they (and she) really don’t factor into the finale at all. I’m sure that the intention was to have her be the “heart” of the team but…she really isn’t. She’s supportive of Reed, yes, but if hadn’t have been then maybe they would have been spared their fate and, beyond that, she’s just kind of…there to say stuff now and then. The only plus side is that she doesn’t get captured and need to be rescued but, honestly, I think I would have preferred that!

The Moleman’s threat is severely diminished by his ridiculously flawed plan for world conquest.

The biggest let down, really, is that the cover promises a big battle between the team with the giant creature in the middle of the city but this never happens! The creature hardly appears and, when it does, they don’t even fight it; they just…get away as easily as you could like. What is the point of having a team of superpowered individuals if you’re not even going to show them using their abilities in battle? Sure, they do showcase a lot of the diverse nature of their abilities when on the surface of Monster Isle but we don’t really get to see them working together as a team, which is one of the Fantastic Four’s biggest unique aspects. Similarly, the Moleman is a pretty poor villain; his motivations are paper thin and the ease with which he and his monstrous creatures are defeated is pretty pathetic, with Reed not even bothering to keep the villain captive when they escape. He could have easily had his monsters rampage across the globe using those emergence holes but, instead, he chose to target atomic power plants rather than military bases or major cities because, as we all know, when you plan to conquer the world with a bunch of horrific monsters, it’s the power plants that are the greatest cause for concern!

My Rating:

Rating: 1 out of 5.

Terrible

Were you a fan of The Fantastic Four #1? Do you feel I have committed the ultimate sacrilege by being unimpressed with the team’s debut story or do you agree that the Fantastic Four greatly benefitted from the input of other writers and artists over the years? Which of the four team members is your favourite and why? What did you think to the Moleman and who is your favourite Fantastic Four villain? Who would you like to see form a new version of the Fantastic Four and what are some of your favourite stories involving the team? How are you celebrating the debut of Marvel’s First Family this month? Whatever you think about the Fantastic Four, go ahead and leave a comment down below and let me know your opinions.

Back Issues: The Incredible Hulk #181

Story Title: “And Now…The Wolverine!”
Published: November 1974
Writer: Len Wein
Artist: Herb Trimpe

The Background:
In 1974, Roy Thomas, then editor-in-chief at Marvel Comics, called upon writer Len Wein to introduce readers to the first Canadian superhero; a short, feisty character named “Wolverine” who would be as scrappy and fearsome as his namesake. Though it was the legendary John Romita Sr who sketched up the original design for Wolverine and thought up his now-iconic retractable claws, it was artist Herb Trimbe who finalised the character’s design. In what would become a staple for the character for many years, Wolverine’s past and true identity was initially kept a mystery; however, despite claims for years that Wolverine was to be a mutated wolverine cub, Wein insisted that this was never the plan and that Wolverine was always intended to be a Mutant. Of course, nowadays, James Howlett (better known as “Logan”) has been established as one of Marvel’s most popular characters but back in 1974, Wolverine was simply meant to be another in a long line of one-off characters to spice up an existing title. The character actually made his first, brief appearance at the conclusion of The Incredible Hulk #180 in a one panel cameo after being ordered by the Canadian military to put a stop to a raging battle that is taking place in the forests of Quebec, Canada between Doctor Bruce Banner/The Hulk and Paul Cartier/The Wendigo.

The Review:
“And Now…The Wolverine!” hits the ground running right from the first panel and doesn’t waste any time with copious flashbacks to the previous issue; we get a lovely one sentence recap of the Hulk’s origin at the top of the first page (which was the style at the time), a few dialogue boxes to give us context as to the place and what’s happening, and then jump right into the action…and rightfully so considering that the battle between the Hulk and the Wendigo was so fierce and destructive in the last issue that the Canadian military had to call in the mysterious “Weapon X” (which, of course, turned out to be “The World’s First and Greatest Canadian Super-Hero!”, Wolverine).

Wolverine attacks both the Hulk and the Wendigo without fear or hesitation.

A small, muscular figure in a skin tight yellow outfit, Wolverine makes an instant first impression not just for his striking appearance (not very many superheroes wore yellow back then and his cat-like mask and gleaming metal claws make him instantly unique) but also for leaping head-first into battle with two of Marvel’s most physically daunting creations. Despite being dwarfed by his opponents, Wolverine strikes without fear or intimidation, using his incredible speed and agility to compensate for the two’s superior strength. As mentioned above, Wolverine’s exact origin is largely a mystery but he does boast that his retractable claws are made of “diamond-hard Adamantium”. So dangerous are Wolverine’s claws and so vicious is his attack that he wounds the Wendigo and begins to not just hold is own but actually dominate their battle. Hulk, confused by Wolverine’s appearance and temperament, decides that if Wolverine (or “Little Man” as he calls him) is attacking the Wendigo, whom the Hulk sees as an enemy, then he (Wolverine) must be his (Hulk’s) friend so he jumps in to join the fight against the Wendigo, galvanised at the idea of fighting side-by-side with an ally. Wolverine takes advantage of the distraction and unnecessary assistance and, between the two of them, they are able to fell the Wendigo.

The Hulk is enraged when the Wolverine seemingly turns against him.

Wolverine delivers what appears to be a killing blow to the beast (which is quickly revealed to have only subdued the creature since the Wendigo is functionally immortal) but the Hulk’s momentary victory and elation turns to his trademark fury when Wolverine immediately lashes at him now that the Wendigo has been defeated. Enraged at the betrayal, the Hulk attacks mindlessly, earning Wolverine’s respect and frustration since the Green Goliath refuses to fall and only gets stronger and more enraged as the battle continues. While the fight is going on, Georges Baptiste and Marie Carter (who was the one who originally lured the Hulk to Quebec) take advantage of the situation to bring the Wendigo’s unconscious form to safety. It turns out that the Wendigo curse has overtaken Marie’s brother, Paul, and that she intends to use “the black arts” to transfer it from him and into the Hulk, much to Georges’ horror. To facilitate this, she evokes the “Spell of Subjugation” to render both Wolverine and the Hulk unconscious. However, Georges’ objections to Marie’s intentions are exacerbated when the two watch in stunned awe as the Hulk, now calmed, reverts back into the unconscious form of Bruce Banner. Georges leaves in protest at the idea of cursing an already cursed man to a fate even worse than that he already suffers with but Marie is determined to see her plan through out of the desperate need to see her brother returned to normal.

The Hulk delivers a decisive blow to the Wolverine, ending their fight as the clear victor.

After binding Wolverine with chains, she attempts to drag Banner’s unconscious form to the Wendigo and, in the process, triggers his transformation back into the Hulk. Hulk, equally furious at having been betrayed by Marie (or “Animal-Girl”), is stayed from turning his rage on her only by the sight of Wolverine’s prone and helpless body. Wolverine, however, suddenly and dramatically breaks free from his bindings and their battle begins anew. Marie uses the distraction to slip away but utters a heart-wrenching scream when she comes face-to-face with the Wendigo; this diverts the attention of the two combatants for a split second, which is more than enough for the Hulk to deliver a sudden, powerful blow to Wolverine’s head that finally puts him down for good. Marie’s horror at the Wendigo’s appearance turns to elation and then dismay when she realises that Georges has taken the curse upon himself, thus returning her brother to normal, out of his love for her. With the last of his humanity slipping away, Georges, now the Wendigo, retreats into the forest, leaving Marie a wreck of emotion. The Hulk, despite his rage and simple nature, comes across her and, in a moment of compassion, comforts her, the two of them briefly bound together in their tumultuous emotion.

The Summary:
“And Now…The Wolverine!” is a heavily action-packed story; the entire issue is just a long fight between the Hulk, the Wendigo, and the Wolverine and it’s pretty great, to be honest. I’ve read a few Hulk stories from the seventies and it seems like most of them revolved around the idea of the Green Goliath fleeing from human persecution, befriending or being manipulated by someone, and then lashing out in a rage at that person betraying him and a lot of that is packed into this story since the Hulk believes both “Little Man” and “Animal-Girl” have betrayed his trust. It’s a simple formula made all the more unique with the debut of the Wolverine; we learn next to nothing about this character but he makes an immediate impact because of his actions rather than his words. It’s easy to say now, with the benefit of hindsight and Wolverine’s immense popularity, but Wolverine really does may a dynamic first impression; he jumps right into a battle with the Hulk, probably the most indomitable of Marvel’s heroes, and the nigh-immortal Wendigo without hesitation and is more than capable of holding his own against the two, instantly making him a force to be reckoned with. Of course, Wolverine isn’t quite the character we know him as today; he never says “Bub” and his speech is a bit more eloquent than it would later be written, for one thing, but we do learn that he is a Mutant and that he was specially trained and crafted by the Canadian government and military to be their most savage warrior. Furthermore, while it’s not revealed that his skeleton is also coated in Adamantium and there is no mention of his heightened sense or healing factor, Wolverine is keen enough to partially sense the Hulk’s final blow to save himself from being killed.

The Hulk is much more child-like and quick to anger when he feels he’s been betrayed!

This was a common theme back in Wolverine’s earliest appearances; dialogue, thought balloons, and narration boxes often emphasised that Wolverine was in danger of serious injury or even death, which can be a little jarring since we’ve seen him completely regenerate from being reduced to a skeleton. Oh, also, if you’ve always wanted to know what Wolverine is “the best at”, the answer is right here in this story as he says: “Moving is the best thing I do!” I’ve mentioned a couple of times hits year how the Hulk was originally a far more articulate and intelligent creature rather than a mindless beast; by the seventies, it seems, the Hulk’s intelligence and vocabulary had degraded somewhat. Hulk is far more irritable at this time, with the temperament of a child; he wishes only to be left alone and is disgusted by “Puny humans” but also revels in combat, loudly proclaiming “Hulk is the strongest one there is!” at every opportunity. At the same time, though, he only fights when he is provoked or enraged and is desperately seeking a friend, usually a monster such as he, to connect with. As I alluded to, this basically never happens and every potential friend he encounters either turns against him, turns out to be a villain, or dies, leaving him in a constant state between rage and anguish. Unfortunately, there’s literally nothing for his human alter ego to do in this issue but, since the fight is the centrepiece of the story, I can’t imagine what Banner would have really been able to bring to the narrative and I like that the writers had Hulk ultimately defeat Wolverine in combat rather than the fight abruptly ending because he turned back into Banner.

The side plot exists to give us a break in the action but the main appeal is the fighting!

As for the Wendigo…well, I’ve never been a massive fan of that character. He’s a bit basic and doesn’t have much going for him besides the tragic nature of the curse; generally, he’s more animalistic and feral than even the Hulk, which is an obvious juxtaposition for the Hulk’s unadulterated rage (and, in this case, Wolverine’s primal savagery) and again it’s another of those ways of showing how truly cursed the Hulk is as at least the Wendigo curse can be passed on to another. If there’s anything that lets this issue down, though, it’s the side plot of Marie and Georges; it’s not as annoying as some side plots in other stories I’ve read but I doubt anyone is reading this issue to see Marie and Peter reunited! We’re here for Hulk vs. Wolverine and that is always going to be the more entertaining aspect of the story.

My Rating:

Rating: 4 out of 5.

Great Stuff

What are your thoughts on “And Now…The Wolverine!” and Wolverine’s impressive debut? Did you read the previous issue and, if so, were you intrigued to find out who this “Weapon X” was? What did you think to Wolverine’s depiction and characterisation here? Were you impressed that he held up so well against the Hulk and the Wendigo or was he just another one in a number of one-off characters? Do you like the Wendigo and the curse associated with the character? Which era/incarnation of the Hulk is your favourite? How are you celebrating Wolverine’s debut this month? Whatever you think about this issue, or Wolverine in general, leave a comment below and be sure to check in next Sunday for more Wolverine content!

Movie Night: Venom: Let There Be Carnage

Released: 15 October 2021
Director: Andy Serkis
Distributor:
Sony Pictures Releasing
Budget: $110 million
Stars:
Tom Hardy, Woody Harrelson, Michelle Williams, Naomie Harris, and Stephen Graham

The Plot:
After the events of Venom (Fleischer, 2018), investigative journalist Eddie Brock’s (Hardy) struggles to co-exist with the alien symbiote Venom. Their lives are further complicated when serial killer Cletus Kasady (Harrelson) gains his own symbiote and begins a reign of terror as the maniacal Carnage.

The Background:
Originally depicted as a simple black costume acquired by Peter Parker/Spider-Man on an alien world, Venom eventually became their own character when the costume was revealed to be alive and bonded with the unhinged Eddie Brock to torment Spider-Man. Since their debut, Spidey-Man’s dark doppelgänger has become one of Marvel Comics’ most popular anti-heroes and one of Spider-Man’s most recognisable foes. So popular are Venom that they’ve made regular appearances in Spider-Man videogames and cartoons and were awkwardly shoe-horned into Spider-Man 3 (Raimi, 2008) for an impressive, if rushed, big-screen debut. Although the idea of a live-action Venom film had been doing the rounds in Hollywood since 1997, the idea only gained significant momentum after this film and eventually culminated in the frankly unprecedented casting of Tom Hardy in the title role for what became a commercially successful solo film despite mixed reviews and questions as to its relations to the Marvel Cinematic Universe. Development of a sequel began in 2019; although Ruben Fleischer was unable to return, Andy Serkis took over directing duties and worked closely with Hardy to develop the film’s script. Although popular Venom antagonist Carnage was nixed as the main antagonist of the first film, Woody Harrelson appeared as the character’s human host as a tease for the sequel and took a gamble by signing on for the sequel before a script was even written. Although Venom: Let There Be Carnage was delayed several times due to the COVID-19 pandemic, Serkis aimed to use the additional time to help spruce up the film’s visual effects and Hardy confirmed that he was signed on for a third film. Upon release, Venom: Let There Be Carnage was met with mostly positive reviews that praised the madcap nature of the relationship between Eddie and Venom. Though some criticised the film’s over-the-top moments, Let There Be Carnage eventually grossed over $500 million worldwide, more than justifying a third entry in 2024.

The Review:
After coming to terms with his newfound relationship with the alien symbiote known as Venom, Eddie Brock ended Venom in a pretty good place: he was determined to get back to written journalism,  and win back the heart of his old flame, Anne Weying (Williams), and reached a compromise with the symbiote where the creature would be allowed to live within Eddie’s body on the provision that it only attacked, killed, and, crucially, ate bad guys. Venom: Let There Be Carnage walks the characters back a little bit and finds the two not operating as a lethal protector, but once again largely at odds with each other.

Eddie is burdened by Venom’s constant need to feed and desire to take out bad guys.

This is primarily because Eddie has been placating the symbiote with chocolate and live chickens rather than letting it ate the brains of bad guys; frustrated at being held back by Eddie’s morals, the symbiote frequently lashes out at him and demands to be let loose, but Eddie continues to exert his control over the alien parasite to avoid attracting undue attention. This gives the movie a very prominent “odd couple”/“buddy cop” feeling as Venom is basically an oversized toddler who just wants to go out and have a good time and doesn’t see why they have to hide themselves. A constant, nagging voice in Eddie’s head, Venom continually tries to give Eddie advice and push him into giving into his violent urges, which weighs heavily on Eddie; he seems to be absolutely burdened by the responsibility of housing and pacifying Venom, who represents his inner desires that he suppresses in order to live a simple life out of the spotlight. Venom resents Eddie’s hesitation in holding them back and wants to be out there, stalking bad guys and letting itself loose, rather than being cooped up in Eddie’s body and apartment. Still, Eddie’s concerns are largely validated; Detective Patrick Mulligan (Graham) is incredibly suspicious of Eddie, not just because he always happens to be in the wrong place at the wrong time and the unexplained events of the first film, but also because he’s the only person that notorious serial killer Cletus Kasady will talk to and Mulligan believes that Eddie is holding back information purely to bolster his own journalistic career.

Mulligan’s convinced Eddie’s holding out on him, while Eddie laments losing Anne.

Still a far cry from having his own, regular journalism show on television, Eddie endures Cletus’s repeated requests to talk to him primarily to help get his life back on track and to bring some relief to the families of Kasady’s victims. However, he comes across as being a selfish, self-serving reporter since to reveal the truth to Mulligan would mean his imprisonment, at best, and him and the symbiote being shipped off to some governmental facility somewhere. Venom’s near-perfect visual recall and artistic ability help Eddie to identify where Cletus has buried a number of his victims, instantly making Eddie an overnight celebrity and condemning Kasady to a lethal injection. Eddie’s exhilaration at his career turnaround is short-lived, however, when Anne reveals that she’s now engaged to the kindly Doctor Dan Lewis (Reid Scott); heartbroken at having lost his former love, tensions between Eddie and Venom finally come to boiling point, resulting in an amusing physical confrontation between the two that sees the symbiote separating itself from Eddie and heading out to live its own life. This results in a pretty amusing little side story where Venom jumps between multiple, unsuitable hosts, using them up one at a time as it tours through the colourful city streets and seeks out enjoyment. Being separated from Eddie causes Venom to slowly starve and realise how much it took Eddie for granted, while Eddie’s life generally improves without the symbiote weighing him down. This is where Anne plays her most prominent role; she doesn’t have as much to do as in the first film but makes for a great mediator between Edie and Venom, interjecting in their domestic dispute to bring them back together and force them to admit how much they need each other.   

Kasady and Shriek’s relationship is taken to the next level when he obtains his own symbiote.

The two are soon forced to make amends, however, when Kasady suddenly sprouts a symbiote of his own; an absolutely crackpot murderer, Kasady feels a connection with Eddie due to believing them to be very similar people, with comparable backgrounds. Heavily abused as a child and with a long history of violence, Cletus is seemingly out of his mind and completely unremorseful of his actions, which have condemned him to death. During his final interview with Eddie, Kasady suddenly snaps and takes a bite out of Eddie’s hand, consuming a part of the symbiote which violently bubbles to the surface while he’s receiving his lethal injection. Dubbing himself Carnage, Kasady goes on an absolute rampage throughout the prison, killing several guards and breaking free of his confinement; he quickly comes to an understanding with his newfound alien partner that sees them joining forces to destroy their “father” and to reunite Kasady with his old girlfriend, Frances Barrison/Shriek (Harris), a Mutant sporting an ear-piercing scream who was the one source of light in Kasady’s life as a child. Of course, like Venom in the first movie (and also this one), Carnage is somewhat hampered by the film’s 15 rating; in the comics, Kasady is one of the most extreme and brutal villains from the “Dark Age” of comic books, slicing and dicing people on a whim and causing… well, carnage…with no rhyme or reason and entirely for the thrill of it. The entire point of the character was to be a more extreme version of Venom so that the symbiote could shift into more of an anti-hero role but, in the movies, Eddie is a far more stable and much nicer guy than his comic book counterpart, and Venom repeatedly states its desire to protect people from bad guys, meaning that the two are already much softer than in the comics. Still, Kasady remains as nutty as his comic book counterpart, but also far more focused; he genuinely loves Frances and wants to not only reunite with her for a killing spree but also protect her from harm, a weakness not shared by his Marvel Comics incarnation. His motivation for targeting Eddie also stems from a need to feel a genuine connection with someone, which is a far cry from just desiring senseless slaughter, but the abilities of the symbiote certainly dial all of Kasady’s worst impulses up to eleven. While bloodshed is kept to a minimum and there’s little in the way of the slasher-villain antics of his comic book counterpart, Carnage quickly amasses a pretty impressive body count and certain looks completely unhinged thanks to some top-notch CGI and being augmented to be larger and more unhinged than its “father”. With Carnage going on a tear and endangering lives, Eddie and Venom are reunited by Anne and forced to once again realise that they need each other to survive and to be special, and come together once more to confront their progeny and establish themselves as a lethal protector.

The Nitty-Gritty:
Director Andy Serkis definitely ups the ante in terms of the film’s presentation and the balance between action and humour; flashbacks to Kasady’s past are rendered using both younger actors an crudely-drawn animations to depict some of the younger Kasady’s more violent acts, which all helps to add to the character’s unhinged state of mind. The banter and dialogue between Eddie and Venom is one of the highlights of the film; Venom is constantly popping out and threatening to eat people’s heads or berating Eddie for being “weak”, and its tentacles are often whipping around mashing together food or causing mischief, which was very amusing. Thanks to having spent the majority of Venom’s runtime establishing Eddie and Venom as characters, Venom: Let There Be Carnage doesn’t have to worry about being shackled by the restraints of an origin story for them and we get to see Venom in all their glory pretty soon into the movie, which is great but does result in a bit of a rushed beginning to the film where it seems like it’s going to be a mindless, jump-cut-heavy action film but, thankfully, Serkis soon gets the film’s pacing under control and focus on the evolving dynamic between Eddie and Venom.

The conflict between Eddie and Venom forms a central element of the film’s plot.

Since we know who these characters are, much of the time spent with them is focused on showing how tension between the two are growing. This is primarily so that Eddie can lose his “powers” midway through the film and the two can relearn just how dependant they are on each other, but also allows the film the time to flesh out Kasady’s character and backstory, something he sorely needed. I actually disliked how Kasady was just tacked onto the end of Venom as a mid-credits teaser; it kind of came out of nowhere and probably left a lot of audiences unfamiliar with the characters confused as to why Woody Harrelson was sitting in a cell and sporting a bizarre wig. Personally, I would have had a recurring element of Venom be Eddie trying to gain an audience with Kasady in order to turn his career around, and only be granted this by the end, just to help foreshadow their meeting a bit but Venom: Let There Be Carnage definitely makes up for this. Harrelson seems to be having the time of his life, chewing the scenery and stealing the show as the unhinged Kasady, a madman who writes postcards and letters in a bizarre script and brags about how many people he’s killed. He was a psychopath even before acquiring his symbiote, and joining with Carnage simple allows his sordid ambitions to be completely free from any mortal restraints.

The effects do a great job of bringing Venom and Carnage to life and making them visually distinct.

The relationship between Kasady and Carnage is as different from the comics as the one between Eddie and Venom, too; in the comics, Kasady and his symbiote form a perfect union, a symbiosis so complete that they refer to themselves as “I” instead of “we” and the symbiote even merged with Kasady’s blood, making them functionally inseparable. Here, the two converse independently like Eddie and Venom and come to a mutually beneficial arrangement very quickly, meaning that there is no conflict between the two like there is between Eddie and Venom, which allows the character to fulfil its criteria of being the most violent impulses of Venom dialled up to eleven and completely off the hook. Carnage’s threat is also accentuated by the fact that its actually bigger and much more versatile than Venom, which is also a welcome change; unlike Carlton Drake/Riot (Riz Ahmed) in the last film, Carnage is so much more visually distinct, being red, rippling with tentacles and malice, and sporting so many different abilities that even Venom is hesitant to go head-to-head with it because of how violent and dangerous the “red [ones]” can be. This results in some far more impressive and visually interesting action and fight scenes; indeed, Venom looks better than ever, all glossy and shiny and ferocious, and the effects used to bring the symbiote and its tentacles to life look much more impressive this time around. Carnage, especially, looks fantastic; I love how its so visually distinct from Venom, which really helps make their fight scenes easier to follow and far more vicious than in the last film; Kasady’s transformations are disturbing and violent as well, and just about the only thing I disliked about Carnage was that its voice was a little low (I always imagined Carnage to just shriek like a madman).

The Summary:
My expectations for Venom: Let There Be Carnage were quite low, to be honest; I enjoyed Venom but I think it was a major misstep to do the character’s story without involving some version of Spider-Man. The film just about pulled it off, but I still feel like critical elements of the character were (and continue to be) missing as a result; still, it was a pretty decent, if somewhat flawed, little action piece that was only hampered by its rating. I knew all along that Venom: Let There Be Carnage wouldn’t be rated any higher than a 15 as it just makes business sense to help it make the most money it possibly can, so I was fully prepared to see a more neutered version of Carnage but I was pleasantly surprised by how much I enjoyed this film. The odd couple dynamic between Eddie and Venom was brilliant, as was their banter and their tumultuous relationship in general, and it’s great seeing Tom Hardy’s physicality and dedication to these characters on show. The special effects were far better this time around as well; I may not like that Venom is lacking their iconic spider-symbol, but they look phenomenal here and there are far more scenes and action sequences of Venom this time around, which I greatly appreciate as a long-time fan of the character. Woody Harrelson absolutely stole the show as Cletus Kasady and Carnage, though; sure, the character is notably altered and he’s not tearing hapless innocents apart with reckless abandon, but I think this is the closest and most accurate portrayal of the character that we’re ever likely to get and they did a great job of accentuating Kasady’s madness and the ferocious nature of his symbiote. In the end, I expected Venom: Let There Be Carnage to be little more than just more of the same of the last film but it ended up being so much more and something far closer to the Venom I grew up reading in Marvel Comics.

My Rating:

Rating: 4 out of 5.

Great Stuff

Have you seen Venom: Let There Be Carnage? If so, what did you think to it? Did you like the relationship between Eddie Brock and Venom and their odd couple dynamic? What were your thoughts on Celetus Kasady and Carnage? Were you happy with the action and pace of the film and how do you feel it compares to the first movie? What did you think to the mid-credits teaser and where would you like to see the character go in the future? What are some of your favourite Venom and/or Carnage stories from the comics? Sign up to leave your thoughts on Venom: Let There Be Carnage down below or comment on my social media with your opinions.

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


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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

My Rating:

Rating: 3 out of 5.

Pretty Good

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

Back Issues [A-Day]: The Avengers #1


Having introduced comic readers to a whole host of colourful characters, in September of 1963 the legendary duo of Stan Lee and Jack Kirby brought together six of Earth’s mightiest heroes to form the Avengers. A super team like no other, with a constantly rotating roster, the Avengers has become the premier team of Marvel Comics and, thanks to the team and its individual members forming the backbone of the Marvel Cinematic Universe, have become an unbelievably popular and successful franchise in their own right.


Story Title: The Coming of the Avengers!
Published: September 1963
Writer: Stan Lee
Artist: Jack Kirby

The Background:
In 1960, DC Comics brought together their most popular and powerful characters to form the Justice League of America. Never ones to let the competition get a leg up on them, and having seen successful with the Fantastic Four and the debut of the X-Men in that very same month, Marvel Comics head honcho Martin Goodman asked Stan Lee to create a similar team of superheroes. Helpfully, Lee and a number of his most famous collaborators had already established a number of colourful characters to bring together: Tony Stark/Iron Man, Doctor Bruce Banner/The Hulk, Doctor Donald Blake/Thor Odinson, and Doctor Hank Pym/Ant-Man and Janet van Dyne/The Wasp. Since the debut issue, the Avengers have been a consistent and influential presence in Marvel Comics; the roster constantly shifted and changed, with the Hulk leaving the team in the second issue and Lee memorably dusting off the long-retired character of Steve Rogers/Captain America in issue four. Since then, the team has expanded and changed many times, seen spin-offs and splinter groups, been disassembled and reassembled, and taken part in all manner of massive cosmic events in the decades since their introduction.

The Review:
“The Coming of the Avengers” begins with Thor’s brother, Loki Laufeyson, the God of Mischief, imprisoned on the “dreaded Isle of Silence” in the mythical realm of Asgard. This is, of course, back when Loki was a despicable, irredemable villain whose previous mad schemes for power and conquest were thwarted by his brother; consequently, Loki is incensed at being exiled to the barren wasteland by Odin Allfather and plots a devious scheme for revenge.

Loki burns with a desire to destroy Thor, not Blake, and sees the Hulk as his chance to do so!

Though his physical self is trapped, Loki is able to use his vast magical abilities to project his disembodied self across the length of he dimension-spanning Bifrost and down to Earth, the planet Thor loves so dearly. He spies in on Donald Blake but dismisses him as a lame and insignificant mortal; he is acutely aware that Blake and Thor are one and the same but desires victory over Thor, not his crippled mortal shell. After many long hours, Loki comes upon the Incredible Hulk and is instantly intrigued by the creature’s brute strength and disdain for humanity. Thanks to Loki’s manipulations, the Hulk is blamed by the media when a train almost derails (despite the fact that the Hulk went out of his way to keep the train on track after Loki’s tricked him into damaging the tracks). Concerned for the well-being of his friend, Rick Jones desperately attempts to contact the Fantastic Four for help but Loki intercepts the broadcast and successfully coerces Blake to transform into Thor.

Words almost can’t express how much I despise Janet’s characterisation in these early comics!

However, Rick’s broadcast is also intercepted by Ant-Man and the Wasp and Tony Stark, who eagerly leap into action to stop what they perceive to be one of the Hulk’s trademark rampages. Though he’s now decked out in his slightly more streamlined gold plated armour (which can also charge through solar power), Stark is still entirely reliant upon his iron plated chest device to keep him alive but, nevertheless, he’s eager to test the strength of his armour against the Hulk’s much-vaulted power. The Fantastic Four eventually pick up the transmission regardless of Loki’s interference but are unable to assist since they’re already busy on another case but Rick and his fellow “Teen Bridge” are star-struck when Thor, Iron Man, Ant-Man, and the Wasp all show up to answer their summons. This is probably as good a time as any to talk about how much I loathe Janet van Dyne, especially in her earlier appearances in the sixties and seventies! She’s such a ditzy, scatterbrained little tart; all she ever does is think about her hair, make-up, and appearance and constantly fawn over other men right in front of her partner/husband, Hank. Sure, Hank is generally much more focused on his work, the mission, or being professional and is largely neglectful and ignorant of Janet but that doesn’t excuse her God-awful characterisation. Similar to Susan Storm/Invisible Girl, Jean Grey/Marvel Girl, and many of Marvel’s supporting female characters at the time, Janet is constantly patronised and spoken down to by men but, unlike many of them, she actually deserves such harsh treatment since she’s more of a glorified model or brainless celebrity than a capable superheroine, much less an individual worthy of their respect since all she wants to do is drool over Thor’s muscles!

Loki is apprehended but the battle between Iron Man and the Hulk continues to rage!

Anyway, having inadvertently brought together some of Earth’s mightiest heroes, Loki changes tactics and uses his powers to trick Thor into thinking the Hulk is right outside their door! Acting without thought or logic, Thor immediately heads out to battle the Green Goliath and immediately heads to Asgard when he realises that the “Hulk” is merely one of Loki’s visions…just as Loki planned all along! Meanwhile, the Hulk, now free from Loki’s control, has…disguised himself as Mechano the Mechanical Man and hidden himself away at a circus? Thanks to Ant-Man’s uncanny helmet, which allows him to control and communicate with ants, Pym is able to first locate the Hulk and then use countless numbers of ants to cause a cave-in beneath the beast’s feet. Unimpressed and irritated, the Hulk easily bursts free of the trap and reacts with anger when Ant-Man attempts first to calm him and then to trap him. As in his debut appearance, the Hulk is far more than the mindless, rampaging beast he is generally known as; he’s eloquent and intelligent, using words like “masquerade” and being smart enough to disguise himself as a circus performer and use weapons to blow the Wasp out of the air and render her helpless. The Hulk is kept from crushed the Wasp into a fine paste by the timely arrival of Iron Man; after Iron Man’s attempts to lure the Hulk into a trap fail, he gives chase but the Hulk is wily enough to allow Iron Man to pass harmless overheard so that he (as in the Hulk) can deliver a crippling blow to Stark’s “propulsion battery”. Over in Asgard, Odin grants Thor permission to travel to the Isle of Silence to confront Loki and he has to overcome numerous traps and hazards conjured by Loki’s black magic along the way. Thor perseveres and shatters Loki’s magical barrier using his enchanted hammer, Mjölnir, in his mission to “avenge” Loki’s foul deed. However, Thor is kept from attacking Loki first by the sudden arrival of a monstrous troll, a nature of the isle, and then by Loki’s deceitful illusions.

Loki is defeated with ridiculous ease and a new super team is born!

Regardless, Thor triumphs again by summoning lightning to drive the creature away and then dispels Loki’s duplicates with an implausible twirling of his hammer. Though Thor has Loki in his grasp and intends to bring him to Earth to answer for his deception, there’s still the little problem of the Hulk to contend with; Iron Man, having repaired his battery, continues his pursuit of the Hulk to an automobile factory, where the Hulk is able to endure and outwit Iron Man’s attempts to subdue him. Thor interrupts the battle and reveals that Loki was behind everything; Hulk’s desire to make Loki pay for framing him is momentarily avoided when Loki breaks free of Thor’s grasp and prepares to resume his battle with his hated brother…only for a hoard of ants to open a trapdoor beneath his feet and cause him to fall into an lead-lined chamber. With the threat ended, Ant-Man suggests that the six of them join forces as a team, which the others (including the Hulk, despite everything he went through during the issue) readily agree to and it is the Wasp who suggests the team’s name: The Avengers!

The Summary:
“The Coming of the Avengers!” is a breath of fresh air after the year I’ve had looking back at early origin stories and comic books; even compared to standalone stories of the time, it’s refreshing to not have the plot be endlessly bogged down with recaps of the characters’ origins and to not have every other piece of dialogue by a description of that character’s ability. Characters do still have an annoying tendency to monologue and describe what they’re doing as they’re doing it but it’s a far more action-packed issue than some other comics I’ve read this year, that’s for sure.

The brisk pace means some characters get more focus than others but there’s still time for cameos…

If you’re a newcomer to Marvel, this is obviously a bit of a disadvantage since you’d have no idea who any of these characters are; the only characters who really get any extended backstory and focus are Thor and Loki, which is only natural considering it is Loki who drives the main plot of the issue. However, we never see an appearance from the Hulk’ alter ego (Banner isn’t even mentioned in the issue), Ant-Man and the Wasp are never seen outside of their costumed identities, and the comic even has time to waste panels on a cameo by the Fantastic Four. The intention, however, is pretty clear: Rick’s first thought is to call the Fantastic Four since there are only a couple of superhero teams in existence at that time and the implication is that Loki is a threat worthy of the Fantastic Four’s involvement, which thus makes the Avengers appear just as capable and formidable by proxy. Not that the Avengers really need any help in that regard; each character has already had numerous chances to shine and show how capable they are in their solo issues but what better way to showcase that to its fullest than by pitting them against the Hulk, the most powerful mortal in Marvel Comics at the time?

For all his power and scheming, Loki is incredibly ineffectual and his plan massively backfires!

Iron Man, especially, is eager to pit his skills and augmented strength against the Hulk’s (who sadly never gets to tussle with Thor to see which of the two truly is mightier) and it’s certainly unique seeing Ant-Man and the Wasp futilely try to subdue the beast with traps and trickery. It’s not a perfect story by any means; I could talk for days about Janet’s characterisation and she basically does nothing except buzz around, pine after Thor, and name the team and Loki never thinks to use his powers to send the Hulk into a mindless rampage to help tip the balance in his favour. Indeed, though Loki’s powers are vast and have the potential to be extremely dangerous, he’s pretty ineffectual as Thor easily fights off his illusions, he’s anti-climatically defeated by Ant-Man and the Wasp (of all people), and all he succeeds in doing is uniting Earth’s Mightiest Heroes as a team. He might have had more success if he’d tried to manipulate them into fighting each other or used his powers to better effect but, as an excuse to bring together six of Marvel’s most formidable superheroes into a super team, “The Coming of the Avengers!” succeeds far more than it fails…it just needed to be a bit longer and have a bit more interaction between the characters.

My Rating:

Rating: 3 out of 5.

Pretty Good

How do you feel about “The Coming of the Avengers!”? Do you feel it was an effective introduction to Marvel’s newest and greatest team or do you, perhaps, find it a little weak and light on content? Which of the original line-up is your favourite? What did you think to the Wasp’s characterisation and the treatment of females during this time? Which version of the team is your favourite or who would you like to see on an Avengers roster one day? Do you think the singular threat of Loki was suitable enough justification for bringing together these heroes or would you have preferred a bigger threat? How are you celebrating the debut of the Avengers today and what are some of your favourite Avengers storylines, characters, or adaptations? Feel free to share your thoughts and opinions on the Avengers in the comments below.

Game Corner [Spidey Month]: Spider-Man (Mega Drive)


Easily Marvel Comics’ most recognisable and popular superhero, unsuspecting teenage nerd Peter Parker was first bitten by a radioactive spider and learned the true meaning of power and responsibility in Amazing Fantasy #15, which was first published in August 1962. Since then, the Amazing Spider-Man has featured in numerous cartoons, live-action movies, videogames, action figures, and countless comic book titles and, in celebration of his debut and his very own day of celebration, I’ve been dedicating every Wednesday to talk about everyone’s favourite web-head!


Released: 1991
Developer: Technopop
Also Available For: Game Gear, Master System, and Mega-CD

The Background:
Shortly after debuting in the pages of Amazing Fantasy, Peter Parker/Spider-Man graduated to his own solo title and quickly became Marvel’s most popular comic book character. Accordingly, Spider-Man was one of the first of Marvel’s superheroes to make the jump to videogames. In the early nineties, SEGA held the licensing rights to produce home console games based on Marvel Comics characters and one of the first, and most popular, of these was Spider-Man (also known as Spider-Man vs. The Kingpin), a game I first played on the Master System before switching to the 16-bit version after being won over by the superior graphics.

The Plot:
Wilson Fisk, the Kingpin of Crime, has planted a nuclear bomb in New York City that is set to explode in twenty-four hours, distributed the keys to disarming the bomb to some of Spider-Man’s most lethal foes, and has even framed Spidey for the crime! And, as if all that wasn’t bad enough, Eddie Brock/Venom is stalking the city, further stacking the odds against the web-slinger.

Gameplay:
Spider-Man is a 2D, sidescrolling action/platformer with an emphasis on exploration and combat; given the nature of the plot, players have just twenty-four in-game hours to complete the game. Dawdle too long in the game’s locations and you’ll doom the entire city to destruction, which places a real anxiety into the gameplay which is, sadly, not reflected in the game’s mechanics.

Spidey’s webbing allows him to take out crooks and quickly traverse levels.

Obviously, you take control of Spider-Man, a clunky, stilted, and awkward character who displays all of Spidey’s trademark abilities: he can punch out goons with B, jump with C (be sure to hold the button for a higher jump), and cling to walls, ceilings, and backgrounds by pressing jump twice. He can also shoot webbing with A, which is perfect for taking out goons from a distance or up high as you can diagonally direct Spidey’s web; while you can’t shoot upwards, you can shoot a web out while jumping to swing along horizontally but, while this is great for covering large distances quickly, it’s not so great for the many instances of vertical movement.

Spidey’s webbing is super useful but you’ll need to earn cash from selling photos to refill it.

From the pause menu, you can select between two webs: a sticky web projectile and a web shield to help protect Spidey from damage. However, Spidey has a finite supply of webbing and, when he runs out, you’ll have to rely on your punches and jump kicks. After retrieving Parker’s camera from the Daily Bugle though, you can select his camera from the pause menu and take pictures of goons and bosses to earn cash and refill your webbing, but you only have a limited number of shots available so it’s best to save these for getting pictures of Spidey’s more recognisable enemies.

Control is sluggish and awkward, meaning Spidey lacks his trademark grace and agility.

Control is a major issue in Spider-Man; Spidey is slow moving, his punch doesn’t have a lot of reach, and not only is his hit box quite large but so are the ones of his enemies. You can get around this a bit with his webbing, jump kick, and crouching kick but, more often than not, you’ll clip through enemies and fly backwards when hit with attacks. However, the most frustrating thing about Spider-Man, and the game in general, is how janky the jumping and wall-climbing mechanics are; some levels, such as the city streets, easily allow you to climb walls in the backgrounds but others, like the caverns, don’t. In the warehouse and sewers, you’ll need to climb up vertical walls and ceilings to get through air vents and tunnels and navigate past crates and such, but you need to keep C held down to stay attached to the surface. Nowhere is the control more annoying than in the caverns level, a cramped and maze-like environment that restricts your movement and requires you to perform some tricky web-swings and jumps to progress, which can be frustrating to pull off as Spidey prefers to either just drop off ledges or bump his head on ceilings (or just get shot when he finally makes the jump).

Graphics and Sound:
Spider-Man is a bright and relatively detailed videogame; it was, however, an early release for the Mega Drive so it’s not exactly making the most of the 16-bit machine’s “blast processing” power. Spider-Man and his recognisable villains all look pretty good, especially Venom and Doctor Otto Octavius/Doctor Octopus, but the regular goons and enemies leave a lot to be desired.

While sprites are colourful and detailed enough, the levels are noticeably lacking in detail.

Where the game’s graphics really fall flat, though, are in the environments; New York City looks pretty good and you can clamber up the sides of buildings, stop a random street mugging, and even encounter J. Jonah Jameson on the streets but the warehouse isn’t exactly exciting or impressive. Central Park is quite dynamic, with benches, trees, water fountains, and an intractable fire hydrant but, like all of the game’s locations, it’s surprising barren in the background and lacking in depth. The power station tries to make up for this but ends up being more of a mess of greys and yellows, though there are, occasionally, some interesting elements to some levels (debris floating in the polluted sewer water, for example).

A variety of cutscene styles are employed to tell the game’s story, though the music is pretty poor.

Spider-Man’s story is told through the use of various different types of cutscenes: one is simply the Kingpin making spurious claims through news reports, another is simply the Spider-Man sprite walking in a black void while text scrolls on screen, another uses comic book-like panels and text to show Spidey interrogating his foes, and another use in-game sprites and a bit of text. As you might expect, the comic book panels and sprite-based cutscenes are much more interesting to look at but, even for an early Mega Drive title, they’re very basic. The music is even worse, being bland and uninspiring and, overall, the graphics, music, and presentation were actually better on the Master System, which also featured additional characters and features.

Enemies and Bosses:
While racing to confront his rogue’s gallery, Spidey comes up against a handful of hired goons; these guys will shoot at you with handguns from a distance and try to knife you when you get up close and, later, switch to using sniper rifles. You’ll also come up against such cliché enemies as bats, snakes, dogs, and rats and, in the first mission, will be attacked be one of New York’s finest as well. Levels also feature more formidable and elaborate enemies as well as alligators and “Mutant Jumpers” await you in the sewer, electrified bats fly at you at the power station, laser-firing turrets and ED-209-like robots patrol the caverns, and a giant ape will randomly show up in Central Park!

Ducking and using your webbing is the key to besting both Doc Ock and the Lizard.

The only way to disarm the Kingpin’s bomb is to retrieve five keys from some of Spidey’s most notorious foes; you’ll know when a boss or more powerful foe is near because Spidey’s spider-sense will go off and the music will change. The first you’ll battle (once getting past a rampant forklift truck) is Doc Ock, who awaits you in a dank warehouse and attacks you with his trademark arms. In the Master System version, you could web up his arms to hold his attacks at bay but, here, I found that didn’t seem to work so I just crouched under his attacks to get closer and attacked him that way. In the sewers, you’ll encounter Doctor Curt Connors/The Lizard, who scrambles about the place and whips at you with his tail; however, he also has a tendency to just crouch there looking scary so it’s pretty easy to fire webs at him and jump kick him into submission.

You’ll need to watch out for, and use, the environment to defeat Electro and the Sandman.

As you navigate through the power plant, you’ll be attacked by annoying bolts of electricity that, as you might expect, come from Max Dillon/Electro; Electro flies about the place on a cloud of lightning and shoots thunderbolts at you but his true threat comes from his ability to electrify the girders that you’ll no doubt be standing on so…make sure you’re not on them when that happens! Easily the most unique of the game’s bosses, though, is Flint Marko/The Sandman, who emerges from a sandpit in Central park, turns into sand to avoid your attacks, and attacks with extendable arms and by shooting sand-fists your way. He’s also invulnerable to your attacks so you need to turn around and web-swing back to the start of the level and use the fire hydrant to douse him in water and put an end to him.

Venom shows up more than once to constantly dog your progress and cause you grief.

One of the game’s more persistent bosses is Venom; Venom often shows up at the worst possible moments, such as during other boss fights and at the beginning of the street level (where you’ll also have to watch out for Jameson, who berates you and hurts you if you get too close). Each time you fight Venom, they bound overheard, fire webs at you, and punch you in the face but, generally, the best method of attack is to let them jump over your head, fire your own webs, and punch them whenever they come close. These fights get more difficult as the game progresses thanks to the presence of other enemies and bosses but, in the caverns, I found Venom got a bit stuck on a ledge just out of reach so I could just finish the level without fighting them.

After defeating Hobgoblin, you’ll battle basically every boss at once to get to the bomb!

The main enemy of the city level, though, is Jason Macendale, Jr/Hobgoblin, who flies around the rooftops of the city on his goblin glider and tosses a bunch of explosive pumpkin bombs down at you. Luckily, your diagonal webbing can make short work of Hobgoblin but his threat is magnified when you reach the Kingpin’s bomb, which is protected by all the bosses you’ve fought so far (with the odd exception of Doc Ock). Thus, you must battle the Lizard, Electro, Venom, and the Hobgoblin all at once, which is an impressive sight but extremely chaotic. It’s best to try and focus on one at a time, if possible, and take out guys like Hobgoblin and Electro because they can cause major headaches from the air.

If you’re able to keep M.J. from dying, you can batter the Kingpin into submission to win the day.

After defeating them all, you must select each of the five keys you’ve collected from the pause menu and insert them into the bomb in the correct order; each time you put a key in wrong, you’ll lose a chunk of time but, as long as you get it right and avoid a game over, you’ll be spared the constantly timer counting down. Next, you can pick up some health from the air vents and go one-on-one with a very squat and hunchback-looking Kingpin. This is easily the game’s toughest boss fight as the Kingpin deals massive damage with his big, meaty fists and it’s hard to tell when you’ve actually hit him. To make matters worse, Peter’s wife, Mary Jane Watson-Parker (who was kidnapped by Venom earlier in the game) is suspended over a fiery pit and you must web her chains to keep her from being lowered to her death. This is really tricky to do because your target is just off-screen and it’s hard to get the angle right to web her chains, to say nothing of the Kingpin’s persistent attacks. If M.J. is lowered into the pit, then it’s an instant game over…which is always fun.

Power-Ups and Bonuses:
Scattered throughout many of the game’s levels, you’ll find little Spider-Man icons which, when collected, will refill your health. From the pause menu, you’ll also see a little head icon; this is Peter’s head and selecting it will instantly teleport you to Peter’s apartment, where his health bar will slowly refill at the cost of your precious time. This is somewhat pointless as, when you return to the game, you have to start the level from the beginning again but you may have to sacrifice time for health in the game’s tougher moments since you only get one life to finish the game. You can continue if you fail but, again, this will cost you precious time. Otherwise, that’s it; the only way to refill your webbing is to take pictures of Spidey’s famous foes and there are no temporary power-ups or abilities available throughout the game.

Additional Features:
From the main “Options” menu, you can select from four different difficulty settings: Practice, Easy, Normal, and Nightmare. Be warned, however, as while these will, obviously  make the game easier or harder depending on your choice, you can’t progress beyond the sewers if you play on “Easy”. From the same menu, you can also set your stamina level and the amount of web cartridges you carry, which can be beneficial to keeping you alive and in the fight on the game’s more challenging levels. Sadly, that’s technically as far as it goes; in the Master System version, you could perform a trick to have Spidey wear his black suit and even play a cheeky mini game but you can’t to that here so the only other benefit available to you are the cheats. While in the “Options” menu, place your cursor on the “Difficulty” option and hold Start on controller two; hold A, B, and C and controller one and press up/right and you’ll see a !!! icon appear in the menu. Once you start the game, if you pause the action and press A, you’ll completely refill your webbing; B will refill your health, C will grant you a few seconds of invincibility, and pressing A, B, and C will skip you ahead to the next level. This is useful to progress you through the game but means nothing if you screw up with the bomb or in the final battle as you’ll still fail the game if you don’t defuse the weapon or keep M.J. safe.

The Summary:
I really enjoyed the Master System version of Spider-Man; I never finished it in the years when I owned it and stupidly sold it some time ago but it was bright and entertaining with some detailed sprites and backgrounds. As a result, I was really excited to play the Mega Drive version of the game, having been won over by screenshots of the game’s superior graphics. However, graphical superiority doesn’t actually translate into a better game; yes, Spidey and his villains look great but the game is a slow, plodding, awkward experience. Climbing walls and navigating through the game’s unfortunately cramped areas is a pain, the lack of viable health power-ups and extra web abilities is disappointing, and the challenge on offer is artificially high and ridiculously unfair at times. It’s a shame as it wouldn’t take much to make the game a bit more enjoyable; upping Spidey’s speed a bit and giving him a vertical web shot would have been a big help but, in the end, it’s a decent enough title but there are definitely better Spider-Man games to play on the 16-bit consoles.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played the Mega Drive version of Spider-Man? If so, what did you think to it? How do you feel it holds up compared to the other versions of the game? How did you find the game’s controls and mechanics? Which of the bosses was your favourite? Did you ever defuse the Kingpin’s bomb and save M.J. or did you fail at the last hurdle? Which Spider-Man videogame is your favourite? Whatever your thoughts, feel free to leave a comment down below.

Movie Night [Spidey Month]: Spider-Man: Into the Spider-Verse


Easily Marvel Comics’ most recognisable and popular superhero, unsuspecting teenage nerd Peter Parker was first bitten by a radioactive spider and learned the true meaning of power and responsibility in Amazing Fantasy #15, which was first published in August 1962. Since then, the Amazing Spider-Man has featured in numerous cartoons, live-action movies, videogames, action figures, and countless comic book titles and, in celebration of his debut and his very own day of celebration, I’ve been dedicating every Wednesday to talk about everyone’s favourite web-head!


Released: 14 December 2018
Director:
Bob Persichetti, Peter Ramsey, and Rodney Rothman
Distributor:
Sony Pictures Releasing
Budget:
$90 million
Stars:
Shameik Moore, Jake Johnson, Hailee Steinfeld, Mahershala Ali, John Mulaney, Kimiko Glenn, Nicolas Cage, and Liev Schreiber

The Plot:
After being bitten by a radioactive spider and gaining the proportionate strength and agility of the arachnid, Miles Morales (Moore) finds himself caught up in an elaborate plot by Wilson Fisk/The Kingpin (Schreiber) to cross dimensions. In the process, Miles is mentored by, and joins forces with, other incarnations of Spider-Man from across the multiverse while stull struggling to carve out his own identity in the role.

The Background:
In 2011, writer Brian Michael Bendis decided to kill off Peter Parker/Spider-Man and replace him with a younger character in the pages of Ultimate Spider-Man (2000 to 2011), Miles Morales, an African American youth of Puerto Rican descent, a decision which created much controversy at the time. Miles, however, soon became a popular character and appeared not just in cartoons and other merchandise but also the mainstream Marvel continuity (“Earth-616”). After the poor reception of The Amazing Spider-Man 2 (Webb, 2014) led to Spider-Man finally being incorporated into the Marvel Cinematic Universe (MCU), Sony were determined to continue producing Spider-Man films and spin-offs separate from the MCU. Writers Phil Lord and Rodney Rothman chose to focus their efforts on Miles since he hadn’t yet featured in a film and, to further separate the project, it included not only Spider-People from across the multiverse but also a distinct and intricate animation style that was as vital to the story as the music and dialogue. Spider-Man: Into the Spider-Verse received unanimous praise upon release and made over $375 million at the box office, won numerous awards, and is highly regarded as one of the best and most unique Spider-Man movies ever made. Its massive success meant that both a sequel and a spin-off were soon announced and no doubt contributed heavily to Miles’ continued popularity.

The Review:
First and foremost, Spider-Man: Into the Spider-Verse is Miles Morales’ story, even amidst all the chaos and multiverse madness permeating the plot; unlike the traditional Peter Parker, Miles’ parents are still alive and, while he struggles to adjust to boarding school and to make new friends, he’s nowhere near the social outcast Peter is often portrayed as during his teenage years. A big fan of music (though he is amusingly poor at reciting lyrics) and with an artistic flair, Miles is a slightly rebellious and resentful youth who struggles to live up to the expectations of his father, Jefferson Davis (Brian Tyree Henry), a police officer who regards Spider-Man (Chris Pine) as a menace and delights in embarrassing his son at his new school with typical dad humour. A somewhat streetwise kid who was a popular figure at his old school, Miles is largely an outsider at his more officious and pretentious boarding school; he’s uncomfortable in the mandatory uniform, feels like he doesn’t really fit in, and is intentionally trying to sabotage his future there so he can go back to his old school and his old friends. Believing that his father doesn’t really understand him or his dreams, Miles has a far closer relationship with his uncle, Aaron Davis (Ali), who encourages his penchant for street art and actually takes the time to connect with him on a more peer-to-peer level. To Jefferson’s chagrin, Miles idolises his uncle, who indirectly leads to him gaining his spider powers.

Miles’ struggles with his spider powers are directly paralleled to the onset of puberty.

Already somewhat uncomfortable in his new environment, Miles’ newfound spider powers (which are explicitly compared to the onset of puberty) only increase his agitation; he struggles to adapt to and master his abilities, gaining a far louder and more noticeable internal monologue and accidentally attaching himself to Gwen Stacy’s (Steinfeld) hair in an awkward attempt to flirt with her. Interestingly, Miles’ exploration of his abilities is a source of as much entertainment and amusement as it is an integral part of Miles’ character development; throughout the film, Miles struggles to master his powers, which seem to trigger unconsciously or involuntarily, and a massive part of Into the Spider-Verse revolves around Miles living up to the lofty expectations now placed upon him by his amazing new abilities.

In Miles’ world, Peter is a competent, renowned, and experienced superhero.

Miles lives in an alternative world that isn’t quite Earth-616 or the Ultimate universe; it’s one that draws inspiration from all over Spider-Man’s various adaptations and interpretations but one where Spider-Man is a renowned and experienced superhero. Carrying himself with the confidence of a veteran of many battles, life lessons, successes, and failures, this Spider-Man is, honestly, uncharacteristically competent in a lot of ways (he’s still married to Mary Jane Watson (Zoë Kravitz), has the full support of his beloved Aunt May Parker (Lily Tomlin), and even has a Spider-Cave full of different Spider-Suits, for God’s sake). During an intense battle with the monstrous and demonic Norman Osborn/Green Goblin (Jorma Taccone) and the slick and efficient Prowler, Peter is shocked to meet Miles, someone who shares his abilities, and vows to train him and give him the opportunities he never had when he was first starting out, such is his commitment to using great power with great responsibility.

Kingpin may look ridiculous but he’s a formidable threat who killed Peter with his bare hands!

Sadly, and unexpectedly, Peter is killed right before Miles’ eyes by the Kingpin; Fisk, who blames Spider-Man for exposing his criminal deeds to the world and thus driving away his wife and son, has built a gigantic Super-Collider which he plans to use to rip a hole between dimensions and retrieve his family from another time and place. When Peter costs him this opportunity, Fisk beats him to death in a brutal and surprising scene and spends the remainder of the movie desperately trying to track down and reacquire the USB flash drive that allows the collider to work. Like Green Goblin, Fisk is a comically exaggerated version of himself, even compared to the creative flair of some comic book artists, but as preposterously absurd as Kingpin looks, his threat has, arguably, never been more tangible and brutal than in Into the Spider-Verse. Exuding unmatched power, wealth, and authority, he commands some of Spider-Man’s most notorious foes with a cold menace and is more than happy to get his hands dirty in his desperate attempt to be reunited with his family.

Peter B is an out of shape, world-weary version of Spider-Man who’s far from his prime.

Shaken by Peter’s death, and overwhelmed by the immense responsibility now in his hands, Miles is shocked to meet an alternative version of Peter, Peter B. Parker (Johnson), who arrived during the brief period that the Super-Collider was active. Unlike his counterpart from Miles’ world, Peter B is an out of shape, jaded, wreck of a man who has lost his way, and everything near to him, and yet, despite his crushing losses, obvious depression, and having grown weary of the power and responsibility that comes from being Spider-Man, Peter B still continues to be Spider-Man and does his best to tutor Miles in coming to grips with his powers. He’s obviously not as effective or competent a mentor than his counterpart promised to be but he does what he can regardless and is fully willing to put his life on the line to allow his fellow Spider-People to return home.

Thanks to her friendship with Miles, Gwen learns to open herself up to others once again.

Speaking of which, Miles is also joined by a whole host of unexpected Spider-People; the first one he meets is Spider-Woman, Gwen Stacy, although he is unaware of her true identity at the time. A vastly different version of the traditional Gwen, Spider-Woman gained her powers in Peter’s place in her world and is a tough, sarcastic character who, while having a soft spot for Miles, is reluctant to open herself up to him, or anyone else, for fear of losing them. In a film arguably crowded by Spider-People, Gwen stands out by being one of the more recognisable and fleshed out characters and is, basically, a tertiary protagonist as her growing friendship with Miles is a major part of her (and his) character development. Sadly, the same can’t really be said about the rest of the Spider-Crew; Peni Parker/SP//dr (Glenn) is perhaps the least developed and expendable of the group. While she is rendered in an outstanding anime aesthetic and has a heart-warming bond with her spider mech, she’s largely inconsequential to the story and could have been spliced out with any other version of Spider-Man. Spider-Noir (Cage) and Peter Porker/Spider-Ham (Mulaney) manage to stand out a little better thanks to being rendered in monochrome and talking like a thirties gangster or being a literal cartoon character, respectively, but we don’t really learn a great deal about them and they’re mainly there to emphasise that every universe has a Spider-Man and that Spidey’s legacy and ideals are carried by a variety of characters all throughout time and space, which all directly ties into Miles’ character arc of growing into, and finally accepting, his role as Spider-Man.

The Nitty-Gritty:
Spider-Man: Into the Spider-Verse immediately sets itself apart from other Spider-Man movies not just by focusing on Miles as its main character and its cross-dimensional subplot but also by virtue of being an animated movie. Truthfully, animation suits Spider-Man down to the ground as, often, some of the more exhilarating sequences in Spider-Man movies are the computer-generated fight scenes and web-slinging moments and Into the Spider-Verse definitely uses its medium to its full advantage, featuring a unique aesthetic, comic book-like sound effects for emphasis, and even varying the frame rate to emphasise the differences between the various Spider-People and Miles’ comparative inexperienced compared to them. Humour is an important element of the film; Into the Spider-Verse is full of amusing lines, sight gags, and comedic moments that come naturally and are incredibly amusing thanks to some effortless and believable line delivery from the likes of Moore, Pine, and Johnson (Spider-Man’s quips during tough situations and battles are a notable highlight). Characters have an easy banter and sass to them that allows even the least developed of them to appear far more nuanced in the short space of time they have to shine and humour is emphasised through Miles’ inexperience with his powers, wry commentary on his increasingly chaotic situation, and the frantic nature of the action scenes and character beats.

Action and fights are colourful and frantic, ensuring no two fights are the same.

Speaking of action, Into the Spider-Verse is crammed full of some of the most impressive, intense, and frenzied action scenes in any Spider-Man movie; the freedom offered by relying on animation allows for some of the most diverse and varied web-slinging as each Spider-Person swings, fights, and moves differently. The use of music and onomatopoeia emphasises the action, which is fast-paced, memorable, and impactful thanks to the film showcasing a wide variety of Spider-Man’s rogues gallery, which includes the likes of the Green Goblin, Lonnie Lincoln/Tombstone (Marvin “Krondon” Jones III), and Mac Gargan/The Scorpion (Joaquín Cosio).

Though a vicious mercenary, Aaron’s hesitation to kill Miles costs him his life.

Apart from Fisk, though, the most prominent villains of the film are Doctor Olivia Octavius/Doctor Octopus (Kathryn Hahn) and the Prowler; while Doc Ock is a sadistic and formidable, half-crazed scientist, it is the Prowler who has the most emotional significance to both the plot and to Miles. Constantly accompanied by an ominous, animalistic theme, the Prowler is portrayed as Fisk’s top mercenary; a brutal and vicious, cat-like fighter in a sophisticated suit of armour, Prowler stops at nothing to hunt down Fisk’s missing USB drive. Miles is absolutely devastated to find that the one person he thought he could rely on in the whole world, his Uncle Aaron, turns out to be the Prowler and even more crushed when, upon discovering Miles’ identity, Aaron chooses to spare his nephew and is executed by the Kingpin as a result and dies in Miles’ arms while urging him to continue on as a hero.

Miles finally embraces his role as Spider-Man, defeats Kingpin, and returns his new friends home.

In the end, against all the odds and his own doubts and inexperience, Miles customises one of Peter’s suits (crafting an absolutely bad-ass variant in the process) and fully embraces his role as Spider-Man to confront the Kingpin and put an end to his destructive scheme. It’s a real coming of age moment for Miles, who previously could only look up in awe at Spider-Man’s legacy, and allows him to not only finally live up to the lofty expectations placed upon him by his father and the various Spider-People but also repair his relationship with his father (and his father’s opinion of Spider-Man) through his actions. With the Spider-People returned home, Miles becomes the one true Spider-Man of his world, gaining lifelong friends and a renewed sense of responsibility, confidence, and identity in the process. It’s a strikingly effective story largely thanks to how relatable and complex Miles is portrayed throughout the film, being a rebellious and well-meaning kid who is simply struggling to find his place in an ever-changing world.

The Summary:
If I’m being completely honest, I’m not really a fan of how often a street-level superhero like Spider-Man gets caught up in multiversal misadventures and meets alternative versions of himself; just like how I’m often a bit perturbed by how often Bruce Wayne/Batman has to put up with the same events, I feel like Spider-Man works better as a more grounded hero who only occasionally dabbles in cosmic-level events. To that end, I feel like Into the Spider-Verse would have been just as appealing to me, if not more so, had the multiverse elements been dropped; Peter B could have just been the version of Spider-Man in Miles’ world, Gwen could have been the same or swapped out with Cindy Moon/Silk, and the other Spider-People could have been replaced by, say, Ben Reilly or Kaine Parker and the idea of a multiverse of Spider-Man could maybe have been saved for the next movie. However, having said that, that doesn’t mean I’m not a huge fan of Into the Spider-Verse as it is; make no mistakes about it, this is a fantastic movie from start to finish, with an extremely appealing aesthetic identity and some absolutely fantastic action. It also carries a very emotional heart to its story, which is one of identity, legacy, and expectation; a coming of age story that follows a young, emotional kid who is struggling to live up to the role his mentors expect of him, Into the Spider-Verse says a lot about not only the nature of Spider-Man but also the struggles of youth and puberty. I’m glad Into the Spider-Verse did so well and I’m genuinely looking forward to the sequel delivering more of the same high-octane action and heartfelt emotion, visual flair, as well as introducing more Spider-People and, hopefully, expanding upon the brief cameo from one of my favourite Spider-Man, Miguel O’Hara/Spider-Man 2099 (Oscar Isaac).

My Rating:

Rating: 5 out of 5.

Fantastic

What are your thoughts on Spider-Man: Into the Spider-Verse? Where does it rank among the various other Spider-Man movies for you and what did you think of the artistic style and focus on Miles Morales and the other Spider-People? Which of the alternative Spider-Man was your favourite? Would you have liked to see one, or more, get a bigger role and if so, which one? What other alterative version of Spider-Man would you like to see show up in the sequel? Are you a fan of Spider-Man always having adventures with alternate versions of himself or would you prefer to see him tackling more street-level threats? Are you a fan of Miles, and what did you think to Peter’s death both in Ultimate Spider-Man and in Into the Spider-Verse? Whatever your opinion on Into the Spider-Verse, go ahead and drop a reply down in the comments and be sure to check back in next Wednesday as Spider-Man Month continues!

Screen Time [Spidey Month]: Spider-Man (1977 Pilot)


Easily Marvel Comics’ most recognisable and popular superhero, unsuspecting teenage nerd Peter Parker was first bitten by a radioactive spider and learned the true meaning of power and responsibility in Amazing Fantasy #15, which was first published in August 1962. Since then, the Amazing Spider-Man has featured in numerous cartoons, live-action movies, videogames, action figures, and countless comic book titles and, in celebration of his debut and his very own day of celebration, I’ve been dedicating every Wednesday to talk about everyone’s favourite web-head!


Air Date: 14 September 1977
Network: CBS
Stars: Nicholas Hammond, Lisa Eilbacher, Thayer David, David White, and Michael Pataki

The Background:
Following his debut in the pages of Amazing Fantasy #5, Spider-Man soon graduated to his own solo comic series and, by the mid-1970s, had become an icon of mainstream pop culture thanks to numerous merchandise and adaptations in other media such as the 1960s cartoon. It was during this time that CBS bought the rights to produce a live-action show for prime-time television; however, rather than debuting as an episodic series, The Amazing Spider-Man first aired as a feature-length episode that served as a back-door pilot. The pilot actually received a theatrical release outside of the United States, though I only remember seeing it on TV here in the United Kingdom once as a kid; regardless, the pilot was a success and led to the commission of a thirteen episode series that aired between 1977 and 1979.

Spider-Man’s feature-length pilot led to a thirteen episode TV series.

Despite drawing favourable ratings during its airing, CBS were reluctant to continue the show as it was expensive to produce and underperformed with older audiences. As a result, the show was eventually cancelled and has never seen a re-release outside of a few VHS tapes back in the day. Although the series was lacking in any of Spider-Man’s recognisable rogues gallery, it’s rumoured that there were tentative plans to produce a crossover with the long-running Incredible Hulk series (1977 to 1982) but these, obviously, never came through. Today, the series is largely forgotten, having been long overshadowed by Spider-Man’s big budget live-action ventures but Peter’s likeness in the 1994 cartoon always reminded me of Hammond’s.

The Plot:
When freelance photographer Peter Parker (Hammond) is bitten by a radioactive spider and gains the proportionate strength, speed, and agility of a spider, he adopts a crime-fighting persona dubbed Spider-Man to oppose the aspirations of the malicious Edward Byron (David), who plans to hold the city to ransom with his mind control technology.

The Review:
After the introductory titles (which features both a glimpse of the spectacular stunt work that the pilot and series was known for and the show’s super funky seventies theme music), Spider-Man immediately introduces the central antagonistic force of the plot as a doctor and a lawyer are inexplicably compelled to walk out in the middle of their jobs and perform a bank robbery, with the only thing relating the two being mysterious pins attached to their suits.

Peter struggles to sell photos to, or get assignments from, the grouchy Jameson.

Next, we’re introduced to Peter Parker, a freelance photographer who suffers from allergies and is attempting to work his way through college by selling photographs to J. Jonah Jameson (White), to little avail. While Jameson is far less as explosive and grouchy than his usual iterations, he’s still volatile and a natural cynic at heart, especially when faced with the seeming randomness of the opening crime and the subsequent threat for further crimes to follow.

A lone spider is bathed in radiation during one of Peter’s experiments…

While Peter can’t catch a break with Jameson and is thus constantly low on cash, he’s intrigued by the threat of mass mind control that has been levied against the city and has far more luck in the field of science. Peter works in a laboratory alongside his friend and fellow student Dave (Larry Anderson) and the two of them are conducting experiments on radiation. However, while dealing with some radioactive waste, a lone spider is bathed in over 400 rads’ worth of radiation and, in its last desperate act, bites Peter’s hand.

Peter is exhilarated to find he can cling to walls and surfaces just like a spider!

I’m not entirely certain but I think this is the first time the spider bite was indirectly caused through Peter’s own actions and it’s an interesting change. Rather than going through any kind of adjustment period or troublesome transformation, Peter experiences the effects of the spider bite almost instantaneously, being aware of incoming danger thanks to his spider-sense and racing up a wall with ease and on pure instinct. It’s not until later, after a particularly gruelling night’s sleep, that Peter pieces together the fantastic event and realises that he has been genetically altered; this leads to a montage in which he explores the lengths of his new abilities on the outside of his Aunt May’s (Jeff Donnell) through the use of camera trickery.

After being dubbed “Spider-Man”, Peter throws together a costume to sell pictures to Jameson.

It’s not a great effect, and certainly nothing on the practical wire work seen later in the pilot, but it’s certainly ambitious for the time. Peter first puts his powers to good use while clambering up a wall in the city, which is startling enough to stop a purse snatcher (Barry Cutler) in his tracks. This leads to eyewitnesses dubbing him “Spider-Man”, which piques Jameson’s interest and, in that moment, gives Peter the inspiration to construct a colourful outfit and persona befitting of such a name and to explain Spider-Man’s logistics and capabilities to the pessimistic Jameson (and, in the process, the audience). While Peter acts on instinct to stop a criminal, his primary motivation for becoming Spider-Man is to sell Jameson pictures; there’s no Uncle Ben or lessons about power and responsibility here (which, I’m sure, today’s Spider-Man “fans” would throw a fit over!), just a regular kid trying to do the right thing and make some money out of little more than an ingrained sense of right or wrong.

Captain Barbara’s cantankerous, gruff demeanour was a real highlight for me.

In the course of the pilot, Peter runs afoul of the temperamental Captain Barbara (Pataki), a grouchy, cantankerous, and suspicious police captain who is kind of like the Jack McGee (Jack Colvin) of the show; perhaps because of his jaded nature, he is almost immediately suspicious of Peter and becomes even more so when Peter continues to show up at the scenes of the inexplicable crimes. Barbara is equally unimpressed with Spider-Man’s debut, believing (with little reason) that the wall-crawler is somehow involved in the mysterious events and voicing many of the more aggressive objections to the vigilante that are usually attributed to Jameson, who is skeptical of Spider-Man but never exhibits the hatred normally associated with the character.

Peter and Judy attend one of Byron’s aggressive seminars on the futility of life.

When covering the aftermath of another of the incidents in which Professor Noah Tyler (Ivor Francis) randomly committed a robbery and then crashed head-first into a wall, Peter meets his daughter, Judy (Lisa Eilbacher). Judy confides in Peter that her father has been attending a special group to teach people the “true meaning of themselves” through unusually aggressive lectures. This group, which is more like a cult or twisted church, is led by the pilot’s big bad, Edward Byron; Byron uses specialised radio signals to compel his victims to commit their crimes and is basically able to force anyone wearing one of his pins and subjected to his mind control device to follow his explicit instructions. Specifically, Byron has them commit robberies and then kill themselves and his end goal is extortion, as he threatens to kill several citizens unless he’s paid a ransom of $50 million. Byron exhibits a disdain for those in his group, and humanity in general, and believes himself to be above them both in terms of intelligence and stature; for all his grandiose speeches, though, he’s little more than a madman who wishes to exert and abuse his power and technology purely to satiate his greed.

Peter’s far from the hapless nerd from the comics and his ingenuity is heavily emphasised.

While Peter has some bad luck in the pilot, it’s generally more around trying to make money off the pugnacious Jameson and he’s far from the hapless, down on his luck nerd he is often pigeon-holed as. Instead, he’s a relatively well-adjusted young man who bonds with Judy extremely quickly and a central theme of the pilot is Peter’s intelligence and scientific acumen. Not only does he put together an impressive costume for himself but he quickly cobbles together his patented web-shooters and not only stumbles upon Byron’s hypnotic signal with his microwave emitter but also puts together a gadget to led him to the source of the signal.

Stuntman Fred Waugh took over once Peter donned the suit to perform the pilot’s dangerous stunts.

When in the costume, Spider-Man duties mostly fall to stuntman Fred Waugh, who adopts an agile grace and insectile posture that, possibly, was a conscious decision on Waugh’s part to emphasise the physicality of the character. The pilot features a number of complex and incredibly dangerous stunts achieved through the use of wire work, cables, rigging, and rotating sets; though you can make out some of the wires here and there, that doesn’t take away from the ambition of those involved and it’s because of this practical approach that, for the first time, we get to see a live-action Spider-Man literally climbing up the sides of buildings, leaping to ceilings and walls, and swinging across rooftops (something, even now, which is more likely to be achieved through CGI than traditional filmmaking techniques).

Spidey’s intelligence wins the day as much as his incredible strength and agility.

While these instances showcase Spider-Man’s agility, a protracted fight scene between the web-head and Byron’s three mind-controlled goons does a decent job of showing how formidable Spider-Man is (and, in a follow-up confrontation, his amazing recuperative powers); it’s not an especially thrilling fight scene as it’s a very slow and co-ordinated affair but, nevertheless, he’s easily able to outmanoeuvre and overpower the three. This also gets paid off at the conclusion of the pilot in one of my favourite scenes where Spidey, in the quest to bring Bryon to justice, makes friends with the three. Indeed, in the end, it’s not strength or agility that wins the day but a combination of luck (Peter’s control pin gets dislodged from his jacket) and intelligence as he not only discovers but also decodes Byron’s hypnotic microwave technology. This allows Spider-Man to tear down Byron’s control antenna and turn his technology against him, rendering him little more than a mindless puppet to face Barbara’s not-inconsiderable-wrath.

The Summary:
I’m well aware that I’ve used the word “ambitious” a lot in this write-up but it’s the best word I can think of to describe Spider-Man; it’s impressive how much the filmmakers were able to pull off given the limitations of the seventies and I would argue that, despite a lack of recognisable characters and villains, Spider-Man is actually a far more accurate adaptation of the source material, in many ways, than The Incredible Hulk. They’re both relatively grounded and far more realistic takes on Marvel’s colourful heroes but Spider-Man features far more innovative special effects to bring the character to life.

Despite the lack of Uncle Ben and May’s reduced role, Peter still uses his abilities responsibly.

I have to say, even now, that the Spider-Man costume is pretty impressive; it’s kind of like an all-in-one body suit but the colours are suitably bright and vibrant and I love the simplicity of the design, which includes reflective lenses and, in time, mechanical web-shooters of Peter’s own design that allows him to swing between buildings and stop crooks with a variety of webbing. It’s rarely, if ever, Hammond in the suit but the plus side to that is that Spider-Man is pretty much always wearing his mask and fully capable of performing the pilot’s complex and ambitious stunts and fight scenes. Thanks to the alterations to the character’s origin, Uncle Ben is no longer a factor (he’s not even mentioned or even hinted at) and Aunt May has a much smaller, inconsequential role where she’s a doting matriarch rather than a decrepit, fragile figure (something subsequent live-action movies would emulate). Regardless, Peter is still compelled to use his powers for good (…and to make a little money at the same time) simply because he’s a good kid; he may lack the tragedy and pure motivation often associated with the character but he’s nonetheless as determined to help others.

I’ve got a lot of nostalgia for the pilot and I’ve love to see the show made more accessible.

Neither the Amazing Spider-Man or Incredible Hulk TV shows were on when I was a kid so the only exposure I had to either was in their feature-length spin-offs and, for the longest time, Spider-Man was about as good as you could get for a live-action adaptation of the character. I remember preferring the subsequent features that were produced some time after this and were comprised of combined episodes of the show but, revisiting this pilot episode after a good twenty years was an entertaining experience, to say the least. Sure, many of the effects haven’t aged too well and it’s disappointing that it doesn’t adhere more closely to the source material but I am very forgiving of this pilot and have a real fondness for it, and Hammond’s portrayal of the character, so I can only hope that, one day, the entire series gets a much-needed release on DVD so more people can experience this early and ambitious take on the character.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever seen Spider-Man or the Amazing Spider-Man TV show? What did you think of them at the time and how do you think they hold up today? What did you think to the show’s costume, stunt effects, and Hammond’s performance as Parker? Were you a fan of original characters like Captain Barbara and Edward Byron or would you have preferred to see more comic-accurate characters and villains in the show? Would you like to see a release of the series on home media or Disney+ or do you think it’s best to leave the show to obscurity? Whatever your thoughts on the seventies Spider-Man adaptation, go ahead and leave a comment below and be sure to check in again next Wednesday for more Spider-Man content!

Back Issues [Thor’s Day]: Journey into Mystery #83


In August 1962, Stan Lee, Larry Lieber, and Jack Kirby introduced readers of Marvel Comics (specifically Journey into Mystery) to Thor Odinson, God of Thunder and mightiest of the Asgardian deities. Through associations with Marvel’s premier super team, the Avengers, and a number of cosmic, mythological adventures, Thor has gone on to become another of Marvel’s most successful and versatile characters, with appearances in cartoons, videogames, and a number of incredibly profitable live-action movies. Being as it’s the first Thursday (or “Thor’s Day”) of the month, what better way to celebrate the God of Thunder than to take a look back at his debut appearance!


Story Title: Thor the Mighty! and the Stone Men from Saturn! (also comprised of “Part 2: The Power of Thor!” and Part 3: Thor the Mighty Strikes Back!”)
Published: August 1962
Writers: Stan Lee, Larry Lieber, and Jack Kirby
Artist: Jack Kirby

The Background:
Following the creation of Doctor Bruce Banner/The Incredible Hulk, legendary Marvel writer, editor, and creator Stan Lee was inspired by Norse mythology and legends to create an even more powerful superheroic character, one who was more than human…a literal God among men! In collaboration with Larry Lieber and the renowned Jack Kirby, Lee crafted a version of the character quite different from those that had appeared before, one who debuted in Journey into Mystery and effectively took over that title until eventually replacing it with a self-titled comic in 1970. Thor would go on to become a founding member of Marvel’s premier super team, the Avengers, and his stories became increasingly elaborate and over the top, with the character undergoing numerous changes throughout the years whilst also taking on more of the mythological aspects of his inspiration. Adopting flamboyant, archaic speech patterns and wielding the indestructible, all-powerful, magical hammer Mjölnir, I’ve always enjoyed Thor’s aesthetic and unique qualities and he’s one of my favourite characters in the Marvel Cinematic Universe but his comics can be a little impenetrable for me due to their dense and complex nature.

The Review:
“Thor the Mighty! and the Stone Men from Saturn!” introduces us to Doctor Donald Blake, a frail and lame figure who walks with a cane and is vacationing in Norway at exactly the same time as the titular Stone Men from Saturn arrive on Earth. Like Clark Kent/Superman, the Stone Men find that Earth’s vastly different atmosphere affords them incredible superhuman strength in addition to the relative invulnerability of their stone bodies. As if that wasn’t enough, the Stone Men are also packing advanced weaponry that can vaporise objects in a flash of light, as witnessed by a stunned old man. Though the aged fisherman’s stories of stone creatures from outer space are met with ridicule and mockery by the local villagers, it catches the attention of the curious Blake, who heads out to the coastal region to investigate and soon stumbles upon the Stone Men! Unfortunately, Blake steps on a twig and gives away his presence and, thanks to his unexplained lame leg and losing his walking stick after a trip, has no hope of escaping from the aliens.

Blake discovers an enchanted cane and is imbued with the power of the mighty Thor!

Blake finds refuge in a nearby cave but is disheartened to find that it’s a literal dead end; trapped, he begins to despair but is awestruck when a hidden stone wall suddenly opens and leads him to a secret chamber that houses a “gnarled wooden stick”. Ever the innovator, Blake attempts to use the cane as a lever but is unsuccessful and, in helpless anger, strikes the cane against the boulder which blocks his only viable exit. In a flash of blinding light, Blake and the cane are magically transformed into a heavily muscular, elaborately garbed form and an enchanted hammer, respectively. Overwhelmed by the power courses through his body, the figure observes the hammer’s iconic inscription (“Whosoever holds this hammer, if he be worthy, shall possess the power of… Thor”) and quickly realises that the hammer is Mjölnir, the weapon of the mythological God of Thunder, and that he is now Thor!

Much time is spent explaining Thor’s powers in a way that interrupts what little plot there is.

Now possessing the power of a God, Thor easily lifts the boulder that was blocking his exit and, now safe and free from his prison, ponders the mystery of his newfound power. You’ll notice that, when he’s Thor, Blake retains his speech patterns and personality rather than switching places with the Norse God or having his personality fundamentally altered by the transformation; it’s basically a Billy Batson/Shazam situation where he magically transforms but retains his personality. Using what little he knows of Thor from Norse mythology, Thor walks us through the “rules” of the character’s early days: Blake transforms into Thor when he touches the hammer but, if he is separated from it for more than sixty seconds, he magically reverts back to Blake. In addition, Mjölnir is magically enchanted so that only he can wield it, it always returns to his hand after being thrown, and is functionally indestructible. Finally, by stamping the hammer on the ground twice, Thor can conjure storms or rain or snow and whip up a raging tornado, all of which can be dispelled with three hits of the hammer on the ground.

Despite the Stone Men’s threat, they are absolutely no match for Thor, who bests them with ease!

Before Blake can warn the world of the presence of the Stone Men, the aliens unleash a “three-dimensional picture” (basically a holographic projection) of a fearsome dragon to scare off incoming armed aircraft and shield themselves and their ship from reprisals and attacks with their advanced forcefield. Blake observes this with horror and, resolved to oppose the invading alien forces, he showcases one of his most iconic abilities: by swinging around Mjölnir as fast as possible, he can fly through the air and cover vast distances by hurling the hammer but holding on to the handle. It’s not quite flying and not quite the Hulk’s massive leaps but it’s something unique that no other hero can replicate. Astounded by Thor’s abilities, the Stone Men attempt to capture him but Thor is easily able to fend them off, break free of their prison, and use Mjölnir to disarm the aliens. In response, the Stone Men unleash their “Mechano-Monster”, a robot enforcer of theirs that is immediately and anti-climatically smashed to junk with one swing of Thor’s hammer. This is enough to scare off the Stone Men, who immediately flee alongside their entire fleet to avoid having to battle Thor and, possibly, more like him. The issue ends with the military dumbfounded as to what drove off the alien invaders and Blake resolving to head back to the United States with his newfound power.

The Summary:
“Thor the Mighty! and the Stone Men from Saturn!” is an absolutely bat-shit crazy story; much like the Hulk’s debut, Thor’s first appearance isn’t a typical superhero story, being more a tale of random alien invasion that just so happens to feature a guy stumbling upon a magical weapon. The Stone Men get a lot of time in the comic but we’re not really told much about them; they simply arrive as a superior alien force and prepare to use their advanced weaponry and augmented physical abilities to dominate the planet.

The Stone Men seem to be a formidable threat but are easily scared off by Thor’s power.

Yet, despite how formidable they seem to be, they’re actually some of the most ineffectual villains I’ve ever seen; they utilise holographic technology and laser weapons and have an entire fleet of ships ready to attack but they’re no match for Mjölnir, Thor tears through their weapons like they’re paper, and their ace in the hole, the Mechano-Monster is an absolute joke. Of course, the Stone Men would later be retconned into the Kronans and one of their race, Korg, would become an important ally of the Hulk many years later.

We don’t learn much about Blake but he’s morally pure enough to put Thor’s power to good use.

Perhaps because of the presence of the aliens, we don’t really get to learn anything about Donald Blake; it’s not said what kind of doctor he is, why he chose Norway for his vacation, or what caused his lame leg. All we really learn about him is that he appreciates the beauty and ambiance of Norway and that he’s curious enough to investigate the claims of aliens nearby. When he’s on the run and hiding from the Stone Men, Blake fall into despair and is all but ready to accept what he sees as his inevitable death until he stumbles upon the power of Thor. Once he becomes Thor, he immediately proves why the hammer deemed him so worthy as he leaps into action to oppose the aliens but, again, we don’t really get a sense of why Blake is so morally inclined towards using his awesome power for the benefit of mankind. Obviously, as with many debuts of superheroes, much of Thor’s backstory and motivation would be revealed in time but, even with that in mind, “Thor the Mighty! and the Stone Men from Saturn!” is surprisingly light on characterisation for its debuting protagonist; even Tony Stark/Iron Man got a brief mention of his carefree ways before his life-changing transformation but Blake, instead, is a bit of a blank slate compared to Lee’s previous heroes.

My Rating:

Rating: 1 out of 5.

Terrible

What are your thoughts on Thor’s debut appearance? Do you like that Marvel constantly tried to mix up all their new superheroes and characters with vastly different origins and backstories? What did you think to the Stone Men and the pacing of the story? What is your favourite character, arc, or era in Thor’s long publication history and where does Thor rank for you against Marvel’s other superheroes? How are you celebrating Thor’s debut this month, if at all? I’d love to hear your thoughts on Thor in the comments below so be sure to drop a line down there.

Game Corner [Spidey Month]: Spider-Man: The Video Game (Arcade)


Easily Marvel Comics’ most recognisable and popular superhero, unsuspecting teenage nerd Peter Parker was first bitten by a radioactive spider and learned the true meaning of power and responsibility in Amazing Fantasy #15, which was first published in August 1962. Since then, the Amazing Spider-Man has featured in numerous cartoons, live-action movies, videogames, action figures, and countless comic book titles and, in celebration of his debut and his very own day of celebration, I’ve been dedicating every Wednesday to talk about everyone’s favourite web-head!


Released: 1991
Developer: SEGA

The Background:
Having achieved success with the creation of the Fantastic Four, Marvel Comics editor and head writer, the immortal Stan Lee, was searching for another title to match the success of Marvel’s first family. Inspired by a spider climbing up a wall, influenced by pulp vigilante the Spider, eager to capitalise on the surge in teenage demand for comic books, and working alongside artist Steve Ditko, Lee conceived of Spider-Man and was granted permission to feature the teenage superhero in the final issue of Amazing Fantasy. Marvel publisher Martin Goodman was shocked to find that Amazing Fantasy #15 was one of the publication’s highest-selling comics and a solo Spider-Man series soon followed, with Spidey quickly becoming Marvel’s most popular comic book character. Since then, Spider-Man has seen success in numerous other media; in 1967, he featured in a self-titled animated series, he famously appeared as a guest character on The Electric Company (1971 to 1977) and starred in his own live-action series in 1978, and heavily influenced my childhood through the fantastic Spider-Man cartoon (1994 to 1998) before eventually featuring in a number of live-action films. Furthermore, Spider-Man has also featured in numerous videogames, the first of which was the aggravating Spider-Man (Parker Brothers, 1982) for the Atari 2600. Before debuting in arcades, the majority of Spidey’s videogame efforts were sidescrolling action/platformers but this was the early nineties and button-mashing beat-‘em-ups were all the rage thanks to titles like Double Dragon (Technōs Japan, 1987), Final Fight (Capcom, 1989), and The Simpsons (Konami, 1991) so Spidey’s arcade debut naturally came in the form of a sidescrolling beat-‘em-up.

The Plot:
Wilson Fisk, the Kingpin of Crime in New York City, has sent his minions out into the city to retrieve a mystical artefact and only Spider-Man and his allies (Prince Namor McKenzie/The Sub-Mariner, Clint Barton/Hawkeye, and Felicia Hardy/Black Cat) can hope to defeat some of Spidey’s most powerful and iconic villains and oppose the Kingpin’s plans for domination.

Gameplay:
Spider-Man: The Video Game is a fairly standard sidescrolling beat-‘em-up in which players can pick from one of four characters (Spider-Man (obviously), Sub-Mariner, Hawkeye, and Black Cat) and make their way from the left side of the screen to the right beating up wave-upon-wave of nameless thugs. The game allows any player to select any character and allows for up to four players to play simultaneously, which is always an appreciated feature of such titles.

Each character is sluggish and gameplay is shaken up by some ugly platforming sections.

Upon selecting your character, you’re dropped into the streets of New York and quickly learn that the game is quite limited in terms of the moves available to you. Each character controls in exactly the same way, with a few subtle differences: Spidey and Black Cat can swing from webs/lines to attack enemies (if you can pull off the attack, which kind of requires a very specific combination of jumping and attacking) and each has a slightly different jumping attack (Namor dives fist-first down into enemies, for example) and melee attacks (Black Cat is much more about the fancy kicks than Hawkeye). While you can perform a signature special attack (shooting webs or arrows, for example) at the cost of some health points, each character is just as sluggish and apathetic as the next thanks to a lack of a dash function. However, after beating up a few thugs and taking out a sub-boss, the game suddenly shifts to an entirely different perspective; the camera zooms out and the game becomes more of an action/platformer as your character must scale a vertical and horizontal map taking out more goons as they go. In this zoomed out mode, your characters are no longer able to perform melee attacks and must rely on their projectile attacks: Spidey shoots webs, Hawkeye shoots arrows, Black Cat attacks with a grapple hook, and Namor….shoots lightning…? Spidey and Black Cat can also scale and climb walls to navigate these areas faster and Hawkeye and Namor can hang on to overhead platforms to shoot at enemies but it’s a bit weird that you’re not given full access to each character’s abilities in this mode.

Your health drains constantly and players are rated after each stage.

Unlike many videogames and beat-‘em-ups, inserting coins not only allows you to continue from death but also boosts your health, which is represented by a series of numbers under your character’s name. Your health numbers also double as a time limit as they’re constantly ticking down and this is quite a unique and clever way to get kids to waste their hard-earned pocket money as, while you can find health (in the form of hearts) strewn around the game’s stages at various points, you’ll quickly be pummelled into submission by the game’s enemies and forced to drop more coins to pump up your health and continue on a little further. Sadly, in a marketplace crowded by fantastic beat-‘em-ups, Spider-Man: The Video game fails to stand out in a lot of ways; you can attack and destroy parts of the environment but there’s not much motivation to do this as there are no weapons to find and use and no items to pick up to increase your score. Your score isn’t even displayed onscreen as you play, for God’s sake, which is really unusual, despite the fact that your progress is rated at the end of each stage. Instead, the game’s primary selling point appears to be exclusively the Spider-Man brand and the odd inclusion of action/platforming sections.

Graphics and Sound:
For the most part, Spider-Man: The Video Game looks serviceable enough; sprites are large and colourful but, like the backgrounds, are a little lacking in variety and detail. None of the playable characters have an idle animation, which lets the game down somewhat, and Spider-Man, especially, just looks bored and depressed as he plods around at a sluggish speed. When the game zooms out for its platforming sections, sprites take on a largely pixelated appearance but the backgrounds become much bigger and more detailed. Stages initially seem quite short as you come up against your first sub-boss in almost no time at all and, after defeating them, you’re tasked with climbing up to the rooftops of New York’s skyscrapers and the stages really open up.

Platforming sections expand the game, with “Latvelia” being the most visually interesting.

As you attack enemies, and are attacked, big comic book-style sound effects appear onscreen (as is pretty standard for comic book beat-‘em-ups) but I found sprites go a bit transparent when they pass over other sprites and graphics (though this could be due to emulation issues rather than a flaw of the title itself). The game does feature some limited voice acting but, despite featuring a female voice (who just loves to cry out “Spider-Man!” every time you insert a coin), no female voice work accompanies Black Cat. This isn’t necessarily a bad thing as the male voice acting is the same for every character and hardly of a high standard and when you realise that Namor and Black Cat’s attacks are accompanied by some really weird sound effects that make them sound like they’re drowning or a robot, respectively. As you might expect, comic book-style cutscenes tell the game’s story; these take the form of still images with some accompanying text (though these don’t change depending on your character and mostly just feature Spidey by himself) and in-game cutscenes with some fitting word balloons. Finally, while the game’s stages are fairly standard (the streets, the rooftops, flying through the skies, construction sites and the like), they don’t really stand out much until you crash-land into the hellscape of “Latvelia” and the game suddenly busts out some decent fire effects. Finally, the game’s music, while interesting and serviceable enough, doesn’t really feel very unique to the Spider-Man brand or compared to other beat-‘em-ups.

Enemies and Bosses:
The majority of the enemies you’ll encounter throughout your journey are literally nameless, faceless goons; weird kabuki-mask-wearing, purple-spandex-clad thugs are the order of the day here but they are soon joined by such cliché beat-‘em-up enemies as martial artists (who can duck your attacks), rotund enemies (who can belly flop you), and robots (which shoot projectiles). Spider-Man: The Video Game honestly doesn’t have much going for it in terms of enemy variety; you’ll fight the same enemies over and over and only encounter some weird and memorable foes with you reach “Latvelia” and encounter some weird ape-like monstrosities. However, Spider-Man: The Video Game is absolutely loaded with some of Spidey’s most iconic villains; after only a couple of minutes into the first stage, you’ll encounter Mac Gargan/Scorpion and, just as you’re getting into that fight, a massive containment unit opens up and Eddie Brock/Venom emerges.

You’ll face Spidey’s most iconic foes while swarms of enemies pile in on the action!

Although Scorpion soon runs off after a few hits, you’ll have to endure a handicap situation for a while as enemies spawn in, Venom teleports around the arena and chokes you with their goo, and Scorpion attacks you relentlessly. Once you whittle down Venom’s health, they use a mysterious artefact to grow to monstrous size and you’ll have to chase them to the rooftops for another encounter. This becomes the basic set-up for the majority of the game’s sub-bosses and bosses; you’ll fight them at one point and then have to give chase and battle them again in a slightly different situation after navigating the game’s zoomed out sections. You’ll battle Dr. Curt Connors/The Lizard (who has a nasty tendency to chomp down on your crotch), Flint Marko/Sandman, and Venom in a pretty standard beat-‘em-up format where you’ll be confined to an arena and have to fend off waves of additional enemies. Each boss reappears for a rematch later in the game but the strategy remains largely the same; keep your distance and land attacks while dispatching their support and things only really get hairy when Venom spawns a bunch of symbiote clones to fight alongside them!

While Kingpin is a marginal threat, Electro and Doc Ock really get the shaft!

Boss battles are mixed up a bit when you take on Norman Osborn/Green Goblin and Jason Macendale/Hobgoblin; while you’ll battle the Green Goblin on the ground, dodging his weird glowing hand attack, these two bosses stand out by taking to their iconic gliders and rushing at you from the air while tossing pumpkin bombs at you. These can be troublesome encounters as it’s difficult to judge where the Goblins are positioned to land your attacks or to successfully hit them with your jump attacks. Plus, when you battle Hobgoblin, you’re limited to your zoom-out attacks and will have to blast him with your projectiles and destroy large cannons to make things easier. You’ll also do battle with the Kingpin in a standard beat-‘em-up encounter; Kingpin’s attacks are limited to headbutts, swipes, and a shoulder barge, making him little more than an inconvenience than a formidable boss fight even in his second phase. Still, at least he actually gets a proper boss fight; Max Dillon/Electro and perhaps Spidey’s most famous foe, Dr. Otto Octavius/Doctor Octopus are relegated to mere semi-sub-bosses who randomly appear as you’re navigating the game’s later platform stages and they’re little more than a joke as you can easily damage boost through their attacks and pummel them into submission.

Doctor Doom is the game’s final boss and takes numerous forms.

After defeating the Kingpin, though, Dr. Victor Von Doom/Doctor Doom randomly appears to claim the mysterious artefact and reveal himself to be the game’s true big bad. When you reach Doom’s Castle, you’ll have to dodge mines and battle through the game’s previous sub-bosses and bosses to confront Doctor Doom…only to find you’ve battled a Doombot all along! However, when you finally do get your hands on the real Doctor Doom, the fight is still little more than a standard affair once you take out Doom’s nifty floating battle craft: Doom is fast and slippery but doesn’t attack with magical bolts until the final confrontation and even then he’s not much more of a threat than the likes of the Sandman or the Lizard.

Power-Ups and Bonuses:
As mentioned, there’s pretty much nothing on offer to spice up your gameplay in Spider-Man: The Video Game. You can’t pick up and use weapons or power-ups and the only thing for you to pick up is hearts to increase your health, making gameplay decidedly more repetitive and monotonous compared to other beat-‘em-ups.

Additional Features:
Again, there’s basically nothing here (as is pretty much the standard for most arcade games). However, the fact that you can select any character to play as and play with up to four players, each who accumulate their own separate score at the end of each stage, does add some replay value (if you have friends to play with, of course…)

The Summary:
Spider-Man: The Video Game is a decent enough beat-‘em-up; it’s bright and colourful and includes all of Spider-Man’s most iconic villains but it doesn’t really offer a whole hell of a lot when it comes to gameplay or variety. Beat-‘em-ups are generally quite monotonous as a rule but they usually compensate for this with kick-ass music, detailed sprites, and some cool weapons and super moves; Spider-Man: The Video Game has none of these attributes, meaning it’s a step behind other arcade titles released at the same time and even ones released years prior. The game’s unique selling point of having action/platforming sections incorporated into the usual beat-‘em-up formula is interesting but its execution is flawed thanks to the graphics taking a hit. Throw in an odd assortment of playable characters (I get why Black Cat is there but why are Namor and Hawkeye here?), some repetitive boss battles, and disappointing use of some of Spidey’s more visually striking foes and you have a gameplay experience that is fun enough (and probably better alongside friends) but hardly worth choosing over the likes of Final Fight or even Double Dragon. Put it this way: X-Men (Konami, 1992) released the very next year and is everything Spider-Man: The Video Game wishes it could be; hell, even Captain America and the Avengers (Data East, 1991) offers more in terms of gameplay variety and character abilities despite being graphically less impressive and that’s really saying something.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you ever play Spider-Man: The Video Game out in the wild? Which character did you pick, or get lumbered with, and which did you think was the best or the worst? What did you think of the game’s unique incorporation of platforming elements and the way it handled Spidey’s villains? Which characters do you think would have been more suitable to play in place of Namor and Hawkeye? Which Spider-Man videogame, or arcade beat-’em-up, is your favourite? Whatever you think, feel free to drop a comment below and be sure to check out my other Spider-Man content.