Game Corner [National Superhero Day]: Marvel: Ultimate Alliance (Xbox 360)


In 1995, Marvel Comics created “National Superhero Day” and, in the process, provided comics and superhero fans the world over with a great excuse to celebrate their favourite characters and publications.


Released: 24 October 2006
Developer: Raven Software
Also Available For: Game Boy Advance, Nintendo Wii, PC, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation Portable (PSP), Xbox 360, Xbox One

The Background:
Perhaps few videogame publishers are as synonymous with Marvel Comics than Activision; the publisher has been spearheading adaptations of some of Marvel’s most popular properties since the year 2000. They weren’t all smash hits, of course, but some of their titles have been praised as among the best for characters like Peter Parker/Spider-Man and Marvel’s resident Mutant team, the X-Men. In 2004, the publisher teamed with developers Raven Software and saw big success with X-Men Legends, a team-based brawler that incorporated role-playing elements and simultaneous co-op gameplay. Following similar success with the sequel, Activision’s partnership with Raven Software expanded to incorporate much of the rest of Marvel’s line-up with this title, which was built on Vicarious Visions’ Alchemy engine. The game also greatly benefitted from utilising the Havok physics engine; in addition to including many of Marvel’s most popular characters alongside those added as downloadable content (DLC), Nintendo staples Link and Samus Aran were initially planned to be Wii-exclusive characters before being nixed. Marvel: Ultimate Alliance received generally favourable reviews; critics praised the game’s presentation and for improving and expanding upon its predecessors, and the game was successful enough to warrant an equally-successful sequel three years later and (eventually) a Nintendo Switch-exclusive third entry that received mixed reviews. Sadly, despite a remastered version being developed for PC, PlayStation 4, and Xbox One in 2016, Marvel: Ultimate Alliance is currently delisted from digital storefronts and quite difficult to come back for an affordable price as a result.

The Plot:
When Doctor Victor Von Doom and his Masters of Evil launch an attack against the Strategic Hazard Intervention Espionage Logistics Directorate (S.H.I.E.L.D.), Colonel Nick Fury sends out a distress call to all available superheroes for assistance. Steve Rogers/Captain America, Spider-Man, Thor Odinson, and Logan/Wolverine respond to the call and must soon join forces with a myriad of other Marvel heroes in order to put a stop to Dr. Doom after he attains incredible cosmic powers from Odin Allfather.

Gameplay:
Marvel: Ultimate Alliance is a top-down, team-based brawer peppered with some very light puzzle solving, opportunities for exploration, and role-playing mechanics. Players can (eventually) assemble a team of four from around thirty available superheroes and journey across a number of recognisable Marvel locations battling against the nigh-on endless minions of the Masters of Evil. Up to four players can play at once, though a single player is able to battle on alone, using the Left Trigger and directional pad (D-pad) to direct their computer-controlled team mates or switching to another superhero by pressing a corresponding direction on the D-pad. Players are given two primary attack options: A for a quick attack and B for a stronger attack, which can be charged up, and alternating between these commands will allow you to string together a few simple combos that will stun, trip, or blast your foe into the air, which can be essential to breaking through some enemy’s guards. X is the “action” button, allowing you to open doors, activate consoles, turn levers, or grab enemies to pummel, throw, or relieve them of their weapons, and Y allows you to swim and jump (you can also double jump, web-sling, or fly by double pressing and holding the button, respectively). Players can block incoming attacks by holding the Left Bumper or tap it to dodge out of the way entirely and each character has their own special abilities, which are accessed by holding the Right Trigger and selecting either A, B, X, or Y. Special powers can only be used if you have another energy, which is represented by glowing blue orbs dropped by enemies or uncovered from smashing crates or opening chests, and allow you to fire energy beams, toss projectiles, entrap enemies (by freezing or webbing them up, among other options), boost you (and your team mate’s) defense, attack, and other attributes, and cause status effects to your enemies like stunning, burning, or electrocuting them. While many of the effects are largely shared amongst the roster, each character pulls them off in their own unique way; Tony Stark/Iron Man’s Repulsor blasts are different from Mark Spector/Moon Knight’s projectiles, even though both can ricochet around the environment, and each character has a variety of special powers that you can power-up and assign to the face buttons from the “Hero Management” menu.

Assemble a team of four superheroes and battle the endless forces of the Masters of Evil.

Each character also has a big, character-specific attack that can be performed when your energy gauge is completely full and you press Y while holding RT this will see them unleash a huge, screen-clearing attack specific to them and each character will perform these in succession if their energy gauge is full. You’ll also earn additional bonuses if certain characters pull off their special moves at the same time, and this also happens if your team is formed of characters who have a history together, like the X-Men or the Fantastic Four. The game’s story mode is comprised of five “Acts”, which drop your team in a variety of locations that should be familiar to Marvel Comics fans. After clearing the first mission, which has you retaking a S.H.I.E.L.D. Helicarrier from Dr. Doom’s forces, you’ll be dropped into one of five hub areas where you can interact with Nick Fury, Natasha Romanoff/Black Widow, and other non-playable characters (NPCs) to learn more about your current or next mission, gain insight into the heroes and villains, and be given side quests to perform. In the hub area, and scattered throughout each location, are S.H.I.E.L.D. Access Points where you can save or load your game, change up and upgrade your team, or revive fallen teammates. Just as blue energy orbs can be acquired during gameplay, so too can red health orbs, but some environmental hazards or bottomless pits will see you or your teammates taken out of action. It can take about three minutes for your fallen ally to be ready for revival, but they can only be brought back into the fight from one of these save points. As you defeat enemies, you’ll earn experience points (XP) and level-up once you’ve gained enough XP, which will improve both your individual and team stats and unlock additional special moves for you to utilise. From the Hero Management screen, you can switch your character entirely, change their costume (which affords different abilities), equip gear to boost their stats, and name and improve the competence of your team to increase your odds when in a fight.

The tedious combat is broken up by some simple puzzles, QTEs, or short bites of variety.

Gameplay in Marvel: Ultimate Alliance quickly grows quite repetitive; you can charge through most missions by repeating the same combos and special moves over and over, and opportunities for exploration are quite limited as areas generally only give the illusion of being large and multi-pathed. Combat doesn’t get much deeper than tripping, stunning, or blasting enemies, or avoiding using physical or energy-based attacks, and it’s surprisingly easy to get turned around in areas even with the presence of a mini map as one dark, grey corridor looks the same as the last. Puzzles aren’t much of a head-scratcher here; you’ll generally fight your way to a console or power generator that needs to be activated or destroyed, though sometimes you’ll need to activate two switches at once with the either of a partner, and you’ll sometimes have to perform these tasks against a time limit. You’ll need to push or pull heavy objects onto pressure pads, redirect sunlight to free Balder Odinson, defend Dum Dum Dugen in a glorified escort mission, perform character-specific motions to activate statues, or complete quick-time events (QTEs) to open doors or take out larger, otherwise-invulnerable bosses. You’ll jump behind the controls of an anti-aircraft cannon, be joined by NPCs like Major Christopher Summers/Corsair, and have to rescue characters like Doctor Bruce Banner and Prince Namor McKenzie/The Sub-Mariner, though some of these are optional side quests. These optional missions appear during the main campaign and often having you searching for items for a specific character, or destroying certain targets along the way, and sometimes you’re faced with an impossible choice between two options which will fundamentally alter the multiple endings. Gameplay really gets interesting, though, when you end up in Murderworld, a twisted funfair featuring bumper cars, a giant pinball set, a hedge maze, and even an old-school Atari-style mini game that sees you awkwardly swinging from ropes and collecting Golden Tickets to rescue Doctor Jean Grey/Phoenix from Arcade’s clutches.

Graphics and Sound:
Marvel: Ultimate Alliance is largely an impressive looking title, despite how old it is now, thanks to the zoomed out, almost isometric camera perspective. This means that the in-game character models, while hardly the most detailed, pop out nicely against the various backgrounds and I liked how they all had their own unique flourishes, like Spider-Man being able to web enemies up when he grabs them and Norrin Radd/The Silver Surfer floating around on his cosmic surfboard. Unlike some similar team-based brawlers, this really helps it to feel as though each character plays a little differently since they don’t just share the same animations and have a little individuality to them; you’ll need a stronger character to move certain objects, for example, and it’s much easier to explore the environment with a character who can fly. While your customised team won’t appear in the pre-rendered cutscenes, they do all have a lot of unique dialogue during the game, and when talking to or fighting against other characters; dialogue trees exist so you can ask a number of questions to NPCs or pick different options, which either helps you answer trivia questions, kicks off a side mission, or has you picking to team up with or save a different character, and villains like “Lester”/Bullseye or Quinten Beck/Mysterio. Unfortunately, the music isn’t really on par with the voice acting; it’s all very generic superhero-y or militaristic themes, and the in-game tracks often awkwardly loop, which is very jarring; the music’s also very loud, so you might want to adjust the sound settings in the options.

While the cutscenes aren’t great, the in-game graphics are decent enough and there’s a lot of dialogue variety.

The pre-rendered cutscenes also often let the game down a bit; they haven’t aged too well, and have a very rubbery and surreal quality to them (though they are pretty epic, especially when the Masters of Evil are discussion their evil lot and when Galactus and Uatu/The Watcher enter the story) that I’d criticise more if I could actually see them but the cutscenes are very dark and the only way to brighten them is by changing your television’s settings. The game’s environments often don’t fare much better, either; while it’s fun visiting places like the Sanctum Sanctorum and Valhalla in the hub worlds, the actual mission locations quickly become confusing and boring. While there’s a lot to destroy and see in each area, and even some hidden paths to uncover, rooms, corridors, and sections all start to blend together and the levels themselves can outstay their welcome at times, which only makes the monotonous combat more glaring. That’s not to say that there aren’t some visually interesting locations, though; you’ll swim through the depths of Atlantis, travel to Hell itself, battle across the length of the Bifrost Bridge and through the frozen wastes of Niffleheim, and infiltrate the gothic, regal stone walls of Castle Doom. Easily the most impressive area you’ll visit, though, is the Skrull home world, which is currently under attack by Galactus; the World-Devourer is seen lumbering around in the background between the futuristic skyscrapers and even pursues your across the walkways in an exciting (if frustrating) sequence, though the gameplay and visual variety offered by Valhalla is equally fun as you can visit the Warrior’s Hall (where NPCs are enjoying revels) and hop across Viking ships amidst a cosmic backdrop.

Enemies and Bosses:
Since a gaggle of Marvel’s most notorious villains has joined forces in Marvel: Ultimate Alliance, you can expect to come up against a bevy of disposable goons during your adventure. It doesn’t take long for you to basically have seen everything the game has to offer in this regard, but each location does at least change up the appearance, dialogue, and some of the attacks of the enemies you face; you’ll battle Ultron’s minions, Loki Laufeyson’s trolls, and soldiers from the Shi’ar Empire and the depths of Atlantis, all of whom can be defeated using your standard combos or special powers. You can set your team mates to follow, attack, or defend formations, but I always like to choose an aggressive approach to overwhelm the hoards of enemies that can flood each area. Some of these carry weapons, either melee armaments like axes, spears, and swords which you can appropriate, or laser rifles for long-range attacks; others shield themselves and need to be attacked from behind or stunned. Some, like the imp-like demons from Mephisto’s Realm, leap onto you and drain your health, while others fly above taking pot-shots at you, and some are resistant to physical or energy attacks or need to be tripping, stunning, or blasted into the air. Some are larger, dealing and taking more damage, while others regenerate their health (or their allies), sap your health or energy, or boost the attack of other foes, so it’s best to take those guys out first.

A whole host of Marvel villains stand in your way, though most can just be beaten into submission.

The Masters of Evil have assembled quite the smorgasbord of allies; you’ll do battle with almost every single villain from Marvel Comics throughout the course of the game, sometimes more than once, as various underlings dog your progress throughout each mission. Often, you’ll battle at least two of these sub-bosses at a time; sometimes they flee after an initial encounter and need to be fought again, other times they’re powered up to be more formidable, and in other cases they’re able to heal or shield each other from your attacks by working together. However, defeating the likes of Mac Gargan/The Scorpion, Bullseye, James Buchanan “Bucky” Barnes/The Winter Soldier, Chen Lu/Radioactive Man, Valentin Shatalov/Crimson Dynamo, Aleksei Sytsevich/The Rhino, Herman Schultz/The Shocker, Doctor Curt Connors/The Lizard, Hussar and Neutron, Paibok, and even the corrupted superheroes you eventually fight really don’t require much more than you constantly attacking them with combos and special powers. Indeed, while it’s impressive that so many villains appear in the game, very few actually offer much in the way of a challenge beyond being a little tougher than the regular enemies you encounter, with even the likes of notorious villains like Ultron and Titannus proving quite disappointing encounters as, while they keep you at bay with laser blasts or destroy everything in a rampage, respectively, both can be similarly put down without any complicated strategies. Many of these villains are fought in teams, however, and they can also reappear in the simulator missions you unlock by finding discs, allowing you to battle them with different characters and in different situations, but as long as you string together your usual combos and unleash your best special attacks they go down pretty easily, even when bolstered by disposable minions.

Some of the best sub-bosses require a bit more strategy and forethought to put them down.

Other villains, however, do bring a little bit more to the table: Mysterio uses illusions to throw you off and, while Paul Pierre Duval/Grey Gargoyle can disable you by turning you to stone, Baron Carl Mordo, Kl’rt/Super Skrull, and the Mandarin disable you with elemental attacks to encase you in ice or send you flying with a blast of wind. The Mandarin also ends up being a particularly annoying boss as you need to lure his spider-like robots into teleporting to his safe spot to destroy his endless supply of Ultimos and actually bring him down for good. Mental/Mobile/Mechanized Organism Designed Only for Killing/M.O.D.O.K. challenges you to a trivia quiz to get closer to him, then brings in waves of Advanced Idea Mechanics (A.I.M.) minions to annoy you in addition to firing lasers and shockwaves at you. When battling Byrrah Thakorr-So and Krang, you also need to destroy sonic emitters to progress the mission, while Attuma and Todd Arliss/Tiger Shark can be difficult to hit as they’re swimming all over the place, making for a more aggravating encounter. Dragon Man randomly drops in as a tough obstacle to bypass since he’s capable of dishing out some formidable damage, while Blackheart employs multiple versions of himself to attack you and you’ll need to take on all three members of the Wrecking Crew at once (though they fall pretty easily if you’re wielding an axe or other weapon). Amora the Enchantress can allure you and your teammates into not attacking her, and will heal her brutish ally, Skurge the Executioner, Ulik and Kurse can only be defeated by attacking one with melee attacks and the other with energy attacks, and you’ll need to lower the shields protecting the likes of Kallark/Gladiator, B’nee and C’cil/Warstar, and Cal’syee Neramani-Summers/Deathbird (who flies around the arena tantalisingly out of reach and swooping down to grab you otherwise).

The bigger, more formidable bosses offer a bit more variety and spectacle.

Luckily, the game claws back a bit of challenge and intrigue by its large and engaging end of Act boss battles. After fending off Dr. Doom’s attack on the Helicarrier, you’ll battle Fing Fang Foom on the main deck; this gigantic alien dragon blasts fireballs at you from the air, covers the ground with shockwaves when it lands, and can only be brought down by firing anti-aircraft cannons at it and making good use of your ranged attacks. After making it past his robots and death traps, you’ll battle Arcade’s massive mech in a circus tent, which you need to fire yourself at using cannons and succeed at QTEs in order to have it damage itself in frustration. The eldritch Kracken is one of the ore frustating bosses as you can’t damage it directly and must lure it into attacking the nearby columns so you can complete a QTE sequence, but it seems completely random when it’ll actually smash into these columns, meaning the fight drags a bit. Fittingly, Mephisto awaits you in the depths of Hell; this demonic villain spews hellfire at you, protects himself from attacks with a shield, and can even screw up your controls with his powers, though you can disarm him and use his Hellsword to damage him. You’ll have to take extra care when Mephisto compels Kurt Wagner/Nightcrawler or Jean Grey to attack you, however, and will lose that character forever when they sacrifice themselves to stop Mephisto. At first, Loki isn’t really too much of a threat; sure, he’s got lightning attacks that stun you and is assisted by his Frost Giant minions, but he goes down pretty easily. However, it’s all a ruse as he then poses s Nick Fury to have you activate the indestructible Destroyer, which you must flee from while desperately searching for the ice-shielded Loki; once you find him, simply attack him until his shield breaks and the fight is ended. Galactus, however, is a threat far too big for you to tackle head-on; instead, you must desperately flee from him (destroying his drills if you have time) and then avoid his massive fists to activate three consoles and blast at him as the Silver Surfer in a QTE sequence. Finally, you must take on Dr. Doom himself; however, despite stealing Odin’s power to become a literal God, the mad doctor really isn’t too difficult to defeat even with the corrupted Fantastic Four acting as his personal guard. Simply destroy the four generators powering his shield, chase him down as he dashes and teleports across his throne room, mashing buttons when he grabs you, and pummel him as you would any other enemy or boss and, eventually, he’ll be defeated without too much problem regardless of his electrical attacks or shockwaves.

Power-Ups and Bonuses:
As mentioned, you can refill your energy and health by collecting blue and red orbs, which are dropped by enemies or found by destroying crates or opening chests. While some hazards can whittle your health down pretty quickly, or kill you immediately, health is pretty easy to come back, and you can also grab weapons to dish out greater damage to enemies (in fact, this is highly recommended as weapon attacks easily cut down even the most intimidating Super Soldiers and Doombots). You will also acquire S.H.I.E.L.D. Credits from enemies and the environment, which can be spent on upgrades to your character’s powers, costume-specific abilities, and upgrading your team’s stats; you cans et these to auto-upgrade, but they increase in cost each time you boost them so you can burn through Credits pretty quickly. Defeating the game’s many sub-bosses and bosses will also yield special gear that you can assign to each character; this will boost your attack, XP, or gauges, resist or inflict elemental damage, and offer numerous other perks but you can only equip one item to each character and your inventory has limits, meaning you’ll need to sell some to make way for new pick-ups as you come across them. Finally, as mentioned, you’ll get boosts to your stats and performance for forming teams of related characters, and performing special moves with certain characters, so it can be beneficial to experiment with different combinations and search around the environments for chests for more loot.

Additional Features:
There are forty-six Achievements on offer in Marvel: Ultimate Alliance, with the majority of them popping after clearing each Act and defeating bosses. Other Achievements include tossing enemies to their deaths, performing a certain number of finishing moves, defeating a certain number of enemies, unlocking every character and costume, and finishing the game on Hard mode, among others. Since the only difficulty-based Achievement you get is finishing on Hard, you may as well play through on Easy unless you’re going for that Achievement, and you’ll also get Achievements for finishing missions with another human-controlled character and upgrade every character’s special moves. Throughout each level, you’ll find a number of collectibles scattered about; art books unlock artwork to view, action figures allow you to unlock T’Challa/Black Panther and Matt Murdock/Daredevil as playable characters (and you can play a claw mini game in Murderworld to unlock Eric Brooks/Blade as well), and you can unlock Nick Fury by finishing the game once and the Silver Surfer by earning at least a Bronze medal in the game’s bonus simulator missions. These are unlocked by finding S.H.I.E.L.D. Simulator discs and recreate key moments and battles from each character’s history in a series of tough challenges. You can also take on five sets of trivia questions in each hub world for additional XP and Achievements, replay and revisit any Act, hub, and mission once you’ve finished the game, view movies and other unlocks in the gallery, and go head-to-head with your friends batting for points in an “Arcade” mode. By defeating numerous enemies with each character, you’ll eventually unlock up to four different costumes for each one, with these offering slightly different abilities that you can upgrade. Unfortunately, you can no longer purchase the two additional DLC packs, which added eight new characters to the roster in addition to twelve extra Achievements, none of which can be accessed on home consoles any more, which is a shame as I wanted to have Eddie Brock/Venom on my team and had to settle for symbiote Spider-Man.

The Summary:
I’d played Marvel: Ultimate Alliance before on the PlayStation 3 and, while I’d enjoyed it, I remember being put off by the lack of Trophies to earn and the fact that the DLC was only available on the Xbox 360 version. When I finally bought an Xbox 360, this game was on my buy list and, coincidentally, was a bit more expensive than I’d like and the DLC was still unobtainable, unless I wanted to shell out ridiculous amounts for an imported version. When I finally got it again, I enjoyed getting back into it; the game is very action-packed and chock full of playable characters, cameos, and villains to fight, but there’s really not a great deal to the combat, graphics, or the story. It’s fine and enjoyable enough, but things get repetitive very quickly and you’ve basically seen everything the game has to offer (apart from a few bells and whistles) after the first Act. You’ll beat on the same generic goons with the same tedious combos over and over, solving simplistic puzzles and spending your Coins on upgrades, but very rarely will you actually find much t set this apart from other, similar brawlers. The character selection and variety is great, and I like how they feel distinctive despite basically all being the same, and I enjoyed how some stages were more visually interesting than others, allowing you to swim or venture onto the hull of a space craft. While the sub-bosses weren’t up to much, the bigger bosses offered a bit more challenge and entertainment, but it feels a bit like the developers maybe crammed a little too much into the game without trying to make each villain a unique encounter. Overall, it’s a decent enough team-based brawler that’s probably more fun with a couple of friends to play with; there’s some decent replay value on offer with the different endings you can get based on your decisions and the extra missions and unlocks to find, but it does feel a little lacking in presentation and overall content to really score much higher.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever played Marvel: Ultimate Alliance? If so, what did you think to it and who made it into your team? What did you think to the combat, character selection, and the overall gameplay? Were you disappointed that the boss battles were mostly just a tedious log? Which of the characters, villains, and locations was your favourite? What endings did you get and did you ever unlock all of the costumes and characters? Did you ever play as the DLC characters? Where would you rate this game against its sequels and other similar games? How are you celebrating National Superhero Day today? Whatever your thoughts, sign up to leave a comment below or leave a comment on my social media, and be sure to stick around for more superhero and comic book content throughout the year.

Screen Time: Moon Knight

Air Date: 30 March 2022 to 4 May 2022
Network: Disney+
Stars: Oscar Isaac, Ethan Hawke, May Calamawy, Gaspard Ulliel, and Karim El-Hakim and F. Murray Abraham

The Background:
In May 1975, Doug Moench, Don Perlin, and Al Milgrom’s silver-clad mercenary, Mark Spector/Moon Knight, debuted in the pages of Werewolf by Night. The character, who was inspired by 1930s pulp heroes like Lamont Cranston/The Shadow, evolved into one of Marvel’s more complex and bizarre characters thanks to his Dissociative Identity Disorder (DID), which went a long way to quash unfair comparisons between him and Bruce Wayne/Batman. Although easily one of Marvel’s more obscure superheroes, Moon Knight featured in a number of Marvel videogames and cartoons; a live-action appearance was also hinted at in Blade: The Series (2006) and development of a Moon Knight television series has done the rounds at Marvel Studios since 2008. Things finally got underway in 2019, when the series was greenlit for streaming on Disney+, with Marvel bringing in writers and directors to develop the series with a focus on the character’s Egyptian history and mythology. Marvel Studios head honcho Kevin Feige specifically saw Moon Knight as a means to push the boundaries of the Marvel Cinematic Universe (MCU) by offering a darker product than their usual output and through exploring the character’s DID. Oscar Isaac landed the title role and emphasised that the show would explore aspects of the Jewish faith alongside delving into the character’s complex multiple personalities, while Marvel scored another coup by getting Ethan Hawke onboard as the main antagonist (and without showing him a script). Meghan Kasperlik designed the eponymous vigilante’s costume, incorporating a functionality and an otherworldliness that would be in keeping with the show’s supernatural slant, alongside the more formal “Mr. Knight” suit. After some delays due to COVID-19, Moon Knight released in weekly instalments on Disney+ and was met with extremely positive reviews; critics praised the visuals and subversion of expectations offered by the series, and the bizarre nature of the show was particularly lauded, though some did question the execution and Moon Knight’s lack of screen time. Although Oscar Isaac didn’t initially sign on for future appearances, Kevin Feige stated that Moon Knight would eventually cross over into other MCU properties, and he and many of those involved were open to returning in the future.

The Plot:
Mild-mannered gift-shop employee Steven Grant (Isaacs) is plagued with blackouts and memories of another life thanks to suffering from DID. When one of his personalities, mercenary Marc Spector, bubbles to the surface, he learns that he’s actually Moon Knight, the cloaked avatar of the Egyptian moon god Khonshu (El-Hakim and Abraham), and Steven is drawn into zealot Arthur Harrow’s (Hawke) plot to “heal the world” through the malicious power of the Egyptian goddess Ammit.

The Review:
Moon Knight is a character I know next to nothing about beyond some sporadic appearances in Marvel videogames, and a general understanding of him, so his appeal, for me, has always been a very visual one. There’s something about his silver, hooded outfit and crescent moon gadgets that really speaks to me and I’ve always wanted to read more his stories but haven’t yet found an appropriate place to start. I’m a big fan of Oscar Isaac, Egyptian mythology, and the psychology and visual spectacle exploring a character like Moon Knight offers, however. I was hoping that Moon Knight would help to establish a contingent of street-level vigilantes in the MCU, ones whose concerns weren’t with sky beams and alien invasions, and delivering something a little more gritty and violent compared to the generally family-friendly MCU formula. When we’re first introduced to Steven Grant, he’s a simple gift shop clerk at the British Museum and having a great deal of trouble with his sleeping habits; suffering from insomnia and blackouts, he chains himself to his bed and rigs precautionary measures throughout his flat to track when he’s gone walkabout and stays up late playing with a Rubik’s Cube and reading up on the Ennead, a group of nine Egyptian Gods due to have a special exhibition at the museum. Steven’s tardiness and constant attempts to put his knowledge of and respect for Egyptian lore to better use as a tour guide earns him the ire of his boss, Donna (Lucy Thackeray), and he comes across as a bit awkward and frustrated with his lot in life. He wants more from life, and aspires to be more and put his knowledge to good use, but people frequently get his name wrong and he’s constantly shot down by Donna and held back by that quirky British politeness that keeps us from complaining. Steven’s only confidantes are his one-finned fish, Gus, and a mute, motionless living statue, Crawley (Shaun Scott), to whom he can freely vent about his issues and anxieties; however, he does leave regular messages for his beloved mother and has a crush on his co-worker (and actual tour guide), Dylan (Saffron Hocking). Although he has no memory of arranging a date with her, he’s excited at the prospect and consequently left absolutely devastated when his frequent blackouts cause him to miss entire days, thus ruining his chances with her.

Steven’s mundane life is thrown into chaos when he finds his body houses another, more violent personality.

It’s said that Steven’s blackouts have caused him to find himself in odd situations with no memory of how he got there, and he often treats many of the things he witnesses as nightmares, but his perception of reality is shattered when he finds himself being chased by armed men in the Austrian Alps! There, he not only discovers a strange golden scarab and encounters the measured and fanatical Arthur Harrow for the first time, but the mysterious, disembodied voice of Khonshu chastises him, calling him an “idiot” and a “parasite” and demanding that he “surrender the body to Marc”. Steven’s nightmare literally comes to life, however, when Harrow proves to be real and shows up at the museum looking to retrieve the scarab, which is actually a compass that can lead him to the tomb of Ammit, an Egyptian Goddess whom he serves and whose power he uses to judge whether souls are (or will ever be) capable of good or evil deeds. Recognising Steven as a “mercenary” who stole the scarab from his sect, Harrow is a former servant of Khonshu’s who became disillusioned with the moon god’s reactionary methods and has pledged himself to Ammit, who sees and knows all and judges people fairly according to their character, which he believes could’ve prevented some of the world’s most disastrous tragedies and wicked tyrants from rising to power if she hadn’t been betrayed and imprisoned by the Ennead. Like Steven, Harrow also hears a “maddening, relentless” voice in his head but he’s a far more emotionally composed and subdued individual, speaking with confidence and conviction and fully at ease with himself and his life’s mission. When he tries to judge Steven, the scales remain out of balance due to there being “chaos in [him]”; this chaos is Marc Spector, an alternate personality who inhabits Steven’s body and takes control of it whenever he’s in danger. This leads to a number of jarring and amusing jump cuts that show Steven having an episode and then waking up to find himself in the middle of a high-speed car chase or surrounded by dead bodies, but it’s not until Harrow’s jackal-like minion comes after him that Steven is forced to acknowledge that the voice in his head and his independent reflection are actually real and allow Marc to take control.

While Steven struggles to use the suit, Marc utilises it to be a brutal and efficient agent for Khonshu.

While Steven is somewhat awkward, a little sarcastic, very honest, and polite and speaks with the facsimile of a British accent, Mark speaks with an American accent and is a far more confident and self-assured individual. A disgraced and dishonoured soldier who turned to working as a mercenary, Marc is a dangerous and formidable fighter who carries a great deal of guilt on his shoulders; the avatar of Khonshu, Marc is charged with protecting the vulnerable and delivering Khonshu’s “justice” to the wicked, but this is contingent on Steven not interfering and Khonshu regularly admonishes Marc for not being able to keep Steven under wraps. Believing that he’s suffering from paranoid delusions and fully prepared to seek medical advice about his condition, Steven is confused and intrigued when Marc’s wife, archaeologist and adventurer Layla El-Faouly (Calamawy), tracks him down to finalise their divorce. After months of trying to get a hold of him and believing him to be dead, Layla initially believes that Marc is indulging in a deep cover story and is frustrated by his odd accent and behaviour, so she is understandably distraught to find that he not only doesn’t remember their life or adventures together, but also that Marc never confided in her about his condition. For his part, Marc has desperately been trying to keep both Steven and Layla safe; he’s distanced himself from his wife to keep her out of Khonshu’s grasp, since he’s always on the lookout for a new avatar, and the moon god effectively manipulates Marc into prolonging his service by threatening to take Layla if he doesn’t prevent Harrow from awakening Ammit. Marc is given the power to accomplish this through Khonshu’s “armour”, a wrapping of magical bandages that he can summon at will to become the titular Moon Knight. Armed with crescent moon weapons and capable of gliding on his matching cape, Moon Knight exhibits superhuman strength, agility, and durability, easily beating Harrow’s jackal to death and overwhelming a number of armed foes. The suit grants him accelerated healing and effectively makes him unkillable, allowing him to survive being shot at and impaled, but he’s not resistant to pain and loses his power when Khonshu is imprisoned in a small stone ushabti by the Ennead. Marc is well versed in the suit’s capabilities and has amassed quite the body count carrying out Khonshu’s will, but Steven is far more awkward; when he’s attacked by another jackal, Steven summons a literal three-piece suit and matching mask, much to Marc’s disappointment, and uses two far less lethal batons as Mr. Knight. However, just being granted superhuman abilities doesn’t make Steven a competent fighter and, when innocent bystanders are put at risk or the situation gets out of hand, Steven allows Marc to take control as Moon Knight so he can glide through sky, flinging himself across rooftops, and impale such monstrous creatures in suitably dramatic fashion.

Egyptian folklore plays a huge role in the series, with its Gods and myths playing an important part.

Steven greatly disapproves of the bloodshed, however, and constantly interferes whenever Marc or Moon Knight are close to killing; when chasing down leads in Cairo, Marc is frustrated by these constant blackouts, which see Steven trying to get them out of the country before Marc can hurt or kill anyone, but both of them are confused when the bodies continue to pile up without their knowledge and they’re left without a lead when Harrow’s men demonstrate their commitment through suicide. Thus, they’re forced to turn to the Ennead for help and Khonshu summons a meeting of their avatars within the Pyramid of Giza by manipulating the sky; this is a problem, however, as the Gods disapprove of Khonshu’s theatrical and volatile nature as it threatens to expose them to the world. While Khonshu claims to be “real justice” since he punishes those who’ve done “real harm”, Harrow believes that Khonshu is a fickle and unstable liar who preys on those with a strong moral conscious, and it’s true that none of the Gods have much respect for him. In attempting to warn of Harrow’s intentions, Khonshu condemns himself to the Gods’ avatars – their leader, Selim (Khalid Abdalla), avatar of Osiris; Yatzil (Díana Bermudez), avatar of Hathor; and the avatars of Horus (Declan Hannigan), Tefnut (Hayley Konadu), and Isis (Nagisa Morimoto) – by accusing them of abandoning humanity. This enraged outburst is all the ammunition Harrow needs to manipulate the Gods into imprisoning Khonshu, thereby stripping Marc and Steven of their superhuman abilities, by branding the moon god a paranoid, jealous, unhinged outcast who’s so off the deep end that he acts through a psychologically unstable avatar. Although she’s powerless to prevent Khonshu’s imprisonment, Yatzil gives Marc a lead on Ammit’s tomb out of respect for her previous relationship with Khonshu and, thanks to Layla’s connection, they’re able to locate a sarcophagus in the possession of conceited, condescending self-styled philanthropist Anton Mogart (Ulliel). While Harrow pursues them and ultimately destroys the sarcophagus in a demonstration of power, Steven uses his knowledge of Egyptian scripture and hieroglyphics to help piece together the location of Ammit’s tomb, proving his usefulness despite not being as physically useful as his alter or Layla in a fight. Along the way, Steven becomes excited at the prospect of an adventure and exploring an actual Egyptian tomb and a strange love triangle eventually develops between Steven, Layla, and Marc as Layla warms to Steven because of his honesty and morals and they share both a kiss and a tender moment when she reminisces about the adventures of her father, Abdallah El-Faouly (Usama Soliman).

Harrow’s machinations see Steven questioning reality and discovering uncomfortable truths about his past.

In contrast to Steven, who’s ungainly and full of self-doubt, and the mercenary Marc, Harrow is a well-spoken, composed, and enigmatic religious zealot and cult leader who willingly subjects himself to daily pain by filling his shoes with glass. His cane not only carries the likeness of Ammit but also contains a fraction of her power; with it, he’s able to determine whether a person is or ever will be good or evil, with the impure instantly dropping dead on the spot. Such is his allure and silver tongue that he’s easily able to manipulate regular mortals and Gods alike with just a few words and has swayed many to his cause; enough, in fact, to have established an idyllic society free from fear, crime, and selfishness where he is heralded as a savour, father figure, and leader. There, food is free, information and experience are openly shared, and everyone strives to better themselves…and all he asks is utter servitude to Ammit’s unbiased judgement. Having also spent time as Khonshu’s “Fist of Vengeance”, Harrow sympathises with Steven’s plight and encourages him to resist the moon god’s demands, but Steven finds the idea of pre-judgement disturbing and is disgusted when Harrow likens Ammit’s genocidal methods, which includes the murder of innocent children, to the severing of a diseased limb. Harrow’s cane grants him unique insight into Steven’s mind and this eventually impacts his relationship with Layla; although he tries to avoid discussing his bloody past and downplay Harrow’s poisonous words, he’s ultimately forced to admit that he was there when her father died. However, Marc was trying to save him and, for his insubordination, was also left fatally wounded by his former commanding officer, Bushman, and forced to accept Khonshu’s bargain in order to survive. This, however, is merely scratching the surface of Marc’s emotional damage; after being shot and killed by Harrow, Marc finds himself in his interpretation of the Duat (the Egyptian afterlife and just one of many “intersectional panes” that await us after death; since the Duat is impossible to comprehend, Marc interprets it as a psychiatric hospital in a reflection of his fractured mind. There, Marc and Steven exist as separate beings under the care of their therapist, Doctor Harrow, who tries to convince them that they’ve simply created an elaborate fantasy for themselves based on their love of adventure film Tomb Buster and to cope with a childhood trauma. Initially, Marc is more inclined to believe that he’s crazy and simply imagining everything rather than accept that an anthropomorphic hippo, Taweret (Antonia Salib), is guiding them to the afterlife, but is forced to face the truth when he sees the vast sands of the Duat for himself. Marc’s relief that he’s dead rather than insane quickly turns to desperation when the adorable Taweret urges the two to reconcile their unbalanced heart before they read Aaru, the Field of Reeds, as they won’t be able to find eternal paradise otherwise. Despite Marc’s best efforts to convince Steven not to dig into his fractured memories and to simply take control of Taweret’s boat for themselves, Steven is distraught to learn that he’s simply an alternate personality Marc constructed as a child to shield himself from the emotional and physical abuse of his mother, Wendy (Fernanda Andrade).

After reconciling his fractured psyche, Moon Knight and Khonshu take the fight to Harrow and Ammit.

Wendy was left devastated when Marc’s younger brother, Randall (Claudio Fabian Contreras), accidentally drowned to death while play-acting Tomb Buster alongside young Marc (Carlos Sanchez). She not only spitefully blamed Marc for it, punishing and condemning him, but constantly shunned him and took every opportunity to make him suffer despite the best efforts of his father, Elias (Rey Lucas). Terrified of Wendy’s reprehensible outbursts, Marc created the alternate identity of Steven Grant (Tomb Buster’s Indiana Jones-type hero) to give himself a normal, happy life to retreat to rather than suffer his mother’s abuse. Initially, Steven is overwhelmed by the truth (and the revelation that his mother has been both dead for some time and wasn’t the doting woman he believed she was) but his anger turns to sympathy after witnessing first-hand the immense guilt and abuse Marc had to suffer. He’s even more disturbed when he witnesses Khonshu’s manipulation of Marc; appearing before him when he was on the brink of suicide, Khonshu offered to make him into an instrument of vengeance and encouraged his self-deprecating view of himself as nothing more than a killer, an event that Steven interprets as the moon god simply taking advantage of Marc when he was at his most vulnerable. Finally having found common ground, Marc is so devastated when Steven is dragged from the boat by hostile spirits and turned to sand that he rejects the peace and tranquillity of the Field of Reeds to reunite with his “brother” in the Duat and return to life through the Gates of Osiris (and the intervention of Tawerert). Thanks to Layla freeing Khonshu from his prison, Moon Knight is restored to full health and power, with Marc and Steven sharing the body equally, rapidly switching personalities and between Moon Knight and Mr. Knight as a united force, allowing them to broker a new deal with the moon god. After Harrow kills the Ennead, frees Ammit, and has his followers conduct mass judgement, Khonshu battles his fellow God in a kaiju-like brawl across Cairo while Moon Knight tackles Harrow. He’s not alone in this endeavour, however; since it takes multiple avatars to seal Ammit, Layla reluctantly agree to temporarily become Taweret’s avatar, the Scarlet Scarab, gaining her own armour and wing-like blades to help fight Harrow. In the end, though, Harrow is summarily defeated following another of Steven’s blackouts and Moon Knight ultimately rejects Khonshu’s urging to kill Harrow and Ammit. However, while it seems as though Marc and Steven have finally found a peaceful co-existence and been freed from their service to the moon god, a mid-credits sequence shows that there was a third, far more violent personality all along when Khonshu has this psychopathic alter, Jake Lockley, execute the Ammit-possessed-Harrow.

The Summary:  
Moon Knight is definitely a different flavour for the MCU; while there’s many of the traditional elements we’ve come to expect, especially in the high-stakes, CGI-infused finale and Harrow’s abilities basically boiling down to shooting electrical bolts, the depiction of duality and conflict and suffering in its main character really helps it to stand out. These days, we’re used to the MCU dipping its toe into Norse mythology and cosmic deities so exploring the Egyptian side of things really added a unique slant to the show. Steven treats Egyptian culture with a great deal of respect and is dismayed that the once grandiose society has been reduced to trinkets, toys, and sweets; he showcases an intricate knowledge of Egyptian folklore and traditions, particularly when it comes to their burial techniques and beliefs of the afterlife, and Cairo and its pyramids and society take the spotlight from the third episode, lending themselves to some stunning visuals and parkour chases. I really enjoyed how the show went balls-in with the depiction of Egyptian Gods and lore as well; Khonshu is this terrifying, robed figure with a bird’s skull for a head, we’ve got anthropomorphic alligators and hippos, and eight of their most prominent holy figures were represented in the Ennead. The depiction of the Duat was incredibly striking as well; Black Panther (Coogler, 2018) delved into the afterlife through the Celestial Pane and Moon Knight runs with this concept, postulating that all religions and afterlifes not only exist but that they are also connected and that there is some kind of serenity (and judgement) awaiting us in death. This set the stage for the show’s biggest revelations but also delivered its most harrowing scene; seeing Steven find his inner strength and then turn to sand was absolutely heart-breaking and it was very rewarding (if incredibly easy) when Marc decided to go back for him rather than be at peace.

Oscar Isaac shines throughout Moon Knight, effortlessly switching between his personas on the fly.

Make no mistake about it, Moon Knight is the Oscar Isaac show. Just as Split (Shyamalan, 2016) showcased James McAvoy’s incredible range and versatility as an actor, so too does Moon Knight allow Isaac to show exactly what he’s capable of. Everything from his accents, his body language, and his little physical quirks helps to differentiate his personalities, to the point where Steven is horrified when he sees himself on security camera footage and can tell, simply through the way he’s carrying himself and the look on his face, that it’s not “him”. Mirrors play an important role throughout the film; reflective surfaces are plentiful, especially when Stephen is suffering from hallucinations, and he and Marc communicate through them. It’s absolutely captivating watching Steven have an emotional breakdown while Marc is pleading for control of the body, and Marc also exhibits his own unhinged side when he’s in control. Since he’s more composed and aware of their condition and what’s going on, his priority is always to shield Steven (and Layla) to protect them, even if it means pushing them away, lashing out, or fighting for control. The banter and interplay between Steven and Marc is a real highlight and an absolute testament to Isaac’s acting ability; the two bicker and squabble like brothers over the body, tactics, and even girls, with Marc threatening to throw them off a cliff and then forcing Steven to punch himself right in the nose for kissing Layla! This kind of physical comedy was also showcased in the first episode, where Steven was physically unable to hand the scarab over to Harrow and was jerked around like a puppet before blacking out so Marc could take control of the situation. As fantastic as Isaac as at switching between his personalities, you really get a sense of camaraderie and affection for the two when they’re split into separate beings in the Duat. Watching them endure Dr. Harrow’s manipulations while going on a painful and emotional journey of self-discovery was a harrowing experience and learning just how vindictive and abusing Marc’s mother was really drove home how damaged he was by the whole experience. It’s thus extremely cathartic when they come together for the finale, effortlessly sharing the body and their knowledge and experience to be a more effective whole, even though the hints to their more destructive third personality were peppered throughout the show and hint towards a greater conflict in the future.

Both Layla and Harrow prove extremely competent and the kaiju-like finale really stands out.

Moon Knight was also a visual highlight as well and I really liked how his costume was interpreted as a magical construct of bandages and that it granted him superhuman abilities; while different from the comics, Mr. Knight persona also looked brilliant and Isaac’s quirky movements and snarky behaviour in this guise helped to make it a real treat when it showed up. Unfortunately, both incarnations of Moon Knight are used quite sparingly; thanks to Steven and Marc’s blackouts, we rarely get to see much onscreen violence and are generally left with the chaotic aftermath, which I actually found to be quite an amusing and unique narrative device. It really helped to build the mystique around Moon Knight and this was reflected in the few fight scenes of his we did get where the character is so ruthless and nigh-unstoppable that it’s difficult to believe he’s at risk so limiting his appearances helped make him more special, like he was Steven’s “big gun” to bust out and solve a situation. Plus, there’s a decent amount of action on offer; we’ve got car chases, parkour, and some pretty violent scenes as bad guys are squashed and sliced up or people simply drop dead from Harrow’s power. Layla proves herself extremely competent in a combat situation, gunning down and taking out Harrow’s men and undead Egyptian priests and even trying to assassinate Harrow before she agrees to become the Scarlet Scarab. These abilities make her an even more effective combatant and she and Moon Knight are clearly positioned as equals for the finale, where Harrows proves incredibly formidable, though he’s presumably overwhelmed by the brutality of Jake Lockely. Furthermore, we get a big kaiju fight between Khonshu and Ammit; it can be presumed that the general public doesn’t actually see this since Khonshu and Harrow’s jackals were invisible to those not “touched” by the Gods, but if you told me back when Robert Downey Jr was bombing about in a suit of armour that we’d eventually see two Egyptian deities fighting in Cairo then I would’ve called you a liar! Still, as great as these bursts of action, suspense, and the occasional bit of horror are (particularly whenever Khonshu is on screen), the interpersonal drama is the heart of this story; Steven is a deeply troubled man, one who’s been allowed to live a normal, mundane life thanks to Marc shouldering all the pain and regret, and seeing his unsatisfied but still chirpy demeanour falter when he discovers the truth was pretty tragic. Yet, his moral resolve holds true; while he lashes out at Marc for lying to him, he quickly comforts his “brother” and is always pushing for them to do the right thing, whether it’s apologising for his violent actions with that trademark British politeness, begging Mark/Moon Knight not to kill, or out-right trying to remove them from violent situations when he’s in control.

The harrowing series ends with the suggestion that Khonshu is still in control of Marc through his third alter.

While it was a bit disappointing that we didn’t get to see more of Moon Knight or his fight scenes and it was admittedly a little cliché reveal that Steven wasn’t the true personality, there was an awful lot to like here. I found Marc’s justification for sparing Harrow to be a little odd considering the body count he’s amassed in Khonshu’s name (the souls of whom literally return to haunt and attack him in the Duat); I have to agree with the moon god that Harrow and Ammit’s threat was too great to let him live while other, less dangerous criminals were killed but I understand the sentiment. Not only did it tie into Marc’s now far more productive outlook on life and refusal to blindly obey all of Khonshu’s commands, it also led nicely into showing just how deep the moon god’s deceptions and machinations grow with Jake’s reveal at the end. All throughout, I was captivated by Isaac’s deeply emotional and incredibly impressive performance; watching him jump from an awkward, confused milksop to a focused and grim mercenary was fascinated and he was perfectly supported by a beautiful and adventurous co-star and juxtaposed by a disturbing and intense villain. Harrow is the best type of bad guy, one who truly believes that he’s doing the right thing in his intention to end suffering and selfishness by weeding out impurities and evil, and he’s so committed to Ammit that he’s more than ready to accept her judgement when she decrees that his soul is also unbalanced and tainted from his actions. Having formally been pledged to Khonshu, he knows full well what the moon god is capable of but, while he condemns Khonshu’s temperament and deceptive nature, he is grateful for being set on his path towards what he perceives as the greater good and often regretful of the lives that have been sacrificed to achieve that. Composed, measured, and a true manipulator, Harrow doesn’t necessarily need to pose a physical threat to be dangerous since he has Ammit’s power, a slew of disciples, and his principles behind him and yet he’s still able to fend off Moon Knight and the Scarlet Scarab in the finale. Supporting characters like Khonshu and Taweret also help to make Moon Knight incredibly enjoyable; I loved how Khonshu was this disgraced outcast, how dead set he was on his particular brand of justice no matter the cost to his reputation or the psyches of his avatars, and he was perfectly paralleled by the delightful Taweret and the scathing condemnation of the Ennead. For telling an incredibly moving and complex story of duality and guilt, delivering one of the MCU’s most visually impressive and brutally efficient superheroes, and delving into Egypt’s colourful folklore, Moon Knight definitely made an impression on me and I really hope that we see Marc, Steven, Jake, Layla, and Khonshu show up again for another round to see what other dark secrets and surprises are lurking in Steven’s fractured mind.

My Rating:

Rating: 5 out of 5.

Fantastic

Did you enjoy Moon Knight? What did you think to Oscar Isaac’s performance and the depiction of his multiple personalities? Which of the two personalities was your favourite and did you guess early on that Jake Lockley would be involved? What did you think to the Ennead, Khonshu, and the other aspects of Egyptian folklore? Were you impressed by Harrow’s threat or did you find him to be a bit underwhelming? What did you think to Moon Knight and Mr. Knight, their suits and abilities, and Layla’s transformation into the Scarlet Scarab? Would you like to see more from these characters, and are there any specific Moon Knight stories and villains you’d like to see in the future? Whatever your thoughts Moon Knight, leave them below or drop a comment on my social media.

Back Issues: Werewolf by Night #32/33

Writer: Doug Moench – Artist: Don Perlin

Story Title: “..The Stalker Called Moon Knight”
Published:
27 May 1975 (cover-dated August 1975)

Story Title: “Wolf-Beast vs. Moon Knight”
Published:
24 June 1975 (cover-dated September 1975)

The Background:
In February 1972, Roy Thomas, Jeanie Thomas, Gerry Conway, and Mike Ploog came together under the watchful eye of the legendary Stan Lee to bring Jack Russell/Werewolf by Night to readers in the pages of Marvel Spotlight. After years of being banned from publishing stories involving werewolves and other supernatural creatures, the writers enjoyed exploring these elements with characters like Werewolf by Night, who graduated to his own self-titled series in 1972. Jack Russell came from a long line of lycanthropes thanks to a complex history involving Count Dracula and a cursed tome known as the Darkhold; under the light of a full moon, Jack would become a feral, bloodthirsty beast who attracted the attention of a nefarious cabal known as the Committee. It was the Committee who were responsible for Moon Knight’s first appearance in Marvel Comics, though the silver-clad mercenary was created by Doug Moench, Don Perlin, and Al Milgrom. Inspired by pulp heroes from the 1930s like Lamont Cranston/The Shadow, Moon Knight was initially the alias of Mark Spector, a cloaked hired gun who sported weaponry in the shape of crescent moons, but his personality and background was later greatly expanded upon by the likes of Bill Mantlo, Gregg Hurwitz, and Warren Ellis. One of Marvel’s more obscure superheroes, Moon Knight has often been unfairly compared to the likes of Bruce Wayne/Batman but is actually one of their more complex and adaptable characters thanks to him suffering from Dissociative Identity Disorder, which means he exhibits a range of different, often conflicting, personality traits that lend the character towards constant reinvention. Given the darker nature of the character, and the success of his Disney+ show in 2022, and the recent live-action debut of the Werewolf, this seemed like a good time to take a look at his debut appearance and help bring the character into the spotlight a little more.

The Review:
“..The Stalker Called Moon Knight” opens with a suitably dramatic full-page spread of the titular Werewolf by Night being smashed in the face by a double-handed uppercut from the mysterious Moon Knight. I’ve never read or even encountered anything with Werewolf by Night in it before so it’s refreshing to see Jack’s internal monologue is very different from the usual diatribe from Marvel Comics; Jack speaks in conjunctions, is quite lazy with his terminology, and has a twang to his language that conjures up a Brooklyn accent. It also turns out that he’s more of a man-wolf than literally transforming into a four-legged fiend; in this regard, he’s visually more akin to Lawrence “Larry” Talbot (Lon Chaney Jr.) from The Wolf Man (Waggner, 1941) than David Kessler (David Naughton) from An American Werewolf in London (Landis, 1981). However, while Jack is able to provide coherent narration while in his feral state, when transformed into a werewolf he seems to be incapable of speech, understanding complex sentences, or any intelligence at all beyond savage instinct. Of course, anyone who’s familiar with the character probably already knows all this (and more) but this is literally the first time I’m encountering him so it’s interesting to me to understand the mechanics of his transformation. As vicious as Werewolf by Night can be when transformed, all his ferocity and augmented strength is meaningless against Moon Knight since the cloaked mercenary is garbed head-to-toe in a silver outfit that burns the Werewolf on contact (and the beast is also struggling with a broken hand when the story opens). Though enraged by Moon Knight’s tone, the Werewolf only receives further punishment when he takes a blow from the merc’s spiked gauntlet, which drives silver right into the beast’s face. Moon Knight expresses disgust and hatred towards the ferocious Werewolf, easily putting him down with a “savate kick” and then riddling his chest with silver, moon-shaped blades, and Werewolf by Night is left a beaten, confused creature unable to fight back against Moon Knight’s silver tricks or physical prowess and feeling betrayed that an emissary of the same Moon that grants him his powers should be beating him so thoroughly.

Already reeling from attacking his best friend, Jack is attacked by a ruthless, silver-clad mercenary.

So, right away Moon Knight makes an immediate impression; he’s an uncompromisingly brutal foe who attacks Werewolf by Night without mercy or hesitation. He regards the beast as nothing more than a bloodthirsty freak and his sheer merciless assault of the creature earns him the awe of the terrified onlookers (who see nothing more than another garishly-garbed vigilante attacking a fierce man-wolf) and even the begrudging kudos of Jack, who has little choice but to acknowledge Moon Knight’s skill and prowess. Hurt and struggling against his pitiless silver foe, Jack’s mind wanders back to the previous issue and the recent events that lead him to the dingy alley where he’s currently getting his furry ass kicked. Out in a blizzard in Northern California, the Werewolf had been stopped from murdering a young child by his best friend, Buck Cowan. Unfortunately, while this spared the girl, Buck was severely mauled by the Werewolf, who then reverted back to his human form after sheltering from the snowstorm. Retrieving his clothes and stumbling his way back home, Jack is distraught by his actions, which have left Buck in a coma from which he may never awaken, and he angrily lashes out at a wall (breaking his hand in the process) in shame and anguish. Tormented by the curse that transforms him into a primal beast under the light of the Moon and causes him to be a threat to friends and loved ones and innocent lives everywhere, Jack vows that his days of living as a ravenous werewolf are over but is stunned when he returns home to find Moon Knight there, ready and waiting to deliver Werewolf by Night to the malevolent Committee.

The Werewolf and Moon Knight’s brutal conflict takes them up into the sky and across the pier.

Moon Knight reveals to Jack that he is Mark Spector, a veteran of numerous conflicts, former prize-fighter and a Marine commando who now works as a soldier of fortune and mercenary. Interestingly, in Moon Knight’s recounting of the job offer from the Committee, his face is left in shadow and it’s the Committee who provide him with his trademark outfit and Moon Knight moniker (a codename Spector admits is “pretty stupid”). The Committee furnished Spector with everything he needed to subdue Werewolf by Night and promised to pay him ten-thousand dollary-doos on receipt of the Werewolf’s beaten (but still living) form. Thanks to Jack’s father holding Moon Knight off, Jack was able to beat a hasty retreat, but Moon Knight easily tracked him down using his friend Frenchie’s helicopter, which led to the brawl between Spector and the freshly-transformed Werewolf by Night in a nearby alley. The startled onlookers eventually snap out of their fugue state long enough to alert the cops, and the Werewolf finally manages to grit through his pain to land a stunning blow to his attacker; however, Spector’s assault has left the creature wounded and unable to capitalise on this brief advantage, which allows Moon Knight to bludgeon the Werewolf with a silver baton and finally knock the beast unconscious just as Frenchie hovers overhead for the pick-up (with Jack’s friend, Topaz, and sister, Lissa, as hostages for good measure). The second part of the story, “Wolf-Beast vs. Moon Knight”, picks up with Moon Knight escaping from the cops with Werewolf by Night’s prone body by use of a ladder dangling from the chopper; an errant shot from the cops wounds Spector’s shoulder, but Frenchie’s able to get them away from the gunfire and the startled crowds. Unfortunately for Moon Knight, the Werewolf regains consciousness just over the city pier and attacks Spector in a blind rage, causing them to plummet five-hundred feet to the water below. Hurt and frustrated by the Werewolf’s tenacity and refusal to go quietly, Moon Knight doubles down on his attack, landing huge haymakers to the beast’s jaw and wrestling with the lycanthrope in and out of the water.

Moon Knight is so stunned by Jack’s predicament that he has a change of heart and sets the beast free!

Eventually, however, the strain of the fight begins to take its toll and Spector starts to tire but, just as the Werewolf is about to land a killing blow, the first light of dawn hits and he painfully reverts back to his human form right before Moon Knight’s startled eyes. Moon Knight wastes no time in taking advantage of this and knocks Jack out with a boot to the face, before removing his crescent darts from the cursed man’s body and airlifting him away to his promised payday. However, despite delivering Jack, Lissa, and Topaz to the Committee, Spector is infuriated when the organisation’s head honcho insists that they wait for the next full moon to verify that Spector’s quarry is actually legitimate. When he awakens, Jack is equally incensed to find he’s been caged like an animal and that his loved ones are being held hostage by the Committee’s “emetic” head man, who reveals that he went to all this trouble to use the Werewolf’s feral nature for his own nefarious ends like a pet. Jack delivers an impassioned condemnation of all of them, especially Moon Knight, for treating him like some wild animal that needs to be locked up and vows to make them all pay right before transforming into the Werewolf, much to the glee of the Committee. Their leader finally gives Moon Knight his cash reward, much to the scathing disgust of Lissa, and everything Spector has seen and heard has been enough for him to have a change of heart. He releases Werewolf by Night from his cage and joins the beast in attacking the Committee; Moon Knight frees Topax and Lissa and then tosses the Committee’s head man to the Werewolf to get his brutal comeuppance. With all of the Committee members present presumably slaughtered and Jack’s loved ones free, Moon Knight makes a swift exit when the feral beast turns on him. However, as the Werewolf by Night stalks into the darkness once more, forever doomed to his cursed fate, Moon Knight watches on with a newfound respect for Jack and his torment and wishes his newfound (if tentative) ally well.

The Summary:
I enjoyed this a lot more than I thought I would, to be honest. With absolutely no idea who either Werewolf by Night or Moon Knight are, I really wasn’t sure what to expect; in many ways, the Werewolf has a similar situation to Doctor Bruce Banner/The Hulk in that he is powerless to resist transforming into a ravenous beast under certain conditions, but Jack’s curse is also notably different as he only undergoes the transformation when there’s a full moon and the Werewolf exhibits absolutely no intelligence beyond basic, primal instinct. Similarly, while I’ve briefly researched Moon Knight here and there, his characterisation was nothing like I expected and his first appearance paints him as more of a highly skilled and enthusiastic mercenary and, in that regard, his debut is very much in the same vein as the likes of Frank Castle/The Punisher and even Wade W. Wilson/Deadpool in that he shows up with an awesome look, spouts some witty barbs and absolutely wrecks a formidable character, but is revealed to have a strong moral code by the conclusion of the story. For those who are more familiar with the show or Moon Knight’s more recent portrayals, there are no hints towards his multiple personalities or ties to Egyptian deities; instead, he’s just a very dangerous mercenary who’s asked to don a garish costume to give him the edge against a supernatural foe. Moon Knight’s debut is at its best when the character is on the page, and especially when he’s throwing down with Werewolf by Night. This brutal clash is, unfortunately, interrupted with side stories regarding the Werewolf’s supporting cast, which is fine and I’m sure all part of a bigger pay-off for the character in the overall context of his ongoing comics, but, for me, this got in the way of the main appeal of the story. This isn’t an uncommon trick in comics books from this era (and before, and even now, to be fair) but I felt like it’s worth pointing out as both Moon Knight and the Werewolf made a visual impression on me and I was just naturally more interested to see what they were up to rather than the Raymond Coker and Victor Northrup side stories.

While depicting Jack as a tortured character, the story is at its best when the two are going at it!

Moon Knight is quite the physically gifted foe; he’s an expert in multiple martial arts and more than capable of matching the Werewolf’s feral strength blow-for-blow. Thanks to the hooded silver costume furnished by the Committee, he’s ideally placed to subdue the Werewolf, who is consistently unable to really deal much damage to Spector as just touching him causes him agonising pain, to say nothing of Moon Knight’s spiked gauntlets and crescent darts. In fairness, the core narrative on show here is nothing we haven’t seen before in multiple Hulk stories (and one I’m gonna assume crops up a lot in the pages of Werewolf by Night), which is the cliché one-two-punch of a clandestine organisation wanted to exploit a mindless creature for their own ends and a cursed individual being prejudiced against because of his monstrous alter ego. The execution is a little different, however, as, while Moon Knight is stunned to find that the Werewolf is actually a man afflicted by a devastating curse, he delivers his quarry to his employees regardless since his primary motivation is to get his ten-grand payday. It’s pretty clear, even without seeing Spector’s face, that Moon Knight is rattled by this revelation, though, and his stoic silence during Jack’s tirade against the Committee and their leader’s shameful disregard for human lives speaks volumes considering Moon Knight hasn’t been able to keep his trap shut up until that point. Ultimately, it would’ve been easy for Spector to take the money and go, or free the Werewolf and then get out of there, but he chooses not only to free the beast but also to cut Topaz and Lissa loose and then join the Werewolf in brutalising the Committee to somewhat make amends for his misguided actions. Even better, Spector keeps the blood money he earned from the Committee (which I find hilarious, for some reason), and also ends the story far more comfortable with his newfound persona as Moon Knight. Overall, this was a fun, action-packed two-part tale that cast Jack as a sympathetic figure tormented by his bestial alter ego; he’s a man who has no control over that side of himself and who just wishes to be free from his curse, but won’t back down from a fight when forced into a corner. The story also gets high praise for its fantastic introduction of a visually unique and complex new character to comicdom in Moon Knight; seeing him absolutely dominate the Werewolf in all of their encounters was a great way to sell Spector as a force to be reckoned with and depicting him as both a ruthless mercenary and a man of honour really helped to make him make an impression beyond his striking costume.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Moon Knight’s debut in the pages of Werewolf by Night? Are you a fan of the titular Werewolf or, like me, did you only recently become fully aware of him because of Moon Knight’s live-action debut? What did you think to Moon Knight’s depiction here, his costume and gadgets and characterisation? Are you a fan of the character and, if so, what are some of your favourite Moon Knight stories and moments? Whatever you think about Moon Knight, feel free to sign up to leave your thoughts below or drop a comment on my social media, and be sure to check out my review of his Disney+ show!