Game Corner: Marvel: Ultimate Alliance 3: The Black Order (Nintendo Switch)

Released: 19 July 2019
Developer: Team Ninja

The Background:
For decades, few videogame publishers were as synonymous with Marvel Comics as Activision, who produced adaptations Marvel’s most popular properties. While some were better than others, Activision’s efforts were largely praised, especially after they partnered with Raven Software on the X-Men Legends games (2004; 2005). Activision and Raven Software expanded their scope to the rest of the Marvel universe with Marvel: Ultimate Alliance (2006), a largely successful team-based brawer praised for improving upon its predecessors. Though now delisted, it was followed by a sequel three years later, courtesy of Vicarious Visions, which tweaked the gameplay with team-based attacks to encourage experimentation. Though Marvel: Ultimate Alliance 2 (2009) was praised for its branching storyline, the stripped down roleplaying mechanics were criticised. While it was also delisted in 2020, fans were clamouring for a follow-up and, just ten years later, Team Ninja stepped in to work alongside Marvel in reviving the franchise. Seeking to place additional emphasis on combat, the developers explored the cosmic scope of the Marvel universe by including the Infinity Stones and lesser-known characters and chose to make the title a Nintendo Switch exclusive after developing a close relationship with Nintendo. Although Marvel: Ultimate Alliance 3: The Black Order was the sixth best-selling game in its first week and was later bolstered by extensive downloadable content (DLC), it was met with mixed reviews that praised the colourful action but criticised its lack of innovation.

The Plot:
While battling Nebula and Ronan the Accuser, the Guardians of the Galaxy stumble upon a plot by the mad titan, Thanos, to collect the six Infinity Stones. Although they scatter the Stones, Thanos’s acolytes, the Black Order, pursue the gems, prompting an alliance of Earth’s mightiest heroes to retrieve them first.

Gameplay and Power-Ups:
Like its predecessors, Marvel: Ultimate Alliance 3: The Black Order is a team-based action role-playing game in which players assemble a squad of four heroes from across the Marvel universe to battle various nefarious baddies, primarily the titular Black Order, who are hunting the six all-powerful Infinity Stones on behalf of their master, Thanos. The game offers five save slots, two initial difficulty levels, and a base roster of thirty-six playable characters, with many being encountered as you play through the story and joining your alliance either after fighting alongside you or being freed from some kind of mind control. Marvel: Ultimate Alliance 3 offers three controller configurations, thankfully none of which involve motion controls, and allows you to toggle overlays, notifications, tips, and other onscreen elements from the “Settings” menu. These include altering the camera placement, which enables a lock-on feature by pressing in the right stick, though the camera generally remains more focused on whichever character you’re controlling rather than offering a bird’s eye view as in the last two games. Although you can fight alongside friends either locally or online, you switch between your teammates with the directional pad (D-pad) when playing alone and your computer-controlled partners are very useful in a fight, attacking, enabling team attacks, and reviving defeated characters without any input from you. Pressing A sees you interact with the environment to activate consoles, pick up or move certain objects, and talk to other characters. You jump with B, executing a double jump, swinging from webs, or flying depending on which character you’re playing as, and throw light attacks with X and heavy attacks with Y. These can be strung together to perform basic combos and you can also perform a mid-air attack and throw objects (like bombs and missiles) by pressing Y. You block incoming attacks by holding the Z trigger and tap it to dodge, and collect glowing red orbs from defeated enemies or smashed crates to restore health, blue orbs to refill your Energy Point (EP) gauge, and credits to spend on upgrades.

Combat is thick, fast, chaotic, and constant thanks to loads of enemies and character abilities.

As in the last two games, each character has specific abilities tied to their superpowers or superhero traits. You activate these by holding the Right trigger and selecting an icon using the D-pad; using Abilities drains your EP, however, and each Ability comes with a different cost. However, these attacks allow you to stun, stagger or deal elemental damage to enemies using Peter Parker/Spider-Man’s webs, Thor Odinson’s lightning, and Doctor Robert Bruce Banner/The Hulk’s incredible strength. Many characters have projectile attacks in their arsenal, such as Wade Wilson/Deadpool firing guns and Scott “Slim” Summers/Cyclops blasting his eye beams, while others cause splash damage or specific buffs, like Piotr Rasputin/Colossus being able to reflect projectiles and Wanda Maximoff/The Scarlet Witch healing her allies. Some, like James “Logan” Howlett/Wolverine, have passive abilities that allow them to automatically regenerate health as they walk around; others, like Johnny Blaze/Ghost Rider and Ororo Munroe/Storm, specifically deal in elemental damage. Character’s Abilities can also be mixed and matched by holding ZR and pressing one of the face buttons (or pressing A when prompted); this sees two characters attack in a combo for additional damage. As you dish out and take damage, you’ll also build the Extreme (EX) Gauge). Once full, you can press L and R up to three times to have two to four of your teammates perform a devastating combination attack that’s great against bosses. While the various cannon fodder you fight are easily dispatched, larger commanders and bosses need their “stun” meter drained before you can really put a beating on them and others (and certain treasure chests) require specific combination attacks to breach their shields. Defeating enemies sees your characters gain experience points (XP) to level-up, increasing their statistics (attack, defence, etc), though you can also use the various Orbs you find to manually level-up. Each character’s special Abilities can also be further enhanced using Ability Orbs and credits, reducing the EP cost and increasing their damage, among other benefits. You can also earn “Team Bonuses” depending on your team selection: pick a group of X-Men, for example, and your strength or resistance stat will increase, while picking characters of royalty ups your maximum energy stat.

Search for chests to gain currency and other expendables to upgrade and buff your alliance.

Although you can’t equip gear to your characters, the boss battle against the Destroyer armour sees you temporarily empowered by Asgardian magic and you can eventually equip your team with “ISO-8” crystals, coloured stones that enhance their attack power, resistance to elements, or critical hit ratio, among others. You can further upgrade these with credits and ISO-8 capsules, though some of the rarer ones will also debuff you (for example, your attack my increase but your defence will decrease accordingly). You’ll also inevitably gain access to the Strategic Hazard Intervention Espionage Logistics Directorate (S.H.I.E.L.D.) Lab, which acts as the game’s skill tree. By spending credits and Enhancement Points (EP), you can further increase your team’s overall attack, defence, resistance, vitality, and such and even unlock additional ISO-8 slots (with more being earned by levelling-up). You can also enter the S.H.I.E.L.D. Depot from the main menu to purchase additional costumes and social icons by spending S.H.I.E.L.D. Tokens. Marvel: Ultimate Alliance 3 is pretty forgiving (on the “Friendly” difficulty, at least), with multiple checkpoints in each area. When you activate a S.H.I.E.L.D. checkpoint, your team is fully healed, and you can swap or enhance them if you wish. If a teammate is defeated, you can hold A to revive them, but I wouldn’t recommend it unless you absolutely have to. Not only are revives limited, but downed characters will eventually return to full health even before you reach a checkpoint so it’s not worth risking another character taking damage by healing a partner. Exploration generally leads you to treasure chests or special walls that require a special combination attack to open, or to a “Rift” challenge that takes you away from the main game to tackle a special challenge (usually a boss rematch or enemy gauntlet) for extra rewards. Your path is incredibly linear most of the time, hence why there’s no map, and the game’s primary focus is on chaotic combat and visually manic team-based attacks. Unlike in the last two games, you can no longer grapple or throw enemies (though you can still send them flying off certain platforms) and there are no character-specific team-up moves, meaning the action can quickly get quite tiresome.

Sadly, puzzles are practically non-existent, with only Rifts offering additional challenges.

Because of its focus on hectic combat, there’s even less room for puzzles than there is for exploration in Marvel: Ultimate Alliance 3. Puzzles boil down to activating a console to open a door or making a platform move and that’s it. Sometimes, you’ll hold A to move a block and avoid lasers or cannons, but mostly you’ll be timing jumps between said lasers to progress and simply hurling missiles at those cannons. Sometimes, you’ll rotate statues or press switches to progress; others, you’ll be avoiding toxic ooze in Hel or solving door puzzles at the Raft or in Avengers Tower. After hopping across the rooftops of New York City, you’ll infiltrate the heavily fortified fortress of the Hand, dealing with ninjas that drop from the sky and hidden arrow hazards. When in Wakanda, Advanced Idea Mechanics (A.I.M.) corrupt T’Challa/The Black Panther’s defences, leading to an exasperating section where you must avoid snipers and being roasted by a giant panther statue’s energy blast. When transported to the Dark Dimension, you must use portals to reach new areas and defeat waves of demonic enemies to lower magical barriers and progress. Some attacks also screw up your controls or temporarily freeze you; some enemies are best defeated by tossing explosives at them; and many missions have an additional character fighting alongside you who’s often unlocked afterwards. However, a lot of the additional features of the previous games are missing; you can talk to other characters, but there are no dialogue options or character-specific interactions. There are no trivia quizzes, no optional side missions beyond the Rifts, and no character specific challenges to unlock extra stuff for each character. There aren’t even hub areas, in the traditional sense, with characters just appearing around S.H.I.E.L.D. checkpoints at times, though you can destroy a fair bit of the environment, and some encounters have you fleeing towards the camera as bosses chase you or present you with unwinnable battles.

Presentation:
Whereas the last two games primarily based their aesthetics on the comics books, especially the Ultimate comic line, Marvel: Ultimate Alliance 3 adheres very closely to the Marvel Cinematic Universe (MCU), especially in the visuals of its locations. I was hard pressed, for example, to tell the difference between Asgard here and the Asgard to the MCU, with both the golden city and the rainbow bridge, the Bifrost, appearing almost exactly as they’re depicted in the films. The same is true for Wakanda, the Dark Dimension, and Knowhere, all of which are virtually indistinguishable from how they appear in the MCU. There are some differences, of course: Taneleer Tivan/The Collector’s museum, for example, uses coloured cube cages and Wakanda leans much more into traditional architecture than the pseudo-futuristic science of the films (likely because Black Panther (Coogler, 2018) released a year before this game was made). Xavier’s School for the Gifted is lifted almost exactly from the 20th Century Fox X-Men movies (Various, 2000 to 2020), however, including a hedge maze, 1:1 Cerebro room, and basketball court that doubles as a landing pad for the Blackbird. While the Dark Dimension and the cosmic mind trip that is Sanctuary also heavily borrow from the bizarre cosmic imagery of the MCU, the Raft and Avengers Tower are much more akin to their comic book counterparts, though they’re comparatively bland locations, lacking fun areas like the Danger Room or Wakanda’s Necropolis (though you do pass through Anthony “Tony” Stark/Iron Man’s Hall of Armours in the tower). Although you only make a brief stop in Attilan to try and get help from the Inhumans, the architecture is far more visually interesting than that awful television show, seemingly being comprised of Celestial technology, and I enjoyed the ominous gothic presentation of Hel, with its restless Viking warriors and damaging sludge. Unfortunately, Marvel: Ultimate Alliance 3 continues the trend of having disappointingly bland and forgettable music, opting for generic themes for each location, event, and character that are lost amidst the constant fighting.

A visually impressive brawler that takes obvious inspiration from the MCU films.

The game also opts for an almost cel-shaded, action figure-like aesthetic for its colourful cast of characters. While many again both look and sound like their MCU counterparts, there are some exceptions: Peter Quill/Star-Lord, for example, looks nothing like Chris Pratt and the X-Men are far closer to the comic books than Fox’s films. Despite you assembling a custom team of heroes, cutscenes depict either everyone or characters specific to the location you’re in (the corrupted Doctor Stephen Strange in the Dark Dimension, for example) as they’re better suited to advance the plot against the local baddies. With the game shifting to a more third-person perspective, you’re closer than ever to the action and can see more of the environment than in the previous games. However, this comes with some drawbacks: mainly, there are far less opportunities or incentives to explore. Second, environments are painfully linear, with dead ends or locked doors barring your progress. Third, and most frustrating, is the camera, which easily loses track of your opponent/s and often lumbers you with wireframe representations when the foreground blocks the view. Thankfully, you won’t be falling down pits and rarely have to worry about onscreen hazards, but it can be aggravating trying to figure out which platforms and crates can be jumped on and which can’t. Marvel: Ultimate Alliance 3 offers a diverse cast of characters, each with their own idle poses and quips, though these do inevitably repeat. The game’s also surprisingly light on Easter Eggs: you’ll spot Deadpool singing away as he makes tacos in the X-Mansion, but not much else, and there are no optional missions or choices to encourage replaying missions. It’s a far cry from the first game, where there was always something to collect or an additional character to help out. Instead, it’s basically all combat, all the time in Marvel: Ultimate Alliance 3. Luckily, the game looks pretty good (everything’s very colourful and true to its inspirations) and performs really well, though there are some long load screens and it is annoying being forced to continue your game every time you challenge a Rift.

Enemies and Bosses:
All the usual suspects appear here as disposable cannon fodder for you to endlessly beat up, with many of the game’s goons sharing traits across the various locations. You’ll encounter Kree, Ultron Drones, agents of A.I.M., and Doombats who all pack various energy blasters. Ultron’s clones are the worst for this, relentlessly firing energy blasts and crashing through windows. The Raft’s unscrupulous prisoners attack in large groups, as do the restless Viking warriors who populate Hel, tossing axes from afar and luring you into toxic goop. Gargoyle-like Fire Demons also dwell here, offering a greater challenge with their swoop attack and fire breath, not unlike the monstrous Outriders and Mindless Ones who make up Thanos and the dread Dormammu’s forces, respectively. Alpha Primitives, Hydra goons, and towering Sentinels also appear, with the latter firing huge energy blasts from the palms and best attacked by throwing their explosive energy cores back at them. No matter where you are and what enemies you fight, more powerful commanders will also appear. Larger, tougher, and sporting a stun meter, these commanders should be your top priority as they’ll charge across the screen, cause shockwaves, and generally offer a far greater challenge even when you’re at a higher level. These minions often fight alongside their masters, generally so you can recover some health and EP to better damage the bosses, and will endlessly spawn in one of the additional modes unless you destroy their teleporters. Some of the game’s challenges or story-based missions charge you with defeating a certain number of enemies to progress. Other times, bosses appear in these waves, and you must occasionally flee or purposely lose some fights. This happens when Cain Marko/The Juggernaut comes tearing through the X-Mansion, for example, and in early encounters with the Black Order, who cannot be beaten or will chase you, raining lightning or other attacks from the sky and across the ground.

Few bosses require more than just hit-and-run tactics, even when augmented by an Infinity Stone.

There are loads of bosses to fight in Marvel: Ultimate Alliance 3, with some returning from the previous games, some teaming up, some having a couple of phases, and all boiling down to whittling down their stun bar, unleashing an EX attack and/or your most powerful Abilities, and avoiding damage until you can repeat this. The first ones you’ll face are Nebula and Ronan the Accuser, who often appear as a duo in optional challenges. Nebula is faster and more nimble, wielding blades where Ronan uses a massive warhammer. Both set a standard all bosses follow, which is that they’ll use either a jumping slam or an explosion of energy (or both) to send you flying. While quelling the riot in the Raft, you’ll encounter a version of the Sinister Six, with some unique variations to each battle. Flint Marko/The Sandman, for example, flings waves of sand and erupts his big sand fist from the ground as a large sand creature. You must use A to mount the nearby cannons and unload on him to chip away at his stun meter. Maxwell “Max” Dillon fights alongside Eddie Brock/Venom, raining lighting and electrocuting you with bursts of electricity, before he’s eaten by Venom and starts busting out electrically-enhanced symbiote powers. Venom joins the team after this fight and is tested against Quentin Beck, who first brainwashes Mile Morales/Spider-Man, Gwen Stacy/Spider-Woman, and Kamala Khan/Ms. Marvel to fight you and then unleashes a poisonous mist, teleports about, and confuses you with duplicates, Doctor Otto Octavious/Dr. Octopus is fought in a two-stage fight where you must first avoid his tentacles and scurry charge and then attack each arm to stun him. Finally, you’ll battle Norman Osborn/The Green Goblin for the Time Stone. The Green Goblin swoops overhead and lingers slightly out of reach, peppering the arena with his pumpkin bombs, charging at you, and freezing time to bombard you. He’s noticeably weak to his pumpkin bombs, however, so try and toss them at him before they explode in your face! After battling into the Hand’s fortress, you must first free Elektra Natchios from the Hand’s influence and then face Lester/Bullseye and Wilson Fisk/The Kingpin in separate fights. You must take out the ninjas feeding Elektra power, avoid Bulleye’s spread of razor sharp and explosive cards, and dodge the furniture and massive energy beam thrown by the Power Stone-enhanced Kingpin. The Kingpin also charges like a rhino, leaps at you to cause shockwaves, and even rips up stone columns to use as melee weapons!

Gigantic bosses and the quirkier villains help mix-up the otherwise tedious combat.

Avengers Tower is then attacked by Ultron and his drones, who assist him in battle. Not that he needs it as the Mind Stone allows Ultron to mess up your controls, to say nothing of his signature face and palm beams. Ultron then grows to gigantic proportions, sweeping the area with his eyebeams before Clint Barton/Hawkeye intervenes and Ultron merges with Ultimo. This is the first giant boss battle in the game and sees you blasting Ultimo with cannons and avoiding his massive swipes. The Infinity Sentinel is comparatively smaller, but no less dangerous thanks to its own face beam and missiles. Though you can damage it with Sentinel cores, it’s finished in a cutscene by Erik “Magnus” Lehnsherr/Magneto, who then tosses debris and throws you off balance with magnetic pulses while Juggernaut pummels you and Raven Darkholme/Mystique tosses daggers. After surviving Mystique’s Danger Room trials, you face Magneto, now even tougher thanks to the Power Stone, before being chased away and banished to the Dark Dimension by the Black Order. There, you battle past Loki Laufeyson (who boasts elemental attacks and duplication tricks) to eventually face the dread Dormammu, who wields the Reality Stone and is the second giant boss. You must subdue his minions and avoid his flame bursts, whittling down his magical barrier either directly or be destroying three nearby orbs, all while dodging his giant fists and ground spikes. The brief fight with Maximus Boltagon is far easier, even though the mad Inhuman carries a massive energy cannon and you must take cover in Thane’s energy bubble to avoid Maximus’s barrage of lasers. Ulysses Klaue/Klaw awaits in Wakanda and his sound-based energy blasts and waves must be overcome to rescue and recruit James Buchanan “Bucky” Barnes/The Winter Soldier. You then fight past A.I.M. to confront their master, George Tarleton/Mental Organism Designed Only for Killing (MODOK), who uses the Soul Stone to turn the Dora Milaje against you and attacks with a slew of appendages, from buzzsaw arms, poison gas, failing tentacles, and his signature forehead blast.

Battles with the empowered Black Order, Thanos, and Thane offer some of the most enjoyable challenges.

Though your goal in Hel is to confront Hela, you’ll actually battle the fire demon, Surtur, in another giant boss battle. This was a bit of a difficulty spike for me as Surtur’s flaming sword has a long reach and he causes the ground to erupt in flames, to say nothing of stun locking you with repeat sword strikes! Best him and Hela sets Johann Schmidt/The Red Skull on you, with the Nazi madman firing a powerful revolver and sapping your health with his “Dust of Death”. Hela gives the Red Skull a boost, protecting him with a shield and allowing him to fire a Bifrost-like laser, before placing his consciousness into the Destroyer armour. Though bolstered by Hydra forces and boasting a sweeping face beam, you can get a power-up from glowing crystals to overcome this destructive force. Finally, you venture to Knowhere and must run the Black Order gauntlet to retrieve the Infinity Stones, with checkpoints between each fight. Ebony Maw is first, firing a spread of projectiles and rocks and using the Soul Stone to create portals to trip you up. Supergiant tosses dark spheres and a golden homing shot that messes up your controls, though you can toss explosive cores from her minions to deal big damage. Cull Obsidian infuses his battleaxe with the Power Stone, sending out waves of purple energy and massive purple shockwaves, though he’s far slower and also susceptible to the nearby bombs. Corvus Glaive is much faster, landing multiple hits with his lance and using the Reality Stone to spring spikes form the ground and conjure duplicates who fill the arena with energy waves that can stun lock you. Finally, Proxima Midnight takes her fellow’s teleportation trick to the next level with the Space Stone and fills the arena with lightning bolts and strikes. All these powers are then recycled when you face Thanos, who gathers the six Infinity Stones into the Infinity Gauntlet to rain meteors, teleport, mess up your controls, freeze time, and fire his signature eyebeams. Thanos then joins you to battle Thane, who usurps him and boasts similar powers, though also upgraded by the Infinity Armour. Thane exhibits superhuman speed, traps you in a cube, fills the arena with portals and flames, and explodes in fury, though both battles were fun challenges rather than impossible tasks.

Additional Features:
Unlike in the previous two games, you won’t be finding data logs, action figures, or meeting certain requirements to unlock new attacks or costumes. You just fight over and over, earning whatever you need to unlock, buy, or upgrade whatever you wish and finding some concept art in treasure chests. A far harder (but more rewarding) “Superior” difficulty unlocks upon clearing the game alongside an additional “Nightmare” mode, accessible via the “Curse of the Vampire” campaign. You also unlock Thanos and can freely replay any mission on any difficulty (though you must start a new save to play on “Superior”) to grind and enhance your characters and ISO-8. Dimensional Rifts transport you to special challenges (not unlike the S.H.I.E.L.D. Simulator discs from the first game) that are often rematches with bosses or gauntlet challenges, though far tougher and gifting better rewards if you succeed. There are also three additional modes; however, though you can play a taster of each, you must purchase the expansion pass to fully unlock them. “Curse of the Vampire” adds vampiric enemies to the main story in “Nightmare” mode and offers a “Gauntlet” mode where you battle waves of enemies and bosses against both a time limit and a range of debuffs (including limited health restoration and draining EP). You can also tackle an “Endless” mode that’s pretty self-explanatory, and unlock additional characters like Frank Castle/The Punisher and Eric Brooks/Bladeif you buy the DLC. “Rise of the Phoenix” sees you form a four-person team and go head-to-head with a friend or the computer in three-round Danger Room scenarios. These see you tackling bosses again or wiping out hordes of enemies, awarding additional buffs and effects if you meet certain criteria (such as using any Ability or Synergy attack four times). You can only tackle the first challenge without the DLC, so I didn’t get very far, but this could be a fun distraction for those looking to test their skills against a friend. “Shadow of Doom” adds an epilogue story campaign that sees you return to Wakanda to oppose Doctor Victor Von Doom’s invasion. Dr. Doom’s Doombots endlessly spawn unless you destroy their teleporters, and you even battle the arrogant dictator in the recycled Necropolis, with him teleporting, firing lasers form his palms, and having his health restored by his Doombots. You’ll add Marvel’s First Family to your roster (alongside an alternative Thanos and other characters) by buying the expansion pass and battle Annihilus, a gigantic Celestial, and even “God Emperor” Doom!

The Summary:
I quite enjoyed the first two Ultimate Alliance games. They were mindless and largely repetitive, but I liked the large cast of characters and all the different references and locations from the comic books. Still, I put off Marvel: Ultimate Alliance 3: The Black Order for some time, mainly because I was annoyed by it being a Nintendo Switch exclusive; however it turned out to be a decent enough brawler. Despite the different development team, a few tweaks, and an apparent disconnection from the previous games, Marvel: Ultimate Alliance 3 offers a lot of the same gameplay and enjoyment as its predecessors, which is great for long-time fans of the franchise. Unfortunately, it doesn’t improve on these elements in a meaningful way and actually removes some content that I found enjoyable from the last two. There are no optional missions, for example, no alternative endings, no choices, and no character-specific challenges beyond fighting and levelling-up. I found this made the tedious combat even more aggravating after a while as I wasn’t being rewarded with gear or costumes or anything other than stat boosts. Even the skill tree was limited since you must grind to acquire enough credits and expendables to enhance your team, and I found the ISO-8 mode to be more confusing than engaging. The game also does little to improve the boss battles. Very few were very innovative or required more of you than to strike fast, avoid shockwaves and projectiles, and unleash your Extreme attack. The giant bosses were more of a challenge and I liked the final fight against Thanos and Thane, but I was hoping for a bit more complexity, especially given the possibilities offered by the Infinity Stones. There is a fun selection of characters, but they don’t offer much more than what we saw in the last two games and actually offer less as there are no character-specific team-up moves. While I enjoyed the visual influence from the MCU and the variety, I feel like Marvel: Ultimate Alliance 3 played things a little too safe by relying so heavily on combat and not mixing up the gameplay with a few other puzzles and challenges. Overall, it’s a good enough game and a worthy entry in the series, but it’s a shame that the developers didn’t try to be a bit more innovative and offer some more incentive to keep slogging away in endless fights.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Marvel: Ultimate Alliance 3: The Black Order? How do you think it holds up against the previous two games? Which characters did you choose for your team? Were you disappointed that the combat was so similar to the last two games and the bosses so repetitive? Did you ever conquer all the Rift challenges? What did you think to the MCU influences and the final battle with Thanos and Thane? Did you ever play through the DLC? Would you like to see another Ultimate Alliance game? Whatever your thoughts, leave a comment below, support me on Ko-Fi, and go check out my other superhero content across the site.

Game Corner [Spidey Month]: Spider-Man 3 (Xbox 360)


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. To coincide with his debut and his very own day of celebration, I’ve been dedicating every Tuesday of August to talk about everyone’s favourite web-head!


Released: 4 May 2007
Developer: Treyarch
Also Available For: Game Boy Advance, Nintendo DS, Nintendo Wii, PC, PlayStation 2, PlayStation 3, PlayStation Portable (PSP)

The Background:
It seemed like every single cinema release was accompanied by a videogame adaptation back in the day, regardless of how necessary this was, and Peter Parker/Spider-Man is no exception to this. Considering his popularity, Spider-Man has a long and varied history with videogame adaptations across numerous platforms, but arguably hit an unexpected peak with developer Treyarch’s celebrated adaptation tie-in to Spider-Man 2 (Raimi, 2004). Widely regarded as one of Spider-Man’s greatest videogame outings, Spider-Man 2 (Treyarch, 2004) was followed by Ultimate Spider-Man (ibid, 2005), a cel-shaded reskin of sorts that acted as a companion piece to the Ultimate Spider-Man comics (2000 to 2011). This game expanded upon the web-slinging and combat of its predecessor while also offering two ways to play by including the hulking Eddie Brock/Venom as a playable character. Interestingly, though, this latter approach would not be included in Treyarch’s tie-in to Spider-Man 3 (Raimi, 2007), which instead simply reduced Venom’s inclusion to some new rage-empowered abilities for the titular wall-crawler. This time around, different villains featured in the different console versions of the game, but Spider-Man 3 ended up being almost as polarising as its source material. Reviews criticised the dull combat and repetitive gameplay, though the thrilling web-slinging and impressive size of the game world continued to be praised.

The Plot:
Peter Parker’s superhero life is turned upside down by a turf war in New York City that only escalates when his mentor transforms into a man-lizard, a crazed hunter comes to town, his former friend Harry Osborn seeks revenge, and a common crook is gifted extraordinary sand powers! Pushed to the edge, Peter is tempted by the power and allure of a mysterious black suit from space that greatly augments both his powers and his rage!

Gameplay:
If you’ve played the highly-regarded Spider-Man 2 before, then Spider-Man 3 will be very familiar to you. Having perfected the art of open-world web-slinging, developers Treyarch haven’t strayed too far from their game engine here and once again present an expansive map of New York City filled with skyscrapers to swing from, random crimes to stop, and landmarks to visit. Accordingly, the control scheme and gameplay mechanics aren’t much different from Spider-Man 2, but there are some noticeable differences: you can attack enemies with X and Y, holding each button to charge up for a strike to deal more damage and break their blocks and mixing up these button presses (in conjunction with others) to deliver some fun combos that see Spidey webbing foes to lampposts, pinballing about the place, and kicking the crap out of punks in a whirlwind. B sees you webbing enemies, either pulling them in for a strike or temporarily subduing them if you hold the button, and you can press it at the end of a combo to fire a flurry of web balls. B is also used to stick to walls and ceilings, with the camera continuing to go all janky and mess up your perspective every time you do this, while A lets you jump. You can hold the button to charge a big jump and press it again in mid-air for a double jump, and at the end of a swing to gain extra height and distance when web-slinging. Unfortunately, there’s no way to lock-on to enemies or objects here and the camera can be very erratic, meaning you can easily end up punching thin air or getting turned about during chases and combat. However, you can press in the right stick to activate Spidey’s spider sense for a short time, which puts a greyscale filter over the environment to highlight enemies and points of interest.

Spidey’s web-slinging and combat are augmented by the rage-inducing black suit!

The web-slinging mechanics are similar to those in Spider-Man 2. You can start web-slinging by holding the Right Trigger, but Spider-Man will only comply if there’s a building or other tall structure nearby, so once again you’ll see him snapping off webs in a way that more accurately replicates his web-slinging from the films. You can hold down the Left Trigger to speed up your swing (this also allows Spidey to run and crawl faster) and will eventually unlock upgrades that let you swing from two webs by pressing LT and RT at the same time or quickly zip along flat surfaces by tapping RT. Another upgrade lets you climb up a web by pressing up on the directional pad (D-pad) with a ceiling above you (which is great for avoiding laser tripwires). Holding the Left Bumper activates Spider-Man’s “spider reflexes”, which slows down the game for as long as your blue meter lasts, effectively acting as “bullet time” and allowing you to dodge incoming attacks by wiggling the left stick and unleash a counterattack with X or toss missiles back at helicopters with B. This meter automatically refills over time, just as the red super meter fills as you land attacks. Once full, you can press the Right Button and A, B, X, or Y to unleash a super move, such as webbing up and swinging multiple enemies or performing a ground pound for crowd control. Later in the game, Spider-Man will be consumed by the symbiote, and his speed, defence, and strength will be augmented by his black suit. When wearing the black suit, you can tap RB to build up a rage meter and then rapidly tap it to enter an enraged mode that greatly enhances your regular and super attacks for a short time. As you complete missions, stop random crimes, and defeat enemies, you’ll increase your “crime fighter” rating and unlock upgrades to all of Spidey’s repertoire. These extend his health, add new combos to his arsenal, and upgrade his swinging speed, amongst others, and you can view these at any time from the pause menu.

There are many side missions and challenges, from fighting crime to photographing UFOs!

While the game includes a helpful onscreen compass that highlights points of interest, crimes in progress, and enemy placements, you can also view an overheard map of the city by pressing the ‘Back’ button. This time around, you can filter to see story missions, tasks such as time trials and skydiving challenges, and areas where random crimes will catch your attention, and you can also set waypoints to guide you to specific areas, which is extremely helpful. Side missions in Spider-Man 3 involve stopping runaway cars or fleeing criminals by leaping on top of their vehicles, pounding away with X, and then mashing X and B to disable the vehicle, whereupon you’ll invariably need to beat up any remaining goons. You’ll also be stopping bank robberies, encountering various gangs as they fight each other in the streets, hold up armoured vans, rob cash machines and civilians, and generally cause chaos. Thankfully, there are no balloons to recover or civilians in peril from falls here, though you’re still given time trials to reach destinations or track down hoodlums. Gangs will steal stuff and then make a getaway, and you’ll need to use your handy-dandy radar to track them down and recover the items, and you’ll sometimes need to carry civilians to safety, again while racing a time limit. One of the most prominent times you’ll do this is in the Mary Jane/M. J. “thrill ride” missions, where you need to swing fast, high, or low depending on her instructions to earn hearts. You can also collect hearts dotted along the route and these missions get trickier as the game progresses, with short times between locations and gangs scaring your girl, but you’ll also be charged with scaring her later when you aggressively carry her while in the black suit. Occasionally, some missions will see you joined by allies. Generally, these are just regular cops or inadvertent assistance from other gangs as they injure each other, but you’ll team up with MacDonald “Mac” Gragan/The Scorpion for one mission and boss fight and also tentatively work with Detective Jean DeWolfe to bust crooked cops. These missions, like those handed out at the Daily Bugle, generally require you to stay out of sight and photograph some evidence. You can do this by pressing down on the D-pad and the Daily Bugle assignments will see you snapping photos of man-sized lizards (both real and fake), gang wars, and a fake Spider-Man who you have to save from a fatal fall!

Alongside numerous button-mashing sections, the game is crammed full of QTE sequences!

Perhaps the biggest new addition to the gameplay formula here is the inclusion of quick-time events (QTEs). Stopping a car? QTE! Finishing off a boss? QTE! Escaping a collapsing building? QTE! Disarming a bomb? Oh, you better believe that’s a QTE! For the most part, Spider-Man 3’s QTEs aren’t too bad but they definitely pop up at the worst possible times and the margin for error is basically zero. If you fail even once, you have to restart the entire sequence again. Failure also costs you some health so if you’re near death, the chances are that you’ll have to start an entire mission or boss battle over again since the game can be very stingy with checkpoints. Luckily, the button and stick movements required are the same every time so it’s easy to memorise them, but they get very tricky and much faster by the end of the game. You’ll also be using QTEs to stop a runaway subway chain, catch a crashing helicopter, mashing buttons to lift heavy debris off civilians (and even an enemy at one point), wrench open doors, or slingshoting great distances. One of the most prominent QTE sequences is the abundance of bombs you’ll be disarming throughout the course of the “Mad Bomber” missions. These include a little bit of everything, from rotating the right stick to unscrew panels, to re-routing currents, and even a bit of a rhythm mini game…as well as times when you just need to charge a kick to punt the bomb into the river! Other tasks are a little easier in execution but can still be aggravating, such as rescuing hostages (at one point you need to constantly ferry one to safety and even rescue J. Jonah Jameson from a fatal plunge!), activating levers and consoles, chasing helicopters and frantically webbing up their blades in mid-air with B, destroying generators, and defending antidote dispensers in the sewers. Missions can go awry very quickly, especially when there are lots of enemies about, and there’s no way to alter the game’s difficulty so you just need to keep at it until you succeed. There are a couple of fun moments where you take control of different characters, such as fighting off waves of enemies as the Scorpion or battling Flint Marko/The Sandman’s monstrous form as the New Goblin, which are a nice (if equally frustrating in their own way) change of pace.

Graphics and Sound:  
Beyond a pre-rendered opening cinematic, Spider-Man 3 relies wholesale on its in-game graphics and models for its cutscenes. It doesn’t even include any clips from the movie, which is very surprising for a tie-in videogame, and the game’s story barely even touches upon the events from the film since you’ll be spending more time helping Doctor Curtis “Curt” Connors with his Lizard problem than fighting the likes of the Sandman. This is good and bad in different ways; good in the sense that many sequences and plot threads from the film are actually executed far better here (Peter and M. J.’s argument and break-up, for example, and the complete absence of the Stacys), but bad because every film-related element is swept aside and rushed (Harry disappears from the game completely until the end after the New Goblin fight and Eddie Brock’s issues with Peter are even more rushed than in the film). These issues are compounded by Tobey Maguire’s continued lack of enthusiasm for voicing the titular web-slinger; in fact, all the movie’s returning actors do a lacklustre job and, with the exception of J. K. Simmons as Jonah Jameson, they all sound bored and wooden. This contrasts with how janky the game’s physics can be; while Spider-Man has only basic idle animations until he gets his black suit, he flails around the place like ragdoll and can easily be pummelled and bounced around. Although New York City is fully populated with pedestrians, none of them will react to you. The streets are filled with traffic that obediently follows traffic signals but also crashes into each other (and you!) at various points, and I noticed times when the game suffered from slowdown and odd glitches, like enemies not spawning or clipping through buildings.

As fun as web-slinging is, dull interior levels and atrocious in-game models really let the game down.

Once again, New York City is the focal piece of the game; the game map is vast, including all the peripheral islands and recognisable landmarks both real (like the Statue of Liberty) and fictional (like the Daily Bugle building). Opportunities to go inside are severely limited, which is great for keeping the sense of action and momentum, but it does make things a bit empty and repetitive at times. When you are inside, it’s mainly to explore the subway and sewers under the city, where you’ll have to watch out for speeding trains and wade through the dank sewage water as you investigate the Lizard’s nests. The Scorpion’s missions see you infiltrating the high-tech facilities of MechaBioCon, where the game emulates the first game by trapping you in claustrophobic, futuristic laboratories, hallways, and facilities. Missions see you swinging all over the city, stopping bombs at City Hall and battling psycho schoolgirls in the Natural History Museum and a church, or visiting Peter’s apartment and even a cool sequence where Spider-Man (in a cutscene) stops a helicopter with a giant web. Crimes pop up all over the place as you swing around, with some being more important and worthy of your attention than others. Full scale gang wars can break out, helicopters need to be chased, and day turns to night turns to day as you web around righting wrongs. Unfortunately, Spider-Man 3 still doesn’t include any of the iconic musical cues from the movie and nowhere near the amount of visual variety as the last game. Sure, there’s a mission where you have to photograph a UFO, lizard-men ran rampant in the streets and sewers, and you’ll even have to contend with giant mech suits at one point, but the game’s missing a lot of the bizarre comic book flair, even when the likes of Sergei Kravinoff/Kraven the Hunter and Calypso Ezili/Calypso show up to hunt the Lizard and wield strangely out of place magical abilities. Things do pick up for the final showdown, which includes a monstrous version of the Sandman and a raging sandstorm amidst a construction site, but there’s really nothing we haven’t seen in other Spider-Man videogames, or much to make this one stand-out visually speaking.

Enemies and Bosses:
New York City is in the midst of a turf war between three rival gangs: the Arsenic Candies, the Apocalypse gang, and the Dragon Tails. Each has a couple of different types of goons in them, from standard guys who punch, kick, and block to those with ranged weapons like pistols, machines guns, and grenades, to larger or more skilled variants. The Apocalypse gang are a bunch of punks who are often bolstered by larger guys carrying street signs or decked out like rejects from the Mad Max films (Various, 1979 to present). The Arsenic Candies are annoying schoolgirls who attack and block with umbrellas, and the Dragon Tails are martial artists who fly at you with kicks or swords. Even the standard punks can be an issue, but the elite members can be a real pain in the ass. They inexplicably block and dodge all your attacks, forcing you to use your spider reflexes and more elaborate combos to actually land a hit, and often you’ll be greeted by a sneak attack or an explosive to the face! Sometimes the gangs are bolstered by mech suits courtesy of Luke Carlyle/The Mad Bomber, hovering overhead and rapidly firing at or tagging you with delayed explosives, which is super annoying, and you’ll often have to face large groups of them while rescuing hostage, activating consoles, disarming bombs, or rescuing civilians. Thanks to Dr. Connors, New York’s streets (and, more prominently, its subways and sewers) are also over-run by lizard-men. These reptilian bastards like to leap out from the shadows or water, spit acid, and slash at you and will absolutely have you tearing your hair out when you try to defend the antidote capsules from them. You’ll also have to contend with trigger happy crooked cops, the wasp- and spider-like robotic defences of MechaBioCon, inept security guards dressed in riot vests, burning buildings, rocket-toting gang members, and heavily armed mercenaries who like to set bombs and take hostages.

The game takes a sharp, frustrating difficulty spike whenever you battle the QTE-ladened bosses!

As part of your efforts to quell the three gangs, you’ll inevitably come up against their tougher forces, from explosive-bear-toting Arsenic Candies, to well-armed helicopters, and full-on battles in ornate palaces. The brutish leader of the Apocalypse gang is fought down near the docks, you’ll wade through an unending horde of Arsenic Candies when you break up the shotgun wedding of their leader, Priscilla, and you’ll have to fight off the Dragon Tail’s elite fighters to tackle their samurai-like leader, who favours teleporting and forcing you to engage your spider reflexes to land a hit and avoid his sword swipes. All three of these are fought later in the game, in-between extremely frustrating fist fights with Wilson Fisk/The Kingpin. Unlike other fights in the game, the battles against the Kingpin are not ones you can win simply by mashing buttons and pummelling him with combos. Instead, you need to wait for him to strike and the dodge, counterattack, and get out of harm’s way to avoid him making mincemeat of you with a few ridiculously powerful sumo slaps, headbutts, or slams. Once you’ve built up your rage, you can get to button mashing your best combos, but this fight really is a sudden uphill battle compared to those that came before it, which is saying a lot considering how goddamn frustrating Spider-Man 3’s boss encounters are! Depending on how you tackle the game’s missions, you might not see this right away but I sure as hell did when I chose to engage the New Goblin mission. This boss fight sees Peter attacked in the street like in the film, but it’s made up of two phases: the first is a QTE sequence where you must time button and stick presses to avoid the New Goblin’s attacks, and the second sees you battling him at street level as he hovers about. You absolutely must ace the first phase; if you get hurt here or die in the second phase, do not select “Retry” as this drops you in the second phase of the fight with the New Goblin at full health! As Harry’s sword swipes and pumpkin bombs can decimate your health bar very quickly, it’s far easier to get a slight edge by winning the first phase and then spamming your spider reflexes and combos. However, don’t be too trigger happy as this fight (like all the boss fights in Spider-Man 3) ends in a QTE sequence and you can easily mess it up if you mash X too much!

Some of Spidey’s most recognisable C-list villains show up for some aggravating boss battles!

One boss battle that was a bit different is the showdown with the Mad Bomber’s heavily armed helicopter. You must dart behind cover to avoid the chopper’s missile barrage and gatling gun, then use your spider reflexes to send a missile back at it a few times to bring it down, all while the rooftop disintegrates around you and Jonah cowers nearby. Dr. Connors transforms himself into a lizard and, after tracking him and defeating his minions, you’ll battle him on some treadmills that lead into meatgrinder-like blades! You need to use your spider reflexes to counter the Lizard’s dodge and then mash A to flip him into the grinders a few times; after that, you’ll fight him on equal ground, avoiding his slashes and tail swipe and fleeing to safety when he flies into a rage. Later, Kraven and Calypso come to town to hunt the Lizard; fighting Kraven can be tough as his potions grant him bear-like strength, talon-like flight, and panther-like speed, to say nothing of his duplication, invisibility, and charge attacks. Once you defeat him, you tangle with the Lizard again, this time in a monstrous form; in the first phase, he can’t be harmed so you have to mess about webbing up his hands and swinging him by the tail into four generators like he’s fuckin’ Bowser to lower his shield, then you can go to town on him but watch for his chomping bite and wall leap! Another recurring foe is the Scorpion, who attacks with his hooked tail and claws. After chasing him across the city, you’ll also battle him on a bridge and need to subdue him long enough to forcibly use his tail lasers to destroy a shield array but he ends up becoming an unexpected ally when you fight Alexander O’Hirn/The Rhino. The Rhino is so tough and heavily armoured that he’s completely immune to a frontal assault. Instead, you need to avoid his earth-shattering slams and punches and attack from behind (or distract him so that the Scorpion can do this). The Rhino will charge around, destroying the area and swinging girders at you, but these attacks leave him momentarily dizzy and open to a double team attack from Spider-Man and the Scorpion. You can also hop on him and complete QTE sequences to ram him into walls, though this remains as aggravating as the other boss battles.

Spidey gets some help from the New Goblin to battle the monstrous Sandman and ravenous Venom!

Finally, there are the other two villains from the movie, the Sandman and Venom. The Sandman is fought in the subway and acts as a kind of tutorial for your new black suit abilities. You need to avoid being hit by subway trains and dodge his mace and hammer-like arms to build up your rage meter and deliver a hefty beat down. The Sandman can form shields with his body and blast you with sand streams, and you’ll need to complete QTE sequences to both drop him further down the shaft and disintegrate him with a water jet like in the movie. The Sandman then disappears until the final showdown, where he’s approached by an embittered Eddie Brock; in this version of the story, Eddie is slighted when Spider-Man catches him faking pictures of him and threatens the Sandman’s family if he doesn’t help him kill Spider-Man. This final battle is similar to the one in the movie and involves three phases. The first sees Spider-Man fighting Venom in a partially-constructed skyscraper. Venom uses brute strength and cheap tactics to attack you; you’ll need to mash A when he tries to choke you with his webbing and avoid his web/uppercut combo. When he flies into a rage, smash some of the respawning pipes to stun him with noise and deliver a few combos but try to not be tossed from the site as it takes bloody ages to climb back up! The second phase sees Harry (who doesn’t get scarred or amnesia here) suit up as the New Goblin to help his buddy like in the film. The New Goblin can strafe, boost, attack with fast and heavy sword swipes, and toss pumpkin bombs with B and you’ll need to use these to take out the monstrous Sandman. Simply target his arms or his head and complete a QTE sequence, then douse him with water from a hydrant to actually do some damage. I found the best tactic to avoid being hit is to constantly strafe around him, mashing or holding B and using RB and X, Y, and B to unleash a barrage of bombs. You’ll then need to complete another QTE sequence before the fight switches back to Spidey and Venom, who are now surrounded by a raging sandstorm and at very low health. The strategy is the same, but made more difficult by Venom’s increased aggression, the sandstorm, and how annoying it is having to jump up to where the pipes are. Stun and beat on Venom a few times and you’ll initiate one last QTE sequence, the fastest and toughest of the game, that ends with Venom skewered on some spikes and apparently leaves Harry alive.

Power-Ups and Bonuses:
Spider-Man 3 is surprisingly light on in-game power-ups. Your health is restored every time you stop a crime or beat up some thugs (assuming you stick around long enough to collect the health that drops) and you’ll occasionally find health scattered throughout the game or hidden in crates, but I found this to be quite rare. You can extend your health and gain upgrades to your abilities by raising your crime fighter status, but this isn’t quite the same as gaining experience points. It simply goes up the more side quests and story missions you complete and that’s it; you don’t spend points and can’t customise your gameplay progression as you might expect. The only real tangible power-up is the black suit, which makes the game far more enjoyable. You’re faster, stronger, hardier, and have access to a rage meter than can make combat much more enjoyable, but you’ll naturally lose this as the story progresses.

Additional Features:
There are forty-three Achievements to snag in Spider-Man 3, eleven of which are awarded simply for beating the game and defeating the bosses. You’ll grab Achievements for swinging great distances, webbing up enemies, completing the different side missions, and one for riding around on a vehicle for five miles. Scattered across the city are gang tokens, time trials, combat tours, and skyscraper tokens. Finding and completing each of these nets you more Achievements, as does completing all the Daily Bugle assignments and random crimes that pop up across the city. Time trials are a test of your swinging skills and see you racing about through rings, combat tours have you webbing about to battle the various gangs against a time limit, there are bomb disarming challenges as well, and you’ll occasionally find collectible tokens on the city’s largest buildings. Unfortunately, there are no other difficulty modes to challenge, no comic book covers, concept art, or movie clips to unlock, and the only skin you get is the black suit. When you finish the game, you can switch to the black suit, which allows you to basically play a new game all the way through in Spidey’s symbiote attire and can switch back to your cleared save file at any time to mop up anything you’ve missed there. Sadly, that’s about it. There was some downloadable content that includes various banners and icons for the Xbox dashboard and the ability to play as the New Goblin and take on additional challenges, but there’s not much replay value to be had here, especially if you completed all the missions in your first play through.

The Summary:
Spider-Man 3 is an interesting beast. On the one hand, much of the gameplay and appeal of Spider-Man 2 has been recreated with some new bells and whistles to keep things fresh but, on the other hand, a lot of the game is a tedious and frustrating, sometimes even broken, mess of repetitive tasks and unfulfilling combat. While the city looks great, there’s some noticeably pop-up, lag, and glitches in the game world; the character models and voice acting are, by and large, atrocious and don’t seem to be much of a step up from the PlayStation 2 graphics. The villain selection is also very lacklustre; was anyone really crying out to see Kraven and the Scorpion again? And how many times have we seen the same old “Lizard builds a nest in the sewers/turns people into lizards” plot in Spider-Man games? I’m actually surprised the developers didn’t do more with the symbiote aspect of the story, such as having civilians be infected and forcing you to battle endless Venom clones. I basically hated every boss battle in the game, especially the ones against the New Goblin, the Kingpin and the Rhino, which were so frustrating that I was almost tearing my goddamn face off! You can power through, but why aren’t these more exciting and fun to play? Why are they such an uphill battle? Even the regular street punks put up quite a fight and Spider-Man just feels so weak and janky for much of the game that it was hard to find much enjoyment in the content. It doesn’t help that everything’s so repetitive; I lost count of how many speeding cars and bombs I disarmed, not to mention the copious and aggravating use of QTEs with no margin for error that just pop up out of nowhere, so you never get a second to rest! Ironically, I actually enjoyed (if not preferred) the few times game actually bothers with the movie’s story, which drops a lot of the worst parts of the film, but it wasn’t enough to save this. I think what’s happened here is the developers got a little lazy; maybe they were resting on their laurels, maybe they had run out of ideas. Either way, Spider-Man 3 just feels like more of them same but with a tedious focus on distracting you with boring side missions and dull villains rather than delivering a solid overall gameplay experience.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played Spider-Man 3? What did you think to the open-world gameplay and Spidey’s symbiote abilities? Were you also frustrated by some of its more tedious features and focus on other villains? What did you think to the battles against the New Goblin, the Kingpin, and the Rhino and the inclusion of QTE sequences? Were you disappointed by the presentation, lack of unlockables, and padded gameplay? Which Spider-Man videogame or movie adaptation is your favourite? Head down below or over to my social media to share your thoughts on Spider-Man 3 and be sure to check out my other Spider-Man content.

Movie Night: Morbius

Released: 28 January 2022
Director: Daniel Espinosa
Distributor: Sony Pictures Releasing
Budget: $75 million
Stars: Jared Leto, Matt Smith, Adria Arjona, Tyrese Gibson, Al Madrigal, and Jared Harris

The Plot:
Doctor Michael Morbius (Leto) is a Nobel Prize-nominated scientist desperate to find a cure for his crippling blood disease. After experimenting with vampire bats, he becomes imbued with the strengths and abilities of a vampire, but also cursed with a thirst for blood! However, his life becomes even more complicated when his friend and colleague, Milo (Smith), seeks to learn the secrets of Morbius’ newfound abilities…by any means necessary!

The Background:
Following the massive success of Sam Raimi’s Spider-Man trilogy (2000 to 2007) and the sadly unspectacular reception of Marc Webb’s reboot films, Marvel Studios were finally able to achieve the impossible and fold the iconic web-slinger into the Marvel Cinematic Universe (MCU). The incredible success of Spider-Man: Homecoming (Watts, 2017) was enough to excite Sony into producing a number of spin-offs that would focus on some of Spidey’s supporting characters and anti-heroes; the success of Venom (Fleischer, 2018) meant that Roy Thomas and Gil Kane’sLiving Vampire” would finally get his time in the sun. Eccentric method actor Jared Leto was attached to the project from the early going, and helped bring in director Daniel Espinosa to officially begin the production in June 2018. Producers were reportedly excited about the project for its unique take on having a doctor undergo a gruesome metamorphosis, but audiences were left confused as to Morbius’s continuity after the trailers seemed to reference multiple competing timelines. After repeated delays due to the COVID-19 pandemic, Morbius went on the gross just over $163 million at the box office and was met with overwhelmingly negative reviews. Reviews criticised the film’s poor characterisations and humourless narrative, the bloodless action scenes, and generally regarded it as a confused mess that barely qualifies as a coherent film. Although star Leto claimed that there have been talks for future films and appearances from the title character, this negative reaction puts the question of any potential crossovers in doubt, though Sony continue to push ahead with solo projects for other Spider-Man villains.

The Review:
I’ll never understand Sony; they were making big bank with the Spider-Man license after the success of the first two live-action films, but then they let Avi Arad stick his oar in and complicate Spider-Man 3 (Rami, 2007) with a multitude of villains and plot points. Then they rebooted the franchise, which is fair enough, but chose to retell the origin story in its entirety all over again and, rather than building up their audience with a measured approach, they threw all of Kevin Feige’s notes out of the window and crammed at least three movie’s worth of content into The Amazing Spider-Man 2 (Webb, 2014) in a long-running, misguided attempt to get a Sinister Six movie off the ground. Then they had the audacity to make a Venom solo film without Spider-Man in it…Spider-Man, y’know, the who caused Venom in the first place ,was omitted from the film and there was this weird, awkward question of whether Sony’s films were linked to the MCU or not. And yet, annoyingly, Sony persisted because their films continue to make money regardless of things like this and, in a desperate bid to make tangentially related Spider-Man properties without actually including Tom Holland (why they don’t just make live-action Miles Morales films is beyond me!), they’ve given Morbius, of all people, his own solo film I just…I just can’t. To me Morbius is a nobody; he doesn’t deserve his own solo film at all. Hell, I’d be hard pressed to be excited if he showed up as supporting character in Moon Knight (Various, 2022) or the upcoming Blade reboot, but to give him, of all people his own film? And to cast Jared Leto, a guy who I really don’t get the hype for considering how bat-shit crazy he is, really had me doubted that this would be any good at all and I literally went to see it out of sheer, morbid curiosity.

Sickly Dr. Morbius is transformed into a monstrous vampire with a thirst for human blood.

Naturally, given he’s the title character, Morbius is the story of Dr. Michael Morbius, who begins the film as a frail, sickly, but brilliant scientist. Despite being crippled by an undisclosed and unspecified blood disease, has become the world’s foremost authority on blood-related illnesses. Morbius is so accomplished that his artificial blood has, somehow, “saved more lives then penicillin” (which a quick Google search will tell you is pretty much an impossible claim) but, for all his genius, Morbius is crippled not just physically but also by arrogance. He not only refuses to accept his Nobel Prize, but apparently insults his peers, the nation of Sweden, and the entire scientific community at the ceremony (though we don’t actually hear what he says and there are pretty much no repercussions from this accept some rolled eyes and, presumably, the loss of the substantial cash prize that comes with the award). Morbius has lived his whole life in agonising pain, requiring multiple blood transfusions a day just to stay alive, and also being the smartest person in the room; even as a child (Charlie Shotwell), his brilliance impressed, and he has dedicated his entire life to finding a cure not just for himself, but also for the only friend he has in the entire world, Lucien, whom he treats as a brother despite lumbering him with the nickname “Milo” since he was used to his dormitory buddies having a short life expectancy. Morbius’s search for a cure naturally leads him to studying the unique blood-eating properties of vampire bats, which allows him to develop a serum that promises to reverse his condition. Thanks to Milo’s wealth and resources (which the film makes no effort to explain the source of), Morbius and his absolutely stunning fellow doctor and co-worker, Martine Bancroft (Arjona), sail out into international waters to test the serum out on his rapidly deteriorating body and, to the surprise of them both, he undergoes a startling transformation. The serum fundamentally alters his DNA structure, transforming him into a bat-man hybrid (a “Living Vampire”, if you will) who craves human blood and is (…somehow…) bestowed a range of superhuman abilities: he’s transformed to the peak of human physical condition…and beyond, capable of manhandling armed foes, ripping through human flesh with his talon-like claws, leaping vast distances and scaling walls with ease, and apparently gaining high levels of durability. Furthermore, he acquires a form of echolocation, which leads to some of the films more visually interesting moments as his ears ripple, his eyes turn all goopy, and the world gains this distorted, smoky, rippley x-ray-like sheen whenever he focuses his hearing. Morbius also develops a kinship with vampire bats, which “welcome him like a bother” and obey his commands, learns how to travel along air currents to glide and fly (it’s not state din the film but I assume he has hollow bones as a result of his transformation…maybe..?), but all of these fantastic abilities come at the cost of his humanity.

Unlike Morbius, Milo has no qualms about indulging his bloodlust and revelling in his newfound powers.

The taste of human blood turns Morbius into a monstrous, fanged creature who attacks those around him in a rabid bloodlust; though he’s able to stave off his cravings using his artificial blood, it very quickly (and I mean within a matter of days) loses its effectiveness and, terrified of becoming a bloodsucking monster, Morbius tries to do everything he possibly can to reverse his transformation. He can’t simply go without blood either, as this causes his debilitating condition to return in full force and threatens to kill him from blood starvation, so he spends the remainder of the film trying to repress his inner monster while also searching for a solution to his problem. Morbius’s plight becomes all the more complicated when Milo discovers his condition and is slighted that his life-long friend denies him access to the life-saving condition. Wishing to spare his friend from the curse of vampirism, Morbius instead drives Milo to steal the serum and take it for himself by pushing his friend away and appearing to be a selfish prick who has no interest in sharing. Unlike Morbius, Milo has no compunction about embracing the physical benefits of the serum, and delights in indulging his bloodlust at every opportunity. This means, you guessed it, that not only does he become a dark mirror of the titular anti-hero (Morbius has his fair share of bloodshed in this film, and it’s barely touched upon how betraying his Hippocratic Oath affects him beyond inconveniencing his life) but he also dons a suit and a tie to stalk the streets as a bloodthirsty vampire. Although Milo shares many of the same powers as Morbius some are inexplicably denied him; he can’t fly like Morbius, and never demonstrates the ability to control bats, though both are able to leap and seemingly teleport vast distances accompanied by an unexplained ethereal smoke. It should also be noted that neither of these artificial vampires are vulnerable to sunlight, and other traditional tropes like Holy Water and a stake through the heart are openly mocked in the film, meaning that Morbius’s only hope of putting an end to Milo’s rampage is to synthesise a fatal anti-serum in his makeshift lab (which, of course, he’s able to do without any difficulty at all). The film wants you to see Morbius and Milo’s relationship as a tragedy of two brothers coming to blows because of a fundamental difference in ideology; Milo wants to embrace his new lease of life and is only too happy to suck the blood from anyone he can to stay healthy and strong, while Morbius sees himself as a monster who has brought an unspeakable atrocity into the world, and his efforts to create a cure and confront Milo are only compounded when Milo’s actions lead to him (as in Morbius) being arrested for murder.

Sadly, the supporting cast really doesn’t get much to do or time to shine and are pretty one-note.

Indeed, Morbius’s actions don’t go unnoticed, or unpunished, throughout the film. He slaughters the ship full of trigger-happy mercenaries in a pretty creepy scene and the bodies catch the attention of Federal Bureau of Investigation (FBI) agents Simon Stroud (Gibson) and Alberto “Al” Rodriguez (Madrigal), who quickly piece together that the ship was being used by Morbius for some bizarre experiment. These two, while a highlight, are severely underused and underdeveloped in the film; they have a bit of back and forth banter, which is amusing, and are readily accepting of the possibility that Morbius is an actual vampire, but they really don’t actually get to do all that much accept discover the crime scenes, interrogate Morbius, and arrive too late to really help with anything, and we learn next to nothing about them beyond the fact that they’re dedicated FBI agents who’ve worked together for a while. Sadly, the same can be said about all of the film’s supporting characters, particularly Martine and Morbius and Milo’s lifelong doctor and father figure, Doctor Emil Nicholas (Harris).Martine isn’t just some assistant to Morbius or the object of his affections; she’s a smart and capable doctor and, while he’s clearly attracted to her (how could he not be, after all?), his focus has always been on the research since he believes he has nothing to offer because of his crippling condition. After witnessing his starling transformation, Martine works to protect and help cure him, covering for him even when seeing the monster Milo has become, and the two (as in her and Morbius) develop a romantic attraction that has all the chemistry of a wet paper bag simply to emphasise that Morbius has more of a heart and a conscience than his bloodthirsty counterpart. Still, she has a bit more to do than Emil, who’s mainly there to support Morbius’s brilliance and take care of Milo, and to give one a kindly target to rip open and the other a mentor to avenge.

The Nitty-Gritty:
Morbius primarily focuses on many of the same cliché tropes as any other “man-made-monster” film you’ve seen before, or any movie that deals with the potential horrors of reckless scientific experimentation. Morbius is an arrogant and brilliant scientist, but one driven to desperation by his rapidly deteriorating condition and the promise he made to Milo to cure them both. When he turns, he’s horrified by his actions and struggles to keep his monstrous side at bay, while also relishing the power and freedom offered by his abilities. though he goes out of his way to target disreputable types, he can’t help but deliver some smarmy backtalk to Stroud and Rodriguez when they start asking questions, and even tells a horrified money forger “I am Venom!” when intimidating him and his friends into vacating their makeshift lab. As I expected upon seeing the many different trailers to this film, many of the more explicit references to Spider-Man and the MCU have been excised from Morbius; this “Venom” line and a throwaway comment by Rodriguez seem to suggest that it takes place in the same universe as the Venom films, but the “Murderer!” graffiti over a Spider-Man poster is missing and, while Adrian Toomes/The Vulture (Michael Keaton) does make a cameo, it’s in completely different scenes and contexts first suggested and only serve to muddy the waters when it comes to these standalone Sony films. Indeed, this cameo along makes absolutely no sense as Toomes somehow transports over to this world thanks to the events of Spider-Man: No Way Home (Watts, 2021), somehow cobbles together a new flight suit, and then suggests the two team up…which Morbius randomly agrees to for no reason. Why they couldn’t have just had Eddie Brock/Venom (Tom Hardy) make a cameo, or even Andrew Garfield’s Spider-Man, is beyond me; instead, Sony continue to just desperately try to get in with the MCU in the most ham-fisted way possible and I dread to think what sort of ridiculous Sinister Six they’ll eventually put together will look like.

Despite some cool visuals and horror elements, Morbius is a confusing mess of a film.

I went into Morbius with low expectations; I make no apologies over not being a fan of the character, the lead actor, to the concept of wasting millions of dollars on a standalone film for the character, but there were times when Morbius impressed me…just a little. While the film plays it as safe as the Venom movies when it comes to violence and gore, and it doesn’t even contain the one f-bomb its rating would allow, some of the scenes of Morbius’s feral attacks are framed quite well, with a good use of shadows, tension, and quick, brutal cuts to imply some ferocious action without necessarily dwelling on the gore. Morbius rips open people’s throats, mauls them, and drains their blood all, mostly, offscreen, making for a decidedly toothless vampire film but I was actually okay with this as at least something interesting was actually happening. Morbius looks pretty decent when he’s all vamped up as well; while his monstrous visage comes and goes and is realised pretty much entirely through CGI, it’s present a lot more than I expected (I was almost certain he wouldn’t go full on vampire until the very end) and a pretty decent adaptation of the source material. While it makes no sense that he’s able to teleport in a puff of smoke or slide like he does, Morbius generally looks pretty cool when he’s bouncing all over the place, swinging from poles, and going all feral, so it’s a shame that his scuffles with Milo descend into a confusing and blurry CGI slugfest full of gratuitous slow motion and frantic, poorly lit shots. I can understand when the Venom films generally become a CHI mess since those characters are brought to life exclusively through CGI, but Morbius offered the opportunity to craft a ore traditional, cheaper horror/action film that relied more on practical effects than bonkers CGI someone at Sony, however, clearly didn’t get that memo and what we’re left with is a confusing mess of a finale that pits the two Living Vampires against each other in a wild brawl of questionable CGI and nonsense editing.  

The Summary:
As I said, I had low expectations for Morbius; I don’t even like the character so I couldn’t even begin to hope that it’d be this sleeper hit or a surprisingly enjoyable action/horror romp as I would forever be questioning just why the hell anyone would ever invest millions of dollars in a standalone film about Michael friggin’ Morbius of all people! If you’re gonna do Morbius, you stick him in a Blade film or in an episode of one of Marvel’s many TV shows, you don’t give him his own movie, let alone one that doesn’t even have Spider-Man in it. Yet, Sony continues to be absolutely clueless regarding their license rights, and it boggles my mind how they were ever able to be successful with the Spider-Man property in the first place with decisions like this! Setting aside my bias, Morbius wasn’t as bad as I was expecting it to be; there are some decent moments, Jared Leto actually does a decent job in the title role, and I quite liked seeing Morbius go full-on vampire and bamf! all over the place, slashing at people and baring his fangs. Sadly, though, those moments are fleeting and tarnished by an abundance of cartoony, dodgy CGI; both Morbius and Milo’s vampiric forms look like something out of a videogame, and the film itself is a massive step back fort he superhero genre, almost back to the mid-2000s era of throwing messy CGI fights at the screen amidst a few quips, attractive actors, and middling action scenes and hoping it’ll stick. I can just about understand banking on Venom, even without Spider-Man, since Venom have always been popular but…Morbius is a nobody. Even if Spider-Man had been in this, or if it had been part of the MCU, this film would have been dead on arrival for me and the only way it could’ve even been remotely salvaged is if it had been part of the Venom franchise but Sony couldn’t even do that right! In the end, it was a poorly paced, messy piece of nonsense with a few decent visuals and action scenes but which squanders whatever potential it could’ve had with a middling narrative and crippling case of identity crisis.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you enjoy Morbius? If so…what’s the matter with you? What did you think to Jared Leto’s performance and Morbius’s relationship with Milo? Did you enjoy how the film portrayed Morbius and his powers? Which villain or context do you think would’ve worked better for the Living Vampire? Were you confused by the film’s identity and the odd post-credits scenes? Are you a fan of the character in general (and, if so, again…why?) and would you like to see Morbius return in some capacity? What Spider-Man villain would you like to see get a standalone movie? I’d love to know your opinion of Morbius, so leave them below and be sure to check in for more Spider-Man and Marvel content in the near future.

Back Issues: The Amazing Spider-Man #102

Story Title: “Vampire at Large!” (also includes “–The Way it Began” and “The Curse and the Cure!”)
Published: November 1971
Writer: Roy Thomas
Artist: Gil Kane

The Background:
After achieving incredible success with the Fantastic Four, Marvel editor and head writer Stan Lee created Peter Parker/Spider-Man, a teenage superhero who unexpectedly became one of Marvel’s best selling titles. Spider-Man’s popularity was such that he featured in a number of spin-offs, including Marvel Team-Up, which partnered him with other, less mainstream superheroes, and he quickly amassed one of the most colourful and memorable rogues galleries in all of comicdom. Doctor Michael Morbius was just one of these; the creation of writer Roy Thomas and Gil Kane, and billed as a “Living Vampire”, Morbius came into being thanks to the Comics Code Authority finally relaxing its ban on vampires and other supernatural beings in comic books, but was actually the product of science rather than magic. Morbius would go on to feature in a number of Marvel crossovers and stories, generally those involving supernatural characters such as Eric Brooks/Blade and the various Ghost Riders, but the only time I’ve ever encountered him is in his neutered depiction in the 1990’s Spider-Man cartoon. After years of stop/start efforts to make it onto the silver screen, Morbius inexplicably made his live-action debut recently, so I figured now is as good a time as any to revisit the Living Vampire’s debut and see if he’s really worth his own solo movie.

The Review:
Before tackling “Vampire at Large!”, it’s probably best to also give a bit more background on Morbius and the events surrounding his introduction. The character actually appeared in “A Monster Called…Morbius!” (Thomas, et al, 1971), a story which opened with Spider-Man startled to find that his attempt to cure himself has resulted in him growing four additional arms! Struggling with the despair and horror of his newfound predicament, Peter makes a desperate call to Doctor Curt Connors/The Lizard and is invited to stay at the Connor’s Long Island beach house until he can find a solution. However, after working tirelessly for two days straight, Spider-Man is frustrated by failure, but has little time to dwell on his misery as he is attacked by a grotesque, pale figure garbed in an elaborate cape ensemble.

While trying to rid himself of his for extra arms, Spidey is attacked by first Morbius…and then the Lizard!

This previous story also details how this vampiric man known as Morbius was found adrift in the ocean and slaughtered the crew of a vessel under the darkness of night. Washing ashore, Morbius flees to Connor’s summerhouse to sleep in the belfry and avoid the draining influence of the daytime sun, but awakens to find the six-armed Spider-Man awaiting him. The Living Vampire isn’t one for villainous monologues; he simply attacks, surprising the wall-crawler with his deathly visage, his superhuman strength, and his sharp fangs. Fatigued after working without a break for two days, Spider-Man is in little condition to fight and is knocked unconscious following a massive blow. Morbius’s meal is interrupted, however, by the unexpected arrival of Dr. Connors; stunned by the vampire’s horrific appearance, Connors transforms into the Lizard and “Vampire at Large!” begins with Spider-Man being caught between a brutal throwdown between the two tortured monstrosities.

Dr. Connors struggles to maintain his humanity and help Spider-Man whip up a cure.

With Morbius desiring to feed on Spider-Man’s blood and the Lizard fixated on killing the wall-crawler, the two monsters are almost evenly matched in strength and ferocity; however, Morbius gains the upper hand by sending the Lizard flying into an electrical gizmo, which renders the reptilian unconscious and easy prey for the Living Vampire. Unable to see anyone, least of all a tragic soul like Dr. Connors, fall victim to such a fate, Spider-Man intervenes and tries to get answers from Morbius, but the enigmatic vampire chooses to fly out into the night, unaware that Spidey has tagged him with one of this spider tracers, and leaving him with the weakened Lizard. Although Connors briefly returns to a reptilian version of his human form, he finds himself trapped as the Lizard but retaining some semblance of his humanity thanks to the effects of Morbius’s bite. Spider-Man and the Lizard resolve to combine their resources and intelligence to help cure both of their conditions; the Lizard theorises that Morbius’s vampiric bite must have infected him with an enzyme, but time is against them as the Lizard grows wilder and more animalistic with every passing minute.

In trying to cure his mysterious fatal disease, Morbius becomes a Living Vampire craving human blood!

We then re-join Morbius in the throes of another soliloquy regarding the anguish he feels during the day time, the screams and accusations of his victims, and his need to sleep through the day to keep those nightmarish thoughts out and remain at full strength. As he sleeps, however, Morbius not only begs for forgiveness from his victims but dreams about how he came to be; it seems he was once Doctor Michael Morbius, a Nobel Prize winning scientist stricken by a facial deformity and ravaged by a rare disease that he hoped to cure by conducting research on vampire bats using experimental shock treatment. Desperate for a cure so that he can give his beloved Martine the life she deserves, Morbius has his friend and colleague Nikos help him by subjecting him to an untested dosage of electrical current while garbed in a special suit; however, Morbius emerges forever changed, transforming into a monstrous, man-made vampire during the night and he accidentally kills Nikos with his bare hands. Horrified by the monster he has become, Morbius attempts to lose himself in the ocean’s tumultuous waves, only for his survival instinct to kick in, forcing him to the surface…and to an undead life of feeding upon the blood of the living.

Although Spidey recovers the serum, Morbius is seemingly lost beneath the sea.

While Peter’s friends, family, and colleagues worry after him, Spider-Man and the unpredictable Lizard finally manage to track Morbius down and, conscious of time being against him, Spidey is able to finally render the Living Vampire unconscious so that the Lizard can extract the enzyme they need from Morbius’s blood. Without even waiting to test it, the Lizard injects the serum into himself and becomes Dr. Connors once more; however, Morbius suddenly awakens, catching Spidey off-guard and making off with the serum in order to drink it for himself. Dr. Connors finally recognises Morbius as Morbius (I mean…the clue’s in the name, right?) and Spider-Man is compelled to help him, sympathising and identifying with his horrific fate, but Morbius is so determined to escape and live free that he collides a bridge and appears to drown in the river. On the plus side, Spider-Man is able to snag the serum before Morbius disappears beneath the water and successfully rids himself of his additional limbs, but guilt over Morbius’s fate weighs heavily on the web-slinger’s mind.

The Summary:
“Vampire at Large!” is a very different, and yet very familiar, Spider-Man story; of course you’ve got all the usual tropes you’d expect from a swingin’ Spidey tale set in the late seventies, but Peter’s usual depression, bad luck, and lamentations are made all the worse by the presence of his additional arms. Although Peter is cured of his four extra arms by the conclusion of the story (and you can bet such a plot point would be dragged out for months or even years today), it’s an entertaining and visually interesting sight to see Spider-Man swinging around with these four extra arms sticking out of his side, but they don’t really factor into the story that much beyond giving Peter something new to despair over and driving him to tirelessly find a cure for his condition. What I mean to say is that he doesn’t really get to use the extra arms in an interesting way; they’re simply a plot point, something to make him feel like a freak and an outcast and thus relate to the plight of the Lizard and the debuting Morbius even more.

Morbius’s superhuman strength and unending hunger make him a formidable foe.

I have to say that I wasn’t expecting the Lizard to show up in this story, but it does make sense that Spider-Man would turn to the one man who has experience in trying to cure a limb problem (even though Dr. Connors has been…less than successful in his attempts) and it’s a good job that he does go to Dr. Connors for help or else he would have been another of Morbius’s very victims. Morbius himself is, of course, the big star of the story; mysterious and enigmatic, Morbius makes a visual impression with his chalk-white skin, gruesome bat-like visage, and elaborate outfit that is like a superhero reimagining of Count Dracula’s regal attire. Able to fly at will, sporting superhuman strength, and driven by an overwhelming need to drink human blood, Morbius is a conflicted individual; he sought to cure himself of his fatal ailment, and instead became a monstrous creature of the night that laments having to prey upon his fellow man, and his condition, and yet is also motivated by an irresistible desire to survive at any cost. Initially, Morbius attacks with a silent, driven fury and, thanks to Spidey’s fatigue, easily overwhelms the web-slinger but, as the story progresses, he becomes much more loquacious and prone to the same soliloquies and grandiose boasting so closely associated with comic book villains.

All three struggle with their monstrous afflictions but only Morbius gives into it completely, to his undoing.

And yet, Morbius remains a tragic figure. There’s a definite theme in “Vampire at Large!” regarding humanity as each character has a monstrous condition that leaves them a freak of nature and a threat to their loved ones and fellow man: Peter is distraught that his four arms could shock his beloved Aunt May to death and spell the end of his secret identity and the few relationships he has left, Dr. Connors is continuously battling for control of his mind and body and against the animalistic urges of his scaly other half, and Morbius has seemingly given in to his gruesome urges. Indeed, he actively shuns the daylight not just because it weakens his vampiric abilities but also because he sees only the faces of those he has killed and is haunted by the screams of his victims. Initially, he is so horrified by his condition that he seeks to end his existence, but chastises himself for his short-sightedness, his survival instinct overriding his anguish, and is seemingly destroyed by his obsession with maintaining his freedom by the finale. Personally, I’ve never really been that big a fan of Morbius; he’s okay, but hardly a character I would deem to be a game-changer but his debut here was well handled as it was tied so closely with Spider-Man’s bizarre appendage predicament. He definitely had a mystery and aura around him, though his origins were ill-defined and vague compared to later iterations, and he had a striking appearance that set him apart from Spidey’s abundance of green-and-purple-garbed villains, but he’s definitely more at home in Marvel’s more supernatural and horror-themed books and, for me, little more than a footnote in Spider-Man’s history.

My Rating:

Rating: 3 out of 5.

Pretty Good

What are your thoughts on Morbius’s debut? Are you a fan of the character and, if so, what are some of your favourite Morbius tales? Were you disappointed with how brief Peter’s struggles with his four extra limbs was or do you think it was a good idea to not drag the concept out too long? What did you think to Morbius’s depiction, origin, and powers? Do you think the Lizard was necessary to this story? Are you excited for Morbius’s live-action debut or, like me, do you consider it a waste of time and money? Sign up to leave your thoughts on Morbius below or comment on my social media, and be sure to check back in next Friday for my review of Morbius’s big-screen debut.