Back Issues [Crossover Crisis]: Zero Hour: Crisis in Time!


Cover-dated April 1985, the first issue of Crisis of Infinite Earths (Wolfman, et al) precipitated the destruction of the “Multiverse” and what better way to celebrate than with a “Crossover Crisis” of my own?


Published: September 1994

Writer/Artist: Dan Jurgens

Quick Facts:
After DC established an infinite number of parallel worlds in Showcase #4 (1956), writers like Mark Wolfman became frustrated with this concept and spent two years planning Crisis on Infinite Earths, one of the greatest comic book crossovers. However, while the likes of Clark Kent/Kal-El/Superman and Wally West/The Flash benefitted from this reboot, others like Carter Hall/Hawkman did not so writer/artist Dan Jurgens sought to correct this about ten years later with Zero Hour: Crisis in Time! Accompanied by numerous tie-in issues and occurring during the “Dark Age” of the industry, the story is largely regarded as a confusing, poorly executed mess that created more problems than it solved.

The Review:
As if numbering this miniseries in reverse order (so the story starts in issue #4 and concludes in issue #0) wasn’t unique enough, each page and/or panel takes place at different times, both literally and relatively, making this a confusing time-based tale. The story begins at the literal end of time, when destructive, unstoppable entropy has engulfed the cosmos. Here, an unseen force executes the mysterious Time Trapper while berating the cloaked figure and others like him for flaunting their omnipotence and yet allowing injustice to prosper. This powerful, unseen figure then harnesses entropy’s destructive power and vows to end the universe’s suffering. His actions (unseen at this point but probably related in one of the event’s many tie-in comics) are detected by Metron, the scientific advisor to almighty Darkseid, who’s so concerned by the unravelling universe that he defies his master and seeks out allies to halt annihilation. Our first indication that something is very wrong with time occurs in Gotham City, where the Joker’s latest killing spree is unexpectedly ended by Barbara Gordon/Batgirl, apparently back in her prime and perplexing even Bruce Wayne/Batman since she was dramatically paralysed by a gunshot some time ago. The enigmatic Linear Men, who monitor and safeguard time from a pocket dimension, then observe entire timelines being erased, dispatching Matthew Ryder/Waverider and Rip Hunter to investigate. In the 64th century, Wally West/The Flash notices the surreal light engulfing the world and learns from Waverider that entropy is ceaselessly making its way back through time, wiping out everything in its path. Though Waverider’s powerless to stop it, Citizen Abra/Abra Kadabra and the Linear Men suggest that the Flash create a super-speed vortex. However, Waverider realises all-too late that the effort is futile and is unable to keep the Flash from running to his untimely doom just like his mentor in the previous Crisis, resulting in the death of the 64th century and Waverider vowing to honour Wally’s sacrifice.

Waverider desperately gathers the forces of justice to stand against Extant and this time rifts.

Their next stop is 57000 A.D, where a youthful Harold “Hal” Jordan/Green Lantern (plucked from before he became the malicious Parallax) is currently battling entropy. Green Lantern’s efforts only feed the destructive force, however, causing it to obliterate Hal and Rip. Before he dies, Rip tells Waverider to research the previous Crisis. Disregarding an anomaly in the timestream, Waverider returns to Vanishing Point and is horrified to learn of the last Crisis and frantically heads to Earth for help, arriving to find Hawkman fluctuating between his various incarnations, Alan Scott/Green Lantern randomly de-aged, and reminding Jay Garrick/The Flash of Barry Allen’s fate while simultaneously informing him of Wally’s leaving Jay heartbroken at having lost the men he considered sons. When Waverider transports the Justice Society of America (JSA) to Vanishing Point, they’re mysteriously separated and attacked by the malevolent Extant. Metron recruits Batman and Superman, who call an emergency meeting of all costumed heroes (though Metron fails to enlist Jim Corrigan/The Spectre’s help as he’s unconcerned by natural disasters). Already rattled from experiencing his own time anomalies, Superman stops to assist the debuting Bartholomew “Bart” Allen II/Impulse (displaced from the 30th century) and recruits him. Earth’s heroes discuss the time anomalies, which see heroes pop in and out of existence, the various Hawk-beings merged into a single, God-like entity, and timelines to merge as the Crisis worsens. Waverider brings the group up to date (inspiring Guy Gardner/Warrior to attempt to change Hal’s fate) but quickly teleports to Vanishing Point when he senses the JSA are in trouble. When he arrives, Extant has killed Al Pratt/The Atom and Kent Nelson/Doctor Fate and rapidly aged Doctor Charles McNider/Doctor Mid-Nite and Rex Tyler/Hourman (to the point that he dies). Although the grief-stricken Alan’s ring is depleted, Waverider gets his comrades to safety and confronts Extant, horrified to find his future self behind the mask and not Hank Hall/Monarch as he suspected!

Parallax is revealed to be the mastermind behind the Crisis and wishing to reset time in his image.

Extant reveals that he’s the amalgamation of Waverider, Monarch, and others, having assimilated incredible powers, amassed an army, and spread entropy to birth a new world. Extant teleports Waverider and the others away since it’s too soon for them to fight, though the shattered, aged JSA quit from superheroics due to their losses, officially making Kyle Rayner the only Green Lantern. Inspired by their sacrifices, Superman and the others transport to the 30th century with Metron. As they struggle to halt the entropy, Kara Zor-L/Power Girl suddenly goes into a mystical labour, and Warrior suddenly sprouts weapons by mere thought, they’re attacked by Extant’s brainwashed Team Titans before the man himself attacks…as his future self watches on! Waverider desperately teleports the others away right before Extant plunges his hand into his body and absorbs his incredible time-based energy, assuming Waverider’s guise and completing his time loop as an unseen other retrieves Alan’s discarded power ring. Returned to the 30th century, Metron has Superman and Princess Diana Prince/Wonder Woman hurl his “Mobius Chair” into the entropy rift and Captain Nathanial Adam/Captain Atom pour his full power into it, creating a Boom Tube that successfully dispels the rift. Unfortunately, entropy continues to ravage the timelines, shredding John Henry Irons/Steel and leaving Warrior distraught. Still, angered at his plans being disrupted and his armies defeated, Extant’s past and present-selves merge to ponder the rampant entropy rifts, only to be blind-sided by a greater power for attempting to usurp his plans for reality with the rifts, which erase Impulse and Michael Carter/Booster Gold. Luckily, Jay convinces guilt-trips he Spectre into joining the fray right before he also dies and the few survivors flee to Vanishing Point to restore Waverider. Although he arrives too late to save the Batman from being torn apart by a random rift, Waverider leads the assault against Extant (which leaves Doctor Ray Palmer/The Atom de-aged to a teenager!), only for Parallax to finally assert himself as the man behind the destruction of time!

Although Parallax’s mad ambitions are stopped and reality is reset more naturally, the cost is high.

Determined to re-write reality to undo all the injustices they’ve suffered, Parallax wills entropy to engulf all that ever has or will be in the hopes of starting fresh, reshaping reality from a pocket dimension of pure, white space as the handful of shocked survivors watch. Although Guy and the others think he’s mad, Parallax vows to ensure all of them, even the time displaced Batgirl and Extant, get the world they desire, utilising leftover chronal energy and cosmic power from the first Crisis to effectively make himself a God. Having saved a handful of others and spirited them away to Vanishing Point, Waverider proposes piggybacking off Parallax’s efforts and restarting the universe in a more natural way, rather than allowing Parallax to decide who exists and who doesn’t, bringing them into conflict with Batgirl and those who want their worlds back. Lamenting having to fight his old allies and amazed that they would oppose his promise of paradise, Parallax easily fends off Superman and even the wrathful Spectre. While Oliver Queen/Green Arrow tries in vain to reach his friend and laments how far he’s fallen, Waverider has Superman and a few others channel their awesome powers through him, which he then redirects to confused outcast Grant Emerson/Damage, with the remorseful Batgirl sacrificing herself to protect the boy from Parallax’s fury. Heartbroken by how far his friend’s fallen, Green Arrow does the only thing he can and fire an arrow at the weakened Parallax, seemingly killing Hal and leaving the stage clear for the super-charged Damage to spark a new big bang. Thanks to Waverider’s intervention, Superman and the others watch as a new timeline forms, restoring many lost during the Crisis but leaving others, like Batgirl, lost to memory. Although Power Girl rejoices at having birthed new life in this new world, Green Arrow is left devastated and the survivors are both rattled and haunted by the experience, which caused numerous changes to their history (such as Warrior losing his armour and Batman no longer knowing who killed his parents, and the “Modern Age” of superheroes having only started “10 Years Ago” with the debut of Superman).

Final Thoughts: 
As I really started getting into comics during the 1990s, Zero Hour: Crisis in Time! was possibly the first Crisis event I ever read (or, at least, the one I read the most). I’ve only ever read the main five issues and a few of the tie-in and aftermath issues, which mainly dealt with our heroes encountering other versions of themselves or bizarre time anomalies. However, I would probably advise that you seek out the complete event as the main story can be confusing without context. For example, Superman says he encountered his Kryptonian parents and different versions of Batman, Warrior’s left devastated by some unexplained loss, and it’s clear that key events are missing from the main story. This may be the first DC event where the tie-in issues were semi-required to fully grasp what’s going on, which does impact the story as it’s so crammed with characters and events that it’s difficult to keep track of what’s happening and a chore to read at times. Every panel is stuffed with heroes and word bubbles, with many just standing around aimlessly, justifiably confused, or summarily executed by the entropy rifts. This means Raymond “Ray” Terrill/The Ray is left spouting “Cool!” and hovering in the background before randomly helping to kick-start the new big bang, and powerhouses like Matrix/Supergirl are as powerless to stop the destruction as the likes of Richard “Dick” Grayson/Nightwing, who joins Batman in a futile attempt to save lives. However, I did like that the heroes were determined to save as many as they could, and to intervene when the timelines merged, even though it was blindingly obvious they couldn’t stop the entropy, and how devastated they were when they inevitably failed. The stakes are definitely high and the heroes are constantly fleeing, reeling from their losses, or trying new ways to halt the destruction, keeping tensions high as they constantly fail.

This confusing mess of a Crisis is bogged down by copious exposition and cluttered action.

However, the pacing is all over the place. One minute, things are going a mile a minute; the next, things grind to a halt, and the cluttered panels are filled with endless dialogue as Waverider describes what’s going on. This really comes to a head in issue #0, where Waverider plucks the survivors from a microsecond of time and they witness the rebirth of the universe, all while Waverider waffles on about how they have one shot to re-join the timestream and it must be at the exact moment. He then explains, in great and confusing detail, why the likes of Batgirl (and, it’s assumed, Kyle) are dead but Batman and the billions of others are alive. Conveniently, this is because those latter examples died before the timeline reset; but anyone killed afterwards is really, truly dead. This does tie into Green Arrow’s grief and anger as he’s devastated at being forced to kill his best friend, despite having no choice as Hal was clearly mad with power and had appointed himself judge and jury over all lives and timelines. Green Arrow gets into a physical and ethical debate with Batgirl regarding this as Batgirl simply wants to live, just as the other anomalies want their worlds and lives back, and they briefly defend Parallax since he promises to give them everything they want. Though impressed by Batgirl’s spirit, Green Arrow echoes Warrior’s sentiments and believes Parallax isn’t qualified to make these decisions since it defies the natural order, but Oliver is distraught at being forced to take such extreme actions and this informed his characterisation for a while in the aftermath. Sadly, this comes far too late in the main story to be as impactful as it could be. I’m sure it’s fleshed out more in a tie-in comic but it’s noticeably lacking here, just like Warrior’s desire to undo Hal’s corruption and restore the Green Lantern Corps, which ends up being just one of many sidebars that aren’t resolved in the main story.

Extant and Waverider don’t make for compelling characters, making the story more dull than exciting.

As Zero Hour features time travel shenanigans, it makes sense for it to be confusing story and that the likes of Metron and Waverider must rattle off a lot of exposition. It gets frustrating as every issue reiterates a lot of this information, and if you’re not a big fan of Waverider, like me. I liked the twist that Extant was a gestalt entity comprised of different time-based powers and people, reducing him to an energy-based being with no real identity who sowed destruction for this own ends. I quite like Extant and feel he got short-changed here as he was rendered completely impotent once Parallax emerged from the shadows. Consequently, I think Zero Hour would’ve been far better and more coherent if Parallax had been the antagonist from the start, going around time destroying and absorbing power from the likes of Extant, the Time Trapper, and Waverider, just to give the story more focus and really emphasise how shocking it is when the JSA are de-aged and killed and characters are erased. This would’ve been a natural evolution of his original turn when he destroyed the Guardians of the Universe and would’ve made for more drama as his former allies lamented his madness and struggled with fighting him, rather than Extant constantly unmasking to be different people, and could’ve even seen Hal’s past self confronted by his future, corrupted counterpart. While the art is okay, Zero Hour suffers from having far too many characters crammed into every panel, making it difficult to keep track of who’s still around or not. I liked the depiction of entropy erasing characters and timelines, especially as a metaphor for DC literally streamlining their time, but the execution was lacking as it left Hawkman a combined entity rather than simply resetting him and I always come out of this story wondering what the purpose was beyond being a cluttered celebrating of DC’s colourful characters. Sadly, it falls very short and everything that happened in it was rewritten eventually, with even Parallax being redeemed, making the entire story forgettable and pointless.

My Rating:

Rating: 2 out of 5.

Could Be Better

Were you also disappointed by Zero Hour: Crisis in Time!? Were you able to follow all the time-based nonsense and exposition? Are you a fan of Waverider and Extant or did you also find them dull characters? Which of the deaths was most impactful or senseless to you? Were you a fan of Hal’s turn as Parallax and do you agree he should’ve been the sole villain here? Did you like the changes made to DC following Zero Hour? Which Crisis event was your favourite and what are some of your favourite cosmic events? Tell me what you thought about Zero Hour: Crisis in Time! in the comments and donate to my Ko-Fi to suggest other Crisis events for me to cover.

Back Issues [Robin Day]: Batman #440-442 / The New Titans #60-61


In April 1940, about a year after the debut of Bruce Wayne/Batman, DC Comics introduced “the sensational find of [that year]”, Richard “Dick” Grayson/Robin. Since then, many have assumed the mantle and the Dynamic Duo have become an iconic staple of DC Comics.


Story Title: “A Lonely Place of Dying”

Story Title: “Part 1: Suspects”
Published: 31 August 1989 (cover-dated: October 1989)
Writers: George Pérez and Marv Wolfman
Artist: Jim Aparo

Story Title: “Part 2: Roots”
Published: November 1989 (cover date)
Writers: George Pérez and Marv Wolfman
Artists: George Pérez and Tom Grummett

Story Title: “Part 3: Parallel Lines!”
Published: 28 September 1989 (cover-dated: November 1989)
Writers: Marv Wolfman
Artist: Jim Aparo

Story Title: “Part 4: Going Home!”
Published: December 1989 (cover date)
Writers: George Pérez and Marv Wolfman
Artists: George Pérez and Tom Grummett

Story Title: “Part 5: Rebirth”
Published: 2 November 1989 (cover-dated: December 1989)
Writers: George Pérez and Marv Wolfman
Artist: Jim Aparo

Quick Facts:
Initially created to literally replace Dick Grayson as Robin, readers came to dislike Jason Todd when he was reimagined as a bratty street kid, leading Jim Starlin and Dennis O’Neil to dramatically kill the new Robin off in the iconic “A Death in the Family” (1988). While Jason’s death haunted Batman for years, a new Robin debuted almost exactly one year later in this five-issue crossover story. Created by Marv Wolfman and Pat Broderick as the opposite of Jason and possessing keen deductive skills to rival Batman, Timothy “Tim” Drake saw a dramatic redesign for the character and was popular enough to not only get his own solo book, but also be widely considered the best incarnation of Robin.

The Review:
Our story opens with the Batman in bad shape and tussling with the Ravager, a sadistic masked psychopath who’s been on a killing spree. Although the Batman’s cut and bruised from the Ravager’s attacks and knives, he turns the killer’s golden chain against him and sends him plummeting off dam. Limping to the Batmobile. Batman stumbles back to Wayne Manor, where his faithful butler and father figure, Alfred Pennyworth, cares for him as he struggles against a fever, exhaustion, and his wounds. In his frazzled state, Batman completely missed that a mysterious individual photographed his fight and has been following his career for some time. An avid fan of Batman and the Dynamic Duo, this individual notes that Batman’s been getting more reckless and violent since Jason’s death and longs for the confident, compassionate Batman of old. These concerns are echoed by Alfred, who candidly expresses worries for Bruce’s mental health, which has severely impeded his judgement and impacted his physical health, though Bruce ignores these concerns and suits up for another night’s patrol. Following the Ravager’s failure, his shadowy employer, baited by a voice from a radio that’s actually his own delusions, arranges a trap for the Dark Knight by manipulating mob boss Gerry Syke. Naturally, the Batman shows up, triggering a firefight. While dispatching Sykes’ mooks, Alfred’s words rattle around Batman’s head (“think with our heads, not with our fists”) and he realises he’s been too distracted to see the obvious clues (everything related to the Ravager and the break-in points to the number two in some way) and that former district attorney turned scarred crime boss Harvey Dent/Two-Face is back in town! Meanwhile, Batman’s mysterious teenage stalker tries to contact Dick Grayson/Nightwing, learning from a concerned Princess Koriand’r/Starfire that Nightwing left the Teen Titans, leading him to discover that Dick returned to Haly Circus.

Concerned for Batman’s welfare, fanboy Tim Drake tries to persuade Dick to return as Robin.

Dick is heartbroken to learn from Harrison “Harry” Haly that the circus has been struggling financially and suffered some bizarre accidents, though he jumps at the chance to be part of their swansong show. Although the teen briefly panics when hot-headed lion tamer Wilhelm is suddenly killed by a lion, he’s amazed when Dick swoops to ensnare the beast, though it’s the final straw for Haly. While pondering the strange “jinx” cursing the circus, Dick spots the teen as he’s chased by some of the staff and is amazed to learn the boy not only knows his true identity but also suspects drunkard Harry the Clown doped the lion. However, Dick masquerades as Harry and tricks little person Pedro and circus strongman Samson/Mister Muscles into revealing they were behind everything as part of a plot to buy the circus for peanuts. After helping Haly out by becoming a co-owner, Dick confronts the teen, who shows him pictures of Batman and begs him to return to his mentor’s side as Robin, concerned that Bruce is on a downward spiral without him. Back in Gotham City, Batman and Two-Face brood over how best to lure each other out, with Two-Face stressing over the best way to concoct a scheme related to the number two that will both kill his foe and net a profit, vetoing every suggestion with a flip of his coin. Simultaneously, Batman mulls over Two-Face’s possible targets, ruling out the obvious and trying to think of an enticing target for the villain. Ironically, Two-Face settles on kidnapped twin child actors Alan and Richard Wright and flips out when he learns that Club Gemini is holding a poker tournament with a $22 million grand prize. Thus, the two are compelled to abandon their plans to address the other situation, unable to deny their obsession towards justice and greed, respectively, resulting in the kids being saved and Two-Face missing out on the cash thanks to a coin toss.

Inspired by Batman and Robin, Tim reluctantly steps up to save Batman from himself.

Meanwhile, Dick brings the boy, Tim Drake, to Wayne Manor, where Alfred is as amazed by the boy’s knowledge as Tim is awestruck by the opulent abode. Encouraged by them, Tim reveals that he first met Dick on the day his parents were killed. Though traumatised by the murder, Tim was fascinated by the Batman, who comforted the grieving Dick, and had recurring nightmares of that night. Thus, when Tim saw Robin performing Dick’s patented quadruple somersault on television, he realised that Bruce and Dick were Batman and Robin and avidly followed their careers, inspired to hone his body and mind. Believing Batman and Robin need to live again, Tim begs Dick to reclaim his mantle but Grayson refuses, having established himself as Nightwing. Indeed, Nightwing is angered at the suggestion and races off to Batman’s aid, believing Robin should stay dead, much to Tim’s dismay. Although Alfred’s rattled by Tim’s probing questions, he can see how much Batman and Robin mean to the boy and shares some insight into Bruce and Dick’s tumultuous relationship, revealing the two are as stubborn as each other. This stubbornness is what drives Batman to lead Nightwing to him through surreptitious means rather than simply asking for help, though he orders Nightwing to hold back when he (as in Batman) scopes out Two-Face’s possible location. Inside, Batman’s disturbed to find the house literally turned upside down. Struggling to figure out what it means, and constantly snapping at Nightwing and almost calling him “Robin”, Batman refuses to rest until he figures out what’s going on, meaning they walk right into Two-Face’s trap and become so distracted by the mystery that they’re caught off-guard by the bombs Dent planted in the house, leaving them trapped beneath the rubble and Two-Face practically giddy with manic glee.

Though reluctant to take on a new partner, Batman’s impressed by Tim and agrees to a trial run.

Although Alfred insists that they must stay in the Batcave and trust that the heroes will overcome the situation, Tim refuses and dons Dick’s old Robin costume, convincing the grieving manservant to help. After overcoming his self-deprecating madness, Two-Face exits the building and blows up another charge only to be attacked by the new Robin. Though amazed to see the Boy Wonder alive, Two-Face spitefully fights back with a brick and a piece of scrap metal, compelling Alfred to intervene. This allows Robin to send Two-Face slinking away with a punch and to shift the wreckage and free Batman and Nightwing, though Batman is unimpressed and chastises the boy. Once outside, however, Alfred and Nightwing praise Tim’s deductive instincts, bravery, and physical skill, though Batman refuses to endanger another youth. When Tim stresses the importance of Robin to keep Batman from being reckless and to send a message to the underworld that the Dynamic Duo are more than just flesh and blood since “Robin” is as much a symbol for justice as Batman or even regular police officers. Tim then further proves his worth by revealing he slipped a tracking device on Two-Face, allowing the three to confront Dent at a scrap yard, where Batman reveals he truly does care as he freaks out when it seems like Robin and Nightwing are killed and seemingly accepts Tim as part of the team after apprehending Two-Face. Back at Wayne Manor, the four discuss the situation further, with a reluctant Bruce begrudgingly admitting that Tim made some good points and agreeing to take it one day at a time since Tim still needs to earn their trust, despite all his enthusiasm. The story ends by revealing that the voices Two-Face was hearing were not only real, but belonged to a bed-bound Joker, who relishes the chance to kill Robin again…

Final Thoughts: 
I’m somewhat biased towards “A Lonely Place of Dying” as the fifth part was the first Batman comic book I ever owned outside of the annuals and collections I picked up here and there. Consequently, while I was aware of Dick’s tenure as Robin, I had little experience with Jason and this was my first, true Robin origin story, meaning Tim has a special place in my heart as perhaps the best to ever don the pixie boots. I was very invested in this era of Batman, meaning Jim Aparo is the artist I most associate with “classic” Batman adventures. While his art is as sublime as ever here, I am disappointed by how rigid everyone, especially Batman, appears at times. When the characters leap into the action, they pop off the panels but, when at rest or pondering Two-Face’s next hit or what’s to do about Tim, they often appear lifeless and stilted. I’m also a little confused about the age gap between Dick and Tim. Tim states he’s thirteen years old and that he met Dick when they were both kids. The art makes it seem like there’s only a couple of years between them in the flashback, yet Dick is a full-grown adult, and Tim is somehow a teenager. Still, “A Lonely Place of Dying” has some fascinating insight into the nature of Batman’s relationship with Robin, with it being explicitly stated that Batman has become more reckless and violent since Jason died and that he needs a partner to keep him from driving himself into an early grave. Batman’s reluctance to take another partner is understandable given what happened to Jason, but his pig-headedness is fuelled by this guilt, blinding him to how close he’s come to death in the time since Jason died and how the legend of the Batman has grown beyond his control to make Batman and Robin a necessity.

Tim might be a little too perfect at times but he’s a far better fit for Robin than Jason.

“A Lonely Place of Dying” is another great example of how Two-Face is often a litmus test for new Robins, being just dangerous enough to be a formidable threat but not as dangerous a challenge as, say, the Joker. I loved how obsessed Two-Face was by his compulsions, how he drove himself to madness figuring out the perfect bait for Batman and couldn’t fight the urge to flip his coin or chase a more enticing target. I liked that he was duped into thinking he’d gone mad and that his scarred side was talking to him and how close he came to ultimate victory thanks to how distracted Batman is by his grief and arguing with Nightwing. Naturally, this story is a showcase for newcomer Tim, who’s depicted as the polar opposite of Jason and even Dick, being a more cerebral and emotionally stable youngster thanks to being inspired by Batman and Robin and coming from a normal (if somewhat wealthy…and crucially alive) family. Tim may have fantasised about being Robin, but never dreamed it would be possible; his goal is simply to reunite Bruce and Dick. However, Tim doesn’t hesitate to take up the mantle when his idols are in danger and argues passionately for the role, easily winning over Alfred and Dick and, eventually, convincing Bruce, too. As much as I like Tim, though, he does come across as a bit too perfect here. It’s impressive that he deduces Batman and Robin’s identities, but he only does this because he has personal experience with both so that gave him an edge. Tim says that he’s kept up with his studies and worked out a bit, but Alfred compares him to Dick in his prime at one point, which seems a bit ridiculous as Tim’s no circus acrobat and only bests Two-Face by sheer luck and determination. Still, he’s shown to be likable, capable, and enthusiastic and greatly impresses Nightwing, making Tim a far better fit than the rebellious Jason. While Tim wouldn’t get his iconic custom costume until he passed Bruce’s trials, this was a great introduction to the new Robin and went a long way to establish Tim as one of the best to serve in the role.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy “A Lonely Place of Dying”? Were you disappointed to see a new Robin debut just a year after Jason’s death? Did you like Tim at the time or did you think he was a little too perfect? Do you like seeing Two-Face used as a litmus test for Robins? What do you think of the idea that Batman needs Robin to keep him from going off the deep end? Which Robin is your favourite? Whatever your thoughts on “A Lonely Place of Dying”, and Tim Drake, leave a comment below and donate to my Ko-Fi to suggest other Robin stories for me to cover in the future.

Back Issues [Bat-Month]: Knightfall


Following his first dramatic appearance in the pages of Detective Comics, Bruce Wayne/Batman became a mainstream pop culture icon. The brainchild of writer Bob Kane, Batman was brought to life by artist Bill Finger and has been a popular staple of DC Comics and countless movies, videogames, and cartoons over the years. “Batman Day” fell on 20 September this year so I spent every Saturday celebrating comic’s grim and broody vigilante.


Story Title: “Vengeance of Bane” and “Knightfall Part I: Broken Bat” (includes various subtitles)
Published: January 1993 to July 1993
Writers: Chuck Dixon and Doug Moench
Artists: Graham Nolan, Jim Aparo, Jim Balent, and Norm Breyfogle

The Background:
After the overnight success of Clark Kent/Superman, National Comics Publications commissioned Bob Kane to add another masked crimefighter to their repertoire. Thanks to considerable input from artist Bill Finger, the “Bat-Man” immediately became one of DC Comics’ most popular characters and a mainstream cultural icon. This was bolstered, in no small part, by the many costumed supervillains the Batman has contended with over the years, with perhaps the superhuman mastermind “Bane” being the Batman’s most dangerous and physically imposing foe. Created by Chuck Dixon, Doug Moench, and Graham Nolan based on input from legendary Batman editor Dennis O’Neil, Bane was specifically conceptualised for this sprawling story arc, with the seeds of his first appearance and actions during “Knightfall” being planted throughout 1992. Following plans to introduce the warped vigilante Jean-Paul Valley/Azrael, O’Neil, Dixon and other DC creatives planned to significantly shake up the Dark Knight similar to how Superman was set to be dramatically killed. In keeping with DC’s plans to comment upon the readers’ desire for darker, grittier characters, Bane drove Batman to exhaustion before breaking his spine, leading Valley to assume the Batman mantle and become a more violent and unhinged version before Bruce reclaimed the role. The initial eleven issues were seen as one of the most important moments in Batman’s storied career and, while Bane struggled to remain relevant in the eventual aftermath, the visual of him bending Batman over his knee has influenced videogames and cartoons for years. Though always appearing significantly altered from the source material, Bane has appeared numerous times in cartoons and live-action, where he was reduced to a mindless lackey and something worse than cosplay before Tom Hardy largely divided audiences with his enigmatic portrayal in The Dark Knight Rises (Nolan, 2012). Still, as one of Batman’s most enduring villains, Bane joined the Secret Six, murdered Bruce’s mentor and father figure Alfred Pennyworth while conquering Gotham City, was once rumoured to be Bruce’s brother, and almost became the head of the League of Assassins!

The Review:
The story of Bane, easily Batman’s most physically imposing foe, begins years ago in the chaotic nation of Santa Prisca. After the totalitarian dictatorship quashed a doomed coup d’état, the insurgents were either slaughtered or arrested. One such insurgent, a heavily pregnant woman, was taken to island gulag Pena Duro and her unborn son was tried and convicted for his father’s crimes, as per Santa Prisca custom. Thus, the infant Bane was born in captivity, cared for only by his mother and fellow prisoner “Zombie”. They watched as the child grew and the mother’s health failed, with the boy showing an aptitude for exploration and subjected to daily horrific brutality. When the boy was six, his mother finally passed, yet by then he was too hardened to shed a tear. Without his mother’s protection, the boy was released into the cutthroat general population, far from Zombie’s gaze, where he was protected by the brutish Trogg. However, while Trogg fought off a malicious inmate with sadistic designs on the boy, the youngster fell and suffered a near-death experience, a vision of his future self who spoke of his destiny to rule. The vision also warned that the boy must overcome fear (represented by a giant, fearsome bat) to be a true conqueror and, when he awoke from a thirty-odd-day coma, the boy took his first steps towards becoming a man by savagely murdering his would-be abuser. The boy’s feral nature earned him the moniker “Bane” and a lengthy stint in solitary confinement, where every day and night was a fight for survival against crabs, rats, and a nightly flood of water. Each time, Bane overcame the odds, killing what he could to survive and growing stronger, harder, and more disciplined with each passing day. To stave off further madness, Bane entered a meditative trance, dreaming of slaughtering a bat-like creature and overcoming fear itself.

After a lifetime of hardship and training, Bane vows to crush Batman and conquer his city!

After ten years in the hole, Bane was released by the warden in the hopes that the inmates would kill him, only to be praised as a legend and to gain an additional follower, Bird, who taught Bane to read. Bane consumed knowledge and literature, learning six languages and training himself to the peak of human physical perfection. Bane’s coveted position was challenged many times, and each time he established himself as the alpha male in brutal combat. Still, Bane remained curious about Gotham City and demanded Bird tell him everything about the city, learning of its vigilante protector and vowing to destroy the Batman, whom he soon became obsessed with. Frustrated by this obsession, Bane incited a riot, slaughtering over thirty prisoners before he was subdued and returned the isolation. This was when the cruel warden forced Bane to be the next “volunteer” for Doctor Ruger’s inhumane experiments with a particularly deadly nerve toxin. Although others died from the serum, Bane persevered and was further altered, with “Venom” fed directly into his brain and turning him superhuman. As Dr. Ruger and the others busied themselves with Bane, Zombie stole a Venom sample, replicated it, and helped Bane fake his death so he could finally escape the island. His first act was to take the warden hostage and free his three lieutenants, tossing the warden to the sharks as they helicoptered to safety. Establishing themselves in Gotham City, Bane’s lieutenants devised a portable delivery system for his drug and quickly made a name for himself by brutalising a mob gang. Bane watched and followed the Dark Knight as he investigated, even saving Batman’s life so he could claim it for himself later. Eventually, Bane confronted the Batman and mocked his code against killing, though the Batman was unimpressed by Bane’s threats.

When Bane frees Arkham’s inmates, an exhausted Batman’s forced to hunt them all down.

After spending more time observing and studying his quarry (during which Bane fought Waylon Jones/Killer Croc and broke his arms), Bane finally struck about six months later, ransacking a military armoury and launching a premeditated assault on Arkham Asylum. At Bird’s suggestion, Bane blew open the Joker’s cell first before dropping some ordinance to fuel the ensuring riot. While the other prisoners attacked the guards, the Joker gleefully took Doctor Jeremiah Arkham hostage. Though still recovering from mental and physical fatigue, the Batman arrived to help, rescuing who he could but unable to keep many inmates from blasting their way to freedom. While Batman freed Dr. Arkham from the Joker’s death trap, his hated enemy escaped and Batman was left mortified at the prospect of hunting down the escapees, much to Bane’s delight. After reviewing the situation and, alongside Tim Drake/Robin, surmising that Bane sparked the outbreak, Batman’s first test came when Jervis Tetch /The Mad Hatter invited him to a “tea party”. There, the Mad Hatter forced some goons to wear his brainwashing hats, sending Z-tier villain Burt Weston/Film Freak to investigate the bird following him and leading to him being beaten to death by Bane. Though Batman and Robin broke up the tea party, they were nowhere closer to locating Bane and, though physically struggling, Batman was adamant about proactively stopping the more dangerous inmates from organising themselves. His stubborn nature saw him chastising Robin’s concern and being more abrasive than usual, almost costing him when he investigated a toy store break in and was attacked by Arnold Wesker/The Ventriloquist’s brutish companion, Aaron Helzinger/Amygdala, while searching for Wesker’s mobster puppet, Scarface. With Robin busy tussling with the agile and arrogant Bird, Batman took a beating before finally knocking his simple-minded foe unconscious, forcing him to slink away to the Batmobile rather than apprehend the Ventriloquist.

While Batman’s pushed to his limit and Robin barely escapes Bane, the mayor is kidnapped.

Though hurting and fatigued, the Batman raced to a school where sadistic serial killer Victor Zsasz/Mister Zsasz had taken schoolgirls hostage, relishing the thought of scarring his body after slitting their throats. Though Bane’s lieutenants were eager for their boss to act, Bane was content to observe and delight in exhausting Batman and the Dark Knight refused to allow the Gotham police to interfere in the situation, which left one cop dead a feisty pupil held at knife point. After sending Robin after Bird (expressly forbidding him from confronting Bane), Batman brutalised Mr. Zsasz with a beating so vicious that Detective Renee Montoya had to intervene at gunpoint. The ordeal left the Batman so drained that he blacked out on a rooftop, meaning he couldn’t answer Robin’s calls for backup as he tracked Bird to Bane’s location. When Bane leapt to a passing train, Robin followed and was easily captured, blindfolded, and taken to the sewers. There, Bane expressed admiration for the boy and queried him regarding Batman, only to be meet with quips and Robin’s desperate attempts to fight back. Luckily for the Teen Wonder, the vengeful Killer Croc stepped in for a rematch, damaging Bane’s Venom device and ending up with his arm broken again. Their smackdown saw all three being swept through the sewers, with Robin barely getting to safety, though both he and Alfred despaired when Batman refused to back down from Bane’s challenge. As Trogg repaired Bane’s device, Batman was horrified to learn that cannibal psychopath Cornelius Stirk planned to murder Commissioner James “Jim” Gordon. Utilising his unique ability to cloud his prey’s mind with fear, Stirk masqueraded as Batman and almost knifed Gordon, much to the anger of his accomplice, the Joker, who wanted Gordon alive. Although the Batman saved Gordon, the incident led to the Joker teaming up with the true master of fear, Doctor Jonathan Crane/The Scarecrow, who suggested they terrorise the city’s anti-Batman mayor, Armand Krol.

Though Batman leaves Firefly to Robin and defeats Poison Ivy, he flies into a rage against the Joker.

After kidnapping Mayor Krol and driving him to near madness with the Scarecrow’s patented fear gas, the two coerced the mayor into causing a firefighter strike, which allowed crazed pyromaniac Garfield Lynns/Firefly to set the city pier alight. Though he stubbornly refused Robin’s aid, the Batman was too exhausted to apprehend Firefly and begrudgingly let his partner investigate Firefly’s possible targets. While this led Batman to Firefly’s location, he was still too out of it to stop him, leading to him literally collapsing upon returning to Wayne Manor. While the Ventriloquist searched for Scarface and Jean-Paul Valley tested himself, Mayor Krol was forced to send the cops into a trap. Despite his failing health, Batman forced himself to attend a charity function as Bruce Wayne alongside physiotherapist Doctor Shondra Kinsolving, only for Doctor Pamela Isley/Poison Ivy to gatecrash the function and use special spores to kidnap wealthy gentlemen. Bruce played along to reach Poison Ivy’s lair and then switched to Batman to stop her, expending the last of his energy fighting her terminally infected minions. After the disgruntled Tim’s legwork leads Batman to the zoo and finally results in Firefly’s capture, Robin’s forced to intervene when Edward Nygma/The Riddler takes a talk show hostage, though his reckless actions earn him a dressing down from cantankerous detective Harvey Bullock. Upon learning of the mayor’s kidnapping, the Batman races to locate him, rescuing Bullock from an explosion and eventually tracking the Joker and the Scarecrow to the Gotham river tunnel. Unfortunately, the Scarecrow’s fear toxin bombards Batman with images of the Joker beating former Robin Jason Todd with a crowbar. Enraged, the Batman makes short work of the Scarecrow and savagely beats the Joker while screaming Jason’s name. The Batman’s only kept from killing his hated foe by the Scarecrow’s timely intervention, which sees him save and finally earn the trust of Mayor Krol.

Bane beats the near-helpless Batman close to death and then shockingly breaks his back!

As the Ventriloquist finally reunites with Scarface, the Batman’s gauntlet ends when he’s attacked by Trogg. Though the brute snaps one of Batman’s rubs with a bearhug, the Dark Knight’s gadgets and tenacity see him victorious. He then quickly outsmarts Zombie but, after being driven to the edge by Bird, again comes close to snapping. Drained and at his wit’s end, the Batman reluctantly heads home, eager to rest, only to be horrified to find Alfred unconscious and Bane in his family home! Bane reveals he easily figured out the Batman’s identity, has mastered and perfected the Venom serum that once almost drove Bruce insane, and states his desire to take Gotham City by ending its creator. Though startled by Bane’s cold-hearted demeanor, Bruce dons his cowl and leaps into the fight…only to be immediately swatted aside. After launching Batman through some nearby furniture, Bane tackles him down to the Batcave and shrugs off his foe’s pitiful counterattack, disgusted by Batman’s broken resolve. The vicious beating causes Batman to remember every fight, injury, and villain to have mentally and physically scarred him, leaves him trapped under the Batcave’s giant penny, and driven head-first into the Batmobile, all while Bane rages. Though the Batman tries to fight back, it’s a miserable attempt and he’s sent crashing through Jason’s memorial, mercilessly battered, and partially impaled on parts of the Batcave. While Alfred rushes to Tim for aid, the half-dead Batman is manhandled by his monstrous foe. Victorious, Bane decides it would be too easy to simply kill the Batman and that he’d rather his foe continued to suffer so, in dramatic and horrifying fashion, Bane lifts the brutalised Batman over his head and drives him, spine-first, onto one meaty knee, snapping Bruce’s back in an awesome show of power. Bane then simply drops his foe to the floor, dismissive in victory, and prepares to claim his reward…

The Summary:
It’s easy, at first glance, to compare this first dramatic chapter in the “Knightfall” saga to the “Death of Superman” (Jurgens, et al, 1992 to 1993) arc that happened just before it (indeed, Batman and Robin both wear black arm bands in mourning for the Man of Steel). However, while that was a prolonged slugfest over a few issues with little meat on its bones beyond the shocking death of the world’s greatest hero, “Knightfall” is an agonising gauntlet for the Dark Knight that pushes him to his mental and physical limit. This was all perfectly set up in previous issues, which pushed Batman to breaking point and saw him shun Robin and drive himself to exhaustion, causing Tim to resent his stubborn and dismissive attitude and Bruce to alienate his allies. Perhaps he would’ve snapped out of this of it wasn’t for Bane, a calculating supervillain who spend a lifetime in near-literal hell honing his mental and physical self to conquer Gotham City and destroy her protector. I’ve mentioned it before, but this is peak Batman for me, in terms of art, with the likes of the immortal Jim Aparo showcasing Batman’s exhaustion, anger, and degenerating mental state throughout each issue. While this first chapter suffers from the absence of Batman’s biggest foes, Bane’s test is more than enough to exhaust Batman as he insists on going alone to avoid others getting hurt and out of a pig-headed refusal to accept help. Notably, however, the Batman commends Tim when his investigation locates Firefly and shows concern when Tim survives his encounter with Bane and Killer Croc, but Bruce ultimately shoulders the burden alone, which leads to his inevitable downfall.

The calculating Bane tests Batman’s mettle by running him ragged across Gotham.

I’ve always found it interesting that Bane chose to put Batman to the test this way. It’s a fantastic way to showcase Bane’s cunning and strategy; he’s no mere mindless brute, something many subsequent stories and adaptations tend to forget. Bane is a man of deep focus and determination, with a sprinkle of obsessive insanity thrown in, and is depicted as a dark mirror of Batman in many ways (though he’s ironically more courteous to his lieutenants than Batman is!) Still, for a man who expresses such admiration for the Batman and who wants to make a point of physically dominating him, it’s ironic and a little hypocritical that Bane chooses to strike when Batman is ready to keel over. All through the one-sided beatdown, Bane scoffs at the Batman and rages in disappointment, but he specifically chose to fight a Batman who was far from his peak, cleverly ensuring his victory but also meaning his win, while dominant, was undeniably tainted. Bane even maims and kills others to keep his target alive so that he can have the final glory, though showcases enough respect to leave Alfred and Robin alive since the Batman is his sole target. Nevertheless, Bane takes perverse pleasure in watching new reports and observing Batman’s progress and decline, studying his quarry to learn all his strengths and weaknesses to aid his eventual attack. The gauntlet is an exhausting test for the Batman, who’s obsessed with locating Bane, to the point where he brutalises some of his villains and comes dangerously close to breaking his “one rule”. This was particularly notable in Batman’s confrontation with the Joker, which sees the enraged Dark Knight beat his foe half to death for killing Jason Todd. It’s enough to terrify even the Scarecrow, and similar outbursts against the Mad Hatter and Mr. Zsasz sees Batman’s allies question his mental stability. This is reflected in Mayor Krol’s anti-Batman campaign, though the city’s cops are left largely useless thanks to a departmental shake-up and the mayor being forced to mess them about.

Bane showcases cunning, strength, and a psychotic determination in his memorable debut.

This first chapter of “Knightfall” does a fantastic job of painting Bane as an intelligent and nigh-unstoppable foe. While it’s a shame that it took a new villain to overwhelm and decisively defeat the Dark Knight, Bane makes a far greater impression here than Doomsday, who was a mindless brute bent on destruction. While Bane’s design is perhaps too simplistic, I really enjoyed how calculating and quietly psychotic he was: he has a plan and he sticks to it, confident of his victory. Naturally, this is aided by his Venom serum, which makes him almost superhuman, but a lifetime of hardship and training made Bane the perfect villain, a puppet master largely being content to let the escapees do as they please. This chapter also depicts some of Jean-Paul’s redemption, as he trains with Robin to put his skills to good use, shows Robin’s frustration and adaptability, and even leaves the door open for future threats from the Joker, the Scarecrow, and the Ventriloquist. Far from being as one-note as “The Death of Superman”, this first chapter of “Knightfall” deconstructs Batman and leaves him a man weary from a lifetime of fighting, effectively shattering the status quo as surely as Bane breaks Batman’s back. This startling conclusion leaves the reader wondering what’s next for Batman, Bane, and Gotham City and shows that even the Batman has a breaking point. While it’s a shame that Bane struggled to remained relevant after such a memorable debut, his intriguing and imposing character certainly made an impact on me as a teenager and continue to make “Knightfall” one of the quintessential Batman stories.

My Rating:

Rating: 3 out of 5.

Pretty Good

Were you a fan of Bane’s dramatic debut? What did you think to his violent past and his depiction as a dark mirror of the Batman? Do you agree that it was unfair of him to run the Batman to exhaustion? Which of Batman’s battles were you most invested in? Were you shocked when Bane broke the Batman’s spine? What are some of your favourite bane stories and moments? How are you celebrating Batman Day this year? Whatever your thoughts on this first chapter of the “Knightfall” saga, and Batman in general, share them below. If you’d like to see me tackle the next chapter in the “Knightfall” saga, support me on Ko-Fi and let me know.

Back Issues [Bat-Month]: Batman #242-244


In the decades since his first dramatic appearance in the pages of Detective Comics, Bruce Wayne/Batman has become a mainstream, worldwide, pop culture icon. The brainchild of writer Bob Kane, Batman was brought to life by artist Bill Finger and has been a popular staple of DC Comics and countless movies, videogames, and cartoons over the years. “Batman Day” falls on September 16 this year and I figured this was a perfect excuse to spend every Saturday celebrating comic’s grim and broody vigilante.


Story Title: “Bruce Wayne — Rest in Peace!”
Published: June 1972
Writer: Dennis O’Neil
Artist: Irv Novick and Dick Giordano

Story Title: “The Lazarus Pit!”
Published: August 1972
Writer: Dennis O’Neil
Artist: Neal Adams

Story Title: “The Demon Lives Again!”
Published: September 1972
Writer: Dennis O’Neil
Artist: Neal Adams

The Background:
Following their success with Clark Kent/Superman, National Comics Publications tasked Bob Kane with creating another masked crimefighter to add to their repertoire. Thanks to the invaluable and long-suppressed talent of artist Bill Finger, the “Bat-Man” quickly became one of DC Comics’ most popular characters and a mainstream cultural icon. Over the years, the Batman defended Gotham City from many costumed supervillains, but perhaps his most captivating and intriguing villain is “The Demon’s Head”, Rā’s al Ghūl. Created by editor Julius Schwartz, writer Dennis O’Neil, and artist Neal Adams during DC Comics’ reinvention of the Batman to downplay the camp trappings of the sixties, Rā’s al Ghūl was an enigmatic criminal mastermind not unlike a James Bond villain. His expansive criminal empire, lofty goal of ending worldwide conflict by any means necessary, and international flavour made him a dark counterpart to the Dark Knight. Following his first appearance, Rā’s al Ghūl continually plagued Batman thanks to the rejuvenating properties of his “Lazarus Pits”, which were introduced in these three issues and restored him from death at the cost of his keen intellect. Rā’s was a pivotal figure in DC Comics thanks to his daughter, Talia, who birthed Batman’s volatile son, and numerous appearances outside of comics. He was excellently brought to life by the eloquent David Warner, Matthew Nable, Alexander Siddig, and Liam Neeson. These issues also inspired some of these interpretations of Rā’s, with the story and visual of the two (or a Batman proxy) battling bare-chested and/or with swords being evoked in the DC Animated Universe, Batman Begins (Nolan, 2005), and Arrow (2012 to 2020).

The Review:
This three-part story kicks off with quite the sensational headline: “Bruce Wayne Vanishes!” In Commissioner James “Jim” Gordon’s office, the world-weary commissioner discusses the millionaire’s presumed death with the Caped Crusader, obviously oblivious that the Batman is Bruce Wayne. Both men lament Wayne’s assumed death before the Batman leaves, informing Gordon that he’ll be out of the country for some time. As the Batman swings through the city, we learn that he faked his alter ego’s death as a mysterious villain apparently knows of his dual identity and the Batman doesn’t want to risk endangering those closest to him. Begrudgingly, the Batman realises he needs help combating this threat and thus swoops into a downtown café to chat with crime boss “Matches” Malone. However, Malone sics his goons on the Batman and flees into the café’s kitchen. Cornered, Malone opens fire and apparently shoots Batman dead! Thus, the story follows Malone (whose gimmick, who may have guessed, is repeatedly lighting matches with his thumb) as he follows Doctor Harris Blaine through the Gotham Arms Hotel. When Dr. Blaine is attacked by an unknown assailant, Malone repays the favour and carries the unconscious doctor to a nearby building to meet the Batman, alive and well and grimly revealing that Rā’s al Ghūl – the seemingly immortal head of the worldwide criminal organisation the League of Assassins – has targeted Dr. Blaine due to his as-yet-unknown research. Dr. Blaine’s attacker, Lo Ling, interrupts the meeting and spontaneously reveals some of his backstory (he was saved by Rā’s and thus owes him his servitude) and that Rā’s’ daughter, Talia, disagrees with his vendetta against the Batman, all before tossing a knife right into the Dark Knight’s chest! Malone is so enraged by this that he accidentally topples over the projector Batman was using to show Dr. Blaine slides, temporarily blinding Dr. Blaine and allowing Lo Ling to vanish…along with the Batman’s corpse!

The Batman assembles a rag-tag team to track Rā’s al Ghūl to the Swiss alps.

Malone orders Dr. Blaine to the lobby and then races after Lo Ling. With Dr. Blaine out of sight, Malone removes his clever disguise and reveals that he was the Batman all along, the Dark Knight assuming the mobster’s identity after he accidentally killed himself and setting up a dummy for his meeting with Dr. Blaine. Lo Ling is so shocked to see the Caped Crusader alive that he slips from the rooftop, though the Dark Knight catches him mid-fall by racing to a lower-floor window. Now owing his life to the Batman as much as Rā’s al Ghūl, Lo Ling is drafted into Batman’s crusade, though insists on fighting him in respectful combat first. This time, Dick Grayson/Robin assumes Malone’s identity as the two battle, with Batman abandoning his blade and overpowering Lo Ling with his superior judo skills and earning Lo Ling’s eternal servitude. Despite needing allies for his war with Rā’s al Ghūl, the Batman sends Robin back to Hudson University to avoid endangering the Teen Wonder and to ensure that the Batman’s legacy can continue if he falls. Dr. Blaine and Lo Ling then meet with Malone (who’s Batman in disguise, keep up!) at a private airfield and take a plane to the Swiss alps, where it’s rumoured Rā’s al Ghūl is located. Upon landing, Lo Ling randomly spots Talia al Ghūl and rushes to capture her, eager to please his new master, only to be knocked out by Talia’s hulking bodyguard, Ubu. The Batman intervenes and quickly takes the brute down, only to be blasted by international ski champion Molly Post, who misread the situation and thought Batman was attacking Talia. This allows Ubu to kick the shit out of Batman, but Talia calls him off since she’s still got the hots for the Masked Manhunter.

Although Batman and his allies find Rā’s dead, the Demon’s Head rises again, stronger than ever!

After apologising for her blunder, Molly insists on accompanying the three in hunting Rā’s al Ghūl since the Demon’s Head manipulated her fiancé so badly that he turned to alcoholism. Upon reaching Rā’s al Ghūl’s private cable car, Batman and Lo Ling KO two guards (much to Dr. Blaine’s chagrin) and have Molly and Dr. Blaine assume their identities, while Batman and Lo Ling cling to the outside of the cable car, to bypass the inept snipers. As swift as the Dark Knight and his ally are, however, the goons open fire, causing the group to be pinned down by machine gun fire from a nearby World War Two bunker that serves as Rā’s al Ghūl’s Swiss headquarters. Despite claiming to be a pacifist, Dr. Blaine resolves the situation by hurling a bar of Sodium-19 (which was being transported in the cable car) into the bunker, causing a massive explosion that the doctor is strangely confident their attackers will have survived. Eager to discover what Rā’s is planning for the Sodium-19, the Batman leads the group onwards, lamenting that he must endanger such brave and feisty lives, easily breaking into Rā’s’ stronghold and taking Ubu down with a flying kick. Although Molly tackles Talia, believe her to be a threat, Talia not only reaffirms her love for the Batman but also reveals that Rā’s is dead. Dr. Blaine confirms it by examining the body and Batman offers his condolences. Although Talia dismisses Batman’s sympathies and agrees to be arrested, the group miss that she activates a hidden switch that lowers Rā’s al Ghūl’s corpse into a bubbling, putrid green liquid – the Lazarus Pit. True to its name, the mysterious liquid reanimates Rā’s, returning him to life with the strength of ten men and the madness of an animal! Accordingly, the crazed, half-naked Rā’s races into the frigid cold to confront the group, laying Lo Ling out with a single punch and shrugging off the Batman’s most powerful blow! Refusing to back down even in the face of such a mighty madman, the Batman is easily manhandled and tossed into the cable car.

Following a beautiful sword fight, Batman KO’s his foe and takes him into custody.

After Dr. Blaine wrecks the cable car’s controls, Talia talks some sense into her father and flees with him to their hovercraft, leaving Batman to shake off his injuries and Dr. Blaine insisting they get the wounded Lo Ling to a hospital. Upon seeing Rā’s al Ghūl’s futuristic hovercraft blast away, the Batman is stunned when Molly gives chase on her skis, forcing him to follow to protect her. Though astonished by her recklessness, the Batman can’t help but admire her skill and bravery, and he’s even more impressed when Molly hurls one of her skis into the hovercraft’s propeller, forcing a crash landing, though she’s wounded from debris. This is all the distraction the al Ghūl’s need to flee and, after getting Molly to safety, the Batman returns during the night to inspect the downed hovercraft and discovers a camel’s bridle. With all his allies on the shelf, Batman heads to the desert of an unspecified nation to confront Rā’s, whose regained his senses and determined to rebuild his empire. Determined to stop Rā’s, Batman agrees to a duel to the death and the two face each other, topless and armed with swords, in the sweltering desert. As a weeping Talia watches her lover and her father clash, Batman and Rā’s battle long into the afternoon but the fight unexpectedly ends when Batman is stung by a scorpion. Declaring himself the victor, Rā’s abandons his foe to his fate, though a kiss from Talia revitalises Batman and counteracts the poison. Driven by rage and instinct, the Batman stalks to Rā’s’ tent and lays him out with a single punch, with Rā’s too humble and horrified to offer any resistance. Although the Batman carries Rā’s al Ghūl off to be the authorities, he lets his emotions get the better of him and spares Talia, leaving her with a final kiss.

The Summary:
These three stories (generally referred to as “The Demon Lives Again!”) have become iconic moments in the Batman’s long and storied career mainly due to the visual of the bare-chested Dark Knight duelling with the Demon’s Head in the arid desert. For me, this is peak classic Batman since I grew up with the writing and art of Dennis O’Neil and Neal Adams, which portrayed him as a well-rounded, intelligent, and stable individual more focused on crime solving than bashing heads or being a paranoid control freak. While the Batman loathes asking for help and putting others in danger to track down Rā’s al Ghūl, he feels compelled to do so to protect those he cares about (such as Robin and, assumedly, his mentor and father figure, Alfred Pennyworth). While the Batman is clearly rattled to have his civilian identity be targeted, to the point where he fakes Bruce Wayne’s death to operate autonomously as the Batman, it’s not clear what Rā’s al Ghūl’s goal is in this story arc. He targets Dr. Blaine for unspecified reasons and is stockpiling Sodium-19, but it’s not revealed why or what the endgame is beyond Rā’s wishing to strengthen his already powerful criminal empire. The assumption is that whatever Rā’s al Ghūl is planning can’t be good since he’s essentially a threat to the entire world by default, but it might’ve been nice to get some idea about what the stakes were beyond this vague threat. It’s also not revealed how and when Rā’s al Ghūl died. The Batman doesn’t seem to have known about this, so I doubt it happened in a previous story, and it raises questions regarding Talia. While she’s clearly conflicted between her loyalty to her father and her love for the Batman, it’s heavily implied that she’s begrudgingly carrying out his posthumous orders and is therefore the true threat of the story arc.

Batman’s allies and methods are questionable, adding little to the plot and ultimately being unnecessary.

Naturally, she hides it well, talking down Ubu, kissing the Dark Knight, weeping at the iconic clash between the two, and making no explicit moves against him, but Talia clearly can’t be trusted and carries out her father’s orders, willingly or not. The Batman’s plan is to assemble a team to hunt the Demon’s Head, though I’m not entirely sure what the benefit of assuming “Matches” Malone’s identity was since his underworld ties didn’t have any impact on their journey. I guess it helped to distract Lo Ling, who was fooled by the dummy Batman, but Malone didn’t seem necessary to the plot to me. It would’ve made more sense for “Bruce Wayne — Rest in Peace!” to revolve entirely around Batman masquerading as Malone to figure out who Rā’s al Ghūl is planning to target and then abandoning the disguise once Dr. Blaine was saved. I quite liked Lo Ling; he seemed like a tortured soul torn between his loyalties, like Talia, and was a useful ally in combat. It definitely would’ve made more sense for him to toss that Sodium-19 bar and for that to have killed Rā’s’ men, bringing some conflict between Lo Long’s methods and the Batman’s. It also would’ve made more sense for Lo Ling to guide Batman through the Swiss alps; he should know the location of Rā’s al Ghūl’s base, after all, meaning the inclusion of Molly Post also a questionable one. I liked that she impressed Batman time again, how resourceful, determined, and fearless she was, and that he was obviously taken by her, but I fail to see how she added anything to the story. Lo Ling and the Batman could’ve easily filled her role and it’s not like Molly and Batman become an item by the end. Additionally, Lo Ling and Molly are both grievously wounded in the final issue, which also takes Dr. Blaine out of the picture since he needs to see to her, meaning Batman faces Rā’s al Ghūl alone in the end…which was the exact opposite of his plan!

Batman’s relationship with Talia and rematch with Rā’s are the two highlights of this arc.

Therefore, the primary focus of this story arc (tracking down and stopping Rā’s al Ghūl’s mysterious plot) is a bit flimsy for me. However, these issues still stand as a landmark moment in the Dark Knight’s history simply because of how alluring and nuanced Rā’s al Ghūl and Talia are. Rā’s al Ghūl poses a significant threat to both the world and the Batman because of his resources and knowledge of Bruce Wayne’s identity, while Talia represents seductive temptation. Both the al Ghūl’s deeply respect and admire the Batman and wish him to join their cause, though they refuse to alter their methods to appeal to him and even Talia only defies her father so much. These issues not only reintroduce Rā’s al Ghūl but also introduce the concept of the Lazarus Pit, a mysterious, ancient substance that not only restores the dead to life but briefly bestows them with superhuman strength, though at the temporary loss of their sanity. When he rises from the dead, Rā’s al Ghūl is a mindless, animalistic force who easily fells Lo Ling and overpowers the Batman, only coming to his senses when confronted by his daughter. By the time the Batman intercepts them in Egypt Afghanistan whatever desert they flee to, Rā’s al Ghūl has fully regained his composure and is ready to battle to the death to settle his differences with the Dark Knight. While the Batman outright refuses to kill Rā’s al Ghūl, he also refuses to leave without the Demon’s Head in custody and accepts the challenge, providing the arc’s most powerful and sexually charged imagery. The actual sword fight, however, is surprisingly disappointing; neither competent draws blood, there’s no back and forth between the two, and it randomly ends when a scorpion stings Batman. Rā’s is incredibly pleased by this victory, claiming that nature itself has willed him as the victor, but so startled to see his foe fully recovered that he offers no resistance when the enraged Batman comes for him. In the end, these are decent enough stories, but I feel it could’ve been cut down to a two-part tale by removing some unnecessary characters and moments. This might’ve freed some panels to better explore Batman’s relationship with Talia and Rā’s al Ghūl’s plan, but there’s no denying the appeal of their sword fight and the juxtaposition between the Dark Knight and the Demon’s Head.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think of Rā’s al Ghūl’s rematch with the Dark Knight? Do you agree that the additional characters bogged down the narrative or were you a fan of Lo Ling and the “Matches” Malone identity? Did you enjoy the bare-chested sword fight between the two? What are some of your favourite Rā’s al Ghūl stories? Which interpretation of the Rā’s al Ghūl, whether animated, pixelated, or live-action, is your favourite? Whatever you think about the Rā’s al Ghūl, share your thoughts below, support me on Ko-Fi, and check out my other Batman content!

Back Issues [Crossover Crisis]: Crisis on Infinite Earths


Cover-dated April 1985, the first issue of this ground-breaking event precipitated the destruction of the “Multiverse” in favour of a unified DC canon. Though DC returned to this concept again and again, that doesn’t change how influential this massive crossover was and what better way to celebrate than with a “Crossover Crisis” of my own?


Published: 3 January 1985 (cover-dated: April 1985) to March 1986 (cover date)
Writer: Marv Wolfman
Artist: George Pérez

The Background:
In Showcase #4 (1956), writer Robert Kanigher and artist Carmine Infantino debuted Barry Allen/The Flash, the successor to Jay Garrick, who was established as an alternative version of the Fastest Man Alive. This concept was taken to the next level when Barry and Jay met face-to-face, revealing an infinite number of parallel worlds. Regular crossovers between the likes the Justice Society of America and the Justice League of America soon followed, allowing alternative heroes and various stories to exist simultaneously. Over time, writers like Mark Wolfman became frustrated with this concept, which made keeping track of continuity difficult and it was hard for both writers and readers to connect with the stories. Wolfman initially pitched a reader guide to simplify the DC universe, which then evolved into a sprawling tale of multiversal destruction seen as a risky proposition as it meant erasing all continuity and starting from scratch to attract new readers. Such an event was unprecedented and DC spent two years laying the foundation for this Crisis, hiring researchers to document every character and event in their library and bringing in George Pérez to illustrate, with the artist excited at the idea of illustrating every DC character. Crisis on Infinite Earths became a bestseller for DC Comics and was heralded as a turning point for both the publisher and the industry. The fallout saw every DC character rebooted, with Clark Kent/Superman notably being reimagined as a more grounded character and Wally West taking over as the Flash, though Carter Hall/Hawkman was irrevocably damaged for years as DC struggled to reconcile certain elements of his character. Praised as the greatest comic book crossover in history, the event popularised massive, cosmic crossovers and DC revisited this concept numerous times in subsequent years. The event was even adapted into an ambitious and well received television event and an impressive three-part animated feature.

The Review:
Confused by the concept of the multiverse? Well, Crisis on Infinite Earths has you covered, to a degree, as it opens with (and features throughout) narration and exposition from the tragic Kell Mossa/Pariah. In the beginning, before there was light and life, there was only darkness. Then, from nowhere, came a single light that grew and expanded and finally exploded in “pain [and] relief” as the multiverse was born. The idea is infinite parallel realities all co-exist at once, separated by vibrational planes, though this is noted to not have been the intention when the light burst into being. The story the shifts to one such Earth where the hooded, weeping Pariah witnesses the destruction of not only that world, but the entire reality, at the hands of an all-encompassing white light. As entropy erases everything it touches, Pariah begs to be taken with it, sparing him his grim fate, only to be teleported away as the universe meets its destructive end. We then jump to Earth-3, home of the Crime Syndicate, an evil alternative version of the Justice League. There, Harold Jordan/Power Ring and Clark Kent/Ultraman desperately try to stop the cataclysmic natural disasters springing up across their world as the anti-matter wave approaches. While Thomas Wayne Jr./Owlman and Jonathan Allen/Johnny Quick lament their helplessness against such awesome power, the world’s only superhero, Alexander Luthor, watches helplessly as lifelong enemies like Diana/Superwoman are devoured by the anti-matter wave. With no way to save his world, Alexander rushes to be with his wife, Lois, and baby son, Alexander Luthor, Jr. In a parallel to Superman’s iconic origin, the baby is loaded into a specially prepared rocket and spirited away to Earth-1 as his world dies.

With all universes at risk of annihilation, the Monitor assembles a team of heroes and villains.

The mysterious Mar Novu/The Monitor observes this from his orbiting, spherical space station alongside Lyla Michaels/Harbinger, whom he sends to recruit Earth’s greatest heroes and villains to stop the pending Crisis. Harbinger recruits King Solovar from Gorilla City, Dawnstar from the 30th century Legion of Super-Heroes, Danette Reilly/Firebrand from Earth-2 1942, Ted Kord/The Blue Beetle from Earth-4, and Roger Hayden/Psycho-Pirate from present-day Earth-2. She returns Psycho-Pirate’s emotion manipulating Medusa Mask and coerces him into quelling Louise Lincoln/Killer Frost’s bloodlust and bringing both her and Ronnie Raymond and Professor Martin Stein/Firestorm to the cause. Though Harbinger is possessed by a Shadow Demon when recruiting Ahri’ahn/Arion the Sorcerer, he joins the other recruits, including Kal-L/Superman, John Stewart/Green Lantern, Neal Emerson/Doctor Polaris, Victor Stone/Cyborg, Simon Jones/Psimon, and Todd Rice/Obsidian. With tensions running high, the group are attacked by Shadow Demons, which seem impervious to physical, mental, and energy-based attacks. While the likes of the Blue Beetle can only run and Firestorm struggles with Killer Frost’s newfound affections, Obsidian and the arrogant Dr. Polaris put their shadow- and magnetism-based powers to good use. The Monitor halts the attack and introduces both himself and the threat to their universes. Weakened by the spread of anti-matter and facing suspicion from his assembled forces, the Monitor reveals that he’s judged them as the best hope of protecting five devices spread across the different eras that he hopes will halt the anti-matter wave. Meanwhile, reality is warped across the multiverse: in prehistoric times, Anthro the Cave-Boy is as astonished to spot a futuristic city amongst the wilds as Querl Dox/Brainiac-5 is to see mammoths stampeding through the 30th century. Half a galaxy away on Oa, the Guardians of the Universe prepare to summon their entire Green Lantern Corps to meet the threat, only for a mysterious voice to corrupt the Central Battery and trap them in a stasis beam. On Earth-1, Bruce Wayne/Batman is busy confronting the Joker during his latest crime spree and is astonished when an emaciated, confused Flash suddenly appears babbling about the end of the world and begging for help before disintegrating before the Dark Knight’s eyes!

As the Crisis worsens, the Monitors prepares Alexander and a new Dr. Light to face the threat.

On the post-apocalyptic Earth-AD, Kal-L, King Solovar, and Dawnstar meet Kamandi, the last boy on Earth, and discover the Monitor’s device, a towering, golden Cosmic Tuning Fork that’s immediately (though only briefly) attacked by Shadow Demons. Arion, Obsidian and the Psycho-Pirate watch over another tower in Atlantis, only for the Psycho-Pirate to be transported to a dark realm and coerced into turning against the Monitor just as Harbinger secretly conspires with that same dark force. Oblivious, the Monitor experiments on the rapidly aging Alexander Luthor, Jr., an impossible merger of matter and anti-matter who potentially holds the key to defeating the anti-matter spread, whom Harbinger’s dark master wants destroyed before he can threaten his schemes. Meanwhile, in the far future of Earth-1, the Flash races to keep his world from being torn apart from natural disasters but is forced to vibrate at super-speed to escape death. This same anti-matter energy arrives on present-day Earth-1, much to the horror of the Teen Titans, who desperately try to both halt the destructive wave and save lives alongside Batman and Superman. As Linda Lee/Kara Zor-El/Supergirl does the same, Barbara Gordon/Batgirl gives in to self-doubt, and John Constantine arrogantly believes it’ll all work out, Vril Dox/Brainiac coldly observes the events concludes that, if he’s to survive, he must team up with Lex Luthor. While defending a Cosmic Tuning Fork from both Nazi forces and Shadow Demons in 1942 Markovia, the Blue Beetle discovers the mysterious Scarab fused to his suit is lethal to the shadowy entities but is wounded before he can put this to good use and returned to his world by the Monitor to spare him. Back on Earth-AD, the skies turn red and King Solovar succumbs to his wounds while Cyborg, Firebrand, John Stewart, and Psimon team up with some local heroes (including Jonah Hex) in 1879 to defend another tower, only to be as overwhelmed by anti-matter as the far-flung future of the Legion of Super-Heroes. Elsewhere, the terrified heroes of Earth-6 blame Pariah for the looming threat, to no avail (though Pariah does save Tashana/Lady Quark to ease his suffering). While the unseen villain forcibly recruits the Red Tornado, the Monitor activates an “ion-based energy ray” to empower Doctor Kimiyo Hoshi, transforming her into the new Doctor Light and sending her to defend his tower on Earth-1.

Following the Monitor’s death, his champions are convinced to unite and save the remaining Earths.

When the heroes attack her, believing she and the tower caused the entropy, Superman quells the fighting, though things take a turn when the Shadow Demons combine into one gigantic, terrifying entity in each era. Even Princess Diana Prince/Wonder Woman’s hopes of recruiting her Amazonian sisters fail. When Pariah berates the Monitor for not doing more to intervene, he reveals just how weak he’s become and then nobly faces his end at Harbinger’s hands. Distraught, Pariah weeps as Earth-1 and Earth-2 are finally consumed; confused to find his strength hasn’t increased as a result, the dark villain delights in having the Psycho-Pirate torture the Flash. Depowered, Lyla is distressed by her actions but a pre-recorded message from the Monitor reveals that his death allowed his essence to empower his Cosmic Tuning Forks and create a “netherverse”, a pocket dimension to keep Earth-1 and Earth-2 safe. After giving the Monitor an appropriate burial, Lyla, Pariah, and the now teenage Alexander Luthor, Jr. gather both world’s champions on the Monitor’s satellite to merge all existing realities into one lest all worlds and realities be lost. Since there are some doubters, Alexander has them witness the Red Tornado be forcibly transformed into a being of pure, primal force, one easily subdued by sorcerers like Kent Nelson/Doctor Fate and Zatanna Zatara (though Ted Grant/Wildcat’s legs are shattered during the fracas). Thus, even the most sceptical agree to defend their worlds, only for the satellite to disintegrate courtesy of the event’s big bad, the Anti-Monitor! Fleeing to the emptiness of limbo, Alexander moves to save Earth-4, -S, and -X, only for Harbinger to subdue him and take his place. While Yolanda Montez continues Wildcat’s legacy on Earth-2, the Freedom Fighters and the Monitor’s agents come to blows on Earth-X when the Psycho-Pirate, his powers augmented by the demonic Anti-Monitor, stirs fear and hatred amongst them. Similarly, on Earth-1, Billy Batson/Captain Marvel and his siblings mindlessly attack Supergirl and Wonder Woman, though the fighting ends when Harbinger forces Earth-4, -S, and -X into the netherverse alongside Earth-1 and Earth-2, exhausting her incredible powers but dooming them to be slowly merged together.

After Lyla relates the Anti-Monitor’s origin, Supergirl sacrifices herself to try and destroy him.

Thus, Lyla, Pariah, and Alexander assemble Earth-1’s Superman, Earth-2’s (Kal-L), Captain Marvel, the Blue Beetle, Lady Quark, and Uncle Sam and reveal that, ten billion years ago, the Oan scientist Krona dared to seek the beginning of the universe, witnessing a giant hand clutching a star cluster. This caused a cosmic fracture, creating not just the multiverse, but an anti-matter universe and a counterpart to Oa, Qward. After banishing Kronoa, the Oans created peacekeeping forces like the defective Manhunters and the Green Lantern Corps but were fractured by a civil war, birthing the Controllers. Amidst the fighting, the Monitor and his evil, anti-matter counterpart came into being. The Anti-Matter conquered Qward and created the Shadow Demons to spread his influence throughout the anti-matter universe before waging war against the Monitor upon sensing his presence. Evenly matched, they were rendered unconscious for nine billion years before being awoken by the misguided Pariah, once a celebrated healer and scientist who also investigated the origin of the universe. Pariah’s world paid the price, and he was damned to live forever and watch all worlds die, though the Monitor also saw him as instrumental in saving all reality. Alexander uses his unique matter/anti-matter powers to create a dimensional tear to the anti-matter universe, which Pariah leads the heroes to the Anti-Monitor’s vast stone fortress. Enraged that the Psycho-Pirate is too drained to corrupt them, the Anti-Monitor has his stronghold attack, injuring the usually invulnerable Kal-L. Dr. Light and Superman discover the Anti-Monitor’s solar collector but are attacked before they can destroy it and halt the merger of the Earths. Hearing her cousin’s agony, Supergirl flies to Superman’s aid, brutally beating the villain in a rage and chastising his disdain for life, tearing through his protective armour. Furious, the Anti-Monitor prepares to explode with all his energy and, in a last-ditch effort to destroy him, his machine, and save everyone, Supergirl tackles him, destroying his machine but being fatally blasted. As the Anti-Monitor’s deteriorating, incorporeal form slinks away, Superman mourns his cousin’s death and vows to kill the Anti-Monitor. Kal-L calms his counterpart and they escape, and a memorial service is held on Earth-2, where Superman pays homage to Supergirl, vowing to remember her and fight in her name. Despite the loss, the five worlds are saved; similarly, the Green Lantern Corps free their masters and almighty Darkseid wisely cloaks Apokalips from the Anti-Monitor’s gaze. However, the Anti-Monitor reconstitutes himself on his ship, where the Flash is imprisoned, and prepares a counterattack from Qward.

Despite the Flash’s noble sacrifice, the Anti-Monitor gains God-like power from his anti-matter universe.

Though saved, the five worlds are still overlapping, causing anomalies and damage to each while  the Anti-Monitor oversees the creation of the anti-matter cannon, which he plans to use to obliterate the worlds. Just as the Psycho-Pirate feels his powers return, the Flash escapes and angrily attacks the sadistic villain, forcing him to turn the Anti-Monitor’s slaves against their master as a distraction. Though stunned to find the anti-matter cannon is powered by concentrated anti-matter and realising that destroying it would kill him, the Flash bravely circles the weapon’s core to turn its destructive energy back on it. Staving off the agony with memories of his loved ones, the Flash runs fast enough to move back in time (explaining his earlier, sudden appearances). Though Barry successfully destroys the weapon, it costs him his life. Enraged, the Anti-Matter absorbs the anti-matter universe, literally sucking the life out of over a million worlds to feed his lust for power and vengeance, an act so awesome that it’s detected by both the Challengers of the Unknown and the embodiment of the Lord’s wrath, Jim Corrigan/The Spectre. In the face of multiversal destruction, the Guardians of the Universe offer Guy Gardner the chance to become a Green Lantern once again and, when all but one of them are all slaughtered by a sudden explosion, Guy vows to avenge them as their champion. The Brainiac/Luthor team then recruit dozens of villains to strike while the remaining Earths are weak and in disarray. As time runs amok on Earth-1 and Alexander, Lyla, and Pariah address the United Nations, the villains make their move, having conquered Earth-4, -S, and -X, encasing them within impenetrable barriers, and threatening to destroy the remaining worlds. Lyla and Jay recruit a reluctant Wally West/Kid Flash to breach the barrier with the cosmic treadmill, though neither Luthor or Brainiac care much about their losses since they still possess the power to destroy everything. However, the Spectre ends the hostilities by revealing that the Anti-Monitor still lives and plans to corrupt the flow of time and formation of life by travelling to the dawn of time.

The Spectre demands co-operation, resulting in a singular world being created.

With the villains back on side, Kal-L bids an emotional farewell to his wife, Lois Lane, to join the counterattack, alongside a surprising newcomer: the Superboy from Earth-Prime (a fictional approximation of the real world where he’s the only superhero). After a rousing speech from Uncle Sam, heroes and villains alike pool their technology and powers to travel to the dawn of time and confront the anxious Anti-Monitor. The Anti-Monitor reveals that he, not Pariah, was responsible for the destruction of Pariah’s world after he took advantage of Pariah’s experiments to rebuild his power, absolving the tragic figure of his sins. Now grown to immense proportions, the Anti-Monitor withstands the assault of those assembled (with guys like Batman offering only support), absorbing their life energy to add to his power and allowing his hand to be the one that shapes all reality, as witnessed by Kronoa. His grasp is intercepted by the Spectre and the combined magic of the unified sorcerers, reducing the battle to a literal arm wrestle between the Anti-Monitor and the Spectre. Thanks to their bickering, Luthor’s underlings fail to kill Kronoa before he can cause the creation of the multiverse and the Anti-Monitor, and all seems lost. However, following a blinding light and the literal shattering of all time and space, Kal-L awakens on present-day Earth to find he’s on the same world as his Earth-1 counterpart. Sharing the same fragmented memories, Superman explains that time seems to be healing (albeit wonkily) and that elements of multiple Earths have been merged into one. For example, everyone knows Supergirl died but not how, the Flash is presumed vanished, and Earth-2’s Keystone City and Jay Garrick now live on this Earth. Jay, Wally, and the Supermen use the cosmic treadmill to discover Earth-2 is missing. Realising that the multiverse no longer exists, Superman has to force his older counterpart to return rather than throw himself into the endless void in despair. With the cosmic treadmill irreparably damaged, Wally assembles everyone at Titans Tower, discovering guys like Captain Marvel, Superbody-Prime, Uncle Sam, and the Earth-2 Dick Grayson/Robin also exist on this world, where they’re all shocked to see Harbinger alive and powered back up. The refugees are despondent and horrified to learn their worlds, pasts, and many loved ones are gone thanks to “cosmic irony” as Harbinger explains that there is now one Earth with one coherent timeline that folds their disparate lives into its flow, sending Kal-L into a crazed distress at having lost his wife and home.

A final, all-out assault ends the Anti-Monitor and starts the universe anew, with some casualties.

After questioning the imprisoned Lex Luthor, Batman, Jason Todd/Robin, and Alexander confirm that, while some duplicates remain and some lives were restored, others weren’t and only those who present at the dawn of time remember the multiverse. Just as they’re processing this, the skies turn red and the world suddenly shifts to the anti-matter universe, where the titanic, disembodied Anti-Monitor still lives! Though incensed by their efforts, the Anti-Monitor congratulates them for handing him his first defeat in ten billion years and then decrees that they must all die. Wally’s shock at his mentor’s death is mirrored by the abject panic that sweeps the civilians following the Anti-Monitor’s threat, which doubles when the Shadow Demons kill Don Hall/Dove, Helena Wayne/Huntress, and Tula Marius/Aquagirl. While the sorcerers remove the Shadow Demons, Harbinger assembles one last effort to stop the Anti-Monitor on Qward. Though the Anti-Monitor is too large and powerful to be damaged, Harbinger has Dr. Light absorb the star feeding him power, weakening him enough for Alexander to breach the villain’s armour. With the threat seemingly ended by a combined energy blast, Alexander struggles to return Earth home and the Anti-Monitor absorbs his exiled Shadow Demons to rise again and vaporise Wonder Woman. Rather than see anyone else die, Kal-L tackles the Anti-Monitor, believing he’s got nothing to lose, and Alexander and Superboy-Prime are trapped with him. Though Darkseid, watching from Apokalips, strikes a fatal blow through Alexander’s eyes, the Anti-Monitor refuses to die, so Kal-L delivers a final strike that obliterates the tyrant. Faced with the pending destruction of the anti-matter universe, Kal-L and Superboy-Prime prepare to meet their end only for Alexander to teleport them, alongside Kal-L’s Lois, to a pocket dimension. In the aftermath, Wonder Woman returns to the clay that forms Themyscira, her Earth-2 counterpart is welcomed among the Gods, the dead heroes are memorialised, and Wally assumes the Flash mangle. Confined to Arkham Asylum, the Psycho-Pirate is dubbed a raving lunatic since he’s the only one who remembers the multiverse and the catastrophic events of the Crisis.

The Summary:
Whew, there’s a lot happening in Crisis on Infinite Earths. There’s a reason I’ve put off reviewing it for so long, and why I rarely revisit it. It’s a very dense and complex story, full of exposition and cameos and faces both obscure and iconic. As a celebration of DC’s rich history and characters, it’s hard to find much better than Crisis on Infinite Earths, which stuffs just about every costumed character, hero or villain, into its dense twelve issues! My hat’s off to George Pérez; it must’ve been painstaking to sketch all these group shots, action sequences, montages, and dramatic events. Equal praise to Marv Wolfman as I can’t imagine how difficult it was to make sense of all these different worlds and come up with a cohesive way to explain, link, and destroy them all. In the end, the solution was simple: pure, destructive, unstoppable entropy. It’s fitting that the anti-matter wave is depicted as a blinding white light that erases everything it touches, for it symbolically represents a blank page or an artist’s eraser, indicating that these colourful and convoluted worlds are being literally wiped clean for a new status quo. Our guide through most of this is Pariah, a tragic figure doomed to watch each world die as penance for kick-starting the events that follow. Immortal but seemingly powerless to intervene, all he can do is shout desperate warnings and is powerless to rescue anyone and constantly met with aggression, suspicion, and accusations. He’s merely a pawn in a much larger game, however, much like Harbinger, who acts as an all-powerful emissary of the Monitor and deliver exposition in his stead. A conflicted individual burdened with the knowledge that she will betray and murder the man to whom she owes her life, Harbinger, nevertheless works to uphold the Monitor’s legacy and bring together heroes and villains alike to stand against his dark counterpart.

The Anti-Monitor’s power sends shockwaves through the multiverse and those who’ve witnessed it.

The dreaded inevitability of death is a focal point in Crisis on Infinite Earths. When the anti-matter wave hits, heroes and villains set aside their differences and use all their powers and resources to either stop it or save people from its destructive touch. Even the abhorrent Crime Syndicate find themselves fighting to save their world and Ultraman willingly enters the wave to die on his terms. Even before the wave arrives, the worlds are shaken to their core by natural disasters; volcanoes, tsunamis, and ominous, crackling red skies precipitate the disaster as much as Pariah. Perhaps no character is more synonymous with the coming destruction than the Flash; thanks to his super-speed, he ends up travelling through time, arriving before the likes of Batman and Wally as an omen of what’s to come and taking on an appearance that resembles Death itself. The Anti-Monitor echoes this in his design; though shrouded by his all-powerful armour, he sports a skull-like visage and dark, piercing eyes. Commanding demonic shadows, he’s very much the embodiment of Death and his lust for utter annihilation drives him to snuff out all life and light. Sadistic to the core, he employs the Psycho-Pirate to foster fear and hate, turning his would-be opponents against each other and causing countless more deaths. His ruthlessness seemingly knows no boundaries as he gleefully corrupts Harbinger, relishes the death of his counterpart, and nonchalantly obliterates his rebellious slaves without a second thought. His power and cruelty are so great that even the mighty Darkseid is driven to hide rather than confront him, striking when the villain is at his most vulnerable and largely avoiding the greater conflict. For all his God-like power, the Anti-Monitor still relies on technology; his merger and destruction of worlds can be halted or stopped by Cosmic Tuning Forks or destroying his solar collector. Indeed, it’s only after his massive, world-ending cannon is destroyed that the Anti-Monitor eschews all other methods and absorbs the entire lifeforce of the anti-matter universe into himself to literally take matters into his own hands.

The Supermen anchor the story, leading the assembled champions in battle and saving all reality.

There is no one central character in Crisis on Infinite Earths. Instead, it’s a team-up story through and through, meaning some of your favourites may be sidelined. In some respects, I don’t mind this; Batman outright admits how useless he is against the Anti-Monitor and it’s clear only beings of incredible power can stand against him. Yet, the Blue Beetle is said to be pivotal in opposing the villain, the Red Tornado is briefly said to be incredibly important, and Lex Luthor comes close to co-ruling five entire worlds and even leads the charge to assassinate Kronoa. The Earth-2 Superman, Kal-L, is often at the heart of the conflict, leading the others and inspiring confidence, as is his Earth-1 counterpart. It’s therefore more tragic seeing Superman’s grief-stricken reaction to his cousin’s death; holding Supergirl in his arms, the Man of Steel briefly forgets his morals and vows to kill the Anti-Monitor as recompense. This is but one of the unforgettable deaths featured in Crisis on Infinite Earths as the Flash sacrifices himself to deal a critical blow to the Anti-Monitor, making a martyr of himself for decades before DC made the bone-headed decision to revive him. There’s an odd dichotomy in Crisis on Infinite Earths; these alternative worlds and characters co-exist and are even folded into one by the end. Rather than wiping everything away and starting afresh by the conclusion, the story clunkily has the survivors forget key events and weaves characters like Captain Marvel and the Justice Society into a unified timeline. This works for me as I prefer a coherent narrative, but it essentially means Crisis on Infinite Earth takes place mid-way through the early years of the post-Crisis reboot and reimaginings like John Byrne’s Superman stories happen before and during this event, rather than after it.

Worlds lived, worlds died, and the DC Universe was never the same…for about twenty years…

These days, Crisis on Infinite Earths may be a lot for modern readers to take in. Many of its characters and concepts are either forgotten, wildly different, or have been done to death thanks to the multiple reality-altering events that followed (many specifically to address loose ends from this story). At the time, though, I’d wager many long-term DC readers appreciated the cameos and call-backs weaved into the story. I’m glad DC devoted twelve issues to the story and didn’t rush it, but it does get repetitive and convoluted as it drags on. The secondary threat of Brainiac and Luthor directing a team of villains to conquer the five worlds, for example, could probably be skipped or relegated to a tie-in comic. Similarly, the defending of the Cosmic Tuning Forks isn’t very interesting and doesn’t really add to the story since we barely see any action around this, the Shadow Demons are too powerful to be interesting, and it’s all negated by the Monitor’s death. In this respect, I think the event could’ve been cut down to eight or ten issues and still been just as effective, especially as many Earths and characters feature as quick cameos to be obliterated. The remaining five Earths are said to be the most important, which is a little disrespectful to those that perished by the Anti-Monitor’s hand and a bit of an insult to any fans of those worlds. I liked seeing new heroes rise during the chaos, like a new Dr. Light (who was an aggressive bitch throughout), Wildcat, and Guy being Green Lantern again, though it falls a little flat when you know the canon is going to be altered after this to return the status quo. I liked the Anti-Monitor’s design and his characterisation as a reprehensible being who craved only power and destruction, but it was hard to get a sense of his power and limitations. One minute he’s weakened by giant towers, then his armour is containing his energy, and then he’s being powered by a black sun despite having absorbed the lifeforce of his anti-matter universe. Still, the unification of heroes and villains to oppose him was fun to see, the sacrifices and determination were poignant, and the weaving together of a singular continuity, while flawed, was ambitious and visually engaging to behold.

My Rating:

Rating: 4 out of 5.

Great Stuff

Have you ever read Crisis on Infinite Earths? What did you think of this unprecedented mash-up of DC’s various worlds and characters? Which parallel world was your favourite and were you upset to see destroyed? What did you think to the Anti-Monitor, his vast power and his stubborn refusal to die? Were you shocked to see Supergirl and the Flash die so dramatically? Do you agree that the story dragged on a bit by the end? Which of the subsequent Crisis events was your favourite and what are some of your favourite cosmic events? Drop a comment below to share your thoughts about Crisis on Infinite Earths and feel free to check out my reviews of other notable crossovers.

Back Issues [Bat-Month]: Detective Comics #66/68


In the decades since his first dramatic appearance in the pages of Detective Comics, Bruce Wayne/Batman has become a mainstream, worldwide, pop culture icon. The brainchild of writer Bob Kane, Batman was brought to life by artist Bill Finger and has been a popular staple of DC Comics and countless movies, videogames, and cartoons over the years. “Batman Day” falls on 21 September this year and I figured this was a perfect excuse to spend every Saturday celebrating comic’s grim and broody vigilante.


Writer: Bill Finger – Artist: Bob Kane

Story Title: “The Crimes of Two-Face”
Published: August 1942

Story Title: “The Man Who Led a Double Life”
Published: October 1942

The Background:
Following the huge success of Clark Kent/Superman, National Comics Publications had Bob Kane create another masked crimefighter to add to their repertoire. Thanks to the long-suppressed influence of artist Bill Finger, the “Bat-Man” soon became not only one of DC Comics’ most popular characters but also a mainstream cultural icon. In the years that followed, the Batman battled numerous costumed supervillains, but perhaps none are more tragic then former district attorney-turned-criminal Harvey Dent/Two-Face. Originally debuting in this two-part story as Harvey “Apollo” Kent, Two-Face was heavily inspired by the 1925 adaptation of The Phantom of the Opera (Leroux, 1909) and the 1931 adaptation of Strange Case of Dr Jekyll and Mr Hyde (Stevenson, 1886), both tales of a tortured soul, often gruesomely depicted or disfigured, who struggled with the duality of good and evil. Subsequent Two-Face stories have offered further insight into his tragic and abusive childhood, as well as further emphasising his complex relationship with Bruce Wayne, and the character is often a rival or litmus test for Batman’s different Robins. Widely regarded as one of Batman’s best villains, Two-Face has appeared as a prominent foe outside of the comics, from his renowned appearances in the acclaimed Batman: The Animated Series (1992 to 1999), Tommy Lee Jones’s bombastic portrayal in Batman Forever (Schumacher, 1995), and Aaron Eckhart’s understated turn in The Dark Knight (Nolan, 2008).

The Review:
This two-part story begins by introducing us to Harvey Kent, the dashing and famous district attorney beloved by the press and nicknamed “Apollo” for his courageous stance against organised crime, such as mob boss Sal “Boss” Moroni. Kent is the lead prosecutor in the case against Moroni and wastes no time in calling the Batman to take the stand as a key witness in Moroni’s trial. Amazingly, the testimony of a masked vigilante is seen as perfectly acceptable and admissible as evidence. Batman relates how Moroni shot “Bookie” Benson while escaping from a fight and Kent produces his most damning piece of evidence: Moroni’s lucky, two-headed silver dollar with his fingerprints on it! Moroni’s so incensed by Kent’s bravado that he tosses a vial of acid right at the district attorney! Although Batman intercepts the throw, Kent is hit with a concentrated splash of vitriol on one side of his face, leaving him wrapped in bandages for an entire month. When the time comes to reveal the extent of the damage, Kent is horrified to find that the left side of his face is “scarred and hideous”. He’s even more despondent to find that his only hope, a “European specialist” Batman knows of, is currently imprisoned in a Nazi concentration camp. The Batman simply peaces out after that, advising Kent to face his fiancée, Gilda, sooner rather than later, but Kent is distraught to find his gruesome visage frightens not only children, but also his beloved Gilda. Seeing the fear in her eyes, he flies into a rage, defacing a sculpture of his former chiselled features and terrifying her almost as much as his monstrous scarring.

After being hideously scarred, Two-Face embarks on a bizarre crime spree across the city.

Tormented, driven to the brink of madness, Kent ponders this dichotomy of his explicit duality. He focuses his rage on Moroni’s silver dollar, defacing one side of it and lashing out at the cruelty of fate. Deciding that all life hinges on the flip of a coin, Kent projects his duality onto the now-scarred dollar. He resolves to decide his immediate future on a coin toss, promising to wait for Batman’s specialist to be freed if the unmarked side comes up or embark on a criminal career if the scarred side comes up. Of course, the scarred side wins and Kent rebrands himself “Two-Face”, adopting a suit to match his split face and putting his knowledge as district attorney to use in his crimes. Since everything he does is decided by this bizarre coin, one day he and his goons might rob a bank for illicit gain, but the next day he might donate his stolen money to charity! This causes public opinion of him to be fittingly divided, with some branding him a thief and a murderer and others a philanthropist and saviour. Even his goons are confused by Two-Face’s unpredictable nature, but they’re excited when the bad side wins and they undertake an elaborate scheme to rob the Brown Bond Company messenger that sees them hijack a double decker bus to rob the bondsman. As luck would have it, Batman and Robin happen to spot the mugging taking place and swoop in to intervene. Apparently well aware that Kent is Two-Face, Batman tries to talk him out of his life of crime but is stunned when his former friend pulls a gun on him and orders his men to toss him off the roof of the bus!

When Batman confronts Two-Face, the tragic villain is left clueless when his coin fails him.

Although this doesn’t come to pass thanks to Robin accidentally causing the thug driving the bus to be killed, Batman is incapacitated in the fracas and the Dynamic Duo are left to die on the out of control vehicle, though Robin manages to get to the handbrake in time. Back at his thematically appropriate lair (one side is clean and pristine and the other is a shambles), Two-Face chastises himself for his actions. Believing that he’s killed his good friend, Two-Face almost regains his sanity before lashing out at the mirror and murdering his other goon after blaming him for causing the shambles on the bus. Two-Face then steps his game up by targeting the double-feature movie house, since he’s now committed to basing his crimes on the number two, but remains unaware that Batman and Robin survived the bus crash. Upon investigating the dead body of Two-Face’s goon, the Dynamic Duo happen to find a map stuck to the sole of his shoe by a piece of gum! This leads them to the Bijou Theatre, Two-Face’s next target, where Two-Face takes over the projection booth and demands that the audience hand over their loot. While Robin takes out the goons in the projection booth, Batman swoops onto the stage for a brief fight with Two-Face while his pre-recorded message looms and rants in the background. Somehow (it’s really not too clear), Two-Face slips away, but the Batman easily tracks him back to his lair by simply…y’know, following him after Two-Face made the error of driving down a one-way street and attracting police attention. Refusing to go down without a fight, Two-Face again threatens to shoot Batman, but the Dark Knight pleads with him to come along quietly. Batman promises to testify on his behalf to argue temporary insanity and to do everything he can to see Kent gets a light sentence until that specialist can fix his face, but Two-Face is unable to make a decision without flipping his beloved coin. Unfortunately for the tragic villain, cruel fate strikes again and the coin ends up standing on edge, leaving Two-Face conflicted and incapable of deciding whether he should give up his life of crime or kill Batman and continue down his dark path.

Two-Face slips away, continues his unique crimes, and even bests Batman in a fight.

The story continued, fittingly two issues later, in “The Man Who Led a Double Life”, which picks up right where the first story ended and sees Two-Face pocketing his coin, resolving to let fate decide what he does with his life. Unfortunately, a trigger-happy cop bursts in and guns down Two-Face, believing he’s about to shoot Batman, but the bullet strikes the coin in Two-Face’s breast pocket, allowing him to survive and make a hasty retreat by leaping out of the window! Since the bullet hit the scarred side of the coin, Two-Face believes this is fate’s way of telling him to commit himself to his criminal career. His first act is to rob the doubles tennis match (during the daytime, since the coin landed good side up) and donate the cash to charity. Next, he and his goons kidnap matchstick mogul Henry Logan, whose entire home is apparently made out of matchsticks, but Batman and Robin are stunned to find it was actually the cantankerous tycoon’s double who was taken since Kent knew about Logan’s doppelganger from his time as district attorney. Batman and Robin are disgusted by Logan’s indifference towards his double’s fate and his selfishness, but the reclusive hobbyist agrees to pay Two-Face’s $200,000 ransom. However, when Logan and his wife arrive at the disused barn to make the transfer, Two-Face is enraged to find he’s been tricked and that it’s Batman and Robin in disguise! Batman and Robin easily overpower Two-Face and his mooks. Although one of the goons buries Robin under a pile of hay, Batman continues hammering Two-Face after the scarred villain tries escaping on a motorcycle. Laughably, Batman is felled when Two-Face tosses his coin at his forehead; however, Batman is spared since Two-Face “[is] not a killer yet” (despite it being said that he was in the first story) and still has some compassion for his former friend.

Two-Face’s attempt to return to his wife, and succeed at crime, are thwarted by the Batman.

When Batman and Robin return the double to Logan, they find the tycoon to be as grating as ever, so Robin teaches him a lesson by dropping a lit match into his shoe, something the Batman simply laughs about despite the fact that the house place could’ve gone up in flames! Anyway, after spotting a loved-up couple in the street, Two-Face decides to pay a visit to his lost love, Gilda. Gilda is elated when the fully restored Harvey Kent surprises her at home, but he ensures she doesn’t get too close to his face. Over a candlelit dinner, he promises to come back to her and forgo his criminal ways if she waits for him, but is incensed when her happiness turns to horror after the heat from the candles melts the wax make-up covering his hideous scars. Gilda is driven to tears by the revelation that Kent has completely lost himself to wickedness and insanity, but Two-Face flies into a rage when Batman bursts in since he assumes she was colluding with the Dark Knight. Once again, Two-Face escapes through a window and he avenges his misfortune on the mask and make-up factory that cost him his love. Two-Face and his goons beat up the proprietors and torch the place, leaving the mask-maker destitute and his son swearing revenge. The story then leads us to believe that, despite Dick’s warnings, Bruce uses make-up to infiltrate Two-Face’s gang as “Getaway” George when the coin flips in his favour. Two-Face’s next target is the double-header baseball game between the city’s fire and police departments, in which honorary police officers Batman and Robin are publicly seen participating. Two-Face brazenly steals the $50,000 takings and even takes the mayor hostage at gunpoint after Robin beats up his minions. When Two-Face gets back to his lair and finds the cops waiting, he assumes that “Getaway” is Batman in disguise and is stunned when the real Dark Knight barges in to deliver a swift uppercut. It turns out that “Getaway” was the mask-maker’s son working in cahoots with Batman, and Two-Face bitterly comments on the irony of being double-crossed by one of his own gang in the end.

The Summary:
Two-Face’s links to Jekyll and Hyde aren’t simply thematic, they’re explicit. Hell, the first dialogue box on the opening page of “The Crimes of Two-Face” not only refers to Two-Face as “a twentieth-century Jekyll-Hyde” but even shows the disfigured criminal reading a copy of the book! I may be committing a literary sin here, but I haven’t actually read that book so I can only speak to the widely regarded themes of duality and man vs. monster that are at work in the text, but “The Crimes of Two-Face” definitely goes out of its way to draw parallels between Kent’s fate and that classic piece of gothic literature. They are, however, really only skin deep. Sure, we only see Kent for a few panels before he’s hideously scarred, but there’s no indication in either story that he was anything but a model citizen and champion of justice. More than once, he and Batman refer to each other as old friends and Two-Face is noticeably conflicted about the Dark Knight, more so than his criminal career, it seems. Indeed, it’s quite jarring when Kent just suddenly decides he has only two options: wait to be fixed or turn to crime, but it’s pretty well conveyed that his ghastly condition has caused him to snap. Batman refers to him suffering from temporary insanity, the text boxes allude to his rage, and Gilda’s reaction to his outburst all point towards this, but it’s still quite the sudden turn from model civil servant to notorious bank robber. One thing I did enjoy was that the reveal of Two-Face’s horrific visage is kept hidden to start with, so we only see it when he reluctantly reveals himself to Gilda, which builds a sense of anticipation about what he looks like. It’s a shame that he’s depicted with a literal line running down the middle of his face, but I can forgive that given the simplistic art of the time.

Despite Two-Face’s obvious gimmick, there’s little detective work involved in stopping him.

We’re well into Batman’s time as a much brighter, kid-friendly character here. He’s appearing in broad daylight, working alongside the police, and even taking to the witness stand and playing baseball, for God’s sake! Now fully deputised members of the police department, Batman and Robin are seen as assets rather than vigilantes and are specifically brought in by Police Commissioner James “Jim” Gordon to help with the Henry Logan kidnapping case. More importantly, the Batman had a close working relationship with Harvey Kent that sees him repeatedly appeal to his better half in “The Crimes of Two-Face”. Sadly, we never get to actually see the extent of their friendship. It’s simply said and inferred by their dialogue, and neither story explores Bruce’s reaction to his friend’s condition or delves into how conflicted he feels about Two-Face. Instead, Batman tries to out-think the tragic villain, occasionally begs him to listen to reason, and settles for socking him in the jaw when he refuses to come quietly. By the end, Batman views Two-Face as just another colourful supervillain and there’s no indication that he wants to try to help or rehabilitate his former friend; he just wants him locked up. As a villain, Two-Face is both visually interesting, surprisingly tragic, unpredictably volatile, and incredibly restrictive. Since he dictates his actions on a coin flip, his crimes can either be horribly violent or unnervingly charitable, casting him almost as an anti-villain since he’ll help those in need with ill-gotten gains and even kill his own men if they violate his rules. This makes the coin his most obvious Achilles’ heel, but it’s at least tied to his dual and conflicting nature. His obsession with the number two is far more of a crutch and I’m surprised that more wasn’t made of it. Once again, Batman and Robin do very little detective work here (they happen upon that map and Batman simply guesses that Kent would return to Gilda) so there’s no depictions of them trying to figure out Two-Face’s next scheme or running around the city looking for obscure references to the number two. It’s simply them reacting whenever Two-Face strikes or stumbling upon a lead.

Two-Face is a tragic and visually interesting character even in his more basic debut story.

Still, while Two-Face’s complex nature, volatile personality, and relationship with Batman is only touched upon or inferred in “The Crimes of Two-Face” and “The Man Who Led a Double Life”, both stories were surprisingly fun and unique tales. It’s not often that Batman’s villains had such a tragic twist to them back then and the references to Two-Face using his knowledge as district attorney for evil only add to the cruel twist of fate dealt to this once handsome and honourable man. I enjoyed Two-Face’s lamentations, which were suitably Phantom-esque, and his whole gimmick, including the split suit and lair. Despite seeing it as a handicap, I’ve always liked the double-headed coin aspect of the character and I enjoyed how quickly he became fixated on the coin’s decisions and how he was rendered panic-stricken and impotent when the coin landed on its side. I think “The Man Who Led a Double Life” would’ve been served better if it had begun with a babbling and broken Two-Face being taken into custody and seeing doctors try to salvage his mind and face until he inevitably returned to his evil ways, but that was kind of toyed with when he desperately resorted to a wax facsimile to reconnect with Gilda. Overall, the two tales didn’t exactly blow my socks off and there are definitely better Two-Face origin stories and tragic tales out there, but they were entertaining enough. Two-Face is an elaborate criminal with a unique, if narratively exhausting, gimmick and has (and continues to have) a tragic appeal to him that’s prominently introduced here, even with the lacklustre depiction of Kent’s time before his scarring.

My Rating:

Rating: 4 out of 5.

Great Stuff

Have you ever read the two-part debut of Two-Face? If so, what did you think to it, which of the two was your favourite, and where would you rank Two-Face in Batman’s villain hierarchy? Would you have liked to see more backstory given to Harvey Kent? What did you think to his coin, obsession with the number two, and the depiction of his volatile duality? Did you enjoy Batman’s time as a brighter, friendlier character or do you prefer the brooding, grim Dark Knight? What are some of your favourite Two-Face stories and which interpretation of Two-Face is your favourite? Whatever your thoughts on Two-Face, share them below or on my social media, and be sure to check out my other Batman content!

Back Issues [Bat-Month]: “The Joker” (Batman #1)


In the decades since his first dramatic appearance in the pages of Detective Comics, Bruce Wayne/Batman has become a mainstream, worldwide, pop culture icon. The brainchild of writer Bob Kane, Batman was brought to life by artist Bill Finger and has been a popular staple of DC Comics and countless movies, videogames, and cartoons over the years. “Batman Day” falls on 21 September this year and I figured this was a perfect excuse to spend every Saturday celebrating comic’s grim and broody vigilante.


Story Title: Technically untitled, but commonly known as “The Joker”
Published: March 1940
Writer: Bill Finger
Artist: Bob Kane

The Background:
After seeing success with Clark Kent/Superman, National Comics Publications charged Bob Kane with creating another masked crimefighter to add to their portfolio and, thanks to the long-suppressed influence of artist Bill Finger, the “Bat-Man” soon became both a popular DC Comics character and a mainstream cultural icon. Over the years that followed, the Batman has matched wits against some of the most recognisable supervillains in all of comics, but unquestionable his greatest nemesis has always been the self-styled Clown Prince of Crime, the Joker. Bob Kane, Bill Finger, and Jerry Robinson all laid claim to creating the Harlequin of Hate, but what is widely known is that the character’s iconic, gruesome smile and clown-like visage was heavily influenced by Gwynplaine (Conrad Veidt) from The Man Who Laughs (Leni, 1928). It was a last-second decision by then-editor Whitney Ellsworth that saw the Joker survive his initial encounter with the Batman and, though the character was used less under the eye of editor Julius Schwartz, he rose to prominence thanks to the efforts of Dennis O’Neil and Neal Adams during the 1970s and 1980s. Since then, the Joker has become easily Batman’s most notorious and mainstream foe. In addition to terrorising Gotham City with laughing gas, the famously elusive and mysterious Joker crippled Barbara Gordon/Batgirl for many years, murdered both Jason Todd/Robin and Commissioner James Gordon’s second wife, had his face removed for a time, and has fought Batman to the death on numerous occasions, repeatedly returning to plague the Dark Knight, his allies, and Gotham City despite appearing to die more than once. The Joker has also been a prominent villain in Batman media outside the comics, often used as a primary antagonist in Batman videogames and brought to life with gleeful relish by many actors, such as Cesar Romero (who famously refused to shave his iconic moustache to portray the character), Jack Nicholson, and Mark Hamill (for many, the quintessential actor to tackle the role). The Joker has been the subject of numerous psychological and introspective debates and his popularity and infamy are such that he’s had his own self-titled comic, been a playable character in DC-related fighting games, and even appeared in standalone movies, with the first making over $1 billion at the box office!

The Review:
Our story wastes no time in introducing us not just to the Joker’s gruesome, grinning visage but also his menacing ways. A quintessential 1940s home is startled when the Joker’s cackling threats interrupt their nightly radio broadcast to issue an ominous threat against millionaire Henry Claridge, whom the Joker promises to kill and rob of his famed family diamond at midnight that night! Although some members of the public laugh it off as a gag akin to Orson Welles’ infamous War of the Worlds prank from 1938, the radio station is swamped with concerned calls and Henry Claridge is understandably panicked. His fears are allayed when the city police arrive and promise to watch over him, and his diamond, overnight and Claridge is overjoyed when his grandfather clock strikes twelve and he’s still alive. However, he suddenly convulses in agony and collapses dead to the ground with a ghastly rictus grin on his lifeless face – “the sign of death from the Joker!” As if that wasn’t bad enough, the cops are stunned when they inspect the Claridge diamond and find that it’s been replaced with an elaborate forgery and the Joker’s calling card, a literal joker-faced playing card, has been left behind to taunt them.

The Joker baffles the police by killing his victims and leaving them with a gruesome grinning visage.

Luckily for us readers, the Joker is quite a loquacious fellow. When the story switches to his ornate lair to focus on the hate-filled harlequin, he openly explains how he delivered on his threat and outwitted the police: he simply injected Claridge with a slow-acting poison as he slept so that he would die at exactly twelve midnight. He also swiped and replaced the diamond while he was at it, and is immensely proud of his cunning, which has riled up Dick Grayson since he’s astounded by the Joker’s repeated acts of violence. However, his mentor, billionaire Bruce Wayne, believes that it’s not quite time for them to intervene as the crimefighting duo, Batman and Robin. Because of this, the Joker makes good on another threat. This time, he promises to kill Jay Wilde at ten o’clock and steal his ruby and his victim again collapses in pain, dropping dead with a smile, after being shot by a poisoned dart when the Joker easily hid amongst the cops in one of Wilde’s suits of armour. Luckily for the cops assigned to watch him, the Joker chooses simply to “paralyse” them with a gas; he then liberates his victim of his ruby and gleefully slips away. The city-wide manhunt for the Joker is met with embarrassing failure, but his actions have also riled up the city’s mobsters. Angry and envious that the Joker has been beating them to the punch, surly Brute Nelson vows to teach him a lesson and has his boys spread the word that he thinks the Joker is a “yeller rat”. Since those are fightin’ words during this time, the Joker bursts into Nelson’s home to confront him and is impressed to find that the mobster has lured him into a trap. Luckily for him, the Batman saw the mob’s interest in the Joker as enough of a reason to finally step in so he’s also in Nelson’s home and manages to get the drop on his goons despite his characteristic lack of stealth.

The Batman recovers from an initial failure to put an end to the Joker’s killing spree.

The Joker uses this distraction to his advantage, gunning the arrogant Nelson down in cold blood and making a quick getaway in his car. The Batman easily follows and leaps onto the speeding vehicle. However, when the two are launched from the car as it flies off a bridge, the Batman is surprisingly outmatched by the Joker, who socks him with a haymaker and delivers a kick that sends the Dark Knight plummeting to the water below. The Joker then takes a much more direct approach to target Judge Drake, the man who once sent him to prison. He disguises himself as the police chief (who he again chooses to simply subdue rather than kill) to get close to the judge and inject him with his gruesome poison. Although his disguise means the Joker gets away without suspicion, Robin takes his orders to “follow anyone that comes out of the judge’s house” literally and finds himself at the Joker’s hideout, where he’s summarily knocked out by the grinning maniac. The Batman, also staking out the judge’s house, uses his “infra-red lamp” to follow Robin’s trail and arrives just in time to save Robin from also being poisoned. Although the Batman overpowers the Joker, the Harlequin of Hate is knocked into a table of chemicals and a fire suddenly breaks out. Thanks to immunising himself from his poisons, the Joker sprays the Batman with a paralysing gas and leaves him to perish in the flames. However, the Batman simply recovers at superhuman speed and rescues Robin, who points him in the direction of the Joker’s next target: Otto Drexel and Cleopatra’s necklace. The Dynamic Duo arrive just as the Joker’s breaking into Drexel’s penthouse. The Joker’s driven to frustration by the Batman’s bulletproof vest and tries to make a death-defying getaway to a nearby construction site, only to be foiled by Robin and sent plunging to his doom. However, the Batman catches him and delivers a knockout blow, finally ending the Joker’s killing spree and seeing him behind bars…where he’s seen already plotting his escape!

The Summary:
I really enjoy seeing how “The Joker” influenced future live-action iterations of the titular villain. He’s shown broadcasting his threats over the radio, which is similar to how both Jack Nicholson and Heath Ledger’s portrayals would issue threats over the television. I believe Mark Hamill’s Joker used a similar system on more than one occasion, and the Joker would return to this method in future stories. The Joker’s entire persona here is one that is wholly unique to him and really helps him to stand out not just against the darker Batman but other comic book villains of this era. Not only does he have chalk-white make-up on and an unnerving lipstick grin, he’s decked out in the bizarre purple suit and hat that gives an unsettling air of menace to him. He’s also seen to be extremely cunning; he issues his threats as a method of intimidation and appears to be almost omniscient in the way he carries out his evil deeds, poisoning his victims ahead of time of hiding in plain sight to strike. Indeed, the Joker’s crimes have the police suitably baffled and even Batman, famously known as the “World’s Greatest Detective”, isn’t seen investigating or even trying to understand how the Joker pulls off his elaborate crimes. Beyond Bruce commenting that the Joker must use “some sort of drug” to give his victims their ghastly smiles, it’s up to the titular madman to explain his methods in an extended soliloquy, which actually goes a long way to show not just his theatricality but also how he’s got the guile and wits enough to bamboozle everyone.

The Joker is seen as a cunning and ruthless foe with a bizarre and terrifying gimmick.

At the same time, the Joker isn’t above simply gunning a man down; a prideful man, he rises to Brute Nelson’s bait and targets not just the wealthy for their priceless possessions but also those who have wronged him in the past, like Judge Drake. Constantly portrayed as being one step ahead of everyone, the Joker always has a plan B, whether that’s disguising himself as the police chief, speeding off in his car, or boldly leaping to a construction site to evade the Batman. He’s also seen to be quite capable in a brawl; when they first tussle, the Joker gets the better of the Batman, who we’d seen overpowering multiple armed men on the previous page. One quirk of the tale I found amusing was Bruce’s hesitancy to get involved until “the time is ripe”, which indirectly causes the deaths of at least three men. This is probably because the Batman’s relationship with the city’s police isn’t yet as co-operative as we know it today, but I found it interesting that he didn’t get involved sooner, especially considering the baffling nature of the Joker’s methods. Batman is surprisingly light on gadgets here, too; he has his infra-red lamp and a bulletproof vest but that’s about it, so he’s far more reliant on his wits and incredible recuperative and physical powers. This actually puts him and the Joker on relatively equal ground, but Robin gives the Batman the edge. Sure, the Boy Wonder ends up captured and is nearly killed, but he’s enthusiastic to get after the Joker where Batman is more impassive and even almost kills the Clown Prince of Crime when he sends him plummeting from the construction site. As is to be expected of this era, the artwork is quite questionable; everything has a very sketchy, “pulp” feel to it that works in the context of the time, even if I find it a bit rudimentary. However, the Joker certainly makes a visual impression; we don’t get any backstory to him beyond him having once gone to prison and being full of hate, which adds to his allure, and I’d say this set a pretty good standard for future Joker stories to build upon his character and his complex rivalry with the Batman.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever read “The Joker”? What did you think to the Joker’s debut story and the way he performed his kills? Were you surprised it took the Batman so long to get involved in the case? What are some of your favourite Joker stories? Which interpretation of the Joker, whether animated, pixelated, or live-action, is your favourite? Whatever you think about the Joker, share your thoughts below or leave comment on my social media, and be sure to check out my other Batman content across the site!

Back Issues [Bat-Month]: Batman #232


In the decades since his first dramatic appearance in the pages of Detective Comics, Bruce Wayne/Batman has become a mainstream, worldwide, pop culture icon. The brainchild of writer Bob Kane, Batman was brought to life by artist Bill Finger and has been a popular staple of DC Comics and countless movies, videogames, and cartoons over the years. “Batman Day” falls on September 16 this year and I figured this was a perfect excuse to spend every Saturday celebrating comic’s grim and broody vigilante.


Story Title: “Daughter of the Demon”
Published: June 1971
Writer: Dennis O’Neil
Artist: Neal Adams

The Background:
Following the huge success of Clark Kent/Superman, National Comics Publications set Bob Kane to work creating another masked crimefighter to add to their repertoire. Thanks to the long-suppressed influence of artist Bill Finger, the “Bat-Man” soon became not only one of DC Comics’ most popular characters but also a mainstream cultural icon. In the years that followed, the Batman defended Gotham City from numerous costumed supervillains, but perhaps none have been more captivating and intriguing than “The Demon’s Head” himself, Rā’s al Ghūl. Created by editor Julius Schwartz, writer Dennis O’Neil, and artist Neal Adams during a time when DC Comics were reinventing the Batman to shake off the camp trappings of the sixties, Rā’s al Ghūl was an enigmatic criminal mastermind akin to a James Bond villain. His vast criminal empire, lofty goal of ending all worldwide conflict by any means necessary, and international flavour made him both a dark mirror of the Dark Knight and an evolution of the Fu Manchu stereotype. A new villain for a new era in comics, Rā’s al Ghūl would continually plague Batman over the years thanks to the rejuvenating properties of his “Lazarus Pits”, which allowed him to stave off injuries and death and the cost of his keen intellect, and he was a pivotal figure in DC Comics thanks to the influence of his daughter, Talia, with whom Batman would have a volatile son. Rā’s al Ghūl has made numerous appearances outside of the comics, usually as a master manipulator; he was excellently voiced by the eloquent David Warner in the DC Animated Universe, often cropped up as a puppet master in various Batman videogames, and made appearances in DC’s live-action television shows (however ill-fitting these might have been) courtesy of Matthew Nable and Alexander Siddig. Liam Neeson expertly brought the character to life in Batman Begins (Nolan, 2005) and Rā’s al Ghūl has consistently been regarded as one of Batman’s most dangerous and formidable villains due to his complex nature and the influence of his League of Assassins.

The Review:
“Daughter of the Demon” takes place during a transitional time in the Caped Crusader’s life and portrayal; in an effort to curb ludicrous claims about the Dark Knight’s sexuality and to simplify his entire persona, Bruce Wayne moved into a luxury penthouse in the middle of Gotham City alongside his faithful butler and father-figure, Alfred Pennyworth, and Dick Grayson/Robin grew into the “Teen Wonder” and moved away to Hudson University. This provides some context for the opening panels of the story, which see the colourful youth sneaking back into his dormitory and being dramatically gunned down by two unseen assailants! As horrified as Bruce is to learn that Dick hasn’t been seen for a few days, he’s even more startled when a photograph of the captured (but seemingly alive) teen arrives at his penthouse with a threatening note addressed to the Batman! Bruce wastes no time in suited up as Gotham’s grim avenger and swinging his way over the Wayne Manor in order to run tests on the note and the photograph at the Batcave. It seems that, when they moved, they didn’t initially kit the penthouse up with all their crime-fighting equipment as Batman is forced to make the trip using his trusty Batrope rather than the Batmobile, but such concerns are immediately forgotten when Batman is greeted by the enigmatic figure of Rā’s al Ghūl and his hulking bodyguard, Ubu.

When Robin and Talia are kidnapped, Batman teams up with Rā’s to find them.

Having deduced that Bruce Wayne and the Batman are one and the same through deduction, research, and observation (being the Batman requires wealth and resources, after all, a “hole” that Batman vows to “plug” in the future), Rā’s comes to Batman seeking his aid since he received a similar note showing that his daughter, the beautiful Talia al Ghūl, has also been kidnapped. Having encountered the Batman in a previous story, Talia spoke highly of his deductive skills, making him the natural choice to seek for assistance and Bruce lives up to his reputation by analysing both pictures under a “microscopic spectograph” [sic] and discovering small traces of a certain herb used in ceremonies by an Eastern cult known as the Brotherhood of the Demon, who operate out of Calcutta. The three board Rā’s’ plane (with Batman noting the strength and loyalty of the overzealous Ubu) and, on the long flight to India, Rā’s comments on Batman’s stoic demeanour and Bruce grimly responds that he is compartmentalising on the task at hand and will grieve later, if necessary which, of course, detours the story into a flashback of how young Bruce Wayne saw his parents murdered before his eyes. Of course, we all know the story: Dedicating his mind and body to the eradication of crime, he was inspired by the appearance of a bat to become the Batman and then found a kinship in young Dick Grayson, whom he trained to become his crimefighting partner. Once they land in Calcutta, Batman begins his investigation in earnest, benefitting from the terror his unfamiliar guise evokes in the local street scum and even threatening them with death for information on the Brotherhood of the Demon. This bluff pays off and leads the three to a building at the end of a nearby alleyway, wherein Batman is set upon by a ravenous leopard! Acting swiftly, he locks the cat’s jaws open with his elbow, overpowers it, and nonchalantly breaks its neck with only minor wounds.

Batman outs Rā’s and is stunned to find he’s being groomed as the villain’s successor!

Remarking that the leopard had been well trained to act as a guard, the Batman discovers a convenient map pointing them in the direction of the Himalayan Mountains, and the three make haste to the frigid heights of Mount Nanda Devi. Easily picking up the trail, the Batman makes use of some handholds that have recently been hacked into the ice and leads the expedition up the mountain, only for them to be shot at by a sniper; while Ubu tends to his master, the Batman spectacularly swings into action to punch out the shooter. Afterwards, Batman notes the presence of a helicopter and several other armed guards, but his inner monologue suggests that he’s figured out what’s really going on; he calls the gunmen’s bluff and easily makes his way into an elaborate chamber, where he frees Robin and launches into an angered tirade against the so-called Brotherhood of the Demon that reveals Rā’s was behind everything. He was immediately tipped off when Rā’s showed up at the Batcave right after Robin was kidnapped, and when Ubu insisted that his master go ahead…unless there was immediate danger nearby, and finally because the two brought them to the exact mountain they needed to investigate despite the map not specifying the Brotherhood’s precise location. Furious and insulted by the deception and the run-around, Batman relishes in taking his anger out on the Brotherhood’s minions alongside Robin, unmasking their “Supreme Leader” as none other than Ubu and engaging with the musclebound brute in a short, but decisive, clash that sees the Batman effortlessly avoid the big man’s swings and lay him out with an uppercut to the jaw! Rā’s commends the Batman’s physical and mental prowess and reveals his intentions behind the whole charade: Talia is in love with the Dark Knight and Rā’s wishes to retire from his vast organisation and have Batman take his place as his successor…and son-in-law!

The Summary:
When I was a kid, comic books weren’t that easy to come by in the United Kingdom so I mainly got my Batman fix from yearly annuals, with many of them being from the seventies and eighties. Consequently, Denny O’Neil and Neal Adams’ version of Batman was the one I knew best, so “Daughter of the Demon” ticks a lot of boxes for me. The artwork is spectacular, with large, well-defined, and realistic depictions being at the forefront; while I’m not a fan of the Batman’s yellow oval symbol or blue-and-grey ensemble, Adams always drew him in dynamic and powerful poses, even when he’s just standing their with his caped wrapped around him or sitting and brooding. Having said that, it’s a bit weird that the Batman doesn’t have his car or at least a makeshift Batcave a little close to his penthouse; having to swing all the way across Gotham and out to Wayne Manor seems unnecessarily laborious, but it’s barely a factor in the story, though it might’ve saved some panels and been just as easy to simply have Rā’s and Ubu show up at Bruce’s penthouse. Rā’s himself is a well-spoken and mysterious figure; appearing to be a wealthy and influential man of culture and of high intelligence, it seems almost too convenient for him and the Batman to join forces but, in the context of the story, it makes sense as Bruce is clearly impressed and stunned that someone was finally able to figure out his true identity.

A startling debut for one of Batman’s greatest foes let down only be a weak finale.

We later find out that he knew all along that Rā’s was behind the whole plot and had simply been playing along to rescue Robin; along the way, Batman dishes out some sass to the brutish Ubu and demonstrates his keen mind and attention to detail alongside his unmatched physical prowess. This is enough to impress Rā’s in the end, but we wouldn’t actually see a resolution to this dangling plot thread for some time; the following issue doesn’t continue this story and next time Rā’s showed up, it was a similar test of Batman’s fortitude and skills. They wouldn’t have their iconic shirtless sword fight until over a year later either, meaning that all the intrigue and excitement this story builds around Rā’s is kind of squandered as it doesn’t really go anywhere. This is a bit of a disappointment as it was an interesting debut for one of Batman’s most cunning and ruthless foes; the idea of someone, especially a well connected individual like Rā’s, being privy to Batman’s dual identity is shocking and something that helped set him apart from the Dark Knight’s other rogues, but we wouldn’t learn more about the Demon’s Head, his organisation, or his motivations and physical skills for some time, retroactively making this story a bit random and unfulfilling in a lot of ways.

My Rating:

Rating: 4 out of 5.

Great Stuff

Have you ever read “Daughter of the Demon”? What did you think of Rā’s al Ghūl’s first appearance and his surprising knowledge of Batman’s true identity? Did you cotton on that Rā’s was behind everything? What are some of your favourite Rā’s al Ghūl stories? Which interpretation of the Rā’s al Ghūl, whether animated, pixelated, or live-action, is your favourite? Whatever you think about the Rā’s al Ghūl, share your thoughts below or leave comment on my social media, and be sure to check out my other Batman content!

Back Issues [Bat-Month]: World’s Finest Comics #3


In the decades since his first dramatic appearance in the pages of Detective Comics, Bruce Wayne/Batman has become a mainstream, worldwide, pop culture icon. The brainchild of writer Bob Kane, Batman was brought to life by artist Bill Finger and has been a popular staple of DC Comics and countless movies, videogames, and cartoons over the years. “Batman Day” falls on September 16 this year and I figured this was a perfect excuse to spend every Saturday celebrating comic’s grim and broody vigilante.


Story Title: “The Riddle of the Human Scarecrow”
Published: September 1941
Writer: Bill Finger
Artist: Bob Kane and Jerry Robinson

The Background:
Once Clark Kent/Superman proved to be a massive success, National Comics Publications (as DC Comics was then known) were eager to add more superheroes to their line-up and charged Bob Kane to create a new masked crimefighter. Thanks to the long-suppressed influence of artist Bill Finger, Bob Kane’s “Bat-Man” concept quickly became one of comicdom’s most popular characters and a mainstream cultural icon thanks to a slew of successful and profitable multimedia ventures. Over the years, the Batman has matched brain and brawn against many colourful supervillains, but perhaps none have challenged his reputation as a fearsome symbol of terror more than Jonathan Crane, the Scarecrow! Created by Bill Finger and Bob Kane, the Scarecrow was heavily inspired by Ichabod Crane, the slender protagonist of The Legend of Sleepy Hollow (Irving, 1820); though he only made two appearances during the “Golden Age” of comic books, the Scarecrow has become a recurring member of Batman’s rogues’ gallery, often as a manipulative and unhinged master of fear who gasses or doses up his victims to drive them to near hysteria. The character was a prominent villain in the DC Animated Universe, where his design was radically altered to make him scarier and he was responsible for one of the most disturbing episodes of The New Batman Adventures (1997 to 1999). He also played a memorable role in the Batman: Arkham videogames (Various, 2009 to 2023), where he sported a Freddy Kreuger-inspired design, and made his big-screen debut in Batman Begins (Nolan, 2005), all of which has helped add to the villain’s mystique as one of Batman’s more twisted and cerebral foes.

The Review:
The Scarecrow’s ties to Sleepy Hollow are immediately apparent from the first splash page of his debut story, which depicts him as a huge, gaunt scarecrow lumbering across a moonlit field surrounded by bats and gnarled trees, certainly evoking a gothic, supernatural horror more than anything. But, as we soon learn, behind this terrifying visual is a man; a very disturbed man, at that. Flashback panels tell how young Jonathan Crane delighted in frightening birds as a small boy and this obsession with fear (both causing and studying it) carried through to his adulthood, where he became a Psychology teacher “in a university” notorious for his extreme methods as much as his haggard appearance. Crane brings a gun to his class to demonstrate the psychology of fear; the mere sight of a gun, of having it pointed your way, inspires dread but hearing it go off, seeing it destroy a vase, only increases the emotional response, something Crane is absolutely fascinated by. Crane is shunned by his peers since, rather than spending his salary on some decent clothes, he resembles a scarecrow in his old, drab attire and buys books instead. Enraged by their dismissive comments and prejudice, Crane formulates a plot to acquire the wealth deemed so important by others using a dramatic and powerful symbol: the scarecrow, a “symbol of poverty and fear combined”. The Scarecrow immediately sets about establishing a protection racket by preying on Frank Kendrick, a local businessman whose partner is suing him for embezzlement. The Scarecrow offers to “scare” Kendrick’s partner, Paul Herold, in return for a fee, and Kendrick is…I dunno…intrigued? Curious? Certainly not terrified and the Scarecrow doesn’t really demonstrate anything that makes him a valid investment beyond his straw outfit…

Fear-obsessed Dr. Crane begins a campaign of terror under the guise of a scarecrow.

Regardless, Kendrick agrees and the Scarecrow makes good on his promise not by his trademark fear gas or any kind of elaborate gimmick, but by simply wounding Herold with a gun shot and promising to kill him if he doesn’t drop the suit. Conveniently, Batman and his colourful sidekick, Dick Grayson/Robin, are on a rooftop nearby and hear the gunshot; they swing into action when they spot the curious human scarecrow making his escape. The Scarecrow surprises them with his swiftness and effectively holds them off with a few shots from his pistol, a good wallop to the Batman’s head, and by tossing a trash can at Robin and slipping away “with queer grasshopper leaps”. Naturally, Kendrick is fingered as the prime suspect in hiring Herold’s attack, but he denies everything, and Herold’s refusal to drop his lawsuit results in another visit from the Scarecrow that leaves him dead as “The Scarecrow warns only once!”, leaving Kendrick horrified. He still pays, however, which is lucky as Crane’s unorthodox teaching methods cost him his job; Crane barely even cares, however, since he now has a big wad of cash and a reputation in the criminal underworld. The Scarecrow sets about bolstering this reputation by offering his services to Richard Dodge, whose department store is going under thanks to a rival store, so he offers to scare customers away and back to his shop, which he does through his mere appearance and the use of smoke bombs, which drive the crowd into a frenzy. Coincidentally, Bruce Wayne and Dick Grayson happen to hear about this riot on the radio and, suspecting a link between Crane and the Scarecrow after the university president (who is conveniently a friend of Bruce’s) nonchalantly mentioned Crane’s wad of cash, Batman and Robin rush to the scene. They find the Scarecrow in the act of smashing up the store with a baseball bat and Batman flings some really weird and cringey one-liners and quips at the Master of Fear during their far more even rematch.

Despite proving a surprisingly slippery foe, the Scarecrow is finally apprehended.

Still, the Scarecrow proves to be a slippery and surprisingly physically capable opponent, as well as highly adaptable; he has Batman on the ropes and at gun point at one point and is only stopped from shooting him, and finishing him off with a “bomb” (potentially meant to be a grenade? Who even knows?), by the timely intervention of the Boy Wonder. Discovering that the only thing the Scarecrow stole were a couple of rare books is all the proof Batman needs to deduce that Crane and Scarecrow are one and the same and he proves his theory by infiltrating Crane’s home under an elaborate disguise and spotting all his rare books. Crane is not so easily fooled, however; by use of the lost art of…looking out his window…he sees that his visitor was really the Batman and heads out to kill Dodge to cover his tracks, only to find Batman and Robin waiting for him. Armed with his trusty pistol and giving them the slip with his “queer grasshopper leaps”, the Scarecrow flees to a nearby playground, where he almost shoots Robin but for an errant swing bashing him in the head. The Scarecrow is even able to hold off the Batman with his punches, boasting that he’s “as good as fighting as [he] is”, but is ultimately undone when he tries to retrieve his gun and gets unbalanced by Robin and a see-saw and then punched out by the Dark Knight. Impressed by his newest foe, who “gave [him] the fight of [his] career”, Batman literally drags the Scarecrow’s unconscious body off to jail, where Crane vows escape and continue his reign of terror.

The Summary:
“The Riddle of the Human Scarecrow” is certainly a bizarre early-Batman tale. There isn’t really a “riddle” to the straw-faced villain, so to speak, as we learn everything about him within the first few pages, including hints towards him being psychologically damaged as a boy and his obsession with wealth, knowledge, and fear. Batman and Robin barely even stop to wonder who is under the burlap sack and only happen upon clues to his true identity through sheer luck and massive coincidence, so it’s not as if they spend hours toiling away studying evidence or being bamboozled by the their new foe’s identity. Indeed, they only happen across the Scarecrow out of dumb luck and are only alerted to his crimes because of newspapers and radio broadcasts. If the Scarecrow had employed his fear toxin here to kill through a more unconventional means it might have helped to make the title more relevant and give the character more menace and intrigue, but he just runs around dressed as a scarecrow and shoots people, clearly as a hired gun, so I think a title more akin to “The Menace of the Human Scarecrow” would’ve been more appropriate.

While his methods are quite different from what we’ve come to expect, the Scarecrow is a tricky foe for Batman.

Interestingly, since this is a longer Batman tale than some other debuts I’ve read, quite a bit more time is spent on developing Crane and establishing his character; he’s resentful that his peers place so much importance on wealth and combines his obsession with fear with his desire for affluence into a horrifying visage. He sells himself as an intimidating thug who can terrify a person’s business rivals for cash, but goes about this in a manner so mundane that it really isn’t befitting of his theatrical getup. He simply shoots people and tosses smoke bombs, something any hoodlum can do, but makes the front page because he happens to be dressed as a scarecrow. Despite being a gaunt, wiry, and somewhat middle-aged man, Crane is surprisingly nimble, athletic, and physically gifted; much time is spent emphasising his speed and agility and he’s more than capable of fending off Batman and Robin either using his wiles or fisticuffs. This is probably the most unrealistic aspect of the character and I much prefer the Scarecrow as a psychological challenge rather than a physical one, but this “Crane Style” of fighting has come up before and is known to catch Batman off-guard so I can just about forgive it. What I can’t forgive is how clueless and ineffectual Batman and Robin are; they stumble across the Scarecrow and are easily bested, are hounded by the police (and even have to fight them off at one point), are almost killed by the villain on more than one occasion, and make absolutely no effort to investigate the Scarecrow, relying purely on the convenient clues dropped by other characters. Batman’s one piece of innovation has him dressing up as a civilian…over his Batsuit…and then revealing his subterfuge right outside Crane’s window and it’s only through their teamwork (and the will of the writer) that they’re able to finally topple the Scarecrow. Overall, I enjoyed the parts of this story that focused on Crane and his strawy alter ego; the Scarecrow has a lot of visual and motivational potential, but without his fear gas and his more psychological aspects he comes across as just weird guy in a suit shooting people for cash.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever read “The Riddle of the Human Scarecrow”? What did you think of the Scarecrow’s debut and his surprisingly direct methods of inspiring fear? Were you surprised at how lazy and ineffectual Batman and Robin were and how physically capable Crane turned out to be? What are some of your favourite Scarecrow stories? Which interpretation of the Scarecrow, whether animated, pixelated, or live-action, is your favourite? Whatever you think about the Scarecrow, share your thoughts below or leave comment on my social media, and be sure to check out my other Batman content!

Game Corner [Robin Month]: Gotham Knights: Deluxe Edition (Xbox Series X)


In April of 1940, about a year after the debut of arguably their most popular character, Bruce Wayne/Batman, DC Comics debuted “the sensational find of [that year]”, Dick Grayson/Robin. Since then, Batman’s pixie-boots-wearing partner has changed outfits and a number of different characters have assumed the mantle as the Dynamic Duo of Batman and Robin have become an iconic staple of DC Comics. Considering my fondness for the character and those who assumed the mantle over the years, what better way to celebrate this dynamic debut than to dedicate every Thursday of April to celebrating the character?


Released: 21 October 2022
Developer: WB Games Montréal
Also Available For: PC, PlayStation 5, Xbox Series S

The Background:
In 2008, Eidos Interactive and Rocksteady Studios delivered one of the greatest superhero videogames of the modern era, Batman: Arkham Asylum, which proved to not only be a critical and commercial success after years of Batman games of varying quality but also kick-started an incredibly successful and well-regarded series of videogames. Batman: Arkham City (ibid, 2011) proved to be bigger and better and, despite criticisms of its driving sections, the final game in the series, Batman: Arkham Knight (ibid, 2015), was still met with largely favourable reviews. After the success of Arkham City, Warner Bros. Interactive Entertainment turned to WB Games Montréal to develop a prequel and give Rocksteady Studios time to produce their expansive and impressive finale. Although Batman: Arkham Origins (ibid, 2013) is often considered the black sheep of the franchise, I found it to be just as enjoyable as Arkham City and it still sold incredibly well and it even laid the foundation for a spin-off focusing on the Suicide Squad. Indeed, in August 2020, it was announced that Rocksteady would be returning to their popular spin-off franchise for a Suicide Squad title but, at the same time, WB Games Montréal were also revealed to be working on their own Bat-centric title, one that wasn’t connected to the Arkham series but still owed a lot to it in terms of its presentation and gameplay. Unlike the Arkham games, Gotham Knights was to be a multiplayer, open-world adventure set after the Dark Knight’s death and focusing on his four protégés; the game was built to incorporate role-playing elements and online functionality to allow players to co-operate in combat and missions. However, also unlike its spiritual predecessors, Gotham Knights was met with mixed reviews; while the customisation and visuals were praised, the combat and focus on grinding was criticised; the lack of variety offered by mission objectives and dull mechanics were also a negative, though the focus on character relationships was praised.

The Plot:
Batman is dead, killed in battle with Rā’s al Ghūl. In his place, his four protégés – Dick Grayson/Nightwing, Tim Drake/Robin, Barbara Gordon/Batgirl, and Jason Todd/Red Hood – must work together to combat the escalating crime sweeping the city, fill the void left by the Dark Knight, and investigate a mysterious secret cabal known as the Court of Owls.

Gameplay:
Gotham Knights is a third-person action game that takes place in an open-world environment, includes a great deal of role-playing game (RPG) elements, and allows players to pick between one of the four titular Gotham Knights and take on a variety of missions across different nights in Gotham City. Although each of the Gotham Knights has their own pros, cons, and special abilities, they all share the same control scheme, which, like many things in the game, is similar to that of the Batman: Arkham series but also a little different. You attack enemies with X; tapping the button will unleash a small combo that quickly gets a little repetitive and holding X charges up an attack for extra damage and to break through the enemy’s guard or shields. A is use to open doors, squeeze through gaps, interact with the environment, and to hop over obstacles using the game’s dysfunctional parkour mechanic; as you run around (accomplish by pressing in the left analogue stick), you can tap A to hop over gaps or up to higher levels, but the only time you can actually jump is after grappling to a ledge (accomplished by tapping the Left Bumper). Press Y sees you toss out a ranged attack, either with Batarangs or Red Hood’s apparently non-lethal pistols, and you can also hold Y to knock back and stun enemies with a wider ranged attack. B allows you to evade; there is no counter system like in the Batman: Arkham games but you can hop over and under incoming attacks and out of the way of gunfire (helpfully indicated by danger lines) and, if timed correctly, pull off a counter by tapping X after a dodge. Like the combat, it’s not as slick or intuitive as in the Batman: Arkham games, which again is something that comes up a lot here, but it does a decent enough job.

Each character has their own unique skills and abilities to fight crime in a Gotham without Batman.

The Left Trigger allows you to precision aim your projectile to attack specific enemies or interactable elements, such as exploding barrels, electrical boxes, or chains to create platforms; the Right Trigger lets you grab enemies after you’ve whittled their health down enough, allowing you to finish them off with a strike attack with X, interrogate them to fulfil mission objectives with Y, or toss them at other enemies (or off a rooftop!) with B. The Right Bumper brings up the onscreen “Ability” menu; as you pummel enemies and perform well-timed evades, a meter will build up that allows you to perform your character’s unique attacks, such as a flurry of strikes, unleashing an elemental attack, calling in a drone for a short time, or sending out a bunch of little nanobots. Some of these will boost your attack, other will create a hologram to distract enemies. Similar to the Batman: Arkham games, you can also crouch by pressing in the right stick and take to higher perches to scope out large groups of enemies; this allows you to pull off silent takedowns or ambush takedowns if you want to make a little more noise, disable any security cameras or turrets, and use the environment to instil fear in your enemies and cause them to hesitate. While there are no “Predator” sequences, the spirit of this mode is still alive here; you’re often encouraged to take a stealthy approach, something Robin is especially good at, but you can just as easily tackle most situations head-on since the Gotham Knights are much better at resisting and avoiding gunfire. Additionally, your health will no longer be restored after taking out enemies; instead, you carry a limited umber of health packs, which you can use by pressing right on the directional pad (D-pad); enemies will sometimes drop health packs when defeated so look out for these and, if you’re defeated, you’ll respawn but will have lost a chunk of the bootie you picked up in the mission. At first, the Gotham Knights seem a bit limited compared to their caped mentor; each has their own individual strengths, with Nightwing being more acrobatic and Red Hood a powerhouse brawler, for example, but none of them are capable of gliding, at least not at first. You’ll need to complete a series of side missions with each character, ranging from stopping the randomly-generated “procedural crimes” around the city, interacting with non-playable characters (NPCs) like Alfred Pennyworth and Renee Montoya, to eventually unlock each character’s unique traversal method (known as “Heroic Travel”). Nightwing gets a jet-powered glider, which is a bit clunky to control; Robin taps into the Justice League’s satellite’s to teleport short distances, Red Hood harnesses the power of the Lazarus Pit to pull off a mid-air leap, and Batgirl gets a conventional glide.

Race through the streets on the Batcycle and use the shadows and your detective skills to complete missions.

All of these are performed with RT and you’re encouraged to practice and master them using time trials scattered across the city, but I found them a bit unwieldy so I relied mostly on the grapple, which can be chained together to quickly cross horizontal and vertical distances, and the Batcycle. Summoned by pressing up on the D-pad, the Batcycle is a fast and nimble way to get around the impressively crowded city streets; RT accelerates, LT brakes, reverses, and lets you perform a drift, Y sees you perform your ranged attack (though you can plough through pedestrians and enemies as well), A performs a wheelie for a ramp boost, and you can even rocket off the Batcyle with LB. The Batcycle is much more fun than Arkham Knight’s Batmobile and Gotham Knight’s handy and familiar compass and waypoint system mean it’s easy to blast your way to each objective, but you can also unlock various fast travel points across the map by taking out drones as a story objective to make things even faster. Between missions, you’ll return to the Belfry to rest up, advance the story, interact with characters, and upgrade your gear but you can also quick launch missions from here, which will spawn you in a unique and enclosed section of the city to take on one of Batman’s rogues in a specific environment, such as Arkham Asylum or the city dam. Another holdover from the Batman: Arkham games is the ability to scan the environment; pressing or holding down on the D-pad lets you perform an AR Scan, which highlights interactable elements, allows you to tag specific enemies, and is essential for examining crime scenes. Here, you scan dead bodies, lab equipment, and other key areas for clues; sometimes you need to identify a specific item, other times you need to link two together, and you’re often given the option of quick-solving the puzzle if you take too long. It’s a decent system as you’re spending half the game in what’s essentially a wire-frame mode like in the Batman: Arkham games, but it can lead to you feeling obligated to AR Scan every nook and cranny for potential items of interest. When playing Gotham Knights, you have the option of focusing on the main story or taking care of numerous side missions, however this is often actually integral to completing the main story or upgrading your characters. Consequently, while you could glide past most of the random crimes and enemies in the Batman: Arkham games, that’s not the case here; playing on the “Normal” difficulty is quite a challenge, practically forcing you to engage with every premeditated crime and side mission to get stronger, so I definitely recommend playing on an easier difficulty to make things less repetitive. And things can get very repetitive: crimes range from punks trying to bring into cars or escaping police custody, to performing bank heists, hacking into terminals, attacking armoured cars, and even racing away down the streets. You’ll be retrieving organs from organ traffickers or Modchips from goons, defending your allies and other NPCs from attacks, tracking down pieces of Basil Karlo/Clayface, disrupting Doctor Harleen Quinzel/Harkey Quinn’s latest scam, and sneaking into areas through vents to take out enemies.

While you’ll be repeatedly stopping the same crimes, some missions are more memorable than others.

These missions repeat over and over, with stronger and more diverse groups of enemies being mixed in, but with very little deviation; sometimes you can gain bonus rewards if you stay undetected or take out enemies in certain ways or avoid damage, other times there’s a loot crate for you to collect, but mostly you’ll be swinging in to do the same tasks over and over, which can get repetitive very quickly. The main story is where the meat is at. While you often have to complete some side missions to advance it, such as repeatedly infiltrating Oswald Cobblepott/The Penguin’s Iceberg Lounge, disrupting enemy strongholds, rescue hostage strapped to bombs, avoid attracting the attention of the distrustful and trigger happy Gotham City Police Department, and exploring some of Gotham’s most notorious locations, such as Blackgate Prison and even the cavernous tunnels beneath the city. There’s generally a good balance of action, stealth, and puzzle solving when on mission; you might have to sneak into an area and quietly take out goons, but you can also bust heads if you feel like it and are strong enough to pull it off. Puzzle solving becomes more prominent as the plot thickens and the Court of Owls and League of Shadows get involved; you’ll be finding Owl’s Nests all over the city, interacting with hidden doors and taking on the zombie-like Talons to clear them out, as well as infiltrating a masquerade ball and staying undetected as you listen in on the Court’s conversations and examine various parts of stately homes for hidden doors. The Court like to test your mettle in a series of elaborate death traps; you’ll have to avoid instant-fail traps like bursts of flame and spinning blades while on a conveyor belt, for example, muddle through the dark caves and even the wreckage of the Batcave, and at one point are drugged and forced to endure a maze full of spike traps and tricky platforming while the game distorts around you. There are a lot of mazes, elevator shafts, and simple to tricky puzzles to solve, these latter being difficult mainly because the things you need to find are so small. Again, things can get very difficult and very frustrating very quickly on higher difficulties, where you absolutely must tackle every and any crime happening around the city to level- and power-up but, on easier settings, things are much more enjoyable, if still a bit repetitive. While you can upgrade and modify your gear at any time, you can only switch characters in the Belfry, which will end that night’s patrol. The city map reloads, with any incomplete missions still active, and it pays to swap characters between missions to unlock all their abilities and mix things up, and also because some are better suited for certain missions than others.

Graphics and Sound:  
Gotham Knights absolutely impresses in its visual presentation; Gotham City is bigger than ever, divided into different sections, many of which will be familiar to players of the Batman: Arkham games, and the city is awash in ominous darkness, glows with light, and often covered with rain. All the familiar locales you’d expect are here: Blackgate Prison, Arkham Asylum, GCPD headquarters, and the like, alongside chemical plants, docks, cemeteries, towering skyscrapers, dingy alleyways, and gothic cathedrals. Many areas include little references to other Batman villains and stories, which is fun to see, or house plaques and other scannable points of interest for you to interact with. Unlike the Batman: Arkham games, Gotham Knights’ overworld is fully populated not just with criminals, but pedestrians and traffic! Gothamites can be saved from attacks, run into with your bike, and will offer commentary when they see you, which really helps the city to feel alive for the first time. As ever, the thugs come in all shapes and sizes and are loyal to different gangs but also offer some amusing commentary when you stalk and batter them. Posters, scannable graffiti, and a variety of warehouses are also on offer; thugs will take over Robinson Park, break into banks, and cause disruption in the streets all around you, all of which helps make this the most lively, dangerous, and accurate Gotham City of any Batman game despite how repetitive some elements can be.

The game looks great and has lots of customisation options but is a bit unstable at times.

Gotham Knights is a very story-driven game, so it’s good to see that there’s basically no distinction between cutscenes and in-game graphics; if you customise your character a certain way, they will appear like that in every cutscene, and dialogue and interactions differ depending on which character you play as (and, presumably, how many of you are playing at once). While I’m not a fan of all the costume choices on offer, they do look impressive and the game only struggles whenever your character wears a cape; sometimes the cape physics go a little janky. While combat is noticeably stripped down compared to the Batman: Arkham games and much more reliant on special abilities, it is fun, especially when you level-up and/or lower the difficulty, but the game struggles to maintain a consistent framerate at times. More than once I experienced dramatic and game-breaking slowdown, with the action stuttering or the game out-right crashing at least five times in my playthrough, which I really don’t expect from an Xbox Series X game. Things can also get quite cluttered very quickly, especially when completing the organ harvesting missions; it was never clear to me where I was supposed to take the organ, meaning I’d often run out of time and would have to clear away other active missions before trying again with a clearer compass. Still, the interactions between the Gotham Knights are one of the best parts of the game; they’re united in their grief but still act like siblings at times, making jabs at each other and learning to live and move on together, which was great to see. More often than not, when you switch characters, you’ll be able to interact with parts of the Belfry to learn more about each character, in addition to completing missions for your allies out in the field, all of which allows you and the characters to grow into their roles as Gotham’s protectors.

Gotham is more alive than ever but the game really shines when the environments are visually altered.

Gotham City is an expansive open-world map full of overground trains, built on top of the Court of Owls’ grimy tunnels, and filled with colourful characters. However, certain missions will restrict you to a specific game area, an isolated and reskinned version of the map tailored to that villain, and this is where things really get visually interesting. When confront Doctor Victor Fries/Mr. Freeze at the Elliot Center and Blackgate Prison, Gotham is ravaged by a vicious snowstorm; ice and snow are everywhere, with innocents caught in the crossfire, and it really helps set the mood for the battles against Mr. Freeze. Similarly, you’ll explore the gothic and ransacked remains of Arkham Asylum, enter the Gotham General Hospital after it’s received a makeover by Harley Quinn, and even venture into the ruins of the Batcave, giant dinosaur and penny and all, as you track down the Court of Owls. While it’s often difficult to see in these areas and they’re fraught with danger, they help to mix up the gameplay and the visuals and the enemies you encounter, from Mr. Freeze’s Regulators to the sword-wielding League of Shadows, then start to appear on the overworld, and in stronger forms, to help keep things a little interesting even as you complete the same tasks over and over. It’s fun just barrelling through the streets or taking to the rooftops, stopping crimes along the way to your next objective and stumbling across side quests as you go; there are various items to examine or interact with, generally for exposition or to aid you in combat, and lots to see and do in terms of customisation, though I found the menus a little finnicky to navigate at times.

Enemies and Bosses:
As in the Batman: Arkham games, Gotham City is ravaged by a contingent of criminals, all of whom are loyal to one gang or another. You’ll encounter “Freaks”, street punks who follow Harley’s lead, the Regulators, who wield tech and often use Mr. Freeze’s toys, be attacked out of the blue by the League of Assassin’s ninjas and stir up the Court of Owl’s zombie-like Talons in their nests. Enemies come in different types, from regular grunts to ones with weapons (Molotov cocktails, rifles, freeze or electrical weapons, and even annoying drones), and bigger enemies who have shields or can tank your hits. Each gang has these different types of enemies so, if you fight three different types of Regulators, you’ll encounter similar versions when fighting the Freaks, though they do look different. The bigger Freaks have large metal shields and sometimes maces, for example, whereas the larger Talons wear ceremonial armour and carry axes and the larger Regulators can create an electrifying area attack. Generally, they all go down quite easily once you get the hang of combat; you can dodge out of the way of their attacks and gunfire, which also seems to damage enemies, and take advantage of any interactable elements to stun or defeat them, but things can get quite hectic as enemies mix and match and you take on waves of them to complete objectives or defend endangered Gothamites. You’ll also have to avoid the GCPD; police officers are often in the streets or will arrive at crime scenes after you’ve cleared out enemies; they won’t hesitate to shoot or chase you and you won’t gain experience points (XP) from taking them out, so it’s better to just avoid them.

Thankfully, Man-Bat is on hand to offer a bit of spice after pummeling Harley and her freakish thugs.

You’ll encounter each type of enemy in a dedicated fight as the story progresses, essentially making them almost like mini bosses. Tackling the larger enemies is good practice for the battle against Harley Quinn’s goons, Basher and Blazer; one is obviously a large brute and the other is smaller and likes to toss flaming bombs at you, all while other goons attack you and a series of bombs activate in an enclosed space that you need to disarm before the timer runs out. By this point, you’ll have encountered similar enemies to these two more than once, and many others after ape their strategy, so it’s not exactly hard to break through Basher’s guard with a heavy strike and pummel him while dodging Blazer’s projectiles and smacking him up too, but make sure to take care of the bombs as soon as possible. Harkey Quinn herself (now using the alias Dr. Q) is also fought later in the game after you disrupt her operation and confront her in the vandalised hospital. Harley’s a nimble little minx, deftly cartwheeling about while swinging first her giant hammer and then a sledgehammer infused with electricity. Harley also tosses playing cards are you and sends her goons against you, but you can take advantage of the environment to deal damage to her as long as you can dodge her manic swings and land a good combo once the window of opportunity opens up. Later in the game, after spending a great deal of time investigating Doctor Kirk Langstrom’s death and research, you’ll not only engage with the various Talons of the Court of Owls, who can poison you and are so quick that you need to stun them with a heavy ranged attack, but you’ll also battle a number of Man-Bats across the city. Though they look scary and vicious and can blast you away with  scream, swipe at you, and will pin you down to gorge on you, these monstrous freaks are actually quite a pushover, especially by that point as you’re pretty well powered up, and can easily be beaten into submission.

Mr. Freeze and Clayface represent two of the most frustrating and unfair encounters in the game.

However, before that, you’ll endure two of the most frustrating and game-breaking bosses battles I’ve ever experienced. The first is Mr. Freeze, who initially tries to freeze the city with a big machine that deals damage when you get too close. Mr. Freeze stomps about firing missiles at you and his freezing gun, both of which can freeze you on the spot or cause painful ice spikes to sprout from the ground. Mr. Freeze also has a habit of flying about the place, drops down with a slam, and swipes at you when you’re up close. After you deal a bit of damage, he retreats to the machine and it sends out freezing bolts that you have to frantically dodge and he unleashes blasts from a shoulder cannon. This is the first boss fight of the game and is honestly one of the worst experiences of my life; Mr. Freeze is an absolute tank, with your attacks barely fazing him, so you absolutely must have ice resistance and fire damage equipped, be at a higher level, or lower the game’s difficulty because this is an absolute chore of a fight otherwise. It only gets worse in the second bout; this time, Mr. Freeze has escaped Blackgate Prison inside a giant spider-like mech! He stomps about the place, causing a freezing effect, and bombards you with missiles from afar, so you’ll constantly be running and dodging and frantically attacking his legs to get a good shot on his cockpit. The fight then shifts to a frozen platform on the sea, where you need to quickly grapple up top to avoid being flash-frozen, some goons join the fray, and everything becomes even more frustrating and tedious. Clayface is just as bad; after tracking down his clones around the city and taking them out in a massive melee, you battle him in the sewers and your attacks barely do a dent without the right modifications; in my first encounter, he could one-shot me with his annoying grab attack and I was only able survive and beat him by lowering the game’s difficulty. Successfully avoid his swipes and grabs and you’ll have to outrace his liquid form and clay tendrils in the sewer tunnels, which can result in some unfair instant failures if you’re not careful, before fighting him one last time in a furnace. Here, he sprouts extra arms and become much more aggressive but things are significantly easier if you’re equipped right, correctly powered up, or playing on easier difficulties. Still, these boss battles were a pain in the ass, with unfair checkpoints and a startling difficulty spike that almost had me rage quitting!

Ultimately, you’re forced to battle a resurrected Bruce and a malicious Talia to safeguard Gotham.

These bosses are possibly so annoying and difficult because Gotham Knights really doesn’t feature many boss battles at all. The game is padded out by multiple encounters with Mr. Freeze and Clayface, meaning that you only interact with the Penguin rather than fighting him and have to settle for Man-Bats and tougher enemies as your main obstacle as the final portion sees you fending off Talons and the League of Assassins in the catacombs beneath the city. Here, Talia al Ghūl, predictably betrays you and sets a volatile, resurrect Bruce Wayne against you. Bruce is actually quite a fun boss but not too dissimilar from most of the enemies you’ve fought up to that point; you have to dodge his flurry of blows, break through his guard, and deal enough damage to drive him to his knees so you can tap A to appeal to his better nature. When this works, Talia engages you directly in a two-stage boss fight that takes place around a Lazarus Pit (that ironically hurts you if you step into it). Talia is swift and attacks like lightning, teleporting around the arena and striking with her sword, so you’ll need to be tapping that B button like a madman (or precisely, to pull of perfect dodges and counters) and landing combos wherever you can. She also fires arrows at you in a spread and a charged attack, and switches to an even faster and more aggressive spear for the final phase, which includes a big jumping strike that leaves her open to damage. While the fight is needlessly drawn out since your window or opportunity is so short, both Talia and Bruce are far less of a headache than Mr. Freeze or Clayface since they don’t just absorb your blows, you should be much stronger by then, and the fights are more diverse with more opportunities to land hits.

Power-Ups and Bonuses:
Even on the easier difficulty settings, you’ll want to engage with as many premeditated crimes and side missions as possible to earn the XP you need to level up, the AP you need to upgrade your special abilities. Gotham Knights incorporates a loot system; defeated enemies, chests, and mission rewards will include a whole bunch of scrap, “Modchips”, and other rewards that you can use to customise, craft, and enhance your gameplay experience. You’ll get different colours and parts for your suits and the Batcycle and the more you collect, the more you can craft to create better equipment. You can also unlock “Transmogs” (basically skins) to be applied over the game’s suits if you like (which I preferred; you miss out on being able to customise each part of the suit, but you also get to wear a strong outfit and avoid some of the game’s uglier designs). Mod chips can be applied (and up to four fused together) to your suit, melee, and ranged weapon for additional buffs, such as increasing your health, durability, and attack power, adding elemental attacks and resistance to your character, and other benefits that I honestly didn’t look too deep into as it was a bit of a cluttered and confusing system. I simply crafted and created the strongest elements I could and went from there, but you’ll definitely need to think about adding fire attacks and ice resistance to your character when taking on Mr. Freeze, for example. As you defeat enemies and complete mission objectives, you’ll also earn XP; earn enough XP and you’ll level-up, increasing your stats and awarding you Ability Points (AP) that can be spent upgrading each character’s unique skills. This is where you’ll unlock their more powerful abilities, but you’ll also be able to buff their damage output, gain a respawn for Batgirl, increase their stealthiness, and other useful perks that make gameplay more enjoyable. However, while each character levels-up at the same rate (if you only play as Nightwing, the other characters will level-up when he does and you’ll be able to use the same AP to upgrade them, making things less of a grind), there is a level cap; once you hit Level 30, you’re done and can’t earn any more AP until you overwrite your game save with New Game+, which ups the level cap to 40. The Gotham Knight’s headquarters, the Belfry, also changes as you progress through the story; more interactable elements are added and it becomes more homely and fit for purpose as you progress, just as your abilities become more honed from battle.

Additional Features:
Gotham Knights boasts forty-eight Achievements, at least eight of which are essentially unmissable as they’re awarded for clearing the story’s case files and taking out Batman’s leftover rogues. Achievements are also earned from defeating certain enemies, preventing crimes across the city, crafting certain gear, and fully upgrading each character. Unlike the Batman: Arkham games, there aren’t any riddles to worry about here; you can scan landmarks across the city, and graffiti, and find Bruce’s discarded Batarangs for more rewards and Achievements, but these are surprisingly difficult to find and thus not much fun to search for, as well as mysterious symbols strewn all over the place that I could never quite figure out. You’ll unlock audio files, comic book covers, information about the city, and details on all of the enemies, bosses, and allies you encounter as you do so, in addition to earning some Achievements, but there’s a lot less on offer compared to the Batman: Arkham games as the focus is more on the multitude of side missions. Gotham Knights has four difficulty settings but no Achievements tied to them so I absolutely recommend playing on “Very Easy” to help balance the more repetitive and frustrating aspects of the game. Clearing it unlocks New Game+, which overwrites your save file, increases enemy difficulty, and carries over your upgrades and unlockables, but it irked me that it meant losing my save file to play it. There is a lot of gear to find and craft, though a lot of it is superfluous; I don’t get why you’d wear a suit or use gear that’s weaker compared to others, so some of the customisation is lost there as I simply favoured the strongest setup and then applied a Transmog. The Batcycle can also be customised, to a degree, and this Deluxe Edition of the game comes with some additional gear and skins for it and the characters, though you’re not missing out on much if you just get the standard version. You can also play the arcade version of Spy Hunter (Bally Midway, 1983) in the Belfry, where you can battle even tougher versions of the bosses if you’re a sadist or take on training missions to learn new skills, but they’re nothing compared to the combat challenges of the Batman: Arkham games. Finally, Gotham Knights can be played in multiplayer; two players can play alongside each other and even team up to perform team attacks, and up to four players can take on challenges in “Heroic Assault” mode, though there are no Achievements tied to these features either, which is weird considering it’s a pretty big part of the game.

The Summary:
I’m sorry that my review has constantly made reference and comparisons to the Batman: Arkham games but it’s frankly unavoidable given how much of Gotham Knights’ gameplay and visuals takes from that series. in many ways, I feel the game could’ve easily been a continuation of Rocksteady’s franchise with just a few minor tweaks here and there, but it is unfair to make such comparisons as, for all its visual and gameplay similarities, it’s a very different game. Gotham Knights is a long, story-driven action experience; the focus on these characters continuing on after Batman’s death is very intriguing and I really enjoyed their interactions and camaraderie, as well as their individual playstyles. I thought I would favour Nightwing as my go-to character but all of them had their pros and I enjoyed swapping in and out and customising their costumes and gear. Gotham City has never looked better and it’s amazing to see it alive not just with crime, but civilians as well; it’s a massive city that can be daunting to traverse, especially with so much going on at any given time, but you’re given plenty of tools to navigate and address those issues. Unfortunately, the game is severely let down by its repetition and frustration; even on “Normal”, the game is unfairly and unnecessarily grind-heavy, especially considering the level cap. Bosses are an exercise in frustration without being properly prepared, making it less a game a skill and more a game of tenacity, and few of them were fun to play against. The instability of the game was also a factor; I was shocked by how often the game stuttered, glitched, or out-right crashed on me, forcing me to restart missions or even give up at certain points until things sorted themselves out. There are a lot of mechanics here that may appeal to RPG players, but they’re a bit complicated, cluttered, and annoying for me; I get that the point is that you’re learning and growing alongside the Gotham Knights and that’s conveyed very well, but it’s just tedious doing the same tasks over and over and cobbling together new gear that’s instantly rendered superfluous by better gear. In the end, it’s a decent game and I did enjoy it; it might be better (or worse) playing alongside a friend and there’s a decent amount on offer, but I can’t say I’ll be deleting my game save to tackle New Game+ any time soon.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to Gotham Knights? How would you rate it against the Batman: Arkham games and do you think that’s a fair comparison? Which of the four playable characters was your favourite and why? Did you also struggle against the game’s bosses and difficulty spike? What did you think to the combat and RPG elements of the game? Did you enjoy crafting and customising your characters? What did you think to the relationship between the Gotham Knights? Did you ever play the game online and, if so, how did it hold up? Which of Batman’s sidekicks is your favourite and how are you celebrating the Boy Wonder this month? To share your thoughts on Gotham Knights, leave a comment below or on my social media.