Back Issues: The Sentry #1-5 / The Sentry vs. The Void #1

Writer: Paul Jenkins – Artist: Jae Lee

Story Title: “Act 1: The Suit”
Published: 19 July 2000 (cover-dated: September 2000)

Story Title: “Act 2: The Unicorn”
Published: 16 August 2000 (cover-dated: October 2000)

Story Title: “Act 3: The Photograph”
Published: 20 September 2000 (cover-dated: November 2000)

Story Title: “Act 4: The Conspiracy”
Published: 18 October 2000 (cover-dated: December 2000)

Story Title: “Act 5: The Betrayal”
Published: 15 November 2000 (cover-dated: January 2001)

Story Title: “The Truth”
Published: 31 January 2001 (cover-dated: February 2001)

The Background:
Debuting in 1938, Clark Kent/Kal-El/Superman wasn’t just an immediate hit with readers, he was also the first-ever costumed superhero, inspiring every single colourful crimefighter that came after him. Oddly, despite co-creating and bringing to life some of the industry’s most recognisable and beloved characters, Marvel Comics legend Stan Lee struggled to emulate the success of the Man of Steel. Over the years, many Marvel characters have been positioned as the company’s parallel to Superman, with none really making much of an impact. Robert “Bob” Reynolds/The Sentry, however, is perhaps the closest Marvel came to this endeavour. First conceived of by Paul Jenkins and Rick Veitch back in the late-1990s, the Sentry was pitched as an over-the-hill superhero struggling with addiction and was cleverly positioned as a “forgotten” hero from Marvel history. Easily one of Marvel’s most overpowered heroes, the Sentry was also a figurehead for mental illness thanks to his drug addiction and psychotic split personality, though this often led to him being seen an aggravating and inconsistent character. Despite some bad-ass moments and turning the tide in many conflicts due to his awesome power and unpredictable nature, Marvel’s insistence of reverting to the status quo meant the character has had more downs than ups over the years, to the point of fading from the spotlight. Indeed, as of this writing the Sentry has only ever appeared in supporting roles in Marvel videogames, with no animated appearances to his name, though the character did make the jump to the Marvel Cinematic Universe, courtesy of Lewis Pullman, in 2025.

The Review:
We first meet Bob Reynolds when he’s awoken by a lightning storm that triggers memories of an aggressive alien menace known as “The Void”. After reassuring his wife, Lindy Lee-Reynolds, Bob retrieves a bottle of liquid and is haunted by scattered memories that emulate the art style of the legendary Jack Kirby. Through them, we learn that a young, naïve Bob stumbled upon the mysterious “Professor’s” secret serum and drank it, fashioning a golden costume and blue cape and fighting both crime and supervillains as “The Sentry”. As Bob struggles to reconcile these memories, torn between them being fanciful delusions made from a comic book and real-life recollections of his battles against the Void alongside the Avengers, he remembers dispelling the Void with “the power of a million exploding suns” and the shadowy villain’s vow to return one day. Plagued by self-doubt, Bob’s memories shift to a decidedly darker, more Frank Miller-esque style as the Professor runs down his strengths and weaknesses. The serum supercharged his molecules, causing each atom to be slightly out of shift with time, granting him a “hyperstate of consciousness” and rendering him functionally immortal thanks to the power of the Sun. His only weakness was that his powers were tied to the serum, though the Sentry ignored the Professor’s warnings of him becoming addicted to the drug in favour of saving the galaxy from the Void. Desperate to regain a more coherent sense of himself and to be “vigilant” once more, Bob swigs from the serum and is immediately wracked by pain and spasms. Visions of the Void see Bob branded a common junkie and lectured about the emptiness of life so, when Lindy discovers him delirious and with an empty botte nearby, she naturally assumes he’s fallen off the wagon. Refusing to see her lover destroy himself before her eyes, Lindy walks out, leaving Bob to fool himself into thinking he’s slipping back into his costume and answering “the Sentry Signal” when, in reality, he’s simply put on a jacket with a crude cape pegged to the back! Still, he can fly, at the very least, so he heads to New York City (vaguely remembering when the Void reduced Manhattan to a smouldering crater) and is confronted by Doctor Reed Richards/Mister Fantastic. Though Bob speaks to Mr. Fantastic as an old friend, Reed has no idea who he is, though the word “unicorn” triggers something in the curious adventurer.

Triggered by cloudy memories, Bob tries to reconnect with a world that’s forgotten his heroics.

While Bob remembers Lindy accepting his superhero life right before their wedding, Mr. Fantastic talks the incident over with his family, perturbed by the sudden appearance of a golden unicorn that Bob gifted to Reed, who was his best friend. Disturbed and curious, Reed discovers a VHS tape in the unicorn that contains a warning from himself about the Void, but the tape explodes before the Fantastic Four learn anything tangible. Meanwhile, Bob (who “becomes” the Sentry the more he recalls his fragmented past, with his rudimentary costume even being revitalised) visits Doctor Robert Bruce Banner/The Hulk. Unlike the others, the Hulk remembers “Golden Man” as his “best amigo”, though Bob is disturbed to find the Green Goliath hasn’t evolved past his savage, childlike demeanour. Bob shares his concerns regarding a conspiracy surrounding him and convinces the Hulk to stand by him when the Void returns. Bob then meets Peter Parker/Spider-Man, who doesn’t remember Bob, sees only a blank piece of paper when Bob shows him a photograph he once took of the Sentry, and brands Bob a “fruitcake”. However, as he goes to leave, Bob begs Spidey to investigate further. As the world is thrown into turmoil, Peter’s memory is jogged after he confirms that multiple publications have been excised from public record. Additionally, Doctor Stephen Strange confirms the Void’s threat to Reed and, though he refuses to elaborate, he does magically conjure a memory of the Fantastic Four and Dr. Strange erasing everyone’s memories of the Sentry and Reed forcing Dr. Strange to keep that information hidden. Bob has a psychic parlay with Professor Charles Xavier/Professor X, causing Professor X’s memories resurface, and the X-Men to be put on alert. Similarly, Anthony “Tony” Stark/Iron Man remembers the Sentry, leading Bob to fly into a tirade about how he inspired all the world’s superheroes and was simply forgotten. Bob remembers that the Avengers staged an intervention regarding his overreliance on the serum and the lingering threat of the Void, with all begrudgingly agreeing that the Sentry, despite his many good deeds, should disappear. Since Tony stood up for him, Bob begs him to get the others onboard before flying to a desolate area of the city, his impressive super suit finally reformed. He returns to his long-forgotten fortress, the Watchtower, while his scarred and disabled former sidekick, Billy Turner/Scout, awakens from a disturbing nightmare.

Despite fragmented memories of betrayal, the Sentry rallies to oppose the Void’s return.

Inside the Watchtower, the Sentry reunites with its Centrally Located Organic Computer/C.L.O.C. to investigate a subliminal message being transmitted around the world by a small, bug-like transmitter that’s powered by the same serum that gives the Sentry his incredible abilities. Thanks to a “self-modifying loop virus”, C.L.O.C. cannot directly aid the Sentry without being destroyed, so the Sentry disables the crude device himself. This leads to a brief and near imperceptible shift in the fabric of reality and, suddenly, kids discover their Sentry memorabilia, Billy finds his old costume, and people are filled first with relief at remembering their hero…and then horror as they also remember the Void. They also remember the Sentry dying in battle (at least, as far as the public were concerned), marking the end of a “Golden Age” of heroes. This event also sees the Sentry remembering Reed condemn him as a traitor and a criminal, claiming that Bob accepted bribes from the criminal underworld to fund his addictions and then mislead the public into thinking he was a hero while also profiting from his violent impulses. Angered at this betrayal and slander, the Sentry reconciles with a remorseful Lindy, only for her to be attacked and threatened by the Void. Gleefully, the Void spitefully monologues about his scheme to bathe the world in darkness and devour every living soul in the universe, saving his hated foe until last just to make him suffer. With that, the Void tosses Lindy aside and conjures an alarming and devastating hurricane out at sea that threatens the mainland. The Sentry makes a quick public address to announce his return, protest his innocence, and warn that the storm signals the return of the Void. After calling for a mass evacuation, the Sentry pleads with his superpowered cohorts to stand by his side once more against the threat on Liberty Island. Though he’s uncharacteristically afraid, the Hulk is the first to arrive out of gratitude for all the support the Sentry once showed him. Spider-Man, the X-Men, the Avengers, and all the city’s costumed protectors then arrive soon after, alongside Billy Turner. When Mr. Fantastic arrives, the Sentry berates him for his betrayal, though Reed’s still got some gaps in his memory and is adamant that he’d never betray his best friend like that.

A remorseful Bob is forced to sacrifice his reputation to keep the Sentry, and the Void, forgotten.

Faced with the Void’s pending arrival and the potential end of the world, the Sentry steels himself, with friends and foes at his back, for the assault. The Void attacks with “infinitendrils” that sap even the Sentry’s abilities and confidence. The trinkets the Sentry gifted to his allies barely keep them from succumbing to the Void’s influence and unnamed heroes and untold civilians die as the Void’s attack decimates the city. During the chaos. Dr. Strange prompts Reed to remember when the Void attacked Manhattan in the past, causing catastrophic damage and leaving a pile of slaughtered bodies in his wake, only for Susan Storm/The Invisible Woman to discover the Void and the Sentry were one and the same! In the face of the Void’s destructive power, which left a million people dead, and faced with a man they’d known and respected and could clearly see was suffering a psychotic episode that manifested in a separate personality, Reed and Bob came up with a plan. After Bob shared his concerns about himself and admitted to his addiction, the two constructed the hypnotic transmitters to ensure that no one, not even Bob, would remember the Sentry, thus keeping the Void at bay.  Thus, at Bob’s insistence, the Sentry’s death was faked, his funeral staged, and his reputation tarnished to ensure that the people who loved and admired him so much would submit to the hypnosis. In the present, the physical and existential battle between the Sentry and the Void rages, breaking even the Hulk’s super-tough body, until Reed intervenes. Although the Void whispers poison in Bob’s ear, fuelling his confusion and anger, Reed triggers Bob’s memories, much to the Void’s anger. Desperate to live and to wreak havoc, the Void threatens to take full control of Bob’s body, so the Sentry rushes back to C.LO.C. alongside his allies. After a moment’s hesitation, the Sentry orders C.L.O.C to reactivate the transmitter and Bob gets a brief moment to reconcile with his best friend before their memories are wiped. In the aftermath, the devastation is blamed on a “temporal anomaly” and Bob returns to his mundane life with Lindy. However, when they stop for a bite and are served by Billy, a flash of a memory suggests the Sentry may not be completely forgotten…

The Summary:
This was my first time reading the Sentry’s debut story arc and I was quite excited to get into it. I don’t know much about the Sentry, but I remember his debut being quite a big deal and have seen it being talked about, and seen him pop up in a few crossover events and such, so I was eager to get into this and see if it lived up to the hype. Unfortunately, I really don’t think it did and I was left a bit disappointed. For starters, it bugged me that the story wasn’t contained in a five or six-issue arc. Instead, we have five issues laying the foundation for the Sentry and the Void, a couple of team-up stories that take between #5 and The Sentry vs. The Void #1, and that standalone resolution to the arc. This was a story clearly written for trade collections, which is fine on paper as that’s my preferred way to read comics, but it’s pretty damn arrogant of Marvel Comics to assume that people are going to be this heavily invested in their brand-new superhero right off the bat. Luckily, the central concept has a lot of legs to it, and I did enjoy the story as a very different, more cerebral superhero tale. It’s always engaging and interesting when comic books are more than just big superhero fights or cosmic events, and the Sentry’s debut definitely delves more into the psychological thriller genre as Bob, Reed, and the reader try to piece together the truth about this strange and apparently forgotten character. The mystery of the Void was equally well done and I liked that he was perceived as a world (well, universe) ending threat and the sense of desperation behind him. The idea that someone or something was so dangerous to all life that even the Avengers and the Fantastic Four blurred their morals to erase the minds of everyone in the world is very powerful and still holds up now, even knowing the truth about the two.

The Sentry is a bit of a Gary Stu and changes long-running aspects of Marvel continuity.

I liked that Bob is presented as an out of shape everyman. He’s a nobody whose wife barely seems to tolerate him and who’s haunted by nightmares and faded memories that could just as easily be comic books he read as a kid. When something (it’s not clear what) triggers the revival of the Void, Bob’s ordinary life is turned upside down and his body undergoes a slow and dramatic change upon drinking the mysterious serum that makes him an all-powerful demigod. I’m not sure how this transforms his costume or why a simple potion can give him such incredible power, but Bob’s memories, personality, and sense of self worth return the more he indulges in the serum and the more he meets with his old allies. Even his physical appearance changes, returning him to the superman physique he enjoyed in his prime, and his trip down memory lane changes many preconceptions of existing Marvel heroes. The Sentry is said to be the “first” costumed superhero, the one who inspired all the others, and his deeds were almost incalculable. He tamed the Hulk, was best friends with Reed Richards, scored Peter Parker his first Pulitzer Prize, and saved the world countless times. Indeed, this debut story goes out of its way to really hammer home that the Sentry was the bastion of all that’s good in the world, that no one could compare to him, and that he was the example others lived by. He had an elaborate headquarters in the heart of New York City, a kid sidekick, and all kinds of gadgets, making him very much a child’s perfect amalgamation of what makes a good superhero. It’s a bit grating, to be honest, primarily because we don’t really get to see any of the Sentry’s past deeds. We simply hear people talk about them and how great he is, with little evidence to back it up since even Bob barely remembers fact from fiction. Equally, we never get to see any of the Sentry’s incredible and much-touted powers beyond a few brief glimpses. Sure, he can fly and take a hit, but I’m not sure what “the power of a million exploding suns” means or how it scales with, say, the Hulk or Thor Odinson.

A unique and engaging story, but one that didn’t live up to its full potential for me.

I really enjoyed the panels that reflected other artists and key eras in comic book history. They went a long way to keeping up the ruse that the Sentry was a long-forgotten hero from Marvel’s glory days, dusted off and reinserted into mainstream continuity. In fact, I’d go as far as to say that we should’ve gotten more of these. They could’ve helped flesh out Bob’s backstory and past exploits, his relationship with Billy, and maybe retroactively insert him into key moments in Marvel history. Instead, they’re just fun panels that don’t live up to their potential, which is a shame. While you could argue that the mystery surrounding the Void, how stubbornly cagy Dr. Strange was and how fragmented records were, hinted towards the final reveal as much as Bob’s obvious unstable mental state, I think it landed really well. There’s a degree of responsibility on the reader’s part to understand that things aren’t quite what they seem. When the heroes assemble to help repel the Void in the finale, they’re not necessarily standing with the Sentry against the oncoming storm. Instead, they’re observing him violently lashing out as the Void reasserts control. While I would’ve liked more panels devoted to the destruction, it’s painted as the greatest threat the world has ever seen and one that the heroes are unable to stop through conventional means. It’s only by appealing to the man they once knew that the heroes manage to contain the Void once more, convincing Bob to make the ultimate sacrifice one more time since his powers and mentality are too unstable to be trusted. It’s a very unusual and dramatic end to a superhero story and paints the Sentry as a very fragile and complex character, one who would continue to suffer from his mental health issues and addictions in subsequent appearances. Unfortunately, I do feel the execution was a bit lacking and the story didn’t quite live up to its full potential. This seems par for the course with the Sentry, who doesn’t seem all that relevant these days, which is also a shame as I really think there’s something here and that it’s a very unique way to introduce a new superhero and supervillain.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to the Sentry’s debut story, and the character in general? Were you surprised and excited by the unusual depiction of the character? Did you guess that the Sentry and the Void were the same person or was it a surprise for you? What did you think to the Sentry being retroactively inserted into Marvel continuity? Do you agree that the story fell a little flat in the end or were you intrigued to see more? What are some of your favourite moments involving the Sentry? Which of Marvel’s Superman knock-offs is your favourite? Whatever your thoughts on the Sentry, leave a comment below, support me on Ko-Fi, and check out my other Marvel content on the site.

Back Issues [National Superhero Day]: Marvels


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


Story Titles: “A Time of Marvels”, “Monsters”, “Judgment Day”, and “The Day She Died”
Published: 9 November 1993 (cover-dated: January 1994) to 22 March 1994 (cover-dated: April 1994)
Writer: Kurt Busiek
Artist: Alex Ross

The Background:
In 1939, pulp-magazine publisher Martin Goodman created Timely Productions, expanding his reach into the increasingly popular medium of comic books. Timely’s first publication, Marvel Comics #1, was spearheaded by the first appearances of Jim Hammond/The Human Torch and Prince Namor McKenzie/The Sub-Mariner, and went on to sell over 900,000 copies. This success was followed by Captain America Comics #1 selling over a million copies just two years later, the same year that Goodman’s wife’s sixteen-year-old cousin, Stanley Lieber, was named interim editor under the pseudonym “Stan Lee”. Though superheroes declined in popularity after the Second World War, Goodman continued to publish Westerns, horror, and war comics under Atlas Comics before rebranding to Marvel Comics in 1961. Stan Lee and Jack Kirby then ushered in the “Marvel Age” of comics with the Fantastic Four, kick-starting a slew of costumed superheroes and Marvel’s distinct narrative style. These colourful heroes caught the eye of artist Alex Ross from an early age; known for his startlingly photorealistic artwork, Ross later cemented his position in the industry with Kingdom Come (Waid, et al, 1996). However, his big break came when he teamed with writer Kurt Busiek to produce this four-issue miniseries that reframed many of Marvel’s most iconic moments through the eyes of a common man. Marvels was an award-winning, widely praised miniseries that inspired a much grimmer counterpart story in 1995, a follow-up series in 2008 (though Alex Ross did not return), and a sister-series in 2021.

The Review:
Marvels followers budding photographer Phil Sheldon who, at the beginning of the story in 1939, is eager to go to Europe and make a name for himself as a war photographer. While his friend and fellow cub reporter, a youthful J. Jonah Jameson, scoffs at the futility of the war, he shares his own lofty aspirations of one day owning the Daily Bugle and making his own headlines. While Jameson heads off to cover a labour dispute, Sheldon attends a press conference hosted by noted scientist Phineas T. Horton, who unveils his revolutionary “synthetic man”, a robotic creation indistinguishable from the real thing except that it bursts into flame when exposed to oxygen. While the reporters initially mock the demonstration as an elaborate hoax, they react in horror when this “Human Torch” moves and appears sentient. Subsequent sensationalist headlines – the “power of the press”, as Sheldon puts it –   slander Professor Horton and see him bury his creation lest it prove to be a danger. While shopping for a gift for his betrothed, Doris Jacquet, Sheldon rushes to investigate a disturbance, hopeful for the big break that’ll get him shipped to Europe, only to the find the Human Torch running amok through the streets of New York City. While the ridiculously fickle New Yorkers brush the event off as an elaborate prank, Sheldon is shaken by his second sight of the flaming man and is therefore the only person to take reports of a “Sub-Mareener” seriously. Over the next few panels, both the Human Torch and the Sub-Mariner raise the ire of everyday folk with their antics, but they captivate Sheldon, who turns down the chance to cover to war to stay and follow these ever-prominent “Marvels”. As awe-struck as he is by such costumed super-men, Sheldon can’t help but question what their presence means for mankind, who suddenly seem secondary in the evolutionary chain. Thus, when the Human Torch and the Sub-Mariner inevitably come to blows in what’s likened to a battle between Gods, Sheldon shares the same fear as his fellow citizens, despite protests from the likes of officer Betty Dean, who vouches for Namor’s character.

Photographer Phil Sheldon witnesses the terrifying and awesome debut of the “Marvels”.

As the two titans battle, hijacking the airwaves and causing a great deal of property damage, Sheldon is angered at them for making humanity feel so helpless. The conflict is ultimately resolved by Officer Dean, who cools the differences between the two, though Sheldon echoes the same bitterness of his peers at both superhumans escaping any punishment for their actions. In the face of his helplessness, and intuiting that such occurrences will only escalate, Sheldon reluctantly suggests pushing back the wedding and, resenting him, Doris opts to call the whole thing off until he feels more like a “man”. By winter, the press was alive with reports of Captain Steve Rogers/Captain America’s colourful adventures; kids and adults alike revelled in his Axis-smashing antics. While at the cinema, Sheldon’s musings that Cap is so accepted because he’s not perceived as a threat are given further credence when the entire audience (him included) applaud news reports of the Human Torch and the Sub-Mariner teaming up to battle the Nazis. Just like that, the Marvels are celebrated, national heroes; the public debates which of them is better and stronger and Sheldon’s perspective has changed enough to rekindle his relationship with Doris. His elevation is short-lived, however, when it’s suddenly reported that Namor has turned on the Allies and waging his own war against America, a war that sees him flood New York with a catastrophic tidal wave! The Human Torch confronts him and Sheldon’s right there to snap some pix, now revelling in witnessing such a titanic clash, only to be injured by flying debris and lose an eye in the process. Surprisingly, he feels no ill will towards the Marvels and instead chooses to focus on the bigger picture – the war and his impending wedding, specifically. After the wedding, Sheldon finally gets to cover the war in Europe and is right there when Cap, the Human Torch, Namor, and the rest of their superpowered Invaders, storm a Nazi compound, noting in a letter to Doris that the Marvels aren’t some temporary fad; they’re here to stay.

While the Avengers and Fantastic Four are celebrated, even Sheldon hates and fears Mutants.

Some decades later, an older and more experienced Sheldon is convinced to cover a battle between the Avengers and the Masters of Evil. Cap has just returned from his icy sabbatical, inspiring the awe and admiration of Sheldon and the public. By this time, sights such as Anthony “Tony” Stark/Iron Man, Thor Odinson, and Doctor Hank Pym/Giant-Man cutting through the city skyline and dwarfing mere mortals are commonplace but no less impressive. Sheldon hopes to publish a book of his photos of their heroics, convincing his publisher to take a shot on the idea based on how inspirational Marvels like the Fantastic Four are. While mulling over his opening text, Sheldon’s swept up by an angry mob who descend upon the X-Men, convinced that the Mutant teenagers tried to kill an innocent construction worker. Sharing the sentiment that the Mutants are dangerous killers, Sheldon literally casts the first stone, left shaken by the words of Scott “Slim” Summers/Cyclops (“They’re not worth it”) and pondering why Mutants illicit such hatred and distrust compared to the other Marvels. He concludes it’s because Mutants are genetically predisposed to be the next step in human evolution, thereby conjuring fears of death and redundancy in everyday folk. Ruminating these matters at home with his kids (who idolise the Marvels), Sheldon is gifted a writing assignment covering an art exhibition hosted by blind sculptress Alicia Masters. He’s also right there for when Doctor Reed Richards/Mister Fantastic announces his engagement to Susan Storm/The Invisible Girl, landing Sheldon another book deal with Jameson for every photo he takes of the colourful couple and landing him on the guest list for the wedding. With major shake-ups occurring in the Avenger’s roster and the likes of Matt Murdock/Daredevil making a splash downtown, to say nothing of the wedding drama, Sheldon almost forgets about the Mutant problem…save for the abundance of anti-Mutant graffiti plastered around town.

Sheldon sees the worst of humanity when the Mutant problem escalates into all-out paranoia.

Sheldon’s stunned when he returns to his quiet suburb and finds an angry mob literally grabbing pitchforks to hunt down a Mutant in the area. His first thought is his family but Sheldon’s shocked to come home and find his children sheltering a Mutant child, Maggie, a frightened little girl who’s the anthesis of everything Sheldon had so firmly believed about her species. Suddenly likening the persecution of the Mutants to the horrors of Auschwitz, Sheldon resolves to protect the girl from their friends and neighbours, who wouldn’t think twice to burn their house down to get to her. While his family keep Maggie safe, Sheldon reads up on Mutants and tries to find some way to help her, only to be met with dead ends and realise that the government wants to lock them up, at best, and execute them, at worst. Sheldon realises that the X-Men could help but falters, worrying they would remember him as another angry human, and meanders through even Reed and Sue’s wedding, his thoughts so preoccupied by Maggie’s fate. His concerns are only exacerbated when a television debate between Professor Charles Xavier/Professor X and Bolivar Trask sees the unveiling of his Mutant-hunting Sentinel machines and the outing of Professor X as a Mutant. Driven into a frenzy by fear, hated, and paranoia, an all-out riot breaks out. Sheldon’s right there, recording evidence of man’s inhumanity to man, as the monstrous Sentinels fly overhead, and is distraught to return home and find Maggie left to keep them safe and unable to comfort his kids when they worry about her safety. Within a mere two months, the fickle public begin to turn on the Marvels, holding them accountable for their actions and questioning their methods. Their primary target is Tony Stark, who bankrolls the Avengers and pays Iron Man to be his personal bodyguard, and the Avengers, who had recently been framed by evil doppelgängers. Disturbed by how sordid the Marvels have become, Sheldon throws himself into his work, determined to keep his family fed and sheltered, but unwittingly drives a wedge between him and Doris and the girls.

Sheldon’s incensed when the public slanders the Marvels even after they defeat Galactus.

The Marvels’ bad press is only escalated by Jameson’s personal vendetta against Peter Parker/Spider-Man and Sheldon comes to question his perception of the Marvels once more. However, he and the entire city are horror-struck when the skies burst into flames, asteroids fill the horizon, and a mysterious “Silver Surfer” arrives, seemingly heralding the onset of judgement day. Once again, despite their distrust and slander, the people must put their faith in the Marvels and be mere spectators as the Fantastic Four raced to confront the Silver Surfer, only to be dwarfed by the might and terror of the titanic Galactus! To the stunned horror of the public, the Fantastic Four lose the battle and none of their other defenders appear to help, leaving them to contemplate their end and watch, helplessly, as Galactus constructs an elaborate device around the Baxter Building. The people celebrate as the Fantastic Four and the Silver Surfer attack Galactus in full force, but Sheldon decides to leave the scene and be with his family, realising that the Marvels could fail and that he would rather be with his loved ones at the end. Luckily for him, and everyone, the Fantastic Four fend Galactus off with the Ultimate Nullifier but, rather than being celebrated as heroes, the team – and all Marvels – are further slandered by Jameson’s derogatory headlines. Sheldon’s protests fall on deaf ears and even he’s disgusted to find teenage photographer Peter Parker gleefully selling incriminating photos of Spider-Man to Jameson. His contempt for the public reaches a boiling point as Sheldon heads to cover a battle between the X-Men and Count Luchino Nefaria, snapping at them for slandering the very people, even Mutants, who save their lives. Still, by the 1970s, the public turn to his book of photographs for comfort after the Avengers are stuck in another galaxy determining the fate of all reality, begrudgingly guilty for questioning their methods. Now feeling his age, Sheldon takes on an assistant, Marcia Hardesty, though even this can’t help lighten his increasingly sour mood as he repeatedly sees the Marvels questioned, persecuted, and smeared by the courts, the public, and Jameson.

Sheldon ultimately decides to leave the awe and drama of the Marvels behind.

After the Fantastic Four again fend off Galactus, Sheldon desperately tries to turn opinion in favour of the Marvels, only to be dismissed as an overworked old man. Sheldon resolves to use his skills as a reporter to clear Spider-Man of Captain George Stacy’s death, interviewing a bystander who unashamedly blames Stacy’s death on Spider-Man. Sheldon’s as sceptical as the cops he meets with; however, while they have evidence that suggests Doctor Otto Octavius/Doctor Octopus caused Stacy’s death, they can’t prove anything without questioning Spidey. Confident that the underappreciated Marvels will handle a crisis happening at the Sun, Sheldon interviews some more people, all of whom believe Spidey’s a menace, and even questions Jameson, revealing the cantankerous publisher feels inadequate against such Marvels and is therefore determined to besmirch them, guilty or not. Jameson’s attitude makes Sheldon seriously consider an offer to write for the Daily Globe and he takes the first boat to Ryker’s Island to talk with the captive Dr. Octopus, only to find the stubborn scientist unwilling to co-operate with his inquiries. With no roads left, Sheldon visits Stacy’s daughter, Gwen, finding that, while she did initially blame Spider-Man, she no longer does. Reinvigorated, Sheldon regularly meets with Gwen; she’s with him when Namor invades New York with an army of mechanical attack craft. Rather than being terrified, Gwen marvels at their beauty and Sheldon realises that lives like hers are what the Marvels are fighting for and resolves to rework his new book into championing the heroes, flaws and all. Sheldon’s conviction turns to dread when he goes to Gwen’s to pick up some of her father’s journals and witnesses her being kidnapped by Norman Osborn/The Green Goblin. Sheldon follows in a taxi and witnesses the brutal battle between Spidey and the Goblin, sure that good would triumph over evil, and is crushed when Gwen’s knocked from the bridge and dies when Spidey tries to save her. Angered that Gwen’s death is buried under Jameson’s anti-Spidey campaign and left disillusioned by the Marvel’s failure, Sheldon loses interest in his book and grows resentful of the world moving on without a care. However, he realises that Marcia still sees the good in the Marvels and ultimately hands the assignment to her, retiring to be with his family and leaving the Marvels behind.

The Summary:
I’ve long criticised the hypocrisy of Marvel Comics’ everyday citizens. The people, especially New Yorkers, are a fickle and judgemental bunch, easily swayed by a few headlines and news reports. They can literally be dodging Galactus’ footsteps one day and then will laugh it off as a hoax the next. They can witness Spider-Man saving people from a burning building and yet fully believe Jameson’s claims that the wall-crawler started the blaze. They’ll come out in droves to cheer the wedding of Reed and Sue and applaud the star-spangled heroics of Captain America, but hurl bricks at Mutants and accuse them of all sorts in the same breath. They are a terrible, unappreciative, unreliable bunch of ingrates who don’t appreciate that these heroes put their lives on the line to save not just them, but the entire world and even the whole universe! Marvels is a perfect examination of this phenomena, with our equally culpable main character witnessing first-hand as Joe Public fear the likes of the Human Torch and the Sub-Mariner because they’re “different” and then cheer them on when they fight to defend America’s interests. Much of the public’s fickle nature isn’t just because of Jameson’s outrageous headlines, either; people, even Sheldon, feared the Marvels in the 1930s simply because of the existential threat they presented. This evolved and escalated once Mutants came along, with the species inarguably representing the next step in humanity’s inevitable extinction and thus causing the public to hate and fear them out of paranoia of being replaced (or the simple fear of death). Yet, Marvel’s civilians can never be appeased; they even turn on celebrated heroes like the Avengers for “abandoning” them and treat many of the Marvels as disposable celebrities. Their everyday, awesome feats lose their grandeur for many, who just become inconvenienced by their battles, and public opinion wildly fluctuates throughout the decades represented here as a result, even spilling over into paranoid violence when Mutants and shapeshifters become commonplace.

Flawed photographer Sheldon finds his awe of the Marvels tested over time.

At the heart of it all is flawed photographer Phil Sheldon. Phil’s a complex character, for sure, echoing the awe and fear of his peers at the sight of the Marvels and feeling small, insignificant, against these God-like figures. His opinion regarding the Marvels fluctuates throughout the story, with him praising and celebrating them during their “Golden Age” and profiting from their antics, never losing his faith in their good deeds even when it costs him an eye. Yet, like the public, Sheldon hates and fears Mutants. Unlike the average Joe, Sheldon contemplates why this is and realises he doesn’t really know, beyond that aforementioned existential dread. When he discovers Maggie hiding in his house, fully accepted by his well-meaning kids, he finally realises that he’s as guilty of persecution as the Nazis he once so heartily rallied against and privately defends Mutantkind. His perception changed for the better, Sheldon comes to see the worst in humanity: while they accuse Mutants of being dangerous, he sees only heroes trying to defend the innocent and angry mobs tearing their neighbourhoods apart out of sheer paranoia. Haunted my Maggie’s unresolved fate, time and weariness with the public’s everchanging opinions takes its toll on Sheldon. He remains in awe of the Marvels but focuses on them so much that he neglects his family, desperate to figure out what it is about them that distracts him so much. When Galactus arrives and the end of the world seems nigh, Sheldon realises that none of that matters; all that matters is being with the ones you love. This attitude leads into him becoming very short-tempered when people question or slander the Marvels, snapping at the unappreciative public for not realising that they owe their lives to the same people they’re dragging over the coals. Unfortunately, Sheldon lives long enough to see the best and worst of both humanity and the Marvels, realising with gut-wrenching finality that these “Gods” are as flawed as the everyday man. He comes to put all his faith in Gwen’s innocence and is thus heartbroken when Spider-Man fails to save her, but comes to see that his time with the Marvels has come to an end and that it’s time to let those concerns go to focus on what really matters.

Alex Ross’s beautiful artwork brings some of Marvel’s most epic moments to glorious life.

Of course, what really makes Marvels shine is Alex Ross’s frankly gorgeous artwork. Every panel is painstakingly hand-drawn and painted to bring these colourful, outlandish superheroes to life. Unlike many of his peers, especially later in life, Alex Ross doesn’t try to reinvent these characters or make them more “realistic”; he simply presents photorealistic interpretations of their classic costumes, with the sole exception that he depicts Namor as being completely naked. This can be hit and miss; Spider-Man, for example, looks phenomenal under Ross’s penmanship but Thor and Iron Man struggle somewhat with their more outlandish designs. Still, Ross delivers some gorgeous full-page spreads, recreating Reed and Sue’s wedding, showing the battles between Namor and the Human Torch, and bringing these incredible moments to life from a street level perspective. Nowhere is this represented better than in Galactus’s arrival. Despite being faithful to Jack Kirby’s original design, Galactus cuts an intimidating and awe-inspiring figure here, towering over skyscrapers and constantly framed as though a Titan has risen from the Earth. While the story primarily focuses on Sheldon’s family life during this bout, the glimpses of the Fantastic Four and the Silver Surfer’s battle against Galactus deliver a sense of scale and realism not often seen in comics. This is further echoed in the coming of the Sentinels and Spider-Man’s battle with the Green Goblin, events where Sheldon is merely a bystander amongst the faceless masses watching history unfold, powerless to intervene. Ross fills every panel with little cameos and an amazing attention to detail, basing many characters’ likenesses off real-world celebrities and figures, and his work really makes you appreciate the craft and effort put into every panel, no matter how small. Marvels is a dramatic and compelling distillation of the first thirty-years-or-so of Marvel Comics, linking major events on a realistic timeline and giving us a glimpse at how these heroes, Gods, and villains are perceived by the common man. It’s a startlingly bleak tale at times, criticising our hypocrisy and inclination towards hatred and violence, but also an uplifting story. Sheldon, and many characters, celebrate and are inspired by the Marvels, championing them even when a small, volatile minority try to slander them. It’s the perfect snapshot of what life in Marvel’s New York City can be like and a great way to witness such iconic moments from a street-level perspective.

My Rating:

Rating: 4 out of 5.

Great Stuff

Have you ever read Marvels? If so, what did you think to it? Are you a fan of Alex Ross’s artwork? What did you think to the presentation of Marvel’s fickle public? Did you relate to Sheldon as a protagonist and enjoy his growth throughout the series? Which “Marvel” is your favourite? How are you celebrating National Superhero Day today? Whatever your thoughts, leave a comment below and be sure to check out my other superhero and comic book content.

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

Released: 19 July 2019
Developer: Team Ninja

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

My Rating:

Rating: 3 out of 5.

Pretty Good

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

Back Issues: Captain America 22-25

Story Title: “The Tomorrow Soldier” (Part 1 to Conclusion)
Published: 2 July 2014 (cover-dated: September 2014) to 1 October 2014 (cover-dated: December 2014)
Writer: Rick Remender
Artists: Carlos Pacheco and Stuart Immonen

The Background:
By 1941, Nazi Germany had decimated Denmark and Norway and World War Two was fully underway and, after some initial resistance, the United States joined the War against the “Axis powers” of Germany, Japan, and Italy. Patriotism and national pride was high, especially in America, during those dark days, making it the perfect time for Joe Simon and the legendary Jack Kirby to debut Captain Steve Rogers/Captain America and his kid sidekick, James Buchanan Barnes/Bucky, to encourage support of the war effort. Once the War was over, superheroes saw a decline and Captain America’s solo publication was cancelled in 1954. However, Cap got a second chance when he joined the Avengers as a “man out of time”, battling iconic villains like Johann Shmidt/The Red Skull and even opposing his fellow superheroes during a “Civil War”. After surrendering to the authorities, Cap was seemingly killed and his troubled sidekick, better known as the Winter Soldier, took up the mantle until Steve’s inevitable resurrection. However, in 2014, cybernetic supervillain Arnim Zola’s machinations saw Cap drained of the super soldier serum and rapidly aged into an old man! Thus the battle was on the see who would become the new Star-Spangled Avenger, a battle eventually won by Cap’s long-time ally, Sam Wilson/The Falcon, to much undue controversy, Created by Stan Lee and Gene Colon in 1969, the Falcon was the first Black American superhero in mainstream comic books and was specifically created to challenge social perceptions. After a lengthy career as a bit-player in Marvel Comics, Sam made headlines with his promotion, a story arc that achieved mainstream recognition due to Anthony Mackie’s celebrated portrayal of the character in the Marvel Cinematic Universe.

The Review:
Sam Wilson’s assumption of the Captain America mantle didn’t come easy, nor without drama. In the leadup to this story, Cap was kidnapped by Arnim Zola and spirited away to Dimension Z, where the mad scientist plotted to drain his super soldier serum to create a race of genetic super-beings! Cap broke free but was trapped in Dimension Z for ten years, during which time he raised Zola’s son, Ian, as his own. Though Cap eventually escaped with Jet Zola/Jet Black, Zola’s daughter, both Ian and Cap’s lover, Agent 13/Sharon Carter, were lost. Cap then spent some time working with Sam to mould Jet Black into a hero but, in a battle with former Strategic Homeland Intervention, Enforcement, and Logistics Division (S.H.I.E.L.D.) agent-turned-madman, Ran Shen/Iron Nail, Cap’s super soldier serum was neutralised and he quickly aged into frail, infirm old man! Our story picks up with Steve sequestered at Avengers Mansion, stewing over sensationalist news reports demanding accountability for Captain America and S.H.I.E.L.D.’s dangerous and destructive antics. Steve’s offered council by S.H.I.E.L.D. director maria Hill and the decidedly Samuel L. Jackson-esque Nick Fury Jr., who assure him that he saved countless lives taking down Iron Nail. Unfortunately, his shield has been left too radioactive to be returned to him and Steve’s aghast when he’s told S.H.I.E.L.D. won’t be destroying Gungnir, the weaponised, Transformer-like Helicarrier Iron Nail hijacked and threatened the United States with. Steve is so angered that he starts to wonder if the reports of corruption within the government and S.H.I.E.L.D. aren’t valid, though Fury simply explains that contingencies such as Gungnir are vital to protect innocent civilians and keep the public from being overly reliant on costumed heroes, especial as the Avengers’ roster has dwindled lately.

When Armin Zola’s mutates invade, the Avengers gain an unlikely ally in Steve’s adopted son!

Over on the upper west side, Sam Wilson wakes up to a hell of a hangover and to find he spent the night with Jet Black! Though he’s not exactly thrilled at having crossed that line, he seems won over by her affections, but their tender moment (and the awkwardness) is interrupted when Jet spots a commotion outside. It turns out that her father, Armin Zola, is so eager for revenge that he rips open a hole in the fabric of reality and his monstrous, “hyperevolved mutates” come pouring into Central Park, followed closely by a mysterious man garbed in a spiked battle suit. Zola quickly contacts the Red Skull to co-ordinate their newest efforts in overthrowing the decadent West, asserting himself as a menacing force in his own right and seemingly earning the Red Skull’s respect with his army of mutates. While Anthony “Tony” Stark/Iron Man and Doctor Robert Bruce Banner/The Incredible Hulk work to find some way of restoring Steve’s superhuman condition, they (along with Thor Odinson and Steve himself) are alerted to the crisis via the mansion’s monitors. Steve immediately recognises the threat as Zola; Stark is incredulous but quickly convinced of the danger when the armoured mutate comes crashing through the wall. Luckily, the Hulk is around to face the stranger (with Banner having more control over the Hulk at this point). Naturally, Iron Man adopts a snarky “shoot first, ask questions later” philosophy, leading to an explosive confrontation as he and Thor try to keep the masked intruder from reaching Steve. However, the masked man easily avoids their attacks and even gets the better of Thor, running rings around them, only to be astonished by Steve’s frail condition. This distraction allows the Hulk needs to strike; ironically, though the stranger deftly evades the Green Goliath, Steve easily subdues the masked man. However, Steve is stunned when the intruder unmasks to reveal himself as Ian Ziola, now Ian Rogers, Steve’s adopted son, who was regenerated from death by one of Zola’s “bio-mass [tanks]”.

Zola manipulates events to coerce his daughter, whom the Falcon rushes to defend.

Overjoyed to see Ian alive and that he’s come to help, Steve proudly introduces him to his fellow Avengers but distraught to learn that Ian’s been fighting Zola alone for the last ten years. Steve then gets a call from the Falcon, who relays the extent of Zola’s attack: thanks to the city’s birds, Sam has seen the monsters rapidly spread throughout New York City. Jet Black then reveals she knows a way into her father’s fortified tower that may help them to stop the invasion and calls upon the Avengers to go along with her father’s plan, which is to face him head-on, to provide a suitable distraction. The Avengers readily accept, taking the fight to the ravenous, near-mindless hoards alongside their new ally, and are initially unimpressed by Zola’s forces. However, they’re soon confronted by Zola’s “hyper-mutates”, warped, monstrous copies of the Avengers that call themselves the “Unvengers”! Meanwhile, Jet Black and the Falcon easily infiltrate Zola’s tower, affirming that her allegiances lie anywhere but with her crazed father and insisting on using her position as the madman’s daughter to throw off his mutate guards. The plan works and they advance through the tower, only to find Sharon held hostage in a pitiful cell! After learning about Sharon’s predicament from Sam, Steve immediately asks Ian to leave the fight to the Avengers and go rescue her; though Sharon warns that such an act was all foreseen by Zola. When Jet confronts her father in his control room, he all-but guarantees the Red Skull that he can win her over to their side, claiming everything she’s done – even her betrayal – was also all part of his manipulative will. The Falcon breaks up the tense family reunion, tackling Zola out the window and sending him crashing to the streets below. Zola recovers near-instantly, however, his patience with his “perfect child” wearing thin, but the Falcon immediately intercepts him in mid-air.

Though the Avengers turn on Jet, Sam survives to take up the Captain America mantle.

Raging at Zola for his ill treatment of Jet, the Falcon fights valiantly even as Zola smashes a bus onto the mis-matched hero. When Jet rushes to his aid and Zola sees how much she cares for the Falcon, Zola vows to murder him to rid her of such weaknesses all while hypocritically declaring his undying love for her! Thanks to Sharon, Steve warns the Falcon that Zola plans to blow up Avengers Tower, though Sam inadvertently kickstarts the detonation when he has Redwing remove Zola’s “telepathic broadcast doohickey”! When the Unvengers keep Iron Man from helping and Ian and Sharon are unable to disarm it, the Falcon bravely and selflessly grabs the bomb and flies high into the sky, bidding an emotional farewell to Steve and urging him and Sharon to enjoy their retirement with Ian before the bomb explodes in his arms. A horrified Steve thinks back to when he and Sam first met, the adversity he fought through, and how hard he worked to be a hero without any superpowers, fancy gadgets, or special serum as Iron Man sombrely retrieves the Falcon’s surprisingly intact body. Though Zola pleads with Jet Black to return to Dimension Z where she can be safe from the Red Skull’s looming threat, she angrily rebukes him. Sharon, Steve, and the Avengers gather in quiet mourning, only to be astonished when he comes to and reveals that Stark made him some Adamantium wings, which absorbed most of the blast! Though everyone’s overjoyed by this, Sharon blames Jet for Zola’s attack and accuses her of being a double agent. To Jet’s dismay, even Sam has his doubts and, when the Avengers try to restrain her to investigate, she angrily rushes to Zola’s tower, believing her father was right that her new allies couldn’t be trusted. One week later, seemingly every superhero around gathers at Avengers Mansion, where Steve announces his retirement from superheroics due to his condition (though he and Sharon plan to aid the Avengers with tactical support). He also reveals that Sam is the new Captain America and proudly hands him his shield, entrusting one of his oldest friends with his legacy, which Sam humbly accepts with a cry of “Avengers Assemble!”

The Summary:
This was a difficult story to just jump into without context. A lot of modern comics are like that, with one series of mini arcs leading to the next, all of it part of a bigger picture. I get it and I accept it and I know there’s some onus on the reader to maybe get some background before diving in feet-first. However, since I’m mostly going on some background reading and what the “Previously…” recap is telling me, there were a few characters and events that I wasn’t very familiar with. Jet Black and Ian Rogers were two main examples; I knew Steve aged into an old man around this time, but I didn’t realise he took a son and a protégé as well. Consequently, Ian’s big reveal didn’t impact me as much as other, more invested readers but I think Rick Remender did a great job of conveying Steve’s shock and joy at seeing his son alive and well. I loved that Steve proudly introduced him to his surrogate family, the Avengers, and that Ian wasn’t some bitter, twisted soul looking to kill his adopted father. Instead, we got a young man who’s actually happy to see and fight alongside his father for a change, something very rare in comics. Ian meshes well with the Avengers, sporting a smart mouth and a capable agility despite his years of fighting against his maniacal father and living in a nightmarish alternate dimension. Similarly, I didn’t have much of a connection with Jet Black but I think the story did a good job of showing her as a character just trying to find her way. I liked her blossoming relationship with Sam (even if his reaction at waking up with her was a little odd) and that she willingly and selflessly opposes her father once he arrives. She does nothing except lash out against Zola, rebuking his offers and voicing her hatred of him even as he tries to win her over with his silver tongue. And, for all her efforts and hard work and personal turmoil, Jet is met with suspicion and accusations from even her own brother. Thus, she’s driven from her newfound allies and retreats back to Zola, devastated to learn that he was right and that she would never be accepted as one of them all because Sharon blew her lid and Sam barely even vouched for Jet’s trustworthiness.

For a story meant to be Sam’s crowning moment, he was strangely portrayed throughout.

Indeed, I hope subsequent issues delved into Sam’s feelings regarding this. He barely says anything when Sharon accuses Jet and gets only one panel where he seems conflicted or upset by what he sees as a betrayal. It’s a weird way to end the conflict, especially considering everyone was just mourning Sam’s loss and celebrating his survival. Sam’s selfless actions and his commitment to justice despite lacking any superpowers are the qualities that make him suitable to take up the Captain America mantle, yet this feels somewhat tarnished since he didn’t showcase any loyalty to Jet or any conviction in defending her. He stood there, stunned, and let everyone run their mouths, which doesn’t scream “Captain America” to me. In fact, this is a bit of an odd story to introduce Sam as Cap in general, really. For most of the issues, he’s not really doing anything except flying around and reporting intel to the Avengers. Sure, this is useful from a tactical standpoint but the mutates were swarming everywhere; I’m pretty sure the Avengers would’ve spotted them without him. The Falcon does take the fight directly to Zola, infiltrating his tower with Jet Black, and he does valiantly fight the cybernetic madman despite clearly being outmatched. During this fight, the Falcon also sticks up for Jet in a way he fails to do once the conflict is resolved and his fighting spirit is certainly commendable, but I feel like any hero would’ve fought just as hard in his stead. The Falcon making the sacrifice play is a great shorthand for the mentality needed to be Captain America but, again, it feels a touch hollow. Like, Iron Man was just about to take care of the bomb before he got interrupted and Sam probably wouldn’t have had to make that call if he hadn’t yanked out Zola’s broadcast device. It just felt a bit rushed and out of nowhere to me and I can’t help but wonder if maybe it would’ve been better to play things a little closer to the ground. Like, have Zola threaten to kill a group of civilians and have Sam shield them with his wings and seemingly be beaten to death, or something like that. Just something a little less random and a bit more in-line with his status as a more grounded, “human” superhero.

I liked that Steve passed on the mantle but the story felt oddly rushed at times.

On the plus side, Carlos Pacheco and Stuart Immonen do good artwork. I liked Iron Man’s darker armour and Ian’s totally nineties emo armour (I mistook him for Robbie Baldwin/Penance at first), though Jet Black felt a bit overdesigned. Similarly, while Sam’s Falcon outfit is a vast improvement over his debut costume, I can’t say I’m a big fan of his Falcon/Captain America hybrid suit. He reckons it’s “sexy” but it looks a bit of a mess to me, with miss-matching colours and a far too “busy” design. Maybe if his chest emblem was just the star, which was an extension of his weird-looking cowl, I’d like it more. I dunno, it just looks uncomfortable to wear and a pain in the ass to draw. I quite enjoyed the passing of the torch, though, in concept. I like seeing Steve rendering incapable of continuing as Captain America and retiring to a more sedentary life, though I do think Bucky is a better choice to take up the mantle. I get the idea that Captain America is a symbol of what a normal man can strive to be, but Steve was at least partially superhuman thanks to the super soldier serum. Then again, considering the Falcon survived having a bus dropped on his head, it’s safe to assume he’s more durably than Joe Public. I really like seeing all the other heroes immediately accept and endorse Sam; there was no question or objection, and he slipped into the role effortlessly. However, I feel he didn’t play a big enough role in this conflict. He fought Zola, sure, but to a standstill and didn’t defeat him; he just stopped his plan, and he lost his girl in the process. It’s a weirdly, tonally confused story for me and a strange way to usher in a new Captain America, though I was left curious to explore how Sam adapted to the role and the fallout from this adventure.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to Sam’s promotion to Captain America? Do you agree that this was a strange story to make that change or did you like the way it went down? What did you think to Sam’s suit, and do you like seeing him in the role? Were you disappointed that the Unvengers didn’t do more, and that Sam didn’t try harder to defend Jet Black? What are some of your favourite moments from Sam’s time as Captain America? Use the comment section below to share your thoughts and go read my other Marvel and Captain America content on the site.

Movie Night: Kraven the Hunter

Released: 13 December 2024
Director: J. C. Chandor
Distributor: Sony Pictures Releasing
Budget: $110 to 130 million
Stars: Aaron Taylor-Johnson, Ariana DeBose, Alessandro Nivola, Fred Hechinger, and Russell Crowe

The Plot:
Saved from death as a boy by a voodoo serum, Sergei Kravinoff (Taylor-Johnson) hunts wrongdoers as “Kraven the Hunter”. However, when his past comes back to haunt him, Kraven must fight to rescue his cowardly younger brother, Dmitri (Hechinger), from a maniacal, half-human, wannabe mobster.

The Background:
Following the phenomenal success of Sam Raimi’s Spider-Man trilogy (2000 to 2007) and the sadly mediocre reception of Marc Webb’s reboot films, Marvel Studios finally achieved the impossible by striking a deal to include the iconic wall-crawler in their Marvel Cinematic Universe (MCU). After seeing the incredible success of Spider-Man: Homecoming (Watts, 2017), Sony were excited enough to greenlight a bunch of spin-offs that would focus on Spidey’s villains and side characters. After Venom (Fleischer, 2018) made bank, Sony not only signed off on a very profitable (if critically maligned) sequel, but also, inexplicably, solo projects for Roy Thomas and Gil Kane’s “Living Vampire”, Doctor Michael Morbius, Denny O’Neil John Romita Jr.’s, Cassandra Webb/Madame Web, and Stan Lee and Steve Ditko’s Sergei Kravinoff/Kraven the Hunter, a character best known for his memorable (if temporary) death in the celebrated “Kraven’s Last Hunt” (DeMatteis, et al, 1987) arc. Although a prominent villain in videogames and the 1990’s Spider-Man cartoon, Kraven’s journey to the silver screen was fraught with years of stop/start efforts. After committing to the idea of their own adjacent series of interconnected Spider-Man movies, production of a solo Kraven film began in earnest in August 2018. Screenwriter Richard Wenk shared that his screenplay was heavily influenced by “Kraven’s Last Hunt” and that he was experimenting with different directions for the character depending on Peter Parker/Spider-Man’s inclusion, all while MCU creators pitched including Kraven in their films. Aaron Taylor-Johnson joined the project and underwent an intense training regime to prepare for the title role, attracted to the film for its deeply interpersonal story. After a number of delays, Kraven the Hunter finally released to universally negative reviews and, as of this writing, the film hasn’t even made $30 million at the box office. Critics tore apart the obvious dubbing of scenes, the disastrous execution, and the tiresome concept of a Spider-Man-less Spider-Man movie. Though director J. C. Chandor was hopeful of a sequel and Taylor-Johnson was contracted for additional appearances, those hopes seem dashed not only by the film’s poor reception but Sony’s announcement that they’ll be refocusing their Spider-Man efforts.

The Review:
It’s baffling to me that Sony just forgot how to make decent Spider-Man movies. Apart from their animated ventures, all their Spider-Man spin-offs have been mediocre to terrible and completely directionless. I can almost understand making standalone Venom movies and it was surprising how well they worked without Spider-Man, but was anyone asking for solo movies for Spidey’s low tier villains and supporting characters? Maybe if there had some kind of plan, like linking all these spin-offs into a coherent, adjacent universe or bringing back Andrew Garfield for a series of showdowns with these characters then maybe, maybe, things would’ve been different. Instead, we live in a world where Sony legitimately thought people would pay to see Kraven the Hunter, of all people. To be fair, Aaron Taylor-Johnson certainly looks the part. He’s ripped and exudes a rugged charisma that certainly catches the eye and his Russian accent and dialect is commendable. He’s easily the best part of this film but that’s a bittersweet compliment as he’s completely wasted here instead of being put to better use in a film that’s not completely forgettable ten minutes in, let alone by the end. Kraven the Hunter opens with Kraven a fully-fledged manhunter; he infiltrates a Russian prison to assassinate crime lord and poacher Seymon Chorney (Yuri Kolokolnikov), an act that kicks off the central conflict of the movie. The film then jumps back in time sixteen years to introduce us to a young Sergei (Levi Miller) and Dmitri (Billy Barratt) and set up their shared and individual issues with their father, kingpin and avid game hunter Nikolai Kravinoff (Crowe).

Following a vicious attack and mystical serum, Kraven becomes a renowned manhunter.

This extended flashback establishes that the Kravinoff boys fear and loathe their authoritarian father, who believes in survival of the fittest and refuses to show or tolerate any weakness in either himself, his vaguely defined criminal organisation, and his two boys. Resentful towards Nikolai for his treatment of their mother (Masha Vasyukova), who was mentally unwell and took her own life, the young Kravinoffs are nevertheless powerless to defy their father’s will and forced to accompany him to Tanzania for a hunting trip. While Nikolai favours Sergei, he’s critical and dismissive towards his bastard child, Dmitri, whom Sergei tries to defend at all costs. This drive sees Sergei leap to Dmitri’s defence when a gigantic lion approaches them in the wilds. Hesitating to shoot, Sergei is mauled and hauled away by the beast, leaving Dmitri in hysterics and Sergei close to death. Luckily for him, young Calypso Ezili (Diaana Babnicova) just happened to be vacationing in the area, coincidentally learned from her grandmother’s (Susan Aderin) tarot cards about Sergei’s fate, and carries a helpful voodoo serum which, coupled with the lion’s blood, not only saves Sergei’s life but bestows him with vaguely mystical animal powers. After fully recovering and lashing out at his father’s abhorrent ways, Sergei packs up and leaves, strangely leaving Dmitri behind, fleeing to his mother’s sanctuary (essentially a spherical greenhouse) in the far reaches of Russia. There, Sergei learns the extent of his new abilities: he’s fast like a cheetah, climbs skyscrapers and trees like an ape, is soft footed like a deer (to the extent that he apparently negates people’s peripheral vision), has eyes like a hawk, and superhuman hearing and durability. These gifts allow him to build a reputation as the world’s greatest hunter and he carves a name for himself as “Kraven”, hunting down crime lords like his father (but, oddly, not his father) and local poachers. In all that time, no one has ever pieced together that Kraven is Sergei Kravinoff and his name has become legend. He travels the world with his unseen pilot (whose scenes were clearly left on the cutting room floor) ticking names off his list. However, he riles up the criminal underworld when he kills Chorney as it leaves a power vacuum that both Nikolai and would-be kingpin Aleksei Sytsevich/The Rhino (Nivola) are eager to fill.

Kraven’s family issues see him make unlikely and underutilised allies.

As mentioned, I don’t get why Sergei left Dmitri behind. The boy lived in constant fear of his father and was desperate to earn his approval and respect, an uphill battle he was seemingly doomed to never win, even with his “chameleon” like talent to mimic voices and lovely singing voice. It seems like it would’ve made more sense for Sergei to take Dmitri and for him to be his pilot but, instead, Dmitri ends up kidnapped by the Rhino and held to ransom, forcing Sergei to reunite with Nikolai and begrudgingly work alongside his estranged father to rescue his troublesome little brother. Despite being renowned as the greatest hunter in the world, it takes Kraven sixteen years to track down the now adult Calypso (DeBose), now a lawyer living in London and jaded by the bureaucratic justice system. Though initially hesitant because of Kraven’s violent lifestyle, Calypso reluctantly agrees to help him track down the Rhino and warns him against pursuing dangerous crime lords, a caution that comes true when Dmitri is kidnapped and Calypso is also targeted by the Rhino in a bid to flush Kraven out. If there’s supposed to be a romantic subplot between Kraven and Calypso, this also seems to have been cut from the film. Calypso certainly looks the part and there are glimpses of chemistry between her and Kraven, but so much of her dialogue is clearly redubbed through ADR and it’s not only jarring but leaves much of her performance flat as a result. She just about manages to prove her worth, however, and she’s never held hostage like Dmitri. She also has contacts who provide Kraven with leads (even if they’re false ones courtesy of the Rhino’s slick henchman, “The Foreigner” (Christopher Abbott), a superhuman mercenary with unexplained hypnotic powers), and even saves Kraven’s life when he’s drugged and brought to the brink of death once more.

Aside form Nikolai, the film’s villains are bizarre and dull, poorly characterisaed antagonists.

Despite years of mistreatment, resentment, and hatred towards his father, Kraven purposely leaves Nikolai off his list because, for all his flaws, the crime lord is still the hunter’s father. Kraven reunites with his father and brother once a year for Dmitri’s birthday, growing more and more troubled by his brother’s obsession with pleasing the old man, and rebukes Nikolai when he refuses to pay Dmitri’s ransom to avoid showing weakness. Taking matters into his own hands, Kraven tracks down the Rhino and runs into the Foreigner, a mysterious assassin who, honestly, could’ve easily been cut from the film or supplanted with someone else. While we learn of his personal grudge against Kraven, we never learn the Foreigner’s real name, how he got his strange powers, or even what the extent of them are. He easily subdues and murders anyone in his path until he reaches Kraven, who he decides to drug, cripple, and beat up rather than go for a quick kill, which costs the Foreigner his life. Compounding matters is the use of the Rhino, of all people, as the film’s main antagonist. Reimagined as a neurotic, semi-maniacal would-be crime lord who craves attention and a “partner” to elevate him up the ranks, the Rhino is a strange, cartoonish villain just as apt to make bizarre noises as he is to monologue about his aspirations. After being disregarded by Nikolai for his physical weaknesses and needy demeanour, the Rhino turned to Doctor Miles Warren for both a cure for his condition and a means to become stronger. The result was some unexplained genetic tampering that turned Sytsevich’s skin into an impenetrable hide and bestowed him with incredible strength, much like his namesake, but also causes him such agony that he medically keeps the transformation at bay. Instead, he orchestrates a convoluted plot involving kidnapping and murder to try and fill the void left by Chorney and make a name for himself as the man who killed Kraven, or coerce the Kravinoffs into joining forces. This latter scheme is mirrored by Nikolai, who desires to rule the criminal underworld with his sons, leading to what’s essentially a war between rival mob gangs in a bid for greater glory. However, if you ask me, reimagining the Rhino into this role is a poor fit. I would’ve preferred to see Alonzo Lincoln/Tombstone in this role, with the Rhino replacing the Foreigner as his muscle/henchman, and possible have rewritten the script to weave Dr. Warren into the narrative more explicitly, but what do I know?

The Nitty-Gritty:
Kraven the Hunter is, fundamentally (somewhere beneath all the mess), a story about a son escaping the shadow of his abusive and totalitarian father. While part of young Sergei enjoyed his father’s approval, he was nevertheless disgusted by Nikolai’s treatment of Dmitri and his penchant for big game hunting. Having grown up emotionally and physically abused by his father, and having witnessed his brother get the same treatment or worse, Kraven is determined to not become the same kind of man as his father. To a degree, he accomplishes this (he becomes a morally grey vigilante, of sorts, rather than a ruthless crime boss) but his affinity for violence and desire to be seen as the Alpha Male among his peers echoes his father’s teachings. Naturally, Kraven rejects these comparisons and believes he’s doing good by taking out poachers and mob bosses, but his path inevitably intersects with Nikolai once more and he’s clearly disturbed by his similarities to his father. Dmitri couldn’t be more different from both men; he craves the approval Nikali shows Sergei and does everything he can to appease his father. Dmitri’s talents are in entertaining and mimicry rather than physical feats, wowing the patrons of his club with his pitch-perfect vocal talents and even earning a modicum of respect from his father, who appreciates Nikolai’s Tony Bennett impersonation. Despite a lifetime of abuse and mistreatment, and being beaten and having a finger cut off, Dmitri refuses to succumb to the Rhino’s torture or sell out his family to the irrational wannabe, though he’s stunned to learn that his brother is the fabled Hunter, which only adds to his insecurities and desire to carve his own legacy by the film’s end. Despite featuring many names associated with Spider-Man, Kraven the Hunter is very light on Spider-Man elements: the Daily Bugle appears a couple of times, Dr. Warren is name dropped, and it’s revealed that Kraven has an inexplicable and convenient and never explained fear of spiders. However, there’s no indication that a Spider-Man exists in this world or if it’s even connected to Sony’s other spin-off films.

Sadly, all the bloody violence and delicious abs in the world can’t excuse the poor CGI and editing.

While Kraven the Hunter is often a mess of clunky, clearly rerecorded dialogue and overdone clichés, the action on display is pretty good at times. The film is, sadly, populated with some of the worst CGI animals I’ve ever seen; the gigantic lion and the leopard that attack Kraven at different points are the worst offenders by far. When Kraven leaps into action, the violence is fast, bloody, and brutal, with him stabbing foes, slicing their throats open, and clamping bear traps to their heads! At one point, he sets traps for his pursuers that sees one guy get ripped in half crotch first, another take a machete to the head, and blood splattering across a bleak Russian forest. Kraven beats guys to death with his bare hands, easily breaks bones and manhandles multiple, even armed foes, and his skilled with knives, blades, and spears is readily apparent. Believing it dishonourable to use firearms and any weapons not made of the land or meticulously crafted, Kraven keeps a cache of blades and weapons at his sanctuary and on his person, subduing targets with blow darts and poisons and easily clambering up sheer surfaces with an animal grace. I’m not the biggest fan of or expert on Kraven but I do believe he’s often imbued with animal senses, spirits, and ferocity and that’s on full display here. Kraven often gallops about on all fours, tackles jeeps like a rhino, clings to purchases like a monkey, and has senses so keen that he can hear, smell, and see things no normal human could. This all adds to his abilities as a manhunter and in a fight, with him being swift enough to avoid gun fire and carpet bombs, durable enough to take a beating, and apparently strong enough to survive being buried under a bunch of stones and debris. Somehow, he’s so fleet footed that he can remain completely undetected even when standing right behind his foes and his eyes often glow an ethereal orange to show he can see in the dark or across vast distances. He’s not completely invulnerable, however. He succumbs to the Foreigner’s poison like any other man and is beaten close to death by the malicious mercenary, his life only spared by the timely intervention of Calypso. Dmitri also proves to be a vulnerability, one the Rhino doesn’t hesitate to exploit, and Kraven’s emotions often get the better of him where his brother and family are concerned.

A lacklustre showdown with a ridiculous villain leaves Kraven set for a sequel that’ll never happen.

Despite Kraven’s lauded and feared reputation, he struggles to piece together the paper-thin plot taking place around him and needs Calypso and the intel offered by his dying targets to figure out what the hell’s going on. Already angered that security footage that identifies him is doing the rounds, Kraven’s desire to shut down those actively seeking him out is exacerbated when Nikolai’s life of crime seemingly causes Dmitri’s kidnapping by would-be rival kingpin, the Rhino. When Dmitri and Kraven shoot down the Rhino’s offer to join forces, the Rhino organises a strike against Kraven on his home turf, a ridiculously poorly thought-out operation that leaves all his ill-equipped troops dead and Sytsevic forced to allow his transformation to take full effect. Transforming into a hulking man-rhino that, despite being comic accurate, looks laughably cartoonish, the Rhino fights Kraven amidst a buffalo stampede. Thanks to his impenetrable skin and augmented strength, the Rhino easily shrugs off Kraven’s blows and knives and pummels the Hunter, beating the piss out of him and looking to throttle him to death. However, Kraven spots the medicine line on the Rhino’s thick hide and rams a role into his stomach, then has the stampede trample the weak-ass villain to death. Although Kraven talks Dmitri out of executing the Rhino, Kraven has not hesitation about confronting his father, who released the video footage to coerce his estranged son into eliminating his competition, a revelation that leaves Nikolai being mauled by a wild bear courtesy of Kraven. The film then ends with Kraven being aghast to learn Dmitri has taken control of their father’s operation and undergone some “unorthodox” surgery of his own to assume the face of anyone he wishes at will. How Dr. Warren did this isn’t explained and quite how the Chameleon thinks he’ll fool anyone with his short stature is beyond me. I think a better reveal would’ve been that Dmitri was posing as Nikolai and was a bad guy all along, manipulating events to seize power and using fake masks and practical augmentations rather than what I assume is either a nanotech or some vague bioengineered tampering to steal people’s identities. Oh, and Kraven gets his signature jacket, made out of the hide of the lion he failed to kill, as a parting gift from his father.

The Summary:
I wasn’t expecting much, if anything, from Kraven the Hunter. I’m really not a fan of the character and would have little interest if he showed up in a Spider-Man movie, so giving him a solo film seems moronic and pointless to me. Luckily, I can say that I enjoyed Kraven the Hunter more than Morbius or Madame Web, but not by much and that’s hardly a high bar to clear and the film’s flaws mean it’s still not getting higher than a generous two-star rating. This rating is based purely on Aaron Taylor-Johnson’s performance, which I did enjoy, and the brutal, bloody action sequences, which give the film an edge sadly not afforded to the Venom movies as swearing and strong, bloody violence would tip them into 18-rated affairs. Aaron Taylor-Johnson does look great in the role, and I did enjoy the depiction of Kraven’s powers; it seemed a lot of his actions and stunts were practical, too, which was appreciated. However, it made the poor CGI stand out even more. I obviously don’t expect the actors to be wrestling with real lions and such but surely CGI has progressed to the point where they can be rendered more convincingly? The Rhino suffers greatly from this, too. Clearly a rushed, last-minute inclusion, the Rhino is so awful here and looks so janky that I honestly prefer the mech-suit version we got previously; at least that’s somewhat believable! Add in pointless characters like the Foreigner, a strange and ill-fitting interpretation of the Rhino, and some horrendous and distracting ADR, and you have a film that feels like it was butchered by the budget and the editing process. It feels like many scenes were left on the cutting room floor, especially those featuring Calypso and Kraven’s life between hunts, making for an awkwardly paced and disjointed affair. It’s also disappointing that it’s not made clear where Kraven the Hunter fits in Sony’s spin-off films, if anywhere. However, even if the film had been better in these regards, I would still be unimpressed and annoyed at the idea of giving Kraven a solo movie. And, if it had been a Spider-Man film featuring Kraven, I would’ve been equally disappointed as I just don’t care about the character. Thus, Kraven the Hunter was doomed to fail for me and I cannot understand, for the life of me, who this mess was made for.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you enjoy Kraven the Hunter? If so…what’s the matter with you? What did you think to Aaron Taylor-Johnson’s performance and the depiction of Kraven’s powers? Do you agree that the film felt rush, especially regarding Dmitri’s story arc? What did you think to the Rhino and his eventual full reveal? Did you also think that the film felt butchered in the editing room? Are you a fan of the character in general (and, if so, again…why?) and would you like to see Kraven return in some capacity? What Spider-Man villain would you like to see get a standalone movie? I’d love to know your opinions of Kraven the Hunter, so leave them below and be sure to check out my other Spider-Man and Marvel content.

Back Issues: The Amazing Spider-Man #15

Story Title: “Kraven the Hunter!”
Published: 12 May 1964 (cover-dated: August 1964)
Writer: Stan Lee
Artist: Steve Ditko

The Background:
After his success with the Fantastic Four, Marvel editor and head writer Stan Lee created teenage superhero Peter Parker/Spider-Man, whose debut issue became one of Marvel’s best selling publications. Spider-Man’s popularity grew to the point that he headlined other comics, including being partnered up with other, less mainstream superheroes in the pages of Marvel Team-Up, and amassed one of the most colourful and memorable rogues galleries in all of comics. Sergei Kravinoff (better known as Kraven the Hunter) was created by Spider-Man co-creators Stan Lee and Steve Ditko and made his debut in this story, though he’s perhaps best known for his epic (if temporary) death in the celebrated story arc “Kraven’s Last Hunt” (DeMatteis, et al, 1987). Kraven has long hounded the web-slinger as part of the Sinister Six and across a variety of media, featuring in videogames and the 1990’s Spider-Man cartoon. Finally, after years of stop/start efforts to make it onto the silver screen, Kraven inexplicably made his live-action debut in 2024.

The Review:
Our story begins in classic sixties Spider-Man fare, with Spidey dropping in on a bunch of crooks and breaking up their party. In a change of pace, though, Spider-Man doesn’t just beat them up with ease and grace while expositing how his super strength gives him the edge of New York City’s normal, everyday mooks. Instead, he shoots out a web to trap three of the would-be bank robbers but the fourth, who he presumes is their leader, makes a hasty exit out the window. The leader manages to give Spider-Man the slip by activating a special gas from the inside of his suit that instantly changes his appearance into a harmless old man and, when he gets back to his apartment, reveals his true identity as Dmitri Smerdyakov/The Chameleon, the man of many faces who was the very first supervillain Spider-Man ever encountered. Realising the threat Spider-Man poses, and bitter about being deported and exiled after their last encounter, the Chameleon decides to hire an “old friend”, Kraven the Hunter, to destroy the web-spinner once and for all! It turns out that Kraven has amassed a hell of a reputation as the world’s most accomplished hunter. His achievement of having trapped and defeated every type of animal with his bare hands is so impressive that even cantankerous Daily Bugle editor J. Jonah Jameson is in awe of the hunter’s prowess.

Kraven’s world-famous prowess initially sees him get the upper hand on Spider-Man.

Seeing Kraven’s arrival in the United States as a big scoop, Jameson orders his secretary, Betty Brant, and his long-suffering freelance photographer, Peter Parker, to accompany him to the pier to get an exclusive. There, Betty is unreasonably salty when Peter arrives at the same time as Liz Allen and Eugene “Flash” Thompson but Kraven’s mere presence and physical stature are enough to turn their heads and put a stop to the relationship drama. Kraven turns down Jameson’s request for an exclusive with a dismissive bark, so determined is he to “hunt the most dangerous game of all”, and then gives Peter the shock of his life when he single-handedly rounds up the ship’s animal cargo with speed, strength, and wiles so honed that all Spidey can do is watch in amazement. So fantastic is Kraven’s display of power that Spidey completely forgets to take any pictures, angering Jameson. The newspaper editor’s vexation is replaced with intrigue, however, when Kraven lets slip that he’s there to hunt Spider-Man. Peter’s so stunned by this revelation that he’s speechless when Betty gives him the cold shoulder after Liz showers him with attention, which also riles up her muscle-bound flame, Flash. After all that drama, Kraven meets with the Chameleon to read up on his prey using the research and first-hand experience he has acquired, confidentially assuring his ally that the superhuman strength and reflexes he has been afforded by a witch-doctor’s secret potion will enable him to succeed where others have failed. To allow Kraven to stalk Spider-Man more effectively, the Chameleon hires some goons to cause a ruckus, which naturally attracts Spider-Man. Kraven watches with a begrudging respect for his foe’s power, agility, and cunning, impressed with how easily he fights, evades, and subdues multiple crooks, and then catches the web-spinner by surprise by waiting for him on a nearby rooftop.

Kraven’s potion and confidence cause undue stress to the troubled teenage superhero.

Kraven rushes his quarry, explaining that he’s motivated only by the hunt and the personal triumph that defeating Spider-Man will bring him. He immediately puts his enhanced abilities and research to good use by snatching Spidey out of mid-air and tossing him to the ground. Relentless, Kraven presses his attack with a “nerve punch” that Kraven boasts can “down a full-grown charging rhino”. Spidey takes the shot on the arm, which goes completely numb, and surprises Kraven by fending him off with just one arm. In desperation, the hunter resorts to pricking Spidey with one of his special potions, a concoction designed to sap his spider-strength. Kraven then makes a tactical retreat to allow the drug to do its work and Peter returns home, woozy and suffering from tremors as a result, while Kraven astonishes the Chameleon by revelling in the thrill of the encounter and the battle yet to come. Although Peter awakens back at full strength, he’s alarmed to find his hands are still twitching uncontrollably. He desperately tries to hide his condition from his doting Aunt May, who has arranged a blind date with him the niece of their neighbour, Anna Watson, and is relieved when the twitching dies down by the time he gets to the Daily Bugle. There, his exasperation with Betty’s unprovoked jealousy is quickly replaced by astonishment when Kraven comes barging out of Jameson’s office. Although Jameson hates Spider-Man with a vengeance, he refuses to endorse Kraven’s methods since there are laws against hunting human beings. Kraven’s confidence shakes Peter so badly that his hand tremors make a dramatic and embarrassing return while he’s in Science class, much to the amusement of his peers and the annoyance of his professor, Miles Warren. Peter’s condition is so bad that he can’t aim his webs straight and he’s forced to resort to leaping from building to building as Spider-Man as he aimlessly searches for any sign of his would-be hunter.

Kraven’s cunning and prowess ultimately fail to match with Spidey’s spider-sense.

Fully aware that his prey would seek him out, Kraven arranges for the Chameleon to brazenly walk around town in disguise as the world-famous hunter and lure Spider-Man into Central Park to renew the hunt. Despite his suspicions and his blaring spider-sense, Spidey follows the fake and ends up briefly trapped beneath one of Kraven’s nets. Thankfully, exerting the full limits of his spider strength is enough to snap one of the connecting chains, but he’s so disorientated by one of the Kraven’s loudly beating a drum that he’s unable to stop the other Kraven from slapping metal braces to his right forearm and calf. Designed to “hold a hunger-mad tiger”, the manacles have a magnetic attraction so strong that it takes all Spidey’s incredible strength to keep them apart. They also jingle every time he moves to instantly alert Kraven to his presence, however. Relying on his superhuman reflexes and spider-sense, Spidey stays one step ahead of his hunter and buys enough time to spray the manacles with “liquid web fluid”, which successfully negates their properties. His uncanny sixth sense alerts him to someone hiding in the nearby bushes and Spidey is stunned to unmask the Chameleon as the fake Kraven. This victory reinvigorates the web-head, however, and he quickly turns the hunt against his foe, chasing Kraven deep into the woods using his spider signal. No matter where or how he tries to run and hide, Kraven is continually spotted by his foe and resorts to trying to sneak attack him with his nerve punch, only for Spidey’s spider sense and unmatched agility to keep him off-guard. Angered by Spider-Man’s mocking taunts and realising that he’s lost every advantage, Kraven again tries to make a tactical retreat, but this time runs head-first into one of Spider-Man’s webs. Spidey thus leaves him and the Chameleon there, beaten and humiliated, to be deported by the authorities (though, naturally, they both swear revenge). In the aftermath, Jameson is so elated by Peter’s photographs of the action that he allows Peter to have one of his secret stash of chocolate bars. However, the youngster’s relationship dramas continue to mount even after Mrs. Watson’s niece cancels their blind that as Betty gives him the brush-off and Liz goes out dancing with the hunky Flash.

The Summary:
Considering I don’t think much of Kraven and consider both him and the Chameleon to be two of Spider-Man’s bottom-tier foes, I actually enjoyed “Kraven the Hunter!” quite a bit. Steve Ditko continues to set the standard for how Spider-Man should move and fight in his comics and the action is fast and packs a hell of a punch whenever the two are trading blows or showing off their superhuman skills. I always enjoy the visual difference between Peter and Spider-Man, how being in the costume is such an exhilarating and freeing experience for the socially-inept photographer, and it was a neat twist to see him go toe-to-toe with someone not just seemingly as strong and agile as he, but also far more cunning and ruthless. As ever, Peter’s relationship and personal drama is a constant distraction from his current predicament. While I’m always glad when stories from this era don’t reduce females to babbling bimbos, Betty’s raging jealousy was a serious pain in the ass here. She gets mad at Peter simply because he arrives at the same time as Liz and Flash, assuming he “[came] with her” even though they’re not even near each other in the panel, and acting like a clingy, co-dependent brat just because Liz fixes his tie and calls him “Petey”. While it’s true that Betty probably should be worried about Liz, especially as she’s one of the few to admonish Flash for his attitude towards Peter, all she ends up doing is pushing him towards Liz, with comical results. This may very well have been the first of many hints towards Peter’s most famous love interest, Mary Jane Watson, though Peter’s actually relieved when she cancels their blind date as he already has enough troubles on his plate and isn’t optimistic about the state of Mrs. Watson’s mysterious niece.

Despite the relationship drama and the Chameleon’s presence, Kraven gets a good showing.

Although this issue features the return of the Chameleon, his presence is thankfully downplayed in favour of the far more visually and physically interesting Kraven. The two are depicted as close friends, which is a nice change as it’s not every day you see supervillains palling about so amicably. Naturally, the story goes out of its way to show that Kraven more than meets expectations. The ship’s animal cargo spontaneously getting loose is the perfect excuse to show how fast, smart, and strong he is and prove that he’s more than capable of subduing even the most dangerous of animals with his bare hands. Living for and relishing the thrill of the hunt, Kraven sees Spider-Man as the ultimate prey and goes to some lengths to get a sense of his prowess. I say “some” as Kraven only spends a few panels observing Spider-Man rather than days, which may have contributed to his downfall as he underestimated Spider-Man’s strength and tenacity and was forced to resort to one of his potions and a hasty retreat. Although Kraven’s potion causes Spider-Man some troubles, all it really does is take away his ability to shoot webs straight and in the end all Spider-Man needed to win was his extraordinary spider-sense and superhuman reflexes. Still, Kraven does match blows with Spider-Man and even briefly cripples one of his arms and is proven to be just as agile and physically strong as the web-spinner but, ultimately, he’s undone, in part, by his own hubris. This all made for a surprisingly enjoyable first appearance of Kraven the Hunter. I can’t say it’s changed my opinion of him, or his lame outfit, but it definitely made for a pretty entertaining villain-of-the month Spider-Man story.

My Rating:

Rating: 4 out of 5.

Great Stuff

What are your thoughts on Kraven’s debut? Are you a fan of the character and, if so, what are some of your favourite Kraven tales? Were you annoyed by the relationship drama in Peter’s life, or did you enjoy it as a character-building tool? What did you think to Kraven’s depiction, powers, and personality? Are you a fan of the Chameleon or, like me, do you find him disappointing? How excited were you for Kraven’s live-action debut? Feel free to leave your thoughts on Kraven below and be sure to check out my other Spider-Man content.

Back Issues [Venom Day]: The Amazing Spider-Man #346/347


To celebrate the release of Venom: Let There Be Carnage (Serkis, 2021), Sony Pictures declared September 27 “Venom Day”, a fitting date to shine the spotlight on one of my favourite anti-heroes, who made their first full debut in May 1988 and have gone on to become one of Marvel’s most iconic characters.


Writer: David Michelinie – Artist: Erik Larsen

Story Title: “Elliptical Pursuit”
Published: 12 February 1991 (cover-date: April 1991)

Story Title: “The Boneyard Hop!”
Published: 12 March 1991 (cover-date: May 1991)

The Background:
Back in 1982, Jim Shooter, then editor-in-chief for Marvel Comics, purchased Randy Schueller’s illustration of Peter Parker/Spider-Man in a slick black outfit for a cool $200. It was writer Tom DeFalco and artist Ron Frenz who made the costume a living organism and Spidey’s new duds appeared without explanation in The Amazing Spider-Man #252, with it later revealed that he picked up the suit in Marvel Super Heroes Secret Wars #8. Over the next year or so, Spidey revelled in the costume’s unique ability to form both clothing and organic webbing but was horrified when Doctor Reed Richards/Mister Fantastic revealed it was a living symbiote. Spidey summarily rid himself of the symbiote using a cacophony of church bells and switched to a cloth version, before eventually returning to his classic outfit. A mysterious assailant attacked and stalking Peter throughout 1988 it was revealed that the symbiote had bonded with disgruntled reporter Eddie Brock. Spider-Man’s dark doppelgänger was an immediate favourite of mine and many readers, eventually jumping to different hosts, with his sadistic, even more dangerous offspring, Cletus Kasady/Carnage, being teased in these issues.

The Review:
Although Venom’s second big appearance occurred in a two-part story in issues 346 and 346 of The Amazing Spider-Man, similar to their original first appearance, the character featured in a cameo in issue 345. Since it’s actually a pretty big cameo, I’ll quickly cover it before delving into the main story. “Gun from the Heart!” (Michelinie, et al, 1991) sees Spider-Man on the trail of noble, but misguided and violent, vigilante Elias Wirtham/Cardiac, with the added bonus of being promised $5000 by Silvija Sablinova/Silver Sable for apprehending him. The main reason this issue is important is two-fold: first, it shows Eddie Brock escaping from Ryker’s Island when his symbiote comes to bond with him once more. Second, it introduces readers to Brock’s cellmate, demented serial killer Cletus Kasady, who is unknowingly bonded with a small drop of the symbiote and would go on to become the sadistic Carnage. While Spider-Man fails to apprehend Cardiac in the main plot, the issue ends with Venom being reborn and swearing to avenge themselves against the wall-crawler. This perfectly sets us up for “Elliptical Pursuit”, which immediately re-establishes Venom’s warped moral code when they chastise fellow former reporter Sly Fenster for selling confidential files on the downlow before expressing regret when their webbing accidentally suffocates the corrupt reporter. The story then jumps over to Grand Central Station, where Peter’s wife, Mary-Jane Watson-Parker/M. J., is unimpressed at being spirited away to her sister’s. Having heard about Brock’s escape and the symbiote’s breakout from the Baxter Building, and fearing for M. J.’s safety, Peter convinces her to leave lest Venom targets the bombshell redhead like last time.

Venom returns with a vengeance, constantly blindsiding Spidey with their superior strength.

Despite knowing M. J’s safe, Peter’s thoughts dwell on Venom’s threat. Unwilling to put any of his allies in danger, even his former lover and part-time vigilante Felicia Hardy/The Black Cat, Peter resolves to face Venom alone, reasoning that it’s his responsibility since he technically created the creature and their hatred of him. He’s so lost in thought that he forgets that Venom doesn’t trigger his spider-sense and is caught off-guard when Brock accosts him at a coffee shop. Brock calmly convinces Peter to take a walk, expositing how his “other” survived an earlier confrontation with the cancer-inducing Styx and happy to settle their business down a back alley. However, they’re jumped by a mugger, who’s summarily dispatched (non-lethally this time) by Brock, though Peter uses the distraction to flee to a hotel for the night. A seemingly random phone call from Professor Evan Swann inspires Peter to swing on over to Empire State University and check out their cryogenics lab, hoping to find a weapon that can neutralise Venom similar to how extreme heat and sound defeated them before. Once again forgetting his reliance on his spider-sense, Spider-Man is blindsided mid-swing by Venom, who gleefully lays in a beating on the web-slinger. Experience and agility allow Spidey to create some distance, though Venom easily closes it by hurling a girder. With Venom distracted keeping innocent lives safe when their fight causes damage to the Bronx Zoo, Spider-Man goes on the offensive, giving Venom a taste of their own medicine and angering the unstable symbiotic pairing. However, Venom regains the advantage by using their uncanny ability to assume other forms, tricking Spider-Man into entering the cryogenic chamber, where the extreme cold forces the troubled superhero to blackout and be left at Venom’s mercy.

Overpowered, Spidey outwits his foe by faking his death.

In the next issue, Spider-Man slowly dethaws and awakens on a sweltering beach, confused to find himself trapped on a deserted island with (and courtesy of) his most lethal foe. Not willing to allow for any distractions or let innocent bystanders get in the way of their combat, Venom proposes a fight to the death to settle their grudge and relishes chasing his foe through the dense foliage. Though terrified by the creature’s threat, Peter desperately forces himself to adapt to and out-think his foe but is again blindsided by a clever sneak attack when Venom renders themselves invisible and attacks from a stream, nearly drowning Spidey before he fights his way free using a nearby tree branch. Venom’s abilities constantly give them the edge even when Spidey calls upon the Eagle Scout training his former bully-turned friend Eugene “Flash” Thompson tried to teach him and lay traps for his foe. Venom’s ability to blend into their surroundings forces Spidey to rely on his speed and agility instead. Even when Venom is caught in Spidey’s snare trap, the creature easily overpowers him but, when Venom hurls a truck at his hated enemy, he unwittingly causes Spidey to stumble upon an abandoned mine full of gas. After using the mine to escape Venom, Spidey tries to swim to a boat on the horizon, only to end up tangled in Venom’s living webbing. Tackling his way out of the situation with a desperate lunge, Peter stumbles upon some macabre shallow graves and finally realises that their conflict will only end with his death. Spidey thus lures Venom into the jungle with a flaming torch and goads them into hurling another truck, this time resulting in a spectacular explosion that leaves Spider-Man nothing but a shredded skeleton. Overjoyed at having finally defeated their foe, Venom resolves to live out the rest of their existence in peace on the island, blissfully unaware that they’ve been fooled by an obvious trick. Having dressed a skeleton in his costume, Peter faked his death and swam out another passing boat, breathing a sigh of relief knowing that Venom’s menace has forever been put to bed.

The Summary:
After a dramatic and horrifying first appearance, it was pretty exciting to see Venom return, more unhinged and psychotic than ever. What I love about Eddie Brock is that he’s convinced himself that everyone, especially Spider-Man, is to blame for his lot in life. He takes no personal responsibility for the actions that led to his downfall and has convinced himself that he’s on a righteous, God-given mission to protect the innocent and destroy Spider-Man. This twisted ethical code means he’s vehemently against the killing of innocents and will even be distracted from his vendetta to protect them, but also leads to him both knowingly and unknowingly using lethal force to get what he wants. Similarly, he’s not above threatening Peter’s loved ones, which is exactly why Peter sends M. J. away and refuses Felicia’s help since he doesn’t want to be distracted by protecting them or burdened by putting them in danger. Indeed, Peter acknowledges that others have aided him against Venom before and he’s now put himself in greater danger by going solo. This is exacerbated by just how dependent Spidey is on his spider-sense; normally, he can swing around mulling over his personal dramas and always rely on his spider-sense to warn him of danger. But Venom doesn’t trigger it, so they constantly gets the jump on Spider-Man, almost to the point of parody in just these two issues as Peter seemingly never learns to adapt to this, forgets about it, or cannot find a way to compensate for the loss of his spider-sense.

A brutal conflict ultimately results in Venom finding solace in believing they’ve killed their enemy.

Since Venom is bigger, stronger, and completely out of their mind, Spider-Man is forced to stay on the move and rely on his experience and agility. Time and again, this puts him on the back foot; even when he does reach the university labs, he’s easily fooled by Venom’s camouflage ability and rendered unconscious. I loved the island setting for their final confrontation, which essentially put them on even ground since there were no innocents to worry about or tall structures to swing from, but Venom had the advantage because of their familiarity with the island and their unique abilities. Luckily for Spidey, Venom likes to toy with their prey and relishes the chase, giving Peter multiple opportunities to think up plans to subdue and ultimately trick his psychotic foe. Essentially, these two issues are a prolonged chase and fight sequence; Erik Larsen is one of the quintessential Venom artists, closely emulating Todd McFarlane’s style and giving Venom their gruesome teeth and tongue, so the action is always kinetic and visually striking. It’s not enough to tide over the story, though; the sub-plots regarding Felica and M. J.’s worries about Peter, his beloved Aunt May’s romantic life, and the loose thread regarding Cardiac help break up the pace but distract from the main appeal of the stories. It would’ve been nice to see Venom do more to torment Peter, especially in the first issue. They work great as a creepy stalker and that aspect is only briefly touched upon before the two are trading blows between the city skyscrapers. Similarly, the island battle quickly becomes repetitive as Spidey goes on the run, gets blindsided, and goes on the run…only to be blindsided again. These issues seem to have been produced to put Venom’s threat to bed; they’ are content and happy believing they’ve killed Spider-Man. Michelinie even leaves a tease that a version of the symbiote will live on through Kasady, making me wonder if this was supposed to Venom’s last appearance. As is, it’s a decent enough sequel to Venom’s first appearance, most notable for being the first appearance of Kasady, that indirectly leads to one of Spider-Man’s most violent and tedious crossover events later down the line.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to Venom’s big return? Did you ever think Cletus Kasady would become one of Spider-Man’s most notorious rogues? What did you think to Venom’s characterisation as a self-righteous psychopath? Did you find the conflict tedious in Venom’s repeated blindsiding of Spidey? What is your favourite Venom story and how are you celebrating Venom’s dramatic debut? Whatever your thoughts on Venom, share them down below and be sure to check out my other Venom and Spider-Man content.

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


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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

My Rating:

Rating: 2 out of 5.

Could Be Better

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

Movie Night [Spidey Month]: Spider-Man 3


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


Released: 4 May 2007
Director: Sam Raimi
Distributor: Sony Pictures Releasing
Budget: $258 to 350 million
Stars: Tobey Maguire, Kirsten Dunst, James Franco, Thomas Haden Church, Topher Grace, and Bryce Dallas Howard

The Plot:
Having finally gotten the girl of his dreams, Peter Parker (Maguire) finds his life on the upswing, but an attack by vengeful Harry Osborn (Franco), and the discovery that recently-superpowered thief Flint Marko (Church) killed his beloved uncle see Peter giving in to the power and allure of a mysterious black suit from space.

The Background:
Following his debut issue becoming one of Marvel’s best selling titles at the time, Spider-Man’s popularity saw him become their flagship character. Soon, the wall-crawler fronted numerous team-up comics, videogames, cartoons, and even a live-action series. Although his cinematic debut was constantly delayed by script and legal issues, Sam Raimi and Sony Pictures Entertainment landed a critical and commercial success with Spider-Man (Raimi, 2002) and followed this two years later with Spider-Man 2 (ibid, 2004), which is widely regarded as one of the greatest superhero movies ever made. There was never any question that a third film would follow and Raimi initially planned to explore Peter’s morality, the humanity of his villains, and themes of forgiveness; However, his wish to cast Ben Kingsley as Adrian Toomes/The Vulture was blocked by producer Avi Arad, who insisted that the more popular Eddie Brock/Venom be included instead. Although Raimi was initially hesitant, he acquiesced after relating to the character as a dark mirror of Peter, but soon found his script so bloated that he initially toyed with filming two films back-to-back. Spider-Man 3 upped the ante for its special effects; painstaking hours went into crafting the scene in which the Sandman reconstitutes himself, an amputee stuntman was brought in to bolster Spidey’s fight with the Sandman, and Spidey’s iconic black suit was redesigned to emphasis it corrupting his morals. Although it was the most financially successful of Raimi’s Spider-Man films, Spider-Man 3 divided critics; while reviews praised the action and drama and the mixture of humour and visual spectacle, many felt the film was overstuffed with villains and failed to live up to the expectations set by its predecessors. Though accompanied by a comic book tie-in and videogame adaptation, Spider-Man 3 would mark the end of Raimi’s time with the web-slinger. Although plans for a fourth film got as far as casting and storyboarding, they were ultimately scrapped in favour of a complete reboot, though Tobey Maguire and Thomas Hayden Church would later reprise their roles nearly twenty years later for the multiversal epic Spider-Man: No Way Home (Watts, 2021).

The Review:
These days, with superhero films dominating the box office, many of them involving one or more heroes teaming up and a variety of villains, it’s easy to forget both the impact that Sami Raimi’s first two Spider-Man films had and state of the genre back in 2007. Superhero films were cropping up more and more and they didn’t always stick the landing; often, they struggled with too many villains, a lack of fidelity to the source material, or just being a bit of a tonal and narrative mess as studios tried to cash-in on the success of Raimi’s films and 20th Century Fox’s X-Men movies (Various, 2000 to 2020). Still, anticipation was high for Spider-Man 3; Spider-Man 2 was well-regarded as one of the best superhero movies ever made and it ended with a lot of plot threads to carry over into the third film, primarily the inevitable clash between Peter and Harry and the question of whether Mary-Jane Watson/M. J. (Dunst) was truly ready to accept the responsibility of being Spider-Man’s girlfriend. Unfortunately, little else from Spider-Man 2 directly carries over to Spider-Man 3 and this is made evident right from the opening titles, which barely feature Doctor Otto Octavius/Dr. Octopus (Alfred Molina) or any plot points from the second film beyond those that involve Peter, Harry, and M. J. Regardless, things get off to a decent start; the tension between Peter and Harry is emphasised in the reveal that Harry not only stalks Peter at every opportunity but refuses to listen to his explanations regarding the death of his father, Doctor Norman Osborn/The Green Goblin (Willem Dafoe). Although Peter doesn’t really make that much of effort to absolve himself of Norman’s murder, Harry’s mind is clouded by rage and stubbornness, which directly lead to him subjecting himself to a version of his father’s Goblin formula to give him the power to go toe-to-toe with his former friend.

Peter’s attempts to propose are interrupted by his inflated ego and the influence of his black suit.

For Peter, life is pretty good; he’s finally found a balance between his dual identities, or at least feels less conflicted now that he has M. J.’s full support. It’s not made clear how much time has passed between the two films (honestly, given how well the actors have aged and the way Peter and Harry treat each other, it feels like it could only be a few weeks) but Peter’s so at peace with himself and the world that he plans to propose to M. J., despite him still living in a crummy apartment and being stiffed on his wages by the cantankerous J. Jonah Jameson (J. K. Simmons). After receiving his Aunt May’s (Rosemary Harris) blessing, Peter heads out to seal the deal, only to be suddenly attacked by Harry, how sporting sleek, Goblin-inspired armour and weapons of his own. Peter battles this…*sigh*…“New Goblin” through the city skies but is both horrified and relieved when Harry takes a nasty bump to the head and recovers with no memory of Spider-Man’s true identity. This brings even more joy to Peter’s life as he rekindles his brotherly relationship with Harry and basks in the adulation of the city as Spider-Man. In fact, Peter’s so blinded by his own success and happiness that he fails to notice that he’s being a bit self-absorbed and that M. J. is having her own issues, faults that cause him to make the bone-headed mistake of kissing Gwen Stacy (Howard) in front of an adoring crowd and completely disregarding M. J.’s struggles to make it as a successful Broadway actress.

Peter’s relationships suffer because of his actions, leading to a brutal brawl with his former best friend.

Despite the fact that she made it into the cast, to the point where she received top billing, M. J.’s producers aren’t happy with the reviews about her performance and summarily drop her from the play, rattling her confidence and digging up bad memories of her childhood under her abusive father. Although she tries to confide in Peter and understand that his superhero commitments make him very busy, a rift forms between them when Peter fails to recognise how upset she is and keeps focusing on his own success. This scuppers Peter’s carefully-planned proposal dinner and drives M. J. to seek comfort from Harry, who’s only too happy to make time for her now that he’s rediscovered his carefree personality. They grow so close that they even share a brief kiss, though M. J. quickly comes to her senses and leaves before anything else can happen. This humiliation is enough for Harry’s mind to snap once more; visions of his dead father restore his memories and he resumes his vendetta against Spider-Man. He targets M. J. and blackmails her into breaking up with Peter, breaking his heart, and then twists the knife in further by insinuating that he and M. J. are having a love affair. Although Harry plays this conniving, manipulative role well, he can’t resist revelling in Peter’s anguish, meaning Peter immediately figures out that Harry has been using M. J. against him but, by that point, Peter is not only consumed by rage and ego but also fuelled by the negative impulses of his black suit. When Peter confronts Harry in the Osborn home, a brutal fight to the death breaks out between them; previously, Peter simply tried to avoid and quell Harry’s rage but, this time, he unleashes the full extent of his power and easily manhandles his former friend. Stubborn to the last, Harry attempts to blow Peter up with a pumpkin bomb, only to have the explosive tossed back in his face, permanently scarring him and leaving him an embittered recluse.

The Sandman might do bad things with good intentions but his mistakes raise Spidey’s ire.

Peter’s good mood is shattered when he and Aunt May are randomly called into the office of police captain George Stacy (James Cromwell) and told that they’ve been sitting on evidence for the last few years that proves thief Dennis Carradine (Michael Papajohn) didn’t killed Peter’s beloved Uncle Ben (Cliff Robertson). Instead, Carradine is retroactively revealed to have been working with a partner, Flint Marko, who recently (somehow…) escaped from jail. Peter had already had a run-in with Marko not long before this, but by that point the crook had already conveniently fallen into a random particle accelerator and been molecularly altered into a living man of sand. Now able to shift and alter his appearance at will, becoming almost intangible and rock-hard, the Sandman easily robs armoured cars to steal the cash he needs to help his critically ill daughter, Penny (Perla Haney-Jardine), as well as fend off Spider-Man when he inevitably arrives to stop him. Now armed with the knowledge that the Sandman killed his uncle, Peter seethes and obsesses over tracking down the thug and make him pay out of a combination of guilt over the death of both Uncle Ben and Dennis Carradine and the aggression encouraged by his mysterious black suit. Although generally a sympathetic and reluctant villain in the comics, the Sandman is reconfigured into a tragic figure here; he’s painted as a good man driven to crime and hampered by poor choices, and carrying a sense of guilt and responsibility over the evils he’s done and his love for his sick daughter. However, Peter has little time for the Sandman’s sob story and willingly succumbs to the black suit’s influence when they fight in the New York subway. Spider-Man angrily confronts the Sandman over his murderous actions and attacks without quarter, eventually dissolving him into a gloopy, muddy mess with a dismissive “Good riddance!” As if this battle didn’t hammer it home enough, Peter’s discussion with Aunt May reveals that he fully intended to kill the Sandman to make him pay for what he’d done. However, despite being heartbroken by Ben’s loss, May makes it clear that revenge is never the answer and lays the groundwork for Peter finding the courage to forgive the Sandman for his misguided actions.

Peter’s personality is corrupted by the symbiote, which finds a willing host in demented Eddie Brock.

That takes a bit of time, though, as Peter is under the poisonous influence of a mysterious alien goo that randomly (and conveniently) crashed to Earth right by his scooter. Latching on to him in the midst of a terrible nightmare, the viscous substance (later identified by Doctor Curt Connors (Dylan Baker) as a “symbiote”) turns Peter’s colourful costume a deep black and enhances his abilities considerably, granting him a strength and sense of exhilaration beyond his usual web-slinging. However, it also feeds and enhances his negative emotions; anger, fear, and aggression are all heightened by the creature, but Peter is so captivated by the allure of the black suit that he can’t deny himself its power when he gets a lead on the Sandman. Like an addict who doesn’t know when to quit, Peter wears the black suit under his clothes, caressing and stroking it, and even alters his appearance to match the sense of confidence and power the suit inspires in him. After his confrontations with Harry and the Sandman, Peter fully gives in to this rush, parading himself down the street like a dork and believing he’s God’s gift to the world. He all-but-demands a permanent position at the Daily Bugle, takes Gwen to a jazz bar and performs an elaborate dance number to make M. J. jealous, and angrily confronts rival photographer Edward “Eddie” Brock Jr. (Grace) over his doctored pictures of Spider-Man. However, after lashing out at M. J. in a rage, Peter finally sees that the suit is turning him into a literal and metaphorical monster. Fleeing to a church, he tries to remove the suit and is shocked to find that it truly is a living organism. Although the symbiote desperately tries to defend itself, it’s driven off Peter’s body by the ringing of the church bell, leaving him guilt-ridden and despondent over his recent actions, but the creature finds itself a new host when it latches onto Eddie. A snivelling little creep of a man, Eddie is driven to begging the All-Mighty to avenge his recent slights after failing to win Gwen’s heart or cheat his way into a full-time job. This bitterness and borderline psychopathy is all the symbiote needs to birth the film’s third villain, a “strange black-suited figure” (because he’s never referred to as “Venom” onscreen), and immediately set about making Peter pay for his actions.

The Nitty-Gritty:
There’s a lot happening in Spider-Man 3; so much so that it’s difficult to watch and not think about how easy it would’ve been to streamline things. I get that Sam Raimi was basically forced to include Venom in the film and I can see how that might’ve clashed with his ideas for the final entry, but just doing another couple of script rewrites really would’ve helped tighten things up because, as is, there’s just too much crammed in here. This is one of the few times where I would’ve been happy to see the film split into two parts to actually do Venom justice, but a far easier solution would’ve been to omit Eddie Brock entirely and just have the symbiote attach itself to Harry. Yes, it goes against the comic lore, but I think it would’ve tied in perfectly with the film’s themes of obsession, revenge, and forgiveness. Plus, it’s not like the Venom mantle hasn’t been assumed by others before. I also think the Sandman should’ve either stayed dead after his fight with Symbiote Spider-Man or been revealed to be alive in a post-credits scene (either using him emerging from the sewer as seen in the film or by repurposing a cut scene with his daughter), which not only would’ve made the final fight between Spider-Man and Venom/Harry less of a cluttered mess but also would’ve shown that the symbiote’s influence had real consequences for Peter as he would’ve had to live with the guilt of killing another man (or, at least, assuming he had).

Some odd decisions, cringe-worthy scenes, and pointless retcons bog down an already bloated film.

However, there is a decent film in here somewhere, it’s just buried beneath odd decisions, bizarre sequences, and a whole mess of characters. Did we really need Gwen Stacy in this when she barely has any relevance to the plot, for example? She’s nothing like her comic book counterpart and is literally there to emphasise what a creep Eddie is. She doesn’t even have a rivalry with M. J. or factor into the climax, so it feels like she was shoe-horned in as fan service more than anything. Peter’s cornball demeanour once he gives into the black suit is also extremely cringey; many have come to defend this decision, claiming that Peter is living out his idea of what it means to be “cool” and I totally get that he would have this dorky perception of what’s “hip” and such. But it’s surreal to see him strutting down the street and then doing this cartoonish dance number in the jazz club that’s immediately juxtaposed with him smacking M. J. and being so wracked by guilt that he goes and broods in the rain on a church! Spider-Man 3 also commits the cardinal sin of retconning the character’s origin to awkwardly wedge Flint Marko in as the man who killed Uncle Ben. Just…why? People moaned to high heaven when this happened in Batman (Burton, 1989) and it just confuses things here. Spider-Man 3 has the perfect means to tell its story of forgiveness in the Peter and Harry story. It didn’t need to complicate matters by forcing a link between him and the Sandman, especially as Marko already had a perfectly understandable and relatable tragic motivation that’s barely touched upon no matter how many times he stares at that damn locket. And then there’s the weird side plot of Harry’s amnesia. Again, I get it, they wanted to show how deep the bond between Harry and Peter is and explore their relationship as brothers, but it just leads to more goofball scenes and unnecessary drama between Peter and M. J. I feel like a similar outcome could’ve been achieved by just having Harry play mind games with Peter throughout the movie, especially if he adopted some of Eddie’s comic book antics and used his knowledge of Peter’s identity against him. And don’t even get me started on this “New Goblin” crap. Just make him the damn Hobgoblin! They even made a damn mask!

Unfortunately, all the impressive visuals and action sequences can’t counterbalance the muddled plot.

Luckily, amidst all of this negativity, Spider-Man 3 has some of the best action sequences and special effects of the entire trilogy. The mid-air fight between Peter and Harry may suffer from a little too much obvious green screen, but it’s far more versatile and fluid compared to the battles between Spidey and the Green Goblin, which were a bit clunky and grounded at times. While I have little love for the Sandman and could take or leave his inclusion, he does allow for some more visually interesting fight scenes. Seeing Spidey punch right through Marko, blast him into particles, and be smashed by his rock-hard appendages makes for some fun sequences. Unfortunately, all this goodwill is undone in the climax where any personality and nuance the Sandman has is completely washed away as he adopts a gigantic, mindless, rampaging sand monster form that, while intimidating and a suitable escalation of his threat, pales in comparison to the surprising emotional depth he shows beforehand, particularly in the admittedly beautiful and heart-breaking scene where Marko first pulls himself together after his accident. As ever, the Spidey suit looks great but it looks even better in black. While I prefer the classic white logo for the symbiote suit, saving it for Venom was a great idea to help him stand out more (even if it doesn’t make much sense for him to randomly have a big-ass symbol) and I loved the twisted, torn webbing and claws used on Venom. Indeed, the fact that Venom barely appears in the film and only for the finale is a massive disservice to both the character and his look in the film. Venom may lack the bulk and plural identifiers, but he looks fantastic when he’s got his claws out and is adopting his ironic, drooling, fang-filled visage. As much as I rag on the film, I do enjoy the visuals of the climax; seeing the construction site covered in Venom’s twisted webbing, the monstrous Sandman looming, and Venom screeching and attacking from the shadows makes for a very different and intense finale. It’s just a shame it’s intercut with cringe-inducing performances from tertiary characters.

Through the sacrifice of his friend and letting go of his hate, Peter earns a bittersweet ending.

After shedding the symbiote, Peter is left trying to pick up the pieces of his fractured life; M. J. has rejected him and is ready to leave town, he’s tried to kill his best friend, and his reputation has been sullied somewhat by his poor decisions. Thankfully, Eddie easily tracks down the Sandman and convinces him to forge a partnership, one primarily based on Eddie avenging himself on Peter by humiliating him and taking away his true love. Unlike Peter, who realised the damaging influence of the symbiote, Eddie is only too happy to give into it’s power (“I like being bad. It makes me happy!”) and refuses to listen to reason since he’s so consumed by hatred and a twisted sense of injustice. Ultimately, he’s unable to resist the power and temptation offered by the symbiote and perishes (quite violently) in a grenade blast, a disappointingly weak ending for a disappointingly weak version of Venom. However, Eddie does leave a lasting impression on Peter by delivering a fatal blow to Harry, who heroically sacrifices his life to save his best friend. Unfortunately, as cool as it is to see Peter and Harry team up for the finale (and it really is an awesome feel-good moment with some great team-up attacks from the two), it comes after Harry’s entire philosophy and vendetta is reversed thanks to a pep talk by his family butler, Bernard Houseman (John Paxton), who decided to wait until the last minute to be honest. Although the result is seeing Harry and Peter set aside their differences and finally make peace as Harry dies in his friends’ arms, this random revelation really detracts from it and takes all the agency out of Harry’s character. The Sandman is equally rattled by all the death; he regrets his actions and tries to justify them, and it’s clear that a massive weight lifts from his shoulders when Peter forgives him (why he let him get away is beyond me, though). Unlike the last two Spider-Man films, Spider-Man 3 ends on an emotional note with Peter having learned valuable lessons about forgiveness and him and M. J. sharing an emotional embrace, apparently ready to start over, rather than ending on a high with the traditional final swing.

The Summary: 
Spider-Man 3 just can’t help but be a disappointment. There’s just way too much happening in it, too many missteps and odd decisions, and too much of that goodwill tossed aside to rate it much higher. It’s such a shame, too, as it could’ve been an emotional and intense finale to Sam Raimi’s trilogy if only another attempt had been taken at the script to tidy things up. I just can’t help but think it would’ve been so much better to drop Eddie Brock and have Harry become Venom as a nice compromise between the filmmakers because the desperation to do everything and please everyone just results in a disappointing effort. It’s doubly disappointing for me as I’m a huge Venom fan and Venom did look really fantastic for the few minutes he was onscreen, but they really deserved their own dedicated movie or to be incorporated better to justify including them. Although I didn’t really like the forced drama between Peter and the Sandman, I did enjoy how human and relatable Flint Marko was. Ultimately, though, he feels like a bit of an afterthought and the only reason you remember him is because they made an unnecessary retcon to the first film. The drama between Harry and Peter was honestly strong enough to carry the entire film but it’s lost between all the other moving parts and has its legs completely cut out from under it by the amnesia side plot and that damn butler! Sadly, all the effects and impressive visuals in the world can’t salvage this film, which will forever go down as one of the genre’s biggest missed opportunities no matter how hard people try and defend it.

My Rating:

Rating: 2 out of 5.

Could Be Better

Are you a fan of Spider-Man 3? Where does it rank for you against the many other Spider-Man movies? What did you think to Peter’s struggles with the temptation of the black suit? Were you also disappointed by the execution and screen time of Venom? What did you think to Harry’s character arc and were you sad to see him die a hero in the end? What changes would you have made to the film to try and salvage it? Whatever your opinion on Spider-Man 3, leave a comment and be sure to check out my other Spider-Man content.

Back Issues [Spidey Month]: Spectacular Spider-Man #200


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


Story Title: “Best of Enemies!”
Published: May 1993
Writer: J.M. DeMatteis
Artist: Sal Buscema

The Background:
In 1962, Marvel Comics legend Stan Lee followed up his success with the Fantastic Four with Spider-Man. His Amazing Fantasy #15 debut proved to be one of Marvel’s best selling titles and his resultant popularity led to a solo title barely a year later. Spider-Man quickly amassed one of the most colourful and memorable rogues galleries in all of comics, with easily his most hated and iconic nemesis being the Green Goblin. Though many have assumed this elf-like guise, the most famous face behind the mask is Norman Osborn, industrialist and father to Peter’s best friend, Harry, and he and Spidey would have their most memorable clash during these days after Norman caused the death of Peter’s long-time love interest, Gwen Stacy. Although this storyline appeared to end with Norman’s death, the Green Goblin concept lived on through his son. First introduced in 1965, Harry famously turned to abusing drugs following his father’s demise, which fractured his grip on reality as much as his relationship with Peter. This culminated in Harry exposing himself to a modified version of his father’s Goblin formula, taking up the mantle of the Green Goblin, and ultimately perishing in this tale. However, this wouldn’t be the last time the Osborns would plague Spider-Man. Both would be resurrected time and time again for some of the web-slinger’s most controversial stories, both played pivotal roles in Spider-Man’s animated and live-action ventures, and Harry, especially, has been noted as being perhaps Spidey’s most tragic villain due to his complex and destructive relationship with both his best friend and his maniacal father.

The Review:
Our story begins, in suitably dramatic fashion, with Harry Osborn/The Green Goblin closing in on Peter’s wife, actress and model Mary Jane Watson-Parker/M. J. As M. J. walks through Central Park, she spots the Green Goblin coming for her and tries to run, but ends up in his clutches. Across town, in Harry’s apartment, a desperate Peter confronts Harry’s wife, Liz Allan; unfortunately, she’s as deluded as their son, young Norman “Normie” Osborn, is apparently psychotic and has blinded herself to the truth that her husband, already a recovering drug addict, has lost his mind to his father’s Goblin formula. Peter leaves and swings across the city as Spider-Man, lamenting the psychological instability of his best friend and the hatred Harry feels towards both his alter egos for his part in the death of his father. The maniacal Green Goblin flies M. J. to the George Washington Bridge, the very same location where Peter’s former flame, Gwen Stacy, died at the hands of her lover thanks to Norman’s machinations. Although M. J. is sure that Harry has brought her there to recreate the infamous moment, he surprises her by unmasking and opening up to her. Showing his vulnerable side, he expresses his love for her and promises that no matter how bad things get between him and Peter, he would never harm her. Naturally, she finds this a little hard to believe considering he just kidnapped her and the fact that he flies into a rage at the mere suggestion of his father’s involvement in the death of one of his friends, but M. J.’s left with no choice but to try and appeal to his better nature and their friendship to try and convince him to stop before it’s too late.

Harry delights in tormenting Peter at every turn, threatening to reveal his secret identity.

Despite the desperate nature of his search, Spider-Man takes the time to intercept some punks robbing an apartment but chastises himself when he almost loses his cool and takes his anger out on the lowlifes. When Spider-Man returns to his apartment, he’s stunned to find M. J. there alongside an unmasked Green Goblin; assuming that Harry means to harm her, he lunges for his former friend and knocks him clean across the room, but M. J. intervenes before things go too far. Scowling, Harry accuses Peter of always thinking the worst of him and flies off, leaving the two in such a state that M. J. sparks up a cigarette and suggests that maybe it’d be better for Peter’s identity to be exposed and Peter so riled up by it all that he lashes out in anger. A sweaty, neurotic Harry returns home to his equally deluded wife to play “happy families”. Neither of them think it’s unusual that Normie has such a venomous hatred for Spider-Man, and Harry’s temperament is on a razor’s edge, switching between violent outbursts and tender affection. The next day, Peter mulls over his options and is startled when the Green Goblin appears before him in broad daylight simply to taunt him. The Green Goblin then pays a visit to cantankerous Daily Bugle editor J. Jonah Jameson to ask for his help in advertising the “Norman Osborn Foundation”, a charitable organisation in his father’s honour that he plans to debut in six weeks. Peter arrives but is powerless to do more than look on as Jonah cowers behind him and the Green Goblin delivers a vague threat to reveal some “juicy information” to the publisher if he co-operates. Over the next few days, Harry tours the city spreading the word of his intentions and Peter is enraged to find the notoriously fickle public are completely onboard with the idea and assume the Green Goblin attire is simple the “odd affectation [of] a millionaire philanthropist”. Irritated by the entire debacle and frustrated at trying to figure out Harry’s endgame, Peter doesn’t hesitate to attack the Green Goblin as Spider-Man when he next sees him. Spider-Man warns his former friend that he’s sick of all the games and wants to settle their differences then and there but the Green Goblin not only refuses to fight him until he’s ready but also threatens to tarnish his image forever by filing legal action against him if he gives in to his anger. Instead, Harry delights in torturing Peter; he promises that they will throw down, and that he will emerge victorious, but only after his perverse desires are satisfied and vows to destroy his life if Spider-Man tries to stop him.

Harry’s mania sees him fly into a rage and plot an explosive revenge against his father’s enemies.

Liz is delighted at Harry’s newfound project but worries that he’s pushing himself too hard getting things ready for the foundation’s big unveiling; although Harry suffers from frequent bouts of nausea, he shrugs them (and Liz’s worrying) off and resolves to stay strong for his father. Of course, things are far from well in the mind of poor Harry Osborn; he openly converses to a large, ominous portrait of his father and delights in sharing how he’s been driving Peter batty, forcing him and M. J. to move to a new apartment, and promises that the foundation gala will be his ode to his father’s memory, where he’ll make all the enemies to the Osborn name pay for their insolence by blowing them all to kingdom come! The next day, M. J. tries to talk sense into Liz, but her delusion is so complete that she won’t drop either her unnerving smiling façade or her belief that Harry is a good man doing good things after a lifetime of adversity. Later, M. J. tries the same thing with Harry, storming into his apartment, fag on the go, and begging him to let go of his vendetta and rekindle his friendship with Peter. However, Harry refuses to listen to reason not just because of the unbridled power the Green Goblin offers him, but also the opportunity it creates to show the world the man he really is. After also briefly considering facing the consequences of going public, Spider-Man happens upon the George Washington Bridge and resolves to stop Harry no matter what rather than risk losing the woman he loves all over again. However, when he arrives at Harry’s apartment, the deranged Osborn flies into a rage; in his mind, Peter and Spider-Man are the problem and the true enemy, and just the mere sight of him makes Harry snap, throw on his suit, and burst up through the skylight to confront his adversary as the Green Goblin.

Harry ultimately comes to his senses and sacrifices himself to save his friends and family.

Both launch at each other with everything they have, refusing to hold back any longer; the Green Goblin again boasts that he now has the power to crush Spider-Man and even brags that he’s improved upon it since Norman’s days and that he’s glad that his father never killed Spider-Man since it gives him the chance to do so now. Spider-Man counters by arguing that Norman Osborn was a crazed murderer and that he no longer cares if Harry reveals his identity since he’d rather be exposed than leave his family at the Green Goblin’s mercy. Spidey also avoids being skewered by the Green Goblins glider but, when Harry bursts free of Spidey’s webbing, the two stop their war of words and simply trade blows for a few panels. However, Spidey is forced to admit that Harry was right; the new Goblin formula makes them evenly matched, so he suggests they find another, less brutal way of settling their differences, only to be caught off-guard and poisoned into unconsciousness by a hidden syringe in Harry’s glove. Harry’s plan is for the two of them to go up in flames, ridding the world of their toxic influence, but he is horrified when he realises that, in his mania, he forgot that M. J. and Normie were still in the house! Since he’s too out of it to act, Spider-Man begs Harry to set aside his self-doubt instilled in him by his father and save his loved ones. Despite his hysteria, Harry is moved by Peter’s belief in him and rockets M. J. and Normie to safety; Spider-Man collapses, seemingly doomed, but M. J. begs Harry to go back for him and is grateful beyond measure when Harry chooses to rescue Peter at the last second. However, Harry collapses in a violent convulsion as the Goblin formula finally takes its toll on his body. After expressing his gratitude to Peter and recognising him as his best friend, Harry dies before Peter’s eyes, leaving Spider-Man, M. J., and Normie distraught in a series of dramatic and wordless panels.

The Summary:
I don’t normally say this but I’m really not a fan of the art in this one; I’ve read a few Spider-Man stories illustrated by Sal Buscema and they’re all as visually bad as each other. Spider-Man and the Green Goblin don’t look so bad, but everyone has this weird angular took to them, the colours are super muted and dull, and Sal Buscema can’t draw faces for shit. It’s a very ugly looking comic and it’s a same since it’s such a pivotal Spider-Man story that’s let down by this atrocious art style. Otherwise, this is a very emotionally-charged story; it’s not often that one of Spider-Man’s villains learns his secret identity and I liked how Harry tormented the web-slinger at every turn, stalking him in broad daylight and threatening to expose him if he gets out of line. One interesting twist was M. J.’s suggestion that Peter get ahead of it by publicly revealing his identity; of course, Peter balks at this this idea since it would only cause more troubled him himself and his loved ones, but it was intriguing seeing him briefly consider it since it would remove Harry’s leverage. Like a lot of Spider-Man stories involving the Green Goblin, “Best of Enemies!” features many references to Gwen Stacy, but I don’t mind that here as it’s thematically relevant. It seems as though Harry’s going to recreate that impactful moment with M. J. at the start of the tale and returning to the site of her death reinvigorates Spider-Man’s fighting spirit, showcasing that there’s nothing he wouldn’t do to protect his loved ones and bringing him to the brink of facing Harry to the death, even though his better nature still keeps him from crossing that line.

A pivotal and emotional Spider-Man story let down by some horrendous artwork.

Harry’s vendetta is also an alluring one; he’s consumed by revenge and hatred towards Peter since he believes that he killed his father and is so obsessed with living up to Norman’s expectations and avenging him that he’s willing to die alongside Spider-Man in the finale. Harry’s always been a complex character; Norman casts a long shadow and his mistreatment of his son led to Harry developing an inferiority complex and turning to drugs long before he exposed himself to the Goblin formula. As the Green Goblin, Harry is more than a physical match for Spider-Man; he has all of his father’s technology and tricks, but relies more on mind games, intimidation, and dirty tactics than pumpkin bombs and his glider. I really enjoyed seeing him rile Peter up into an unbridled rage and cause him misery, and the wordless panels of them beating the hell out of each other only to find they’re evenly matched. All throughout the story, Harry is portrayed as a maniacal, sweaty psycho who can barely keep his emotions in check; this has had an extraordinarily destructive influence on his wife and child, as well as his friendships, but also takes its toll on his body, reason, and sanity. By the end, he’s convinced himself that he and Spider-Man are a blight on the world and need to be removed to keep from “infecting” others, and it’s only when one of his oldest friends and his beloved son are placed in mortal danger that he chooses to shake off his father’s influence. I really liked the hesitation he showed just before going back for Peter and their emotional reconciliation right before he died, and the wordless panels help to emphasise the impact of Harry’s death on all involved, leaving Spider-Man alone and heartbroken by the loss of his best friend. In the end, despite the terrible art, “Best of Enemies!” remains one of Spider-Man’s most poignant stories. Harry’s downward spiral and final, heroic sacrifice were executed so well that it genuinely annoys me that Marvel chose to bring both him and Norman back again and again rather than try something new, but it doesn’t detract from how crucial this story is to the overall Spider-Man mythos.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to “Best of Enemies!”? Where would you rank it amongst Spider-Man’s many other stories and moments? Do you think I was too harsh on Sal Sal Buscema’s art style? What did you think to Harry as the Green Goblin and his descent into madness and mania? Did you enjoy seeing him torment Peter or would you have preferred to see them throw hands more often? What did you think to Harry’s heroic sacrifice and were you also annoyed to see him and Norman return later down the line? Which incarnation of the Green Goblin is your favourite and how are you celebrating Spider-Man this month? Whatever your thoughts on Spider-Man and the Green Goblin, go ahead and share them below or drop a comment on my social media and be sure to check out my other Spider-Man Month content!