Story Title: “Carnage – Part One: Savage Genesis” Published: 13 February 1993 (cover-date: April 1992)
Story Title: “Carnage – Part Two: Savage Alliance” Published: 10 March 1993 (cover-date: May 1992)
Story Title: “Carnage – Part Three: Savage Grace!” Published: 14 April 1993 (cover-date: June 1992)
The Background: In 1982, Marvel Comics editor-in-chief Jim Shooter purchased an illustration of Peter Parker/Spider-Man in a slick black outfit from Randy Schueller for an outrageous $200, a concept that writer Tom DeFalco and artist Ron Frenz interpreted as an alien organism following Marvel Super Heroes Secret Wars #8. After revelling in the costume’s unique ability to form both clothing and organic webbing, Spidey was aghast when Doctor Reed Richards/Mister Fantasticrevealed it was a sentient symbiote and quickly rid himself of the parasite using a cacophony of church bells. Throughout 1988, Peter was stalked and attacked by a mysterious assailant who turned out to be disgruntled reporter Eddie Brock, now bonded to the symbiote to form Venom, Spider-Man’s dark doppelgänger. An immediate favourite of mine, Venom has had many hosts over the years and undergone many changes, but took their first step towards becoming a more virtuous (if violent) “lethal protector” when they set aside their vendetta against Spider-Man to battle their more dangerous offspring, Cletus Kasady/Carnage. First teased in The Amazing Spider-Man #345 and allegedly dubbed “Chaos” and “Ravage” before assistant editor Eric Fein suggested “Carnage”, writer David Michelinie and artist Mark Bagley specifically designed Carnage to be a more sadistic counterpart to Venom, one whose symbiosis was so complete that Kasady and the symbiote were in total unity. Heavily influenced by the Joker, Carnage has long been a fan favourite and has repeatedly returned (even from death) to perpetrated some truly deplorable acts, from slaughtering thousands during the sprawling “Maximum Carnage” event (DeFalco, et al, 1993) to becoming a near-literal God! Despite Carnage’s violent nature, the character frequently appears in Spidey/Marvel videogames and, most surprisingly, cartoons, and was played with scenery-chewing relish by Woody Harrelson in Sony’s Spidey-less Venom films (Various, 2018 to 2024).
The Review: After appearing as Eddie Brock’s psychotic cell mate, Cletus Kasady took a page out of his “old man’s” book by popping up in “asides” in The Amazing Spider-Man #359 and #360. While Spider-Man was busy dealing with Doctor Elias Wirtham/Cardiac, Cletus communed with his “other” to slaughter a guard and escape Ryker’s Island. He then looked up the stupidest name he could find and brutally suffocating Gunther “Gunny” Stein, before finally getting his first full-page reveal murdering a lab technician simply to prove that “law and order” is an illusion. Peter gets a call about this while helping his doting Aunt May, ruminating on how the killing is the latest in a spree of violent murders perpetrated by a psychopath who signs his name (“Carnage”) in blood at each crime scene. While overhearing an eyewitness, Spider-Man is horrified at the implication that Venom is back to their old, murderous ways, despite Eddie living in peace in the mistaken belief that Peter is dead. When he shares these concerns with his highly strung actress wife, Mary Jane Watson-Parker/M.J., she begrudgingly supports him when he voices his responsibility towards subduing the symbiote he enraged. While running some background checks on Eddie, Peter becomes aware of Cletus and is disturbed by his rap sheet: eleven murders, suspected of a dozen more, and potentially burned down the orphanage he was raised in and bashed in an employee’s head in the process. Though alarmed, Peter questions punks, hookers, landladies, and more about Cletus to confirm he’s a twisted sadist who charms with a silver tongue and kills without a thought.
When a violent new symbiote comes to town, Spidey’s forced to team up with Venom!
Theorising that Cletus feels a kinship to the orphanage, Spidey finds Cletus there, naked before a small fire and talking to a stuffed teddy bear! Spider-Man’s unease turns to terror when Cletus transforms into a blood red-and-black symbiotic lifeform and attacks with unexpected speed and strength. Like Venom, Carnage doesn’t set off Spidey’s “spider-sense” but can Carnage uniquely extend and solidify his alien appendages. Overwhelmed by Carnage’s power and confused as to how the symbiote bonded with Cletus, Spidey is stunned when Carnage tosses temporary axe-like projectiles! When two cops investigate, Spider-Man gains a temporary reprieve, only to be incensed when Carnage callously tosses dart-like pieces of himself at a patrolmen, leaving him clinging to life. This distraction allows Carnage to flee, leaving a parting message in his own blood that unnerves the web-slinger. Obsessed with tracking Carnage, Peter decides that the only way to defeat Carnage is to team up with Venom! After catching a lift from Johnny Storm/The Human Torch and retrieving Mr. Fantastic’s sonic gun, Spidey heads to the remote island where he left Eddie, surprising and enraging Venom. Despite the pain caused by the sonic gun and the Human Torch’s flames, Venom almost drowns Johnny before he desperately activates his “nova flame”. Spidey and Venom repeat their earlier fight at the abandoned mining village, with Venom getting the drop on him with their invisibility, before the Human Torch blasts them with the sonic gun. Despite the agony, and his hatred of Spider-Man, Eddie is furious to learn that Carnage is killing innocents. He also reveals that the symbiotes produce asexually and that they have no interest in traditional concepts of “family”, explaining why his “other” didn’t mention that it had reproduced.
Carnage’s disregard for life sees him target random innocents and those who champion order.
Venom also theorises that Carnage’s lineage and Earth’s environment has altered his symbiote, and that Kasady’s warped personality makes him extremely dangerous. Venom also demands their freedom in return for their help and Spider-Man’s forced to agree. Although Johnny’s unnerved, he flies them back to New York City, where Venom follows their unique connection. Meanwhile, Carnage attacks wealthy Robert Sutcliff, brutalising his guards and tossing his helicopter off the roof (with Sutcliff in it!), simply for jokes. Asserting full control over the union, Cletus eschews logic to return to Sutcliff’s domicile, where he’s confronted by Spidey and Venom. Despite Carnage’s offer to team up and fillet Spider-Man, Venom attacks but, even with Spidey’s added strength, is no match for Carnage. The scuffle sees Carnage endanger a baby and escape while Spidey and Venom rescue the bawling tyke. Though Carnage blocks Venom’s senses, the duo quickly figure out that the killer’s next target is the cantankerous J. Jonah Jameson and, sure enough, Carnage surprises the Daily Bugle’s editor’s latest tirade. Despite him claiming to be “to important to die”, Carnage sees Jonah as the self-appointed bastion of “law an’ order”, the very things he strives to destroy. Thus, it only makes sense in his twisted mind that Jonah should be killed to set an example and show that the only truth is chaos carnage! Despite lashing out when Jonah reaches for a panic button, Carnage decides he’d much rather prove his point before an audience.
Spidey’s forced to make some tough decisions to end Carnage’s threat, which costs many lives.
Venom shares that Cletus was a natural loner who preferred to listen to heavy metal music than exercise (relatable!) and theorises (correctly) that Carnage has inherited both Peter and Venom’s powers. Though concerned about Venom’s own crazed morality and alarmed by Carnage’s body count, Spidey realises that Kasady plans to murder Jonah at a heavy metal concert at Madison Square Garden. When Carnage rushes the stage and kills a security guard, the braying crowd cheers him, assuming it’s part of the show, and quickly whips them into a violent mob with anti-authority rhetoric. When Spider-Man intervenes, Jonah selfishly tries to turn the situation to his advantage when Venom attacks Carnage. The fight drops into Penn Station, where Carnage slaughters innocent bystanders, keeps Spidey at bay with his darts, disrupts Venom with his stronger, “nastier” symbiote. Sensing the agony may kill Venom, Spider-Man knocks Carnage onto the live rail, but Kasady quickly recovers and targets Jonah again. While Venom tangles with their offspring, Spider-Man commandeers the venue’s sound system, setting the blasting both symbiotes with unbearable levels of sound. Despite the agony, Eddie demands Spidey keep going, correctly surmising that he’s strong enough to resist the pain. However, after Kasady collapses, his symbiote apparently evaporated, Eddie attacks Spider-Man, despite his weakened state, still convinced that Peter is evil. Luckily, Mr. Fantastic and the Human Torch arrive and subdue Venom, proving that Spidey never planned to honour their bargain. Not only does this convince Venom that Spidey’s no hero, Jonah’s also, incredibly, critical of Spider-Man for breaking his word, leading Spidey to lash out at the publisher and leave conflicted.
The Summary: There’s no doubt that, by this time, Mark Bagley was the quintessential symbiote Spider-Man artist. Few are as synonymous with the flowing, monstrous creatures that Bagley, who gives a fluidity and life to the creatures that makes them both captivating and terrifying. Venom’s abilities were already near limitless, allowing them to reproduce Spider-Man’s webbing and wall climbing, simulate clothing, turn invisible, and circumnavigate Peter’s spider-sense. “Carnage” expands the symbiote lore, revealing they’re largely solitary creatures who don’t care for, nurture, or even consider their offspring. In fact, Venom seems enraged at having a spawn and driven to destroy it out of an inherent sense of superiority. Not only does Carnage have all of Venom and Spider-Man’s abilities, but he’s stronger and faster than both combined and can solidify his “other” in dangerous new ways, launching darts, axes, and forming bladed appendages. He also happily chokes his victims and even endangers babies, all for a sick thrill and to prey upon his enemy’s morals. Venom theorises that Kasady’s warped mindset has infected the symbiote as much as the “alien” environment, and it was interesting to see Kasady admonishing his “other” when it tried to “lecture” him. Most obviously, Carnage refers to himself as “I” and makes all the decisions, driven by a psychotic need to destroy social order, kill at random, and show that all life (and death) is random and chaotic. In this regard, Carnage is far worse than Venom, who has a twisted sense of morality and truly believes they’re saving innocents from evildoers like Spider-Man. While Venom kills to protect others and is clearly nuts, they still strive to save lives, whereas Carnage relishes taking life and happily pushes randomers in front of traffic or thrusts them through walls simply for fun.
Carnage’s threat is so great that even Spider-Man and Venom combined have trouble defeating him.
This is apparent from Carnage’s appearance, with him seemingly formed from Kasady’s own blood, and Kasady’s decision to write warnings and messages in his blood. Portrayed as a psychotic, crazed serial killer, Kasady is also described as a polite and quiet man who pays his bills and doesn’t cause trouble. This is all a façade, however, as Kasady is deeply disturbed and clearly burned his childhood orphanage down, killing at least one person, and regresses to an unnerving, childish voice when in solitude. Kasady is almost comically without sympathy, painted as a cruel and sadistic killer who delights in causing random mayhem. Carnage is seemingly emblematic of the youth at the time, enjoying horror and heavy metal music and ranting against “the man”, to the point where a bunch of rockers are ready to kill purely on his word! Spider-Man is horrified by Kasady’s crimes, callous disregard for life, and incredible strength, which drives him to disregard M.J. and the Human Torch’s concerns and turn to Venom for help. This partnership is the highlight of the story as Venom continuously unnerves Spidey and makes him question his decision, singing “Strangers in the Night” and seemingly ready to snap at any moment. Spider-Man takes a huge risk partnering with Venom and undoing the ruse he tricked him with, but it turns out to be beneficial as Venom’s more concerned with eliminating his offspring than destroying his hated enemy. Venom proves invaluable, providing additional insight into the symbiotes, sensing Carnage’s presence, and holding the killer off so Spider-Man can think up a more permanent solution. “Carnage” doesn’t outstay its welcome (these days, it would probably be an eight-part story) but could probably have done with an extra issue to further explore Kasady’s backstory, though this would’ve unnecessarily humanised him. It’s not as deep or as impressive as other Venom or Carnage stories, but it’s a notable story for introducing one of Spidey’s most violent foes (and for its beautiful artwork!)
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
What did you think of Carnage’s violent debut? Were you a fan of Cletus Kasady or did you find him too random and crazy? Did you enjoy the team up between Spidey and Venom? Were you impressed by how different and psychotic Carnage was? What are some of your favourite Venom and Carnage stories and how are you celebrating Venom’s debut this month? Whatever your thoughts on Venom and Carnage, share them below, support me on Ko-Fi, and check out my other Venom and Spider-Man content.
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 largelypraised, 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.
Released: 25 October 2024 Director: Kelly Marcel Distributor: Sony Pictures Releasing Budget: $120 million Stars: Tom Hardy, Chiwetel Ejiofor, Juno Temple, Clark Backo, and Stephen Graham
The Plot: Now a fugitive wanted for murder, Eddie Brock/Venom (Hardy) go on the run while being hounded by the vindictive General Rex Strickland (Ejiofor) while evading a monstrous being sent to hunt them by the ancient symbiote god, Knull (Andy Serkis).
The Background: Fist appearing as simply a black costume acquired by Peter Parker/Spider-Man on an alien world, Venom would later take on a whole new lease of life when he bonded with the unhinged Eddie Brock to antagonise Spider-Man. Since then, Spidey’s dark doppelgänger has become a popular anti-hero and one of Spider-Man’s most recognisable foes. Venom’s popularity led to them appearing in videogames and cartoons prior to being shoe-hornedinto Spider-Man 3(Raimi, 2008), though the idea of doing a live-action Venom film had circulated since 1997. This finally came to pass when Tom Hardy took on the role in a commercially successful solo film that, despite mixed reviews, led to an equally successfulsequel in 2021 that was received a bit more favourably. With Hardy having signed on for three films from the start, a third was never in doubt, with Hardy and Venom: Let There Be Carnage director Andy Serkis both expressing interest in crossing over with Sony’s otherMarvel films and the Marvel Cinematic Universe (MCU). Tom Holland was even open to appearing in a cameo but, in the end, writer Kelly Marcel took over as director and favouring the introduction of Knull, who she hoped would return as a prominent supervillain in later films. Although Serkis was unable to return to direct, he took on the Knull role and Hardy returned for a cool $20 million payday. The casting of Chiwetel Ejiofor and Rhys Ifans confused some and the trailers led to speculation about Venom’s place in the MCU, a sneaky tactic from Sony that no doubt contributed to the film’s box office of over $430 million. Reviews remained mixed, however, with many praising Hardy’s performance and the dynamic between Eddie and the symbiote while criticising the moronic plot and squandering his talents. Despite this, and the narrative presented in the film, Hardy remained open to the possibility of returning in some capacity later down the road.
The Review: If you told me that we’d get an entire trilogy of Venom movies that didn’t involve Spider-Man, the guy who Venom owes their entire existence to, I’d say you were crazy. But then I’d remember that this is Sony we’re talking about, and this is exactly the kind of nonsense they’d sign off on these days. Yeah, spoilers: no version of Spider-Man appears in Venom: The Last Dance, despite the movie making the ridiculous decision to revisit one of the most pointless post-credits scenes in all of superhero cinema by showing Eddie at a bar in Mexico in the Marvel Cinematic Universe. He’s then unceremoniously transported back to his world not by a magical portal created by Doctor Stephen Strange, but seemingly by a similar portal generated by Knull, the long-imprisoned creator of the symbiotes who sits entombed in a dark prison in a far away galaxy. Once back in his world, Eddie is ravaged by a combination of a drunken headache, a hangover, and a migraine caused by the teleportation that renders him a confused, fatigued, and ultimately bizarre character for the duration of the film. As much as I love Tom Hardy, his portrayal of Eddie has always irked me. Once again, he adopts a weird accent, and he plays Eddie with this weird, twitchy, socially inept awkwardness that makes many scenes (particularly in this movie) difficult to watch. Despite once being a ballsy, confident reporter who took on mega-corporations without fear, Eddie is a paranoid, largely clueless, and often bumbling figure who constantly bickers with his dark passenger. The banter between Eddie and the symbiote is one of the highlights, as ever, and is put to greater effect here through the second act’s “road trip” format as the two randomly decide the best way to avoid the authorities is to head to New York City. However, the symbiote is a growling, gruff character who’s difficult to understand and continues to be childish and unreasonable at times. Impulsive and reckless where Eddie is measured and reserved, the symbiote still desires to bite off heads as a “lethal protector” while Eddie prefer to lay low, meaning their ideals continue to clash in a way that irks me as a Venom fan since the whole point is that they’re supposed to be united in their cause.
Hounded and branded a murderer, Eddie and the symbiote go on the run and reflect on their lives.
Still, it makes for some amusing moments, such as the symbiote impulsively knocked people out (much to Eddie’s dismay) to steal their clothes and his immediate addiction to gambling when they make a pit stop in Las Vegas. Eddie’s easily at his lowest point here. Thanks to the events of the last movie, he’s been branded a murderer and forced to go on the run, separating him from his lost love, Anne Weying (Michelle Williams), who’s sadly absent in this film. After being spotted on CCTV cameras, Eddie attracts the attention of General Rex Strickland, who mobilises his forces to capture Eddie on sight. At first, this is seemingly to arrest him for the murder of Detective Patrick Mulligan (Graham) and others, but in actual fact Strickland oversees both the decommissioning of Area 51 and the symbiote research centre, Area 55, located beneath it. Thus, his mission is more to obtain symbiote samples, if not entire symbiotes, for the “Imperium”, a shadowy government organisation that’s running vague experiments on the symbiotes. Once Strickland learns there’s more to Eddie than he expected, he puts together a crack squad to capture the symbiote and kill Eddie but doesn’t reckon with the two’s abilities and is driven into a vengeful rage when his men are killed in the act. Eddie’s stunned and bewildered to learn that the two of them now carry a “codex” after the symbiote resurrecting Eddie in the climax of Venom. This one-of-a-kind McGuffin is the key to releasing Knull from his prison, and therefore means the two are also hounded by the monstrous Xenophage. This insectile beast can instantly detect the codex whenever Venom fully transforms, meaning much of the film focuses on Eddie as it’s too dangerous for him to fully let Venom out. Unless they happen upon kindly shopkeeper Mrs. Chen (Peggy Lu) in Las Vegas. Then it’s perfectly fine for Venom to overtake Eddie and engaging in a dance sequence with Mrs. Chen to the tunes of ABBA. Except it’s not as, predictably, the Xenophage shows up, wrecks the hotel, and Eddie is both captured and consequently separated from the symbiote. Thus, we’re denied a lot of true Venom action, leaving the symbiote little more than a floating, frothing head, unless the film decides it needs to suspend what little logic it has for an action scene.
Teddy is fascinated by the symbiotes and determined to study them, no matter the risk.
Eddie and the symbiote are taken to Area 55, an underground laboratory where the United States military and a band of scientists – led by Doctor Teddy Payne (Temple) and Sadie Christmas (Backo) – research the symbiotes that landed in the first movie. Unlike the experiments performed by the Life Foundation, these seem to be largely unobtrusive and benign; Teddy is in awe of the alien lifeforms and wishes only to understand and communicate with them. Even Strickland doesn’t want to destroy them, only Venom (and that’s for personal reasons), and this strange turn of event sis only further compounded by the revelation that the symbiotes aren’t actually evil. Instead, they were fleeing from Knull’s wrath and came to Earth looking for safe haven. Quite how we’re supposed to believe this when every symbiote we’ve seen up to this point, including Venom, has been sadistic and violent and wished to either eat humans or drain their bodies completely is beyond me. such concerns are further compounded by the bizarre backstory given to Teddy. As a girl (Brooke Carter), Teddy and her brother (Fflyn Edwards) were inexplicably struck by lightning, which killed him but somehow left her with only a lame arm. since then, she’s dedicated herself to living her brother’s dream of investigating life beyond our world and is fascinated by the symbiotes. It’s thanks to Teddy that Mulligan’s life is saved as she bonds him with a symbiote and learns of Knull’s threat; yet, despite being explicitly told that the only way to stop Knull is for either Eddie or Venom to die, she vehemently opposes Strickland’s offensive against Venom since it would deprive her research. While Teddy is shoe-horned in and a poor substitute for Anne, she at least has some agency and a character arc. Sadie is just kind of there; her “thing” is she likes Christmas and is named Christmas and that’s about it. Then, in the final act, she suddenly gains prominence when a symbiote latches onto her and creates Lasher, who aids Venom in their battle with the Xenophages, while Mulligan and his symbiote are unceremoniously consumed before they can help. This bugged me as I would’ve preferred to see Eddie, Anne, and Mulligan (and maybe Teddy and Strickland) fight together with symbiote partners, but it’s doubly odd as the first movie established that a true symbiosis is very rare and yet Sadie shows no signs of being consumed by her symbiote.
Strickland’s bias almost leads to ruin when the Xenophage’s attack on Knull’s orders.
In place of Venom’s more familiar supporting cast, Eddie stumbles upon hippie Martin Moon (Rhys Ifans) and his family – equally hippie wife Nova (Alanna Ubach), his enthusiastic but scared son Lef (Dash McCloud), and his apathetic daughter Echo (Hala Finley) – who are on a road trip to Area 51 to realise Martin’s lifelong dream of seeing an alien. Though Eddie’s reluctantly to tag along with the Moons, the symbiote insists and, while enduring their cringey singing and crackpot quirks, the two dwell on how they’ve been denied a normal life. Again, I feel like it would’ve made much more sense for Anne and Doctor Dan Lewis (Reid Scott) to have maybe seen or sensed Venom’s danger on the news and come out to help him, especially as the Moons keep sneaking back into the plot simply to put some innocents in peril. What’s really weird is that Reid Scott does feature in a cameo as the shadowy head of Imperium, a man who authorises Strickland’s employment of “The Six”, which you’d think would be a troop of symbiote-infused soldiers but is simply just another strike team. Like Martin, Strickland is shameless stunt cast with an actor known for their previous Marvel work simply to trick people into thinking Venom: The Last Dance is somehow tied to the MCU’s Multiverse Saga. While it technically is, the casting amounts to a bait and switch and nothing more, though Chiwetel Ejiofor was enjoyably charismatic in the role. In contrast, Knull is a complete waste of time. Aside from dumping a bunch of clunky exposition in our laps at the start, he does nothing but send Xenophages after Venom. Why he can’t conjure a portal to release him from his prison is beyond me, and we never see him and Venom interact, meaning it’s up to the scary and surprisingly gory Xenophages to carry the main threat. This would be fine (and admittedly spares us the same nonsensical symbiote-on-symbiote action of the last two films), but the Xenophages are functionally invincible. They immediately heal from all wounds and devour their foes and are extremely aggressive, but immediately lose interest once they can’t see the codex, making them dangerous but also paradoxically dumb.
The Nitty-Gritty: Venom: The Last Dance feels tonally confused. Like its predecessors, it lacks the gore and violence I’d expect from a Venom movie and tries to make up for it with a few s-bombs and even an unexpected “motherfucker!” from Martin. It also delivers some startling gore in depicting the Xenophages’ preferred method of attack, which is to eat their victims whole and spewy their bloody remains from vents on their back! Venom bites the heads off a few bad guys but is again a far cry from the “lethal protector” they wish to be, and I know from the comics. In this instance, it makes sense since Eddie’s on the run, but he makes some baffling decisions in trying to evade Strickland. He wanders around in plain view, constantly being spotted by CCTV, has a good old time in Las Vegas, and his end goal is to go to New York and blackmail a former editor into helping him. The middle part tries to be a road trip movie, but it doesn’t really work; the Moons quickly outstay their welcome and it’s ridiculously convenient that they’re heading towards where all the action’s about to take place. This is why I think Anne and Dan would’ve made just as much sense, if not more. It’s also odd that Eddie mentions he and the symbiote have only been bonded for a year. I find it difficult to believe that these three films take place over a single year and, if that is the case, that’s even more disappointing. The film also squanders any potential from the ending of the last movie; we never see Venom interact with Tom Holland’s Spider-Man and his jaunt into the MCU is nonsensical, at best. I’ve always hated the idea that these films take place in a separate universe when it would’ve been so easy for Sony and Disney to collaborate on a more cohesive spin-off series. They don’t even take place in the same universe as other Sony-Marvel films, or previous Spider-Man continuities, meaning any hope of a Venom/Spider-Man interaction is tossed out the window in favour of him easily evading the Xenophage and never even seeing Knull.
Venom moments are few and far between thanks to annoying side characters clogging up the runtime.
It’s a shame as the film does look really good. The symbiotes held captive at Area 55 look a little dodgy but, when they bond to a host, they look fantastic. Venom, especially, looks amazing whenever they full transform. I love how slick and oozing the symbiote skin is, how they have this impossible, exaggerated teeth, and the way their bodies are all distinct and unearthly. Mulligan’s symbiote, for example, is like water and radiates an awesome presence that rightfully captivates Teddy’s imagination and Strickland’s distrust. Lasher also stands out in the finale, simply because they adopt a Christmas tree colour pattern and are so prominent in fending off the Xenophages. Venom’s abilities are displayed quite well; Eddie makes a crack about the symbiote’s inability to fly so it attaches them to an aircraft to jet him along at supersonic speeds, which was fun. It also jumps to other animals, such as a fish, frog and, most prominently, a horse. However, this sequence is simply a retread of the motorcycle chase from the first movie, which also gets a callback in the finale. Because of this, and Venom simply taunting, manhandling, and beheading some Mexican lowlifes, Venom: The Last Dance doesn’t really gives us anything new in terms of Venom’s portrayal. The symbiote does show fear at the mere mention of Knull; it’s not really clear why but it does establish that Knull is this awesome threat. Sadly, while Knull cuts an intimidating figure with his emo hair, massive sword, and swirling prison of darkness, he’s essentially a non-factor. The Xenophages are the main threat, which again is at odds with the trailer, which suggested that the symbiote’s people were invading Earth. This plot point seems to have been dropped, along with any notion of Strickland employing symbiote soldiers, to tell a far more basic story. There are some decent moments between Eddie and the symbiote where they reaffirm their bond and their desire to live in peace, but they spend so much time at odds or goofing off or being forcibly separated that it falls a bit flat for me.
The symbiote makes the ultimate sacrifice to save its adopted world, though Knull survives the conflict…
Thanks to Eddie defending himself and the initial Xenophage, Strickland pursues Venom relentlessly, ultimately taking them by surprise after a Xenophage attack, separating Eddie from the symbiote, and bringing them to Area 55. Having learned from Mulligan’s symbiote about Knull’s threat and the codex, Strickland is happy to execute Eddie for the greater good, only for the Xenophage to track the two to the bae after the symbiote rebonds with Eddie to save him from a gunshot wound. In the battle, Mulligan is killed and the symbiotes are released, bonding with Sadie and other nearby scientists to assist Venom. This was odd as everyone knows how dangerous the codex is so I would’ve assumed at least some of his brethren would see the value in killing Venom over sacrificing themselves to save them. Regardless, more and more Xenophages arrive, slaughtering the symbiotes and their hosts, wrecking Area 51, and putting the Moons in mortal danger. Luckily, Venom and the symbiotes are on hand to save them, with Lasher chastising Strickland’s reckless use of a rocket launcher and finally convincing them that they’re all on the same side. However, no matter how many bullets and blade can stop the Xenophages, which simply stitch themselves back together, devour Sadie’s symbiote, and mortally wound Strickland. Pinned down with no way to win, Eddie and the symbiote realise that the only way to stop the Xenophages is to sacrifice themselves. Thus, Venom leads the Xenophages to the gigantic acid tanks Strickland was using to decommission Area 51, absorbing the Xenophages into their body and forcibly dragged them into position. Despite being prepared to die alongside his friend, Eddie is aghast when the symbiote spits him out and shields him from the acid shower and the resultant explosion that destroys the entire base. Thanks to having obtained a symbiote, Teddy rushes herself and Sadie to safety as Agony and can only watch as Strickland, the Xenophages, and the Venom symbiote are destroyed. In the aftermath, Eddie finally makes it to New York, now a free man, and gazes upon the Statue of Liberty while remembering the symbiote, unaware that Knull is still waiting in the dark void and determined to enact some kind of vague revenge. Oh, and a piece of Venom also survived. Not to mention the piece he left in the MCU, meaning there are ways for Venom to return and completely squander what’s sold as an emotional ending.
The Summary: Honestly, I didn’t expect Venom The Last Dance to involve Spider-Man. Even if it had, I probably wouldn’t have been happy or impressed that it took three movies to see what should’ve been done in the first film. For me, the Venom movies should’ve been a two-part affair: one involving Spider-Man and the other involving Cletus Kasady/Carnage. Bringing in a more modern antagonist like Knull was a good idea on paper, but the movie doesn’t commit to it. Like, why not have Knull come to Earth leading a symbiote/monster army and have Venom team up with Anne, Mulligan, and other symbiotes to fight them off? The Xenophages were horrific alien creatures, sure, but they’re simply ravenous beasts. We never see Venom tangle with their master and that’s a huge missed opportunity, as is the chance to up the stakes with a world-ending threat. Instead, we have a much more reserved film, one that tries to explore the relationship between Eddie and the symbiote but instead meanders along, squandering any potential it might’ve had. The Imperium plot point goes nowhere, Area 55 is a cauldron of contradictions, and I didn’t really care about Teddy or her confusing characterisation. It’s disappointing that this series ends on such a flat note; it does nothing to earn its sombre conclusion, and I just feel robbed of what I really wanted to see from these characters. I like Tom Hardy, but his portrayal of Eddie is so weird and all over the place, the actual Venom action is disappointingly light, and it just feels like everyone’s going through the motions because they’re contractually obligated to. Add to that the fact that the film’s another example of Sony blatantly lying to audiences with its trailers and trying to trick people into thinking it’s something it’s not and you have an uninspiring end to a franchise that somehow worked when it never should’ve. I can only hope that we get a proper, accurate, and definitive version of Venom sometime in the future… though I’m also happy to let the character lie dormant for about ten years after these efforts.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
Have you seen Venom: The Last Dance? If so, what did you think to it? Were you disappointed that Venom couldn’t fully transform or did you enjoy the new spin on their relationship? What did you think to new characters like Teddy and Strickland replacing Anne and Dan? Were you also annoyed that there wasn’t a showdown between Venom and Knull? Which of the other symbiotes was your favourite? What are some of your favourite Venom and/or Knull stories from the comics? Leave your thoughts on Venom: The Last Dance down below and go check out my other Venom content.
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 Fantasticrevealed 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.
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-Man3 and be sure to check out my other Spider-Man content.
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 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-Menmovies (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 retconsbog 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-Man3? 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-Man3, leave a comment and be sure to check out my other Spider-Man content.
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: “The Sinister Secret of Spider-Man’s New Costume!” Published: 31 July 1984 (cover-dated November 1984) Writer: Tom DeFalco Artist: Ron Frenz
Story Title: “’Til Death Do Us Part!” Published: April 1985 Writer: Louise Simonson Artist: Greg LaRocque
The Background: Considering Spider-Man’s debut almost didn’t happen, it’s pretty ironic that Stan Lee and Steve Ditko’s angst-ridden teenage superhero went on to become the flagship character of Marvel Comics. Over the years, Spider-Man has been at the forefront of some of Marvel’s most celebrated, and notorious, stories and the troubled wall-crawler is often depicted battling his own personal woes as often (if not more so) as his colourful rogues gallery. In 1982, an illustration from reader Randy Schueller that depicted Spider-Man in a smooth, black outfit with a large red spider motif across his chest caught the eye of Marvel Comics’ editor-in-chief Jim Shooter. After Marvel purchased the concept for a mere $200, writer Tom DeFalco and artist Ron Frenz conceived the costume being a living organism; Spidey’s new black suit debuted without explanation in The Amazing Spider-Man #252 before Marvel Super Heroes Secret Wars #8 revealed that the web-slinger acquired the suit during the “Secret Wars” event. Over the next year or so, Spidey revelled in the costume’s unique and helpful ability to form both clothing and organic webbing until these two issues revealed the costume’s true nature as a symbiote. Of course, this directly led to the debut one of Spidey’s most iconic enemies (and one of Marvel’s most popular anti-heroes), Eddie Brock/Venom, but Spidey’s issues with the black suit have been adapted into cartoons, movies, and videogames and it remains one of his most iconic alternative outfits.
The Review: “The Sinister Secret of Spider-Man’s New Costume!” begins with Peter Parker, still reeling from defeat at the hands of crime boss Silvio Manfredi/Silvermane and the man-beast Thomas Fireheart/Puma, facing the shock of his life when he returns to his apartment and his former flame and close friend Mary Jane Watson/M. J. reveals that she knows he’s secretly Spider-Man! Peter’s naturally gobsmacked by this but M. J. doesn’t give him a chance to explain…or, as she puts it, to “lie to [her]”. Indeed, Peter’s shock is so total that he’s too distracted to hear that M. J. originally left New York City a while back because of this knowledge; not only did it hurt her that he didn’t trust an “airhead” like her with his greatest secret, but she couldn’t stand the thought of him constantly risking his life. Whatever chance Peter might’ve had of explaining things or perhaps retaining his secret identity then goes completely out of the window when Felicia Hardy/The Black Cat leaps in through his window looking for a fun night swinging through the city. M. J.’s heartache is only exacerbated by the Black Cat’s appearance, and she leaves in floods of tears, and Peter’s so distraught that he takes his anger out on the Black Cat, chastising her for bursting in unannounced. Naturally, the Black Cat’s none too pleased to be yelled at so she goes to leave, but they’re both startled when a strand of webbing instinctively and involuntarily shoots from Peter’s jacket to keep her from leaving. While the Black Cat takes this to mean that Peter truly loves her since he “didn’t even try to stop [M. J.]” when she left, Peter’s too surprised by the alien costume’s mysterious nature to deny her embrace. Later, after unsuccessfully trying to call M. J., the overwhelmed Peter succumbs to exhaustion. However, while he sleeps, the alien costume slinks across his apartment, attaches itself to him, and takes his slumbering body out on a joyride across the rooftops of the city.
Peter’s personal strife is compounded by the news that his alien suit is a living organism!
As he sleeps, Peter endures a horrific nightmare in which he finds himself (in his classic bookworm appearance) hounded by the ominous alien costume. Just as it closes in on him, his classic red and blue duds step in to battle the alien, with the screaming Peter literally caught in the middle! Peter awakens to find he’s missed an entire day and unnerved by his alien attire. To try and get some answers, he swings over to the Baxter Building to take up Doctor Reed Richards/Mister Fantastic on a previous offer to examine the suit. Following a series of intensive experiments on the gamut of the costume’s capabilities (producing organic webbing, assuming different appearances, and flowing on and off him at his mental command), Reed drops the bombshell that the costume isn’t just some amazing piece of advanced alien technology, but actually a living being that’s physically and mentally attached itself to the web-slinger! Spider-Man’s astonishment turns to horror when he tries to remove the suit at Reed’s suggestion, only to find it painfully attempting to permanently graft itself to him! With Spider-Man at risk of being crushed to death, Reed grabs his handy-dandy sonic cannon and blasts the alien, forcing it off of Spider-Man long enough for him to safely contain it. However, this does leave Spider-Man in just his underwear so, to preserve his secret identity and allow him to return home, Johnny Storm/The Human Torch provides him with a spare Fantastic Four uniform and a paper bag to cover his head, leading to him facing public humiliation when he steps in to help the police with a robbery. However, Peter’s pride and his shock at the revelation that his alien suit was a symbiote all along are pushed aside when a remorseful M. J. shows up to talk, though he’s unaware that the enraged symbiote lusts for revenge inside its cell…
Spidey’s so horrified by the symbiote suit that he barely notices the attacking Vulturions.
Peter returned to his traditional red and blue costume following this and incurred the anger and disappointment of his beloved Aunt May when he dropped out of his graduate studies in the time between The Amazing Spider-Man #258 and Web of Spider-Man #1. It was also during this time period that the symbiote managed to escape from its confinement and make its way back to Peter’s apartment, which is why “’Til Death Do Us Part!” begins with the alien costume lurking in Peter’s wardrobe. Peter’s so distracted by his recent breakup with the Black Cat and recapping how Reed revealed the costume’s true nature as a “symbiot” and helped rid him of it that he doesn’t even notice the parasitic alien attaching itself to his costume until it’s too late! Horrified, Spider-Man desperately flees his apartment and tries to get back to the Baxter Building, but the symbiote fights him the entire way; it sends out tendrils to ground him, throws off his webbing, detaches itself from walls, and forces him to do its bidding like a puppet. Refusing to obey his commands and sending him into a panic, the symbiote negates Peter’s spider sense and does everything it can to keep him grounded, and Spidey’s so caught up trying to fight off the alien and keep his cool that he doesn’t notice the Vulturions circling overhead. Comprised of hoodlums Gripes, Pigeon, Sugar Face, and Honcho, the Vulturions are a gang of low-level punks given a chance at stepping up their game when they repurpose Adrian Toomes/The Vulture’s technology and suits to their own ends. Their leader, Honcho, warned them about taking on Spider-Man alone and drawing undue attention to themselves, but Gripes can’t help but snag the writhing, babbling web-head when he spots him struggling with the symbiote during a scouting mission.
Spidey risks his life to rid himself of the symbiote, whose last act is to drag him to safety!
Spider-Man barely even acknowledges the presence of the Vulturions; even when he’s caught in Gripes’ talons, he rages and struggles against the symbiote. Gripes’ confusion at Spider-Man’s bizarre behaviour turns to horror when the symbiote’s tendrils lash out and attack him, and Spidey’s forced to use his own strength to fight off Gripes, Sugar Face, and Pigeon, sending the three plummeting into the sea and commandeering Honcho as a more reliable means of traversal. Realising that he might not make it to the Baxter Building in time to use Reed’s sonic blaster, Spider-Man redirects Honcho to a nearby bell tower. The loud ringing is already sending the symbiote into a frenzy but it’s in absolute agony when Spidey crashes into the tower and forces it to endure the ringing up close. The noise is apparently so loud that it threatens to kill Spider-Man as well; with his strength fading, Peter can’t help but think of his loved ones and all the people he’s leaving behind as he feels his life ebb away. The noise is so great that the symbiote is forced from Peter’s unconscious body; however, as the “emotionless being” slinks away, it can’t help but feel an obligation towards its former host. Chalked up to emotions inherited from its time joined with Peter, the symbiote pulls Peter to safety. It tentatively, lovingly, touches his face with a tendril one last time before promptly evaporating into dust, apparently destroyed from the cacophony of the bells and the exertion of saving Peter’s life.
The Summary: If you’re a fan of Venom and Peter’s time in the black costume, these two stories are essential reading to understanding the complex relationship between Spider-Man and the symbiote. Unlike in other media (at least as far as I can remember), the symbiote didn’t actually negatively affect Peter’s mood or mannerisms; he didn’t go all emo or become aggressive, and I don’t think it really enhanced his strength or natural abilities beyond acting as infinite webbing and responding to his mental commands. Consequently, I believe that The Amazing Spider-Man #258 is the first time that the symbiote shows any signs of aggression or independent thought. Of course, it can be argued that the symbiote is simply reacting due to the massive revelations and pressure that bombard Peter in this story. Just the idea that M. J. knows his secret identity would be shocking enough, but quickly follow that with the Black Cat’s arrival and a bit of a love spat between the two and it’s no wonder that Peter’s emotions are all over the place. M. J.’s revelation would, of course, lead to her opening up to Peter about her own traumatic past and helped to not only flesh her out as something more than a gorgeous party animal but also galvanise their relationship, but here it’s a real curveball since Peter’s secret identity was such a sacred element to the character and not too many people were aware of it. Thus, finding out that M. J. had always known of his dual identity really helped her to stand out against Peter’s other love interests, even the likes of the Black Cat.
Spidey’s costume woes lead to the debut of the Bombastic Bag-Man!
As ever with Spider-Man stories, we get some drama and interludes to break up the action; the first story is broken up with interludes that show the Puma, in his public identity as a successful businessman, brooding over in New Mexico, hungry for his next encounter with Spider-Man, and Roderick Kingsley/Hobgoblin being recruited into Richard Fisk/The Rose’s campaign against Spider-Man, as well as hints towards M. J. having secrets of her own. The second story is largely concerned with establishing the Vulturions, painting them as thugs who mug old ladies in public and who have a contentious relationship with their boss because of this, and Peter’s recent falling out with Aunt May over his studies. Naturally, there are also some fun cameos from Mr. Fantastic and the Human Torch since Spidey needs the Fantastic Four’s help in figuring out what’s happening with his suit. I liked that Reed already strongly suspected that the suit was a living organism but still conducted a series of tests to be both absolutely sure and to satisfy his scientific curiosity. It’s lucky that Spider-Man has such a healthy relationship with the Fantastic Four as they’re the only ones with the technology and capability to study and contain the symbiote, but it’s doubly lucky for us as The Amazing Spider-Man #258 fetaures the debut of the Bombastic Bag-Man! Stuck in Fantastic Four suit with a paper bag over his head and a “Kick Me!” sign taped to his back, Spidey is humiliated before the press and public as part of a prank by the Human Torch, which makes for one of the best aspects of these two issues. It’s a rare moment of levity, especially considering not just all the personal strife Peter goes through here but also the startling revelation that his once seemingly amazing alien costume is actual a living, breathing organism that’s attempting to permanently bond with the web-slinger!
Peter’s natural reaction is to assume the symbiote is malicious, despite having no evidence of this.
This aspect is treated as a horrifying prospect as the symbiote is described as a “parasite” and Reed’s first advice to Spider-Man is to rid himself of it before the bonding process becomes permanent. It’s only natural, then, that the symbiote reacts to defend itself, refusing to budge from Spider-Man’s body and even causing him physical harm. There’s actually no suggestion or evidence to suggest that the symbiote has malicious intentions; Spider-Man reacts out of sheer panic and horror and Reed doesn’t hesitate to contain the creature and it’s only then that it becomes malevolent since it doesn’t appreciate being spurned. When it returns in Web of Spider-Man #1, notice how it doesn’t do anything aggressive except try to bond with him again; it only lashes out and takes control of Peter when he reacts in horror and tries to force it off, and there’s even a suggestion that it takes control of his sleeping body not to cause him harm but because it delights in his superhuman abilities. Still, Peter’s first instinct is to get rid of it and he’s so determined to do this that he even states he’d be willing to die than be a slave, again without any real evidence that the symbiosis would be anything malicious. To that end, he uses the ringing of the bell tower to drive the creature from his body and presumably destroy it but is rendered unconscious by the effort and completely misses the tragic truth of the symbiote. While the dialogue boxes hint that it’s an amoral creature, the symbiote sacrifices itself to get Peter to safety not just because of the emotions it learned of while bonded to him, but out of what is very clearly shown to be true love for Peter and his welfare. This aspect is expanded upon when the symbiote later returns with a vengeance as Venom, but it’s portrayed really well here and actually paints Peter (and Reed) in a bit of a bad light since his knee-jerk assumption was that the symbiote meant him harm but there’s nothing to say that’s the case. Because of this, these two issues are a really great launching pad for those wishing to get into reading some Venom stories; they contain some of the most iconic symbiote imagery (such as Peter’s nightmare and the bell tower sequence) and go a long way to giving the symbiote some characterisation long before it talks.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
Have you ever read these two iconic Spider-Man stories? If so, what did you think to them and where would you rank the black costume era amongst Spider-Man’s many other stories and moments? What did you think to the black costume at the time and were you surprised to find that it was alive? Do you think Peter reacted poorly to this knowledge and that he should’ve tried to understand the symbiote’s true intentions? What did you think to the revelation that Mary Jane knew of Peter’s dual identity? How are you celebrating Spider-Man this month? Whatever your thoughts on Spider-Man and the symbiote, share them below and be sure to check out my other Spider-Man Month content!
In 1995, Marvel Comics created “National Superhero Day” and, in the process, provided comics and superhero fans the world over with a great excuse to celebrate their favourite characters and publications.
Released: 15 September 2009 Developer: Vicarious Visions Also Available For: Nintendo DS, Nintendo Wii, PC, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation Portable (PSP), Xbox One
The Background: Few videogame publishers are as closely associated with Marvel Comics than Activision, who have been spearheading adaptations of some of Marvel’s most popular characters since 2000. Of course, these weren’t all smash hits but some of their titles are counted as being among the best outings for the likes of Peter Parker/Spider-Man and the X-Men. In 2004, Activision teamed with Raven Software and achieved big success with X-Men Legends, a team-based brawler that mixed role-playing elements and co-op gameplay, and its sequel, so the two expanded to incorporate the larger Marvel universe with Marvel: Ultimate Alliance (Raven Software, 2006), a sadly delisted title that was met with generally favourable reviews. For the sequel, Activision turned to Vicarious Visions, who developed the game engine for the first game, and tweaked the gameplay to focus on team-based “Fusion” attacks to encourage players to experiment with different character combinations. Rather than tell an original story like the first game, or deliver on the many optional endings for Marvel: Ultimate Alliance, the sequel drew inspiration from the controversial “Civil War” story arc (Millar, et al, 2006 to 2007) that saw Marvel’s heroes divided over a governmental registration act, though the game was met with positive reviews. The action-packed gameplay and branching storyline were particularly praised, though some decried the stripped down roleplaying mechanics; the game was also delisted in 2020 and it would take just under ten years for another developer to produce a third entry.
The Plot: After a series of devastating attacks on the United States, the American government passes the Superhero Registration Act (SRA), forcing all super-powered individuals to act under official regulation, to reduce the chaos that results from their battles. The superhero community is left divided; Tony Stark/Iron Man and his followers champion the Act while Steve Rogers/Captain America and his oppose it, but the two warring factions soon find themselves battling a new enemy that threatens global peace.
Gameplay: Like its predecessor, Marvel: Ultimate Alliance 2 is a team-based brawler with limited roleplaying mechanics, exploration options, and puzzle elements. Players can (eventually) assemble a team of four from a roster of around twenty-five characters, many of which return from the last game alongside some newcomers, though your options are limited by story-mandated restrictions and the decision you make partway through to side with the Pro-Registration side or the Anti-Registration side. Regardless of which character you pick, your basic combat and control mechanics remain the same: tapping A executes a light attack while B throws a heavy attack; you can hold B to charge up a stronger strike and mix these together to form basic combos, such as a pop-up attack to break an opponent’s guard. X lets you activate doors and consoles, grab anything from crates to cars to toss at enemies, pull shields off foes and even grab enemies to pummel or throw them to their doom. Y lets you jump; press an attack button in mid-air and you’ll crash to the ground with a slam and press Y again for a double jump or to web-sling, fly, or dart along on a glider or ice bridge depending on who you’re playing as. The Left Bumper allows you to block incoming attacks or dodge out of the way by wiggling the left stick at the same time; there are also times when you’ll need to hit LB to deflect incoming projectiles. The Right Bumper allows you to heal yourself or your allies or revive a fallen comrade as long as you have a Heal Token in stock; these are found scattered across each location, usually spawning in during boss encounters or after defeating enemies, and you can hold up to two at a time.
Characters boast new superpowers and can combine abilities in devastating Fusion attacks.
Although up to four players can play Marvel: Ultimate Alliance 2 simultaneously; you can also play alone with some competent A.I. companions and freely switch to another character using the directional pad when playing solo. You can press in the right stick for a handy arrow to point you to your next objective or bring up the game map from the pause menu. Each character as a life and stamina bar; the former is filled when you collect red Health Orbs or level-up and the latter fills automatically, and each character also comes equipped with their own Super Powers, which you activate by holding the Right Trigger and pressing A, B, X, or Y. Many of these are shared across characters, but with a unique flare to each; Spider-Man can web enemies towards him, for example, while Matt Murdock/Daredevil homes in with his grapple cane, but both can lash at foes with their whip-like weapons. Most characters tend to have a ranged attack (Johnny Storm/The Human Torch’s flaming projectiles, Iron Man’s Repulsor blasts, Ororo Munroe/Storm’s lightning strikes, etc) and a clearing attack (Doctor Bruce Banner/The Hulk’s ground pound, Doctor Reed Richards/Mister Fantastic’s tornado spin, and Remy LeBeau/Gambit’s kinetically-charged card barrage, etc), but some also have abilities that buff either their attacks or their team (Doctor Jean Grey/Phoenix can automatically revive characters or add fire damage to her attacks, Danny Rand/Iron Fist’s “Healing Hand” technique heals him, and Captain America can temporarily reduce the damage he takes, for example). Not only can these be improved by earning experience points (XP) and levelling-up and spending “Ability Points” (AP) in the character menu, but you can now combine powers for powerful “Fusion” abilities. As you dish out damage, you’ll build up the Fusion Meter and you can store up to two Fusion Stars at once and combine powers by holding the Left Trigger and pressing either A, B, X, or Y to team up with one of your allies. This produces various effects depending on the combination but, again, many of them are very similar and only made unique by the way the characters team up. For example, you can perform the iconic “Fastball Special” by combining James “Logan” Howlett/Wolverine, Daredevil, Iron Fist, and Mr. Fantastic with bruisers like the Hulk, Ben Grimm/The Thing, or Mac Gargan/Venom. Venom, Hulk, and the Thing can also do a dual stomping attack and you’ll be able to suck enemies in with tornados from the likes of Storm and Thor Odinson while adding elemental attacks to these twisters with the Human Torch and Phoenix.
Puzzles and objectives are simpler than ever and dialogue trees give the illusion of dramatic discord.
No matter the combination of characters, you’ll be prompted to tap A to increase the radius, target specific enemies, or hit successive foes to score extra points and unlock additional abilities and buffs for your characters. Tapping or holding X is also the most common way you’ll be solving the game’s puzzles; generally, you’re tasked with clearing out all nearby enemies and then activating a console or door with X, but sometimes you’ll need to push or pull amplifiers and giant batteries to power up (or down) generators or pass through barriers, rip off control panels, or destroy projectors. Other objectives include destroying anti-aircraft guns, defeating certain enemies, activating consoles in the correct order, and moving stone columns around to unlock doorways and paths, and some missions also contain optional objectives (such as destroying weapon stockpiles or teleporter pads) that net you additional rewards. Additionally, while you’re often told over your comms that you need to act quickly, only certain objectives actually carry a time limit (you’re given less than six minutes to defeat certain bosses, dispose of bombs, or escape collapsing facilities, for example) and you’re often given options to pick from in dialogue trees that will earn you buffs for being “aggressive”, “diplomatic”, or “defensive”. However, as near as I can tell, this doesn’t really alter the story or your character relationships like picking between Pro- and Anti-Reg, which will restrict the characters available to you and alter both the bosses and mission objectives you’re given (protecting or destroying a Strategic Hazard Intervention Espionage Logistics Directorate (S.H.I.E.L.D.) convoy, for example, or raiding or defending a S.H.I.E.L.D. base). Other missions will see you joined by an additional fifth character (technically not a non-playable character as many, like Captain America and Nick Fury, are playable) who will provide support; however, you can’t select them during gameplay, and you’ll still be met with failure if all four of your team are knocked out.
Graphics and Sound: There’s been a decent graphical upgrade between Marvel: Ultimate Alliance and its sequel, namely in the sense that the game is far less dark than before and environments are a little more varied, though the same issues with things becoming repetitive and visually dull persist despite how many additional destructible elements have been added. The game starts in Latveria and sees you infiltrating both the castle town, with its many statues of dictator Doctor Victor Von Doom, and Dr. Doom’s main castle, a location that featured in the last game and is now far more linear and less confusing. This is true of all of Marvel: Ultimate Alliance 2’s locations; it’s very rare that’ll you’ll need to explore off the beaten track, mazes and repeating areas are pretty much non-existent, and everything is much more straightforward this time around, which is great in the sense that levels tended to drag on a bit and be frustrating in the first game but disappointing as you don’t have much to do in, say, Wakanda, except follow a straight path taking out enemies and gun placements and simply walking past the waterfalls, jungles, and tribal trappings in the background. Additionally, Marvel: Ultimate Alliance 2 is way less fantastical; there are no trips to Atlantis, Asgard, or Hell here and, instead, you have to make do with such inspiring locations as…downtown, the rooftops of Hell’s Kitchen, train tracks, and high-tech facilities. Some, like Phineas Mason/The Tinkerer’s lab, T’Challa/The Black Panther’s throne room, and the Negative Zone prison are actually visually very interesting but, for the most part, this is a far more grounded affair, and the game loses a lot of its madcap appeal as a result since the focus is on the more grounded struggles of the Civil War.
While the characters and cutscenes look good, the game is noticeably less visually interesting than its predecessor.
This disappointment is also felt in the game’s soundtrack, which once again opts for very generic, military-esque tunes and rock-inspired beats that serve only to make the mindless gameplay all the more tedious. The voice acting and cutscenes are a lot better this time around; there’s still an obvious graphical difference between pre-rendered cutscenes and in-game graphics, but there’s more focus on character interactions and debating the merits of the SRA. Characters will continue to offer commentary during gameplay, with Wade W. Wilson/Deadpool regularly breaking the fourth wall and characters alerting you when they’re on low health, plus you sometimes get bonuses and additional dialogue if you have certain characters speak to each other. Character models seem better this time around, though; the animations used to bring their powers to life feel more unique and tailored to each hero, though it is disappointing (though, at the same time, understandable) that the same Fusion animations are recycled for certain team-ups. Once again, you’ll be operating out of various hub worlds, like Stark Tower and the White Star base, where you can chat to other characters and find collectibles, and performing certain deeds during gameplay will net you extra costumes (though, sadly, each character only has one this time around). Unfortunately, though, you won’t be treated to as many bizarre and wacky Easter Eggs or endings as before; you only really get one game-changing choice to make here, meaning there are only two endings to see, which is a shame as I really enjoyed all the different consequences of your actions in the first game and how it led to more replay value, whereas here you’re limited to picking Pro- or Anti-Reg.
Enemies and Bosses: A slew of disposable goons will be set against you throughout Marvel: Ultimate Alliance 2, from Dr. Doom’s soldiers and robots to S.H.I.E.L.D. forces and the nanite-controlled minions of “The Fold”, a rogue A.I. that springs up in the game’s final act to reunite the warring superheroes. Regardless of who you’re fighting, you’ll come across the same recycled enemy tropes again and again: gun-toting soldiers, grunts with shields, ones who block your attack or inflict elemental statuses on you (such as burning, electrocution, and poisoning), and larger mechs. Helicopters will need to be taken out by tossing their grenades back at them, enemies will fire missiles and rockets at you; some have swords, some need to be stunned with your charged attack, some are shielded, and some toss explosive barrels your way. You’ll also have to watch for flame-spitting turrets, laser guns imbedded in walls, loose wires, and flaming hazards that’ll need a dose of coolant (or Bobby Drake/Iceman’s ice powers) to get past. It all gets very repetitive very quickly; the basic enemies aren’t much of a threat to you with your various powers and abilities but can quickly whittle your health down as they start mixing and matched and increasing in number, with more enemies onscreen than the last game and many of them being called in to boost or interrupt the many mini and main boss battles that you’ll have to contend with throughout the story. Like the last game, a who’s-who of Marvel’s most obscure and memorable villains are encountered throughout the game’s three acts, many of which crop up again, often in tandem with other villains.
The Tinkerer, Lucia von Bardas, and the damn Titanium Man represent a dramatic difficulty spike.
The first supervillain you’ll face is Max Dillon/Electro, who teleports around a church in a burst of electricity, performs an electrical blast attack, and can recharge his powers at the capacitors dotted throughout the area. After that, you’ll come up against Bentley Wittman/The Wizard and Steven Hudak/The Scorcher, with the former capable of erecting a shield and the latter roasting you with flame blasts, but your first real boss battle is against the Tinkerer. The Tinkerer stomps about in a large, spider-like tank mech that fires homing missiles, stamps the ground and sets it aflame, and sweeps that area with a laser blast. He’s also supported by an endless swarm of robotic minions, but you can use these to build up your Fusion Meter to target the Tinkerer’s legs and turn his mech into scrap metal. The Shocker/Herman Schultz’s stunning pulses must then be endured to rescue Carol Danvers/Ms. Marvel, then you’ll have your first of many encounters with the scythe-handed Eric Williams/Grim Reaper, one of the most recurring mini bosses who’s actually pretty tough thanks to his fast speed and quick, targeted slashes. Electro, the Scorcher, the Shocker, and the Wizard all reappear during the chaotic battle against cyborg Lucia von Bardas, which takes place on the deck of a ship. You’ll need to avoid her blasts and destroy the four cannons in each corner of the deck, which is easier said than done as Lucia defends three of them with flaming jets and you’ll have to contend with her supervillain bodyguards. Lucia also rains bombs from the sky, protects herself (and her minions) with energy shields, regularly hovers out of reach, and compounds the entire fight with a time limit. In the last part of the game’s first act, which takes part in Washington, D.C., you’ll have to do battle with Deadpool (who teleports about and riddles you with uzi bullets) and hit a bit of a brick wall when you go up against the mysterious Titanium Man. At first this isn’t so hard (he sends you flying, slows you with a pulse, and showers you with a laser spread) but things get much tougher in the second phase, where he turns invisible, is bolstered by minions and floating cannons, sends out loads of annoying vortexes, and there are no checkpoints during this battle, making it all the more frustrating.
While Bishop and Deathstrike can be aggravating, the Yellowjacket boss fight was actually pretty fun.
After this, you’ll be forced to pick a side and this alters the characters you pick and fight against; I went with Anti-Registration (because, frankly, the was the right choice all along) so I’ll primarily talk about those bosses. First up is a scuffle with Natalia Romanova/The Black Widow, who keeps you at bay with her pistols, cartwheel kicks, and grenades, and your first battle with Colonel James Rhodes/War Machine, who’s basically a mirror of Iron Man and attacks with a rocket-powered punch and missiles, though both are pretty easy fights here, especially compared to the one against Lucas Bishop. Your energy attacks will actually heal the grenade-toting Bishop, so try to focus on physical attacks, but you’ll deal the greatest damage against him if you attack and destroy the terminals he plugs himself into. This actually gets pretty tricky as you have to hit three power terminals to cause feedback, then hit four nodes on other terminals to stop him regaining health, and finally hit all six nodes when he draws energy from the middle of the terminals, all while avoiding his rushes and shockwave attacks. In comparison, Melissa Gold/Songbird is a bit of a joke since all you have to worry about are her pink sonic waves, but the difficulty ramps up again when you butt heads with Yuriko Oyama/Lady Deathstrike, who attacks with her Adamantium claws like a whirling dervish. Though the Thing saves your ass, you’ll have to contend with S.H.I.E.L.D.’s soldiers and robots in the second phase; Deathstrike will repair these mechs, so it pays to quickly take them out, but that’s not easy thanks to her speed and aggression. Thankfully, this is followed by a fun and visually interesting fight against Doctor Henry “Hank” Pym/Yellowjacket, who pounds and slaps at you in his gigantic form; you need to attack his massive fists to build up your Fusion Meter and stun him, only then can you unleash a Fusion attack to deal big damage to him, though you’ll have to watch for his double-fist slam and the minions who swarm the rooftops. When in the unstable chemical plant, you’ll have a quick run-ins with Bullseye (who I had no issues with despite his triple-shot projectile), Simon Williams/Wonder Man (who’s also not too hard despite teleporting about the place and sporting powerful melee attacks), and even an unexpected alliance between Jennifer Walters/She-Hulk and Mark Raxton/Molten Man that sees you avoiding the former’s jumping slams and the latter’s flame bursts.
You’ll face different bosses depending on which side you choose, which also impacts the game’s difficulty.
You’ll also contend with a more formidable version of War Machine and have a brief fight with Iron Man (who’s basically the same as War Machine but with fancier laser attacks) before he tags in Mr. Fantastic (who’s actually a bit of a pain thanks to his stretchy limbs bursting up from the floor and his tornado spin). Iron Man and Mr. Fantastic prove quite the double team when you battle them together; even with Captain America on hand to help and with victory coming by defeating Iron Man alone, this can be a tough fight as Mr. Fantastic sometimes glitches and perpetually spins in place and Iron Man flies around the arena sending energy projectiles your way. Finally, you’ll need to help Nick Fury dispose of some bombs while fending off a joint attack from Doctor Norman Osborn/The Green Goblin and Venom; the former flies around dropping grenades or tosses pumpkin bombs in your face while the latter attacks with their tendrils and even webs up the bomb disposal vent and commandeers the Goblin’s glider! On the Pro-Reg side, you’ll have to quell Eli Bradley/Patriot after your betrayal, fend off Jessica Drew/Spider-Woman rather than Black Widow and Hercules instead of Wonder Man, as well as tangle with Nathanial Summers/Cable, who proves highly resistant to damage, constantly teleports about the place, and forces you to rely on your standard attacks and super powers since there are no minions to help build up your Fusion Meter. Ritchie Gilmore/Prodigy, Angelica Jones/Firestar, Tandy Bowen/Dagger, Piotr Rasputin/Colossus, and Jamie Madrox/Multiple Man also crop up, with the latter being quite the obstacle if you don’t have the right teammates, while Tom Foster/Goliath takes Yellowjacket’s place. Instead of fighting War Machine, Mr. Fantastic, and Iron Man, you’ll take on Iron Fist, Luke Cage/Power Man, and Captain America, with this latter fight complicated by plumes of fire and the Cage and Cap being able to pull off Fusion attacks!
After battling numerous foes, you’ll need all your powers to defeat the nanite-infused Nick Fury.
Before you enter the Negative Zone prison, Commander Maria Hill hands over a key card without issue and Robbie Baldwin/Penance is subdued and recruited after a brief fight. Terrance Sorenson/Equinox proved much tougher thanks to the nearby turrets and his health-draining elemental attacks, and you’ll battle the nanite-infected Grim Reaper, Bullseye, and Molten Man to rescue Luke Cage and Firestar. To escape the prison with the nanite samples, you’ll take on the combined might of David Cannon/Whirlwind, Karla Sofen/Moonstone, and Rachel Leighton/Diamondback; though Captain America and Iron Man help out, this can be a frustrating fight as Whirlwind is constantly spinning about and minions are always spawning in but focusing on one mini boss can help mitigate the danger. While in Wakanda, you’ll fight off Alexander Summers/Havok (whose concussive powers are bolstered by nearby vibrational pillars), the combined threat of Hulk-clone Rick Jones/A-Bomb and Vance Astrovik/Justice (who shields his nanite ally), and once again deal with the duo of Green Goblin and Venom, this time in the Black Panther’s throne room and with a wider, more versatile space for them to avoid your attacks (though having a flame-orientated character or buffs will help against Venom). Wonder Man and Spider-Woman guard the entrance to the Fold’s Iceland base, with both proving tougher than before, while She-Hulk, Firestar, Colossus, and Whirlwind await inside guarding amplifiers. You’ll also battle the Tinkerer again here; this time, he’s almost constantly shielded by the Fold’s enhanced elites, who you’ll need to destroy in order to deal damage to the mad inventor, though the sheer influx of enemies can make this a gruelling prospect. Finally, after battling on a rising elevator and reaching the top of the Fold’s amplifier tower, you’ll fight the nanite-infected Nick Fury. Using a coloured holographic projection, Fury emulates the powers of other characters and bosses to constantly keep you on your toes; he strikes with lightning, sends out energy pulses, rapidly moves and teleports all over the place, creates duplicates, absorbs and projects energy, blasts out a stream of light, and causes the ground to erupt in flames. Although a frustrating and long-winded bout, this was actually easier than some other bosses; switch characters to whoever’s closest, unleash your rapidly-filling Fusion Meter, and remember to deflect his projectiles when prompted and you should emerge victorious without having to expend a single revive, which is more than I can say for the damn Titanium Man!
Power-Ups and Bonuses: As mentioned, combat yields XP that levels you and your team up; all characters level-up regardless of whether you use them or not, but levelling-up alone isn’t enough to power-up your team. You need to spend AP boosting their four superpowers and all four will only be unlocked by levelling-up; thankfully, AP is easily earned by beating enemies, rapidly tapping A during Fusion attacks, and smashing crates and other onscreen destructibles. Each character also has “Passive” abilities that can be upgraded in the character menu; many of these are locked to a specific side, so you’ll never have full access to all abilities in a single playthrough, and they provide buffs such as raising your chances of landing a critical hit, allowing more frequent use of your powers, regenerating health, reducing damage, and increasing the stamina you gain. Defeating mini bosses and bosses also rewards you with medals that provide additional “Boosts”; you can manually or automatically equip up to three of these at a time to increase your health, teamwork, resistance to or ability to inflict elemental attacks, and other similar bonuses. It also pays to utilise your comic book knowledge; if you make a team comprised entirely of X-Men or the Fantastic Four, for example, you’ll get an additional boost to aid you. Finally, extra rewards are on offer for performing three “Heroic Deeds” per character; these range from defeating fifty enemies, performing specific Fusion attacks, or using certain superpowers and will unlock a new costume or ability for each character, as well as being a fun aside.
Additional Features: There are fifty Achievements to snag in Marvel: Ultimate Alliance 2, with sixteen being tied to the story mode alone, though you’ll need to do two playthroughs and experience both the Pro- and Anti-Reg missions to earn them all. You’ll also earn Achievements for completing missions in co-op mode, clearing the game on “Legendary” difficulty, performing ten Fusions with a friend, earning high scores from Fusions, unlocking costumes, collecting boosts, and finding the various dossiers and audio logs scattered throughout the game. You’ll unlock additional characters not just through the story mode, but also by collecting Asgardian Ruins, pieces of the M’kraan Crystal, and Gamma Regulators; some characters’ alternate costumes also act as skins, such as General Thaddeus “Thunderbolt” Ross/Red Hulk and Eddie Brock/Venom. You’ll also find simulator discs scattered about that once again let you take on special simulator missions from the game’s hub worlds, can put your Marvel knowledge to the test in various trivia games for more XP, and will be given the option of starting a new game, with all your unlocks and stats, but at the cost of your existing save file. There is no option to replay previous missions as far as I can tell so you’ll need to start over if you missed anything. I’d also advise making use of the manual save function as often as possible, especially before you pick a side so you don’t have to start right from the beginning to see the other side of the story. If you were lucky enough to own this game before it got delisted, you can also expand the roster with some downloadable characters, like Cletus Kasady/Carnage and Erik Lehnsherr/Magneto, though this feature is obviously unavailable these days; additionally, other versions of Marvel: Ultimate Alliance 2 include console-specific characters, like Eric Brooks/Blade.
The Summary: I was always hesitant about getting into Marvel: Ultimate Alliance 2, simply because of my hatred for the diabolical Civil War storyline. Even with that bias to one side, I wasn’t impressed that the sequel stripped back the story and scope of the franchise so much; the first game arguably tried to do a bit too much and touch base with a bunch of different locations and characters in the Marvel universe, but at least it embraced the bonkers spirit of the source material and wasn’t as blinkered as the sequel. I really missed the unpredictability at the first game; here, the only replay value is in picking a different side, especially as all characters are available to you in the finale, so all you’re really left with is the new-fangled Fusion mechanic. Sadly, this isn’t as good as the game makes it out to be; once you’ve seen a handful of them, you’ve basically seen them all and they weren’t as impressive as I had hoped. I also wasn’t a big fan of some of the character choices and the lack of extra skins, though overall I think I preferred the gameplay and combat; it’s still mindless and tedious and gets old really quickly, but at least the different superpowers felt a little more dynamic this time. While I have no complaints about the game’s linearity since it made it faster to play, it is a shame that exploration has been cut way back this time around and that many of the level-up and customisation mechanics have been stripped down. Once again, the game’s biggest issue is cramming so much into it; it’s great for a Marvel fan but it does impact the enjoyment and memorability of the mini bosses since a lot of them are just the same thing over and over with the same tactics used to overcome them. Overall, I feel Marvel: Ultimate Alliance 2 is no better or worse than the first game: I miss the different gameplay mechanics and visual variety of the first game, but the sequel feels a bit more refined and focused; I don’t like how grounded and restricted it is, but the graphics and ability options are a step up. I think the best thing to do (if you can afford it) is have both and play them back to back for a complete experience but if I honestly had to pick which one was better, I’d go with the first one since I’m much more inclined to play it and see what wacky endings I can earn rather than seeing the SRA repealed or lessened by the end of this game.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
Have you ever played Marvel: Ultimate Alliance2? If so, how do you think it compares to the first game? Which side did you pick and who made it into your team? What did you think to the new Fusion mechanic and the changes to the roster? Were you disappointed that the boss battles were still mostly tedious exercises and that the scope was scaled so far back? Did you ever complete all the Heroic Deeds and simulator missions? How are you celebrating National Superhero Day today? Whatever your thoughts, leave a comment below or on my social media, and be sure to check out my other superhero and comic book content across the site!
Writer: Brian Michael Bendis – Artist: Mark Bagley
Story Title: “Origins” Published: February 2003
Story Title: “Today” Published: April 2003
Story Title: “Inheritance” Published: March 2003
Story Title: “Still” Published: May 2003
Story Title: “Legacy” Published: March 2003
Story Title: “Father’s Pride” Published: May 2003
The Background: In 1982, Marvel Comics’ editor-in-chief Jim Shooter purchased Randy Schueller’s illustration of a black-suited Spider-Man for a mere $200; writer Tom DeFalco and artist Ron Frenz then conceived of the costume being a living organism Spidey would acquire in the “Secret Wars” event. After he shed the parasitic symbiote, it bonded with disgraced reporter Eddie Brock and Spidey was tormented by Venom, a twisted double who proved so popular that additional symbiotes and storylines spun out of the character’s lore. First proposed by lawyer Bill Jemas, Ultimate Marvel was a secondary imprint of Marvel Comics that ran alongside the main comic line (known as “Marvel-616”) but told their most popular characters’ stories from a fresh, modern perspective to entice new readers and fans of the live-action adaptations of the time. The imprint was spearheaded by Brian Michael Bendis and Mark Bagley’s Ultimate Spider-Man series, which featured a far younger Peter Parker who encountered many of his most notorious villains while still in high school. The series proved incredibly popular, and even survived the eventual destruction of its universe in the form of Miles Morales, and offered a far different, more scientific incarnation of Venom to its universe. The six-issue “Venom” story arc proved so successful that developers Treyarch revisited and expanded upon it for their moderately successfulUltimate Spider-Man videogame (ibid, 2005), which included this version of Venom as a playable character!
The Review: I think it’s only fair to start by saying that I was never really a big fan of Ultimate Spider-Man, or the other Ultimate comics; the art work was amazing, and I admired how writers like Bendis were able to capture natural, relatable dialogue and how the comics adopted a dynamic, real-world aesthetic. But, for me, the comics were a little too dark, a little bit extreme at times, and rushed through some of Marvel’s biggest storylines and burned themselves out too quickly as a result. The Ultimate Spider-Man comics were especially difficult for me to get into since Bendis packs so much dialogue onto the page, sometimes having a single splash page of a character talking and a good 80% of the background being dominated by a huge speech bubble. Either that or he’d have characters barely able to string sentences together, which, again, is very realistic and indicative of real-life conversations but can make reading the comics a bit of a chore as relatively simple storylines are dragged out across multiple issues simply for the sake of drama. However, having said all that, Mark Bagley is one of my favourite Spider-Man artists, so I absolutely had to seek out the “Venom” story arc to see him working on the character again and he definitely made this younger, far more flawed Spider-Man all the more impressive and dynamic with his explosive and visually engaging art.
Following a painful break up, Peter reconnects with a childhood friend.
Anyway, the “Venom” arc comes at a time of great upheaval in Peter Parker’s life; already struggling with high school and the guilt of indirectly causing his beloved Uncle Ben’s death, Peter is burdened by his part in the death of heroic police captain George Stacy and has recently been dumped by his long-term friend and on-and-off girlfriend, Mary Jane Watson, since she can’t handle the pressure of worrying about his web-slinging activities (Peter’s duel identity wasn’t the best kept secret in the Ultimate comics). Peter is left devastated and wallowing in self-pity, doubt, and anger at having screwed up with M. J. While struggling with his tumultuous and self-deprecating emotions in his Aunt May’s attic, he stumbles across a box of photographs of his long-dead father, scientist Richard Parker, and a VHS tape depicting him as a small boy with his parents, his Aunt May and Uncle Ben (depicted as more of a free-spirited hippy in Ultimate Spider-Man), and the Brocks, family friends of the Parkers. Eddie Brock Snr was Richard’s partner on the “Venom Project”, while Eddie Brock Jnr was Peter’s best friend as a child; his memory jogged of his long-lost friend, Peter decides to reconnect with Eddie, who also lost his parents in the same plane crash that killed Richard and Mary Parker, and easily tracks him down thanks to the internet. Awestruck by the bustling Empire City University, Peter meets with Eddie, who’s in a bioengineering program at the university but struggling to live up to his father’s legacy thanks to the workload and the expense of university life.
In a bid to complete his father’s work, Peter finds himself garbed in a protoplasmic suit.
When Peter shares the news of his recent break up, Eddie is a little dismissive, but he’s absolutely right when he says that high school drama is nothing compared to the struggles of the bigger, wider world and he encourages Peter to not let it ruin the best years of his life. Touched by Peter sharing a copy of the video tape, Eddie takes him to a high-tech lab where he’s been working on their “inheritance”, a beaker full of black goo that represents their fathers’ life’s work. Thanks to help from Doctor Curtis Conners, Eddie has pieced together that Richard and Eddie Snr were working on a protoplasmic suit that could (theoretically) cure any disease while simultaneously enhancing the wearer’s natural physical strengths. To fund their research, Richard and Eddie Snr turned to Trask Industries, though this meant that anything they discovered or created would no longer be theirs, and Eddie theorises that they were killed when they tried to keep their project from being perverted into a weapon of war. Eddie’s sample is all that’s left, a small quantity that their fathers worked on in secret, one that was created using Richard’s own DNA and which Eddie fully believes could change the world for the better. Stunned by these revelations, Peter rekindles his friendship with Eddie, who picks him and his house mate and friend, Gwen Stacy, up after school, much to the chagrin of the conflicted M. J., who clearly still has feelings for and cares about Peter. Reviewing his father’s notes and video diaries, Peter snaps when he sees just how distraught his father was at having his research stolen or perverted and resolves to finish his father’s work by breaking into the lab as Spider-Man and taking a sample of the goo to run his own tests. However, a small drop of the liquid splatters onto his hand and a startling, agonising transformation occurs that sees Spidey engulfed by the writhing goo, encased in a monstrous cocoon of sorts, and finally emerging in a sleek, form-fitting black costume.
Peter’s elation soon turns to horror when the suit transforms into a hulking monster!
Spider-Man tests out his new duds by first rescuing a shallow, self-obsessed pop star after she’s held hostage by armed forces in her own limo and then making short work of Herman Schultz/The Shocker. The suit not only greatly amplifies Spidey’s already superhuman strength and speed but allows him to instantly heal from point-blank gun shots and fire black webbing from his fingertips and Peter revels in the power and euphoria offered by his father’s incredible invention. However, things quickly take a turn for the worst when he confronts an armed robber who shoots and kills an innocent man in front of his wife and child; overwhelmed by memories of Uncle Ben’s death, Spidey transforms into a hulking, salivating, monster that hungers for blood and drives him into a mindless rage! Peter’s sense returns in time to spare the man’s life and, horrified by the suit’s grotesque appearance and overwhelming appetite, he flees into the rainswept night, desperately trying to remove it. Luckily, his wild thrashing sees him collide with a set of power lines, which burn the suit off his body and leave him dramatically lying (butt-naked) on the grave of his dead uncle and parents. While all of this is going on, Gwen and Eddie were raving at a reggae concert; afterwards, he tries to put the moves on her and is slighted when she rightly refuses his advances since she’s only fifteen. Any further exploration of Eddie’s inappropriate lusts for the younger girl are quickly dashed when he turns on the news and sees Spider-Man’s fancy new black costume; racing back to the lab, he’s stunned to find Peter there but enraged to find that his young friend is planning to destroy their fathers’ legacy since it’s uncontrollable and dangerous.
Turns out Eddie’s a bit of a creep, and a selfish, jealous dick on top of it!
Eddie’s anger is only exacerbated when Peter reveals that he’s Spider-Man and goes on a lengthy tirade about power, responsibility, and his experiences with just a small sample of the suit. Devastated to learn that his father’s legacy is a volatile and potentially life-threatening substance, Eddie reluctantly allows Peter to take the remainder of the goo and destroy it, apparently convinced of his friend’s sincerity by the little white lie Peter tells that nobody else knows about his secret identity. However, as Gwen so astutely puts it, Eddie is a “bad guy” deep down and, soon after Peter leave, he mutters a bunch of insults at Peter, disgusted by the belief that he’s a Mutant, and willingly exposes himself to a separate sample of the protoplasm he secretly had locked away. Potentially because he lacks Peter’s spider-strength, the transformation is far more unstable and gruesome for Eddie; suffering from extreme cold and overwhelmed with an insatiable hunger, Eddie is bombarded with cruel and negative emotions, and the sheer panic at the realisation that the suit is feeding on him! By focusing on his anger and pain, Eddie is able to force the suit under some measure of control, but he quickly loses his focus when guards show up and transforms into a slobbering, clawed beast that devours people whole! Tormented by nightmarish memories, Peter finally snaps and visits M. J. and the two have a heart to heart in which he tells her that he loves her, but they far from reconcile despite her obviously still having feelings for him. Because of her intimate knowledge of Peter and his abilities as Spider-Man, she’s the only one who notices when he’s distracted by this spider-sense, which alerts him to the presence of the suit on the school grounds; chastising himself for not making sure the suit was completely destroyed, and theorising that it has some kind of “biological memory”, he races out to control it in his street clothes, completely unaware of Eddie’s fate.
Peter is left distraught when Eddie attacks him and appears to die.
Indeed, when Eddie is revealed to be within the thrashing, monstrous suit, Peter is both shocked and appalled that his old friend would willingly subject himself to the suit’s influence. Unlike the mainstream version of Venom, Ultimate Venom is a volatile and almost mindless beast; a pulsating, brutish monster with teeth and spikes dotted throughout its body and whip-like tentacles, it oddly lacks the spider symbol so associated with the character (despite this appearing on the issue’s covers and Spider-Man having it when he wore the suit…and it randomly appearing in one panel…) and is constantly consuming Eddie’s body, feasting upon and fostering his rage and dark emotions to sustain itself. Lashing out in a jealous and embittered rage, Eddie attacks Peter, easily swatting him aside and half-choking him with his tendrils, all while Peter desperately tries to talk sense into his half-crazed friend. Realising that Eddie is out of control and that the suit is simply mimicking his spider abilities and driving him into a murderous fury, Peter leads Ultimate Venom away from the school grounds, lamenting the friends and loved ones he’s lost to “this super hero crap” and wondering whether the suit drove Eddie crazy or if he was always like that deep down. Regardless, they clash on a rooftop, quickly plummeting through some power lines and to the streets below. With Eddie stunned, the suit tries to overtake Peter once more, with Eddie’s distorted rambling claiming that the suit has to kill Peter in order to be whole since Eddie isn’t strong enough to sustain it. The timely arrival of New York’s finest see both peppered with gun fire, which drives Ultimate Venom back towards a live power line and, in a flash of light, apparently incinerates both the suit and Eddie before Peter’s eyes in suitably anti-climatic fashion. Naturally, Peter is also fired upon and, wracked with guilt and pain, he retreats home and ends the story exactly where he started: distraught and in utter anguish at having lost another friend and ruined his life even more thanks to his duel identity.
The Summary: So, yeah, Ultimate Venom does suffer from some of those negatives that I find off-putting about the Ultimate Spider-Man comics; there’s a lot of dialogue, much of it rambling and disconnected, with at least one page being Peter babbling on and on to Eddie, which really isn’t all that interesting to see or read since we already know everything he’s saying and it just seems like padding. Any time Richard and Eddie Snr are discussing their work, you can expect a whole bunch of speech bubbles to be dotted all over the pages and panels, and there are a few instances where characters are completely static and art work is repeated between panels with the characters just saying different things. It’s a weird one for me as, like I say, I do appreciate and admire the way Bendis captures real, natural, often haphazard character dialogue but sometimes it’s a bit much. One thing that both works for and against the Ultimate comics is how cinematic they often are; panels and events are presented very much like a movie, showing rather than telling in some instances, and then snapping back to a massive exposition dump, with dynamic and exciting action sequences and visuals to help keep things interesting. On the plus side, Ultimate Spider-Man is arguably, subjectively, easier to read than some of the comics from the sixties and seventies since they’re not bogged down with outdated dialogue and such (though there is some of that here, particularly in Gwen’s dialogue) and the presentation is far more energetic, but I can understand why some people don’t really care of these comics as they’re very angsty, teen drama like a high school show.
Peter is definitely full of angst, which sadly limits his Spidey action.
Anyway, that aside, there’s a decent amount to like here; the art, especially, is incredible. Mark Bagley did some of his best work on Ultimate Spider-Man and really makes this younger, more troubled teenaged Spider-Man visually distinct from his mainstream counterpart not just in his haircut but in the physical depiction of Spidey as this gangly, inhuman superhero. Unfortunately, Bagley seems to struggle a bit with faces; a lot of the characters look the same, facially, and there’s a noticeable lack of Spider-Man in this arc. He only suits up a couple of times, and he’s only in the black suit for one issue! This is what I mean by Ultimate Spider-Man rushing through things; 616-Peter had the black suit for four years before its true nature was revealed and, at that point, he was in his early twenties. Here, Peter’s still in high school and has already had impactful encounters with some of his most memorable villains, and he’s in the suit for what seems like only a few hours before it tries to consume him, and he frantically rids himself of it. I’ve read a lot of mainstream Spider-Man stories and Peter is absolutely known for being riddled with guilt, pressure, and angst but his Ultimate counterpart is far more dramatic and melancholy; he’s driven into a self-deprecating, morose depression after M. J. dumps him (which I can totally relate to) and has been pushed to the edge by recent events, which cause him to recklessly experiment with the goo and thus almost be killed when the suit goes mental on him. Realising that he’s made a serious mistake and heartbroken to find that his father’s life’s work is volatile and dangerous, Peter immediately backpedals and tries to make everything right by destroying his dad’s research, which means exposing himself to Eddie and desperately trying to convince his childhood friend to go along with this despite how difficult the truth is to hear.
Eddie’s a bit of a weirdo, but Ultimate Venom is nothing more than a mindless beast.
Eddie himself is quite different here. A scientist rather than a discredited reporter, he’s a slender hipster who seems to have really valued his friendship with Peter and who is absolutely fixated on completing his father’s research so that his legacy can live on. There are some red flags raised when it comes to Eddie from the moment Peter meets him at his dorm room, which is a bit of a mess for one thing and shared with another student who has nothing good to say about Eddie. The exact depths of his depravity aren’t revealed until later, however, when he flirts with Gwen and tries to kiss her, then spitefully calls her a tease and dismisses her after she understandably rejects him. Although Peter defends his friend and believes that he’s a good person deep down, this incident is enough to convince Gwen otherwise, and it turns out she’s absolutely right as he’s a bit of a depraved, disturbed young man; bigoted towards Mutants (like most of the Ultimate universe) and ridiculing Peter’s naïvety, Eddie maliciously exposes himself to the goo simply to both prove Peter wrong and to assume the power he described for himself. Instantly, however, Eddie is consumed and driven to madness by this extremely removed version of Venom; little more than a voracious, cancer-like substance, Ultimate Venom is more an amplifier of emotions and abilities than it is a symbiotic life form and simply drives Eddie to confront and devour Peter in order to sustain its unstable and monstrous form out of an innate need for self-preservation rather than any kind of twisted vendetta. This results in a creature that is more of a hulking, primeval brute rather than a sadistic villain looking to make Peter’s life a living hell, though there are some similarities in that Ultimate Venom has apparently copied Spider-Man’s abilities. Ultimately, however, it’s more like a protoplasmic clone of Peter, one spewing teeth and tentacles and going on insatiable rampage, spouting nonsensical accusations and threats but being a far less interesting and layered character in its own right since it’s just a parasitic lifeform that overtakes Eddie.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
Have you read Ultimate Spider-Man’s “Venom” arc? What did you think to this new depiction of Venom? Were you a fan of the changes made to Eddie’s character and his more disturbing nature? Were you also disappointed that Peter’s time in the black suit was cut so dramatically short and that he didn’t fight Ultimate Venom as Spider-Man? Did you enjoy the Ultimate comics, specifically Ultimate Spider-Man and, if so, what were some of your favourite moments from those comics? What is your favourite Venom story and how are you celebrating Venom Day today? Whatever your thoughts on Venom, feel free to leave them below.
Published: June 2008 to January 2009 Writer: Brian Michael Bendis Artists: Leinil Francis Yu
The Background: In January 1962, legendary duo Stan Lee and Jack Kirby introduced Marvel Comics readers to the Skrulls, a race of warmongering shape-shifters who have long hounded Marvel’s heroes, particularly the Fantastic Four, by assuming their identities and powers. Experimented on by the all-mighty Celestials and launching aggressive campaigns against both the Earth and their hated enemies, the Kree, the Skrulls have been at the forefront of numerous Marvel stories over the years in addition to featuring as villains in various videogames and animated ventures before making their live-action debut, in a decidedly different manner, in Captain Marvel(Boden, 2019). Perhaps one of their most prominent storylines was the Secret Invasion arc that ran through these eight issues and multiple tie-ins and spin-offs; the brainchild of writer Brian Michael Bendis, Secret Invasion had not only been hinted at for some time and was heavily advertised as a means of changed up the perception of legacy Marvel characters and even return some to mainstream publication. Reviews of the storyline were mixed, with some noting that it was an anti-climatic Marvel event and others praising the marketing and artwork while criticising the religious undertones and spotty dialogue. Still, an adaptation of the story made its way into the Avengers: Earth’s Mightiest Heroes cartoon (2010 to 2012) and it also formed the basis of a six-episode, live-action series of the same name on Disney+.
The Review: This eight-issue event series begins “years ago” after the destruction of the Skrull throneworld, a cataclysmic, prophesied event that leads the few survivors back to their queen, Veranke, who kicks the story’s narrative in motion by seeding Skrull agents throughout our world. It took years for this to be uncovered, and it was revealed in dramatic fashion when it turned out that the resurrected assassin Elektra Natchios was a Skrull in disguise, a revelation that alerted Tony Stark/Iron Man (then the conceited and self-righteous director of the Strategic Hazard Intervention Espionage Logistics Directorate (S.H.I.E.L.D.) following the game-changing events of Civil War (Millar, et al, 2006 to 2007)) to the depths of the Skrull’s infiltration. Recognising that even his armour’s sensors can’t be trusted to identity friend from foe, Stark drafts in his allies – Doctor Reed Richards/Mister Fantastic and Doctor Henry “Hank” Pym/Yellowjacket – to perform an autopsy in an attempt to figure out how the Skrull was able to remain completely undetected to technology, magic, and Mutant probing. Conveniently enough, a Skrull ship chooses this exact moment to come crashing into Earth’s atmosphere and make landfall in the Savage Land, taking Iron Man away from the operating room so he can investigate. Concerned that this could be the full-scale invasion they fear, Jessica Drew/Spider-Woman calls in the renegade “New” Avengers (those who refused to sign up to the ludicrous Superhero Registration Act in Civil War), which leads to Luke Cage/Power Man, Peter Parker/Spider-Man, James “Logan” Howlett/Wolverine, Danny Rand/Iron Fist, Clint Barton/Ronin, and Maya Lopez/Echo subduing Black Widow/Natasha Romanova and stealing her Quinjet to beat Iron Man and his government-sanction Mighty Avengers – Iron Man, Spider-Woman, Black Widow, Carol Danvers/Ms. Marvel, Janet van Dyne/The Wasp, Ares, Simon Williams/Wonder Man, and Robert “Bob” Reynolds/The Sentry – to the crash site. Both sets of Avengers are aware of the potential Skrull threat, which drives an even greater wedge between them as not only are the Secret Avengers being actively hunted by their former comrades, but they can’t even trust each other to be who they say they are.
While the Skrulls cripple Earth’s defenses, the fractured Avengers battle their classic counterparts.
After being brought down by one of the Savage Land’s rampaging dinosaurs, the New Avengers prepare to open up the crashed ship, but they’re intercepted by the Mighty Avengers, with Iron Man immediately trying to arrest them and Luke Cage obviously telling him and his jumped-up thugs to go kick rocks. Iron Man’s attempt to keep the rogue superheroes from overstepping the mark are scuppered when Timothy “Dum Dum” Dugan and his trusted butler, Edwin Jarvis, unexpectedly sabotage not only the orbiting the Sentient World Observation and Response Department’s (S.W.O.R.D.) satellite base but also Stark’s armour and S.H.I.E.L.D.’s Helicarriers and bases, effectively disabling the armoured Avenger and crippling the superhero community’s resources and communications. Additionally, maximum security prisons the Raft and the Cube are suddenly hit by mass breakouts and Mar-Vell/Captain Marvel and Susan Storm/Invisible Woman disable the villainous Thunderbolts and the rest of the Fantastic Four, with each of these supposed heroes flashing ominous eyes and assuring their victims that “He loves [them]”. Meanwhile, a Skrull armada bares down on Earth and Mr. Fantastic finds himself reduced to an elasticated mess right as he figures out the key behind the Skrull’s newfound undetectability, the victim of a shot from Pym, who’s revealed to also be the Skrull Citri Noll! Momentarily setting aside their differences to get Tony Stark to aid, the two Avengers groups are startled when a slew of classic-styled, currently deceased or long-changed superheroes emerge from the Skrull ship; Captain Steve Rogers/Captain America, the Vision, Thor Odinson, Doctor Jean Grey/Phoenix, Doctor Henry “Hank” McCoy/The Beast, Wanda Maximoff/Scarlet Witch, Jessica Jones/Jewel, Emma Frost/The White Queen, and Barbara “Bobbi” Morse/Mockingbird appear alongside classic versions of Spider-Man, Power Man, Wonder Man, Iron Man, Hawkeye, Ms. Marvel, Wolverine, and the Invisible Woman. Naturally, a tense showdown ensues in which both groups assume the other are Skrulls in disguise; guys like Wolverine, Spider-Man, Emma Frost, and the Vision struggle to get any kind of reading on their counterparts beyond sensing their distrust while Ronin is stunned to see his former flame, Mockingbird, alive and well but, despite Ares trying to convince his allies that it’s a trap, tensions boil over and an all-out brawl kicks off!
As more characters enter the fray, internal distrust is as rife as the escalating war with the Skrulls.
With Stark in agony from the alien virus that’s crippled his armour, Ms. Marvel flies him to safety as the others duke it out; the two Spider-Men trade quips and punches, the Vision uses the Sentry’s fear of his destructive and malevolent alter ego, the Void, to disable his God-like power, and Ronin steals his counterpart’s weapons to subdue their attackers but the arrival of a raging Tyrannosaurus rex disrupts the fracas. Trampled to death by the dinosaur, the classic Spider-Man and Hawkeye are revealed to be Skrulls, and Wolverine intuits that the Skrulls are setting them against each other to wipe out any resistance to their invasion plan. However, when he tries to eviscerate Mockingbird, Ronin intervenes and questions her; she’s adamant that she’s not a Skrull and even reveals personal information that only she and Clint would know, which is enough to convince him to trust her. This offers Luke Cage the hope that the Cap and Iron Man aboard the ship are the real deal, which would certainly explain Stark’s recent manic behaviour and allow the recently deceased Cap to still be alive, but Wolverine’s far from convinced. Meanwhile, back in New York City, a portal opens up and a whole slew of Avengers-inspired Super-Skrulls attack; there’s Skrulls combining the powers of various X-Men, a Fantastic Four Super-Skrull, one that’s a mixture of Spider-Man villains, and even an Illuminati hybrid, meaning the Young Avengers – Eli Bradley/Patriot, Dorrek VIII/Hulkling, Billy Kaplan/Wiccan, Tommy Shepherd/Speed, Kate Bishop/Hawkeye, and their mentor, the Vision – are completely overwhelmed despite Hulkling’s efforts to talk down their attackers with his royal status. Thankfully, they receive some back-up in the timely arrival of fledgling superheroes, the Initiative – Joseph Green/Gauntlet, Rachel Leighton/Diamondback, Cassandra “Cassie” Lang/Stature, David Alleyne/Prodigy, Anthony Masters/Taskmaster, Geldoff/Proton, Z’Reg/Crusader, Jimmy Santini/Batwing, Fahnbullah Eddy/Gorilla Girl, Wallace Jackson/Red 9, Delilah Dearborn/Geiger, Melee, Andrea Roarke/Sunstreak, and Alexander Ellis/Annex. Though the Skrull forces prove ruthlessly formidable, and the Vision is lost in the battle, even more help arrives when the Secret Warriors – Colonel Nick Fury, Yo-Yo Rodriguez/Slingshot, Daisy Johnson/Quake, Alexander Aaron/Phobos, J.T. Slade/Hellfire, Jerry Sledge/Stonewall, and Sebastian Druid/Druid – add yet more names and the bodies to the chaotic artwork and conflict.
Heroes and villains set aside their differences to take the fight to the invading Skrull army.
The Skrull threat is doubled thanks to the distrust between the world’s heroes, with even Nick Fury abandoning Ms. Marvel because of her alien DNA. Meanwhile, as a weakened Stark desperately attempts to repair his armour, Spider-Woman reveals herself to be the Skrull Queen, Veranke, and tries to convince him that he’s a Skrull agent so deep undercover that he’s forgotten his true nature. Before her poison (both literal and figurative) can take hold, Black Widow causes her to flee and Stark reveals that the key to victory lies with Mr. Fantastic, who’s currently being tortured aboard a Skull ship. Thankfully, S.W.O.R.D. director Abigail Brand bluffs her way onto the ship and flushes the Skrull into space to rescue him; Reed then fashions a device that exposes the Skrulls’ real forms, arriving just in time to stop another conflict in the Savage Land and revealing not only that the classic Emma Frost, Invisible Woman, Thor, Ms. Marvel, and Jessica Jones are Skrulls but that Mockingbird is as well, enraging Clint. The real Thor transports everyone to New York for a final confrontation, which even the Watcher, Uatu, shows up to observe and also sees Parker Robbins/The Hood’s criminal syndicate and Doctor Norman Osborn’s Thunderbolts pitch in with the nearly-incomprehensible brawl. While Mr. Fantastic and Iron Man try to take out Veranke (still disguised as Spider-Woman) to demoralise the Skrulls, the Wasp targets Citri Noll, who apes Pym’s Giant-Man form, though it’s Stature and the assassin Bullseye who end up taking him out. Iron Man is forced to withdraw so he can sort out his messed-up armour, Fury’s forces save Mr. Fantastic from being torn apart by multiple Skrulls posing as the Invisible Woman, the real Jessica Jones joins the fray, and Kate Bishop ends up gravely injured amidst the chaos. Although Wolverine tries to take out Veranke, the bio-electrical powers she stole from Spider-Woman keep him at bay, meaning it’s an arrow through the face courtesy of the vengeful Ronin that ultimately subdues her.
Although the Skrulls are defeated, the general distrust in Stark allows Osborn to seize power!
With Veranke compromised, Citri Noll activates a device that causes Janet to enlarge uncontrollably and unleash a chemical agent designed to kill humanity and Skrulls alike. With no other choice available, Thor whips up a hurricane with his magical hammer, one so powerful that is destroys the enlarged Janet and dissipates the weird black spots that threaten everyone’s lives. Although Wolverine seeks to make Veranke pay for Janet’s death, it’s Norman Osborn who gets the kill shot, then Iron Man finally gets his shit together and leads an all-out assault on the remaining Skrull ships, with the now disillusioned and leaderless armada being easy pickings. Iron Man also frees everyone the Skrulls impersonated since the shape-shifters conveniently needed the original versions alive in order to make the deception more convincing, meaning Elektra and Mockingbird return to “life”, Reed is finally reunited with his family, and the true versions of the likes of Spider-Woman re-join society. Unfortunately, this also means that Jessica Jones left her and Luke’s baby, Danielle Cage, in the care of the Skrull-Jarvis, a plot thread left unresolved in this story. Although recent tensions are eased in the aftermath and ensuing celebration, there’s an unshakable sense of hesitation given how long the Skrulls had been a part of Earth’s society and superhero community; Thor also condemns Stark’s recent actions and refuses to associate with him. Thanks to having publicly executed Veranke, Osborn is able to manipulate the President of the United States into equally losing faith in Stark, his methods, and his technology; the President thus ousts Stark as director of S.H.I.E.L.D. and names Osborn as the new overseer of any and all superhuman and defensive measures under a new organisation, H.A.M.M.E.R., unaware that this is exactly the opportunity the scheming madman and his Cabal of allies (Emma Frost, Doctor Victor Von Doom/Dr. Doom, The Hood, Prince Namor McKenzie/The Sub-Mariner, and Lady Loki) were waiting for.
The Summary: Now, I am by no means an expert on the Skrulls; I know of them, primarily as an antagonistic, shape-shifting race of aliens who are almost constantly at war with the Kree and getting into scuffles with the Fantastic Four, but they’re generally on the periphery of most Marvel stories I’ve read. Secret Invasion is probably, to date, their most prominent story, at least in my experience, and it definitely adds some nuance to them that I didn’t expect. Normally, I see them as a warmongering race who live to conquer through both subterfuge and force but, here, they’re motivated by a fanatical devotion to their God (the “He” they keep referring to) and their invasion is seen almost as divine intervention. The Skrulls swamp television screens with their pseudo-religious propaganda, hijacking every telecommunications device across the globe and assuming the guise of various political figures, celebrities, and superpowered monarchs like Erik Lehnsherr/Magneto and Dr. Doom, and insist that they’re there to bring glory to our world and that their might cannot be opposed. Given the strength of their invasion and that their Super-Skrulls have mimicked the combined powers of many of Marvel’s heroes, it’s perhaps not surprising that Marvel’s ridiculously fickle citizens embrace their alien overlords, though this scene showcases that the Skrulls aren’t simply defending themselves or there to usher in a new age for mankind as they claim and are hell-bent on conquering the planet.
Having lost everything, the Skrulls throw themselves at Earth with fanatical desperation.
This campaign is spearheaded by their queen, Veranke, a figure of worship for the Skrulls and who has placed herself on the frontline, earning the trust of Tony Stark by posing as Spider-Woman and becoming privy to many of Earth’s defences. Stark even reflects on his role in the invasion and the shame he feels about not recognising the threat sooner in a show of guilt that was somewhat uncharacteristic of him at this time; this is a man who was so blinded by his belief that superhumans needed to register with the government that he actively fought and imprisoned his fellow heroes and abandoned many of them, and his morals, in favour of an uncompromising, borderline fascist mentality that only led to further conflict and resentment Indeed, Veranke revels in the irony of having twisted Earth’s technology and heroes towards her agenda, something she was easily able to do thanks to Stark being so dead-set about forcing or punishing his peers to register their true identities and powers. However, as much as Veranke likes to preach that hers is a Holy mission, she’s actually equally motivated out of revenge, specifically against Mr. Fantastic and the Fantastic Four after they tricked a contingent of Skrulls into believing they were cows decades prior. Since the Skrull home world has been lost and their once-prosperous empire lies in ruins, the Skrulls follow her without question and throw everything they have at Earth; they’re even willing to give their lives in the process, and in a last-ditch effort of mutually assured destruction, only to be defeated and left dejected. Veranke’s death leaves the Skrulls directionless and all their once-formidable might is as nothing; those that survive are left demoralised as they saw this as their last chance at survival and glory. Thus, Veranke’s quest for vengeance and conquest leaves her people devastated and more worse off than ever as a sizable portion of their armada is destroyed and the last thing they had in all the universe, their faith, is also shattered by their defeat.
The Skrulls are so deeply entrenched that the already frayed heroes are strained to breaking point.
I’m generally not a fan of imposter storylines; it’s a tired cliché and one that quickly outstays its welcome, but it actually works quite well in Secret Invasion. Many of the Skrulls seem to be completely unaware of their true nature; the Mockingbird-Skrull believes that she’s the real deal right up until the end and is begging Clint to listen to her even as he attacks her in a rage. This is also true of Captain Marvel, who believed so strongly that he was the deceased former hero that he couldn’t bring himself to kill and was convinced by Norman Osborn, of all people, to turn on his race; he even died begging the Kree warrior Noh-Varr/Marvel Boy to carry on the fight in his stead, so complete was his conditioning. It’s not revealed exactly how the Skrulls have the memories they do but it’s one of the big reasons why so many of them went undetected; however, many of the Skrulls posing as classic Avengers continued to believe they were the real deal after their true nature was revealed rather than immediately attacking the heroes in service of their God, which definitely paints much of this conflict in a morally grey area. The Skrulls pick the perfect time to strike the Earth; its heroes are divided and at war with each other and easy to manipulate, and seeing the return of dead heroes like Captain America, Mockingbird, and Captain Marvel, as well as the original version of Iron Man, only fuelled the flames of conflict between them thanks to Stark’s actions during Civil War leading to many deaths, including Captain America’s. It would’ve been so easy to explain away Stark’s recent actions as being the work of the Skrulls but, interestingly, that doesn’t turn out to be the case and, similarly, Cap’s death isn’t immediately undone with the presence of his classic counterpart. Instead, we’re left with a world where Stark is still shouldering the burden of his actions and where Cap’s mantle has been taken up by his friend, James Buchanan “Bucky” Barnes; there are no quick-fixes in this story to explain away the events of Civil War and there isn’t really a sense that bridges have been mended by the end of it as distrust is still rife and the status quo remains unchanged.
A decent story with some interesting wrinkles but a bit overstuffed and manic at times.
Ultimately, I quite enjoyed this story; it’s hard to read as an eight-issue standalone as you need some knowledge of prior Marvel events, especially Civil War, and it’s clear that there’s a lot of additional story and conflict in supplementary collections and books, but the narrative works just as well if you only read these eight issues. I enjoyed seeing the Mighty and New Avengers be forced to set aside their differences when faced with their classic counterparts and the reveals of which characters were Skrulls, even if none of the major players were aliens in disguise. The quasi-religious bent to the Skrull invasion was an interesting twist, as was them siphoning and combining the powers of Marvel heroes into an army of Super-Skrulls, and the art was pretty consistent and easy to follow throughout. Unfortunately, the biggest issue I had with Secret Invasion was the sheer number of characters jammed into it; it was hard to keep track of it all at times and it’s obvious that teams like the Young Avengers, Thunderbolts, and Secret Warriors all had bigger parts to play in spin-off stories, but I think they could’ve been downplayed a little here. There’s a Skrull-Galactus with absolutely no context or consequence to the story and even Uatu shows up, which is generally a short-hand to indicate that the events are of cosmic importance but, again, it doesn’t actually factor into the story in a meaningful way. Stark spends most of the arc out of action thanks to the Skrull virus messing up his armour, which is great for leaving him vulnerable and in pain and unable to participate in the wider conflict but then he just shows up in an older armour with a throwaway line for the finale. Similarly, Thor just pops in out of nowhere, formally prominent characters like Wolverine and Spider-Man get lost in the shuffle, and late appearances from Jessica Jones and Norman Osborn are simply there to set up the next big Marvel events and stories. Overall, it was pretty enjoyable and not as much of a mess as some Marvel events, but the action got a little too chaotic at times and there were too many characters wedged into these issues, which I think would’ve been far stronger if they’d focused on, say, eight or ten main characters and then just showcased the others in supplementary materials.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
Did you enjoy Secret Invasion? Were you shocked to find out which characters were Skrulls in disguise? Were you hoping that some of the classic Avengers would turn out to be the real heroes? Which of the teams featured was your favourite? Did you think there were too many teams and characters in the story and which of the spin-off books did you enjoy? What did you think to Veranke, the pseudo-religious slant to the Skrulls, and the Skrull invasion? Were you also frustrated by Tony Stark’s characterisation during this time, or did you enjoy seeing Marvel’s heroes in dispute? What are some of your favourite Skrull-centric stories? Whatever your thoughts on Secret Invasion, feel free to share them below or leave your thoughts on my social media.